TLDR: Post with mods that fix bugs or broken/strange/unbalanced mechanics. This serves as a way to show people what bugs are known, why they might be happening and how people (modders) have fixed them.
Disclaimer: I DO NOT IN ANY WAY SHAPE OR FORM SUGGEST YOU DOWNLOAD ALL THESE MODS TOGETHER TO 'FIX' YOUR GAME. The game is in EA, gets patched daily and thus mods carry a huge risk with them.
In this megapost I’ll try to compile some of the problems that people have been having with mechanics and also the suggestions that have been made to improve/solve these problems. I’ll also be referring to the wonderful modding community as some of them have already started fixing some of the easier/smaller problems. I’ll post the link to the nexus page for every mod that I write about so that the person in question gets credit for this and to ensure that people can see for themselves how an issue was solved by a modder.
This isn’t a complaining post, but actually a post made for the devs and mods. I hope to make this post comprehensive and extensive enough to provide some help with the community side of things and thus provide a framework for further improvement of this game that many of us love. Hopefully I can also get some people to stop complaining and start suggesting .
This mod adds a feature that was present in warband: the possibility to export your character and then import it in any game. This was a way to ensure that you could still continue playing a character and keep his/her skills even when starting a new playthrough.Problems around grindyness could become their own post, but suffice to say that with possible save corruption, restarts due to bugs, etc. a way to keep all your hard work would be very appreciated, explaining why 10 000+ people have downloaded this little mod.
In case some people have noticed: there are armors in multiplayer that you cannot get in singleplayer. According to the modder there are 200+ of these pieces. I’m unsure as to why these armor pieces have not been added in the singleplayer game, but many of us have noticed that there aren’t many end-game armor sets in the singleplayer campaign. More armor and items seems like it couldn’t be anything but a positive thing, so I wonder why these haven’t been added yet in singleplayer. Are they unbalanced? Are their costs not yet implemented for singleplayer making them impossible to trade like other items? I’d appreciate an answer as there doesn’t seem to be a real reason not to include this in the base game. Was (relatively) fixed today in 1.0.4. Thank you for the swift response devs ^^.
These mods are just like the armor enabler, but also seems to concern crossbows and range weapons. An interesting note in the description of rabidcatcake’s mod is this: “However this mod also fixes crossbows and lowers ranged weapon and armor prices so that those items spawn.” I’m not sure what to make of this honestly. Does that mean the reason end-game gear doesn’t seem to spawn (or really any expensive items besides those steppe war bows) is because of their pricing? Anyways, I’ve seen some of the items this mod adds and they look positively wonderful. Imagine: actual end-game weaponry. Anyways, this would be a great addition to the base game and I once again wonder why it hasn’t been included in the first place. Is it like I said before because of balancing issues? Or is it that prices haven’t been properly set yet and thus the items don’t spawn?
An important distinction to make is that Brandon’s mod doesn’t alter the xml file, which (according to my limited knowledge of using mods) means that it doesn’t need to overwrite the file and thus has less chance of conflicting with other mods/breaking stuff.
The 1.0.4. patch seems to have fixed some of these issues, but now prices have gone through the roof and it seems crossbows might still be unavailable? This is only based on a single recent post about this though. Another problem: there is only a single crossbow available for sale and it has a skill cap of 20, this means that you would have to choose the background option that gives you crossbow skill to actually be able to use and train your crossbow skill.
This mod is an all-round improvement that according to the modder tries to reduce the grind and improve the balance. Looking at the tweaks, I’m inclined to agree that the mod does just that, just like the 7000+ other downloaders. I’ll include the list of tweaks here, but won’t go into detail as the fixes are linked to bigger problems that could be described in their own megapost.
This mod can also be slightly linked to the grind of skills, but is just a nice little addition that should really be in the base game. There’s no reason for skill gain not being in tournaments. I can kind of understand that you’re not in a life or death situation, but maybe just decrease the XP gain instead of disabling it? On the one hand it isn’t really the point to become a god by training in tournaments, but getting no experience seems strange. It’s a small change, but to me it seems important enough to mention. Fixed as of patch 1.0.6
According to the modder (darthKiller) this is just a ‘little modlet’ that allows more customization. I’m not sure how ‘little’ it is (as I said: no clue whatsoever about modding), but I quite like the idea. I don’t think anyone would say no to more customizability and it’s these small additions that make people truly appreciate a game.
This mod adds something that many people have been complaining about: you can take more units with you during hideout raids. Now, this mod allows different options: whole party, 50 troops or 90 troops and the author says that taking more than 100 troops may cause crashes. Personally I want to clarify something for people who haven’t played warband or just didn’t bother learning about why you can’t just attack with your whole party: it’s supposed to be a surprise attack. The reason why you wait for night to fall is also that it needs to be a surprise attack, else the bandits could see your army coming and just hide. I quite like the reason and it also adds a bit to the challenge, but there’s one big problem with this: in warband it worked because hideout size (amount of enemies) was based on your level. This meant that while you were a scrub they too would be relatively small in number and scrubby. When you’d get better, get better items and companions, etc. you’d also be able to deal with more enemies. The funny thing is, if you cheated your XP in warband with the console cheats, you could sometimes have hundreds of enemies spawn because you’d be level 3000+. A bit of a rant, but as I said: it doesn’t work this way in Bannerlord. Bandit party size is linked to your own if I’m not mistaken and bandit parties can also hide in their hideouts, meaning you could be dealing with 50+ bandits. Bannerlord only lets you take a small amount of companions for lore/RP reasons, but the amount of enemies is disproportionate in comparison. What I’d like to see is either a balance which lets you take as much strength into the hideout as there are enemies (there is a ‘power’ bar when you fight, so I’d propose letting you take as many troops and as good quality of troops as that bar allows while staying at/near the middle) or just a flat out cap that is higher than it is now. 20-30 seems like a balanced number, certainly taking into consideration the difference in quality between bandits and your own troops.
It seems that in singleplayer it is impossible to craft one handed axes, aone handed maces, two handed axes, two handed maces and throwing axes. The reason for this seems to be that for these items you can only choose 4 ‘parts’ to craft, while you need 4 to be able to make an item. There also seems to be yet again multiplayer only parts that are not craftable in singleplayer. Once again: what’s the reason? Was fixed today in 1.0.4. Thank you for the swift response devs ^^.
Anyone who’s played the game has had the relatively annoying experience of having to see a loading screen just to talk to some bandits that you are utterly going to murder within 10 seconds some time later. This loading screen is relatively useless for bandits and while it pains me to spit on the work of some poor dev who actually enabled you to see the bandits face to face and tell them to die directly, the loading screen is a bit needless, at least for bandit encounters that don’t have anything special about them. It’s more of a personal thing to see this as a ‘problem’ and it’s nowhere near vital, but at least 4000 people cared enough to download the mod, so maybe more people might care now that they know about its existence.
This mod isn’t vital, but I like the idea behind it and think that many people would agree that it’s a great concept. I’ve seen some rumbling about the eight factions only having 6 troop trees and kind of agree. It would be nice to at least have some kind of difference between the empire factions, even if those differences are minimal. I quite like the idea of this mod where the western empire, due to having to deal with Vlandian cavalry, has a more spear-focused roster. This seems logical, follows an in-game lore reason and adds a bit of variation in the game. It isn’t something vital that needs to be fixed, but it would be a welcome addition to the base game.
This mod is a vital bugfix and if you look at the mod page and the changes the mod made, you too will be of that opinion. Some troops have incredibly wrong skills (bow skill instead of crossbow skill for crossbow units for example) and should really be fixed. This doesn’t seem that difficult to change (limited mod knowledge) and would really add quite a bit of balance in my opinion.
“Simple mod, when a horse becomes lame, it has no penalties to riding speed or price. It’s still listed as lame, but it will not matter” The description says enough. This feature was in warband and seems to have been meant to be implemented (as the tag ‘lame’ exists), but seems to be broken.
I don’t think this is a fitting fix as it gets rid of the importance of the civilian outfit, which was added for a reason. It is however true that civilian outfits are too bad to really be usable. I challenge everyone reading this to go in an alley and try fighting the thugs there. You can probably do it, but it’ll be a hard fought battle. I was only ever able to take a single companion walking with me, which is also part of the problem. Either you make civilian outfits better/accept more heavy armor like some capes/cloaks and gambeson-tier armor or you let more than one companion follow the player around. A kind commentor told me you can just talk to companions inside the city and ask them to gather with you. This fixes any problem I have with civilian outfits honestly. More options would be fun, but not vital. Maybe even allow two handed weapons? Polearms seem a bit overkill, but a battleaxe is still permissible I’d say. Purely my own opinion, but I’d like people to actually try fighting in civilian clothes a couple of times just to have them see how annoying it can be when you know you’ve got plate mail and a two handed axe when you’re fighting outside of a town.
Seems there’s a bug where some quests have a negative timer. I’ve not yet had this bug, but 2000 people downloaded this, so it must be a thing.
This seems to be linked to the main questline. I won’t spoil anything, but it seems a quest might be bugged. Seems like something in need of a vital fix.
It was also noted in the unit stats fix mod that forest bandits might be a bit too skilled for their level (the modder says they’re 50% stronger than some other lvl 21 units). The fact that a dedicated mod has come out for this might suggest that a closer look needs to be taken at our foresty friends. I personally haven’t had giant issues with them, but then again, I tend to just avoid forest bandits as they’re relatively strong…
These are all companion mods and I’d like to use these to address an issue: companions are kind of broken. Those of us who’ve played a couple of hours can count the times our companions have levelled on a single hand, maybe two if you somehow focused on leveling them? Anyways: they level incredibly slowly. Now, if companions had decent and varied skills that wouldn’t be too bad, but they’re all the same: barebones with fighter skills. There’s the odd medic or rogue which might be useful for party skills, but I’ve yet to find a decent trader or engineer or steward. In warband you’d have different companions of different background that you could gear and train for different roles. I haven’t been able to do that in Bannerlord and I’ve read posts of people with the same complaint. It would be nice to have more variety to fill more niche roles. Skill progression also needs to be changed, but honestly that’s not only concerning companions.
This mods adds back a much-requested feature that was available in warband. There have been a lot of complaints about the fact that this feature hasn’t been implemented in Bannerlord yet and it seems a modder was able to. Adding this as an optional feature again would be a great addition to the game. Not everybody wants to ‘git gud’ (though personally I am one of those people haha).
This mod can be linked to the previous item enabler that did something similar. I wanted to once again mention this though as this is one of the problems with the new economy that is being attempted in Bannerlord. It is also nice that this particular mod puts crossbows in both the Empire and Vlandia, instead of just the Empire (or everywhere) like with the item enabler.
Just like with the banner mods, this adds more options, and that’s never a bad thing in my opinion. The only possible problem I see is the hitbox due to how small you can make yourself. I haven’t done any tests yet, but I assume the hitbox will be modified if you decide to make yourself a midget/giant. Possible also reach.
Some of the names of the armors added in the game with the 1.0.4. patch haven’t been changed and thus might sound a bit weird (examplegiven by mod: ‘empire_crown’ has been changed by the mod to ‘Imperial Crown’). It’s a small thing, but it’s these details that make a great game even better.
It seems that the healthy scout and peak form perks do not add the health they should add properly. I’ve seen many complaints about perks not working or being a bit weird, but this one is the only one I’ve found a mod for.
It seems that the falx animation is bugged. Even when you've drawn your falx, it'll still show as if it were stuck/holstered to your back. This little mod fixes that inconsistency. Fixed as of patch 1.0.6
"This is going to be a mod that just fixes up some things in Mount & Blade 2: Bannerlord before the Devs & QA team can get to them.
Hopefully we can incorporate various community fixes together in one mod and enable other mods to behave better together. ". Currently tries to fix some perks. The disciplinarian perk was fixed with patch 1.0.6, but other perks might still need fixing.
Disclaimer: I DO NOT IN ANY WAY SHAPE OR FORM SUGGEST YOU DOWNLOAD ALL THESE MODS TOGETHER TO 'FIX' YOUR GAME. The game is in EA, gets patched daily and thus mods carry a huge risk with them.
In this megapost I’ll try to compile some of the problems that people have been having with mechanics and also the suggestions that have been made to improve/solve these problems. I’ll also be referring to the wonderful modding community as some of them have already started fixing some of the easier/smaller problems. I’ll post the link to the nexus page for every mod that I write about so that the person in question gets credit for this and to ensure that people can see for themselves how an issue was solved by a modder.
This isn’t a complaining post, but actually a post made for the devs and mods. I hope to make this post comprehensive and extensive enough to provide some help with the community side of things and thus provide a framework for further improvement of this game that many of us love. Hopefully I can also get some people to stop complaining and start suggesting .
- 1. Intro Disabler by Zaldir: https://www.nexusmods.com/mountandblade2bannerlord/mods/7
- 2. Character trainer import/export by Femos: https://www.nexusmods.com/mountandblade2bannerlord/mods/16
This mod adds a feature that was present in warband: the possibility to export your character and then import it in any game. This was a way to ensure that you could still continue playing a character and keep his/her skills even when starting a new playthrough.Problems around grindyness could become their own post, but suffice to say that with possible save corruption, restarts due to bugs, etc. a way to keep all your hard work would be very appreciated, explaining why 10 000+ people have downloaded this little mod.
- 3. Singleplayer Armor Enabler by Crosser: https://www.nexusmods.com/mountandblade2bannerlord/mods/26
- 4a. Singleplayer item enabler plus by rabidcatcake: https://www.nexusmods.com/mountandblade2bannerlord/mods/40
- 4b. BMitemtweaks by Brandon: https://www.nexusmods.com/mountandblade2bannerlord/mods/58
These mods are just like the armor enabler, but also seems to concern crossbows and range weapons. An interesting note in the description of rabidcatcake’s mod is this: “However this mod also fixes crossbows and lowers ranged weapon and armor prices so that those items spawn.” I’m not sure what to make of this honestly. Does that mean the reason end-game gear doesn’t seem to spawn (or really any expensive items besides those steppe war bows) is because of their pricing? Anyways, I’ve seen some of the items this mod adds and they look positively wonderful. Imagine: actual end-game weaponry. Anyways, this would be a great addition to the base game and I once again wonder why it hasn’t been included in the first place. Is it like I said before because of balancing issues? Or is it that prices haven’t been properly set yet and thus the items don’t spawn?
An important distinction to make is that Brandon’s mod doesn’t alter the xml file, which (according to my limited knowledge of using mods) means that it doesn’t need to overwrite the file and thus has less chance of conflicting with other mods/breaking stuff.
The 1.0.4. patch seems to have fixed some of these issues, but now prices have gone through the roof and it seems crossbows might still be unavailable? This is only based on a single recent post about this though. Another problem: there is only a single crossbow available for sale and it has a skill cap of 20, this means that you would have to choose the background option that gives you crossbow skill to actually be able to use and train your crossbow skill.
- 5. Bannerlord Tweaks by mipen: https://www.nexusmods.com/mountandblade2bannerlord/mods/49
This mod is an all-round improvement that according to the modder tries to reduce the grind and improve the balance. Looking at the tweaks, I’m inclined to agree that the mod does just that, just like the 7000+ other downloaders. I’ll include the list of tweaks here, but won’t go into detail as the fixes are linked to bigger problems that could be described in their own megapost.
- Crafting stamina: increased cap from 100 to 400 and regen from 5/hour to 10/hour
- Doubled renown gain from battles
- Party size bonus gained dependant on leadership and steward skill
- Increased renown reward (from 3 to 8 ) for tournaments and gold price of 500
- Skill experience multiplier based on a curve
6. Tournament XP Enabler by Brandon: https://www.nexusmods.com/mountandblade2bannerlord/mods/27
- 7a. Bannereditor Enhancer by DarthKiller: https://www.nexusmods.com/mountandblade2bannerlord/mods/8
- 7b. Better banner palette by Zaldir: https://www.nexusmods.com/mountandblade2bannerlord/mods/48
According to the modder (darthKiller) this is just a ‘little modlet’ that allows more customization. I’m not sure how ‘little’ it is (as I said: no clue whatsoever about modding), but I quite like the idea. I don’t think anyone would say no to more customizability and it’s these small additions that make people truly appreciate a game.
- 8. Hideout player party limit removed by leoHarlequin: https://www.nexusmods.com/mountandblade2bannerlord/mods/35
This mod adds something that many people have been complaining about: you can take more units with you during hideout raids. Now, this mod allows different options: whole party, 50 troops or 90 troops and the author says that taking more than 100 troops may cause crashes. Personally I want to clarify something for people who haven’t played warband or just didn’t bother learning about why you can’t just attack with your whole party: it’s supposed to be a surprise attack. The reason why you wait for night to fall is also that it needs to be a surprise attack, else the bandits could see your army coming and just hide. I quite like the reason and it also adds a bit to the challenge, but there’s one big problem with this: in warband it worked because hideout size (amount of enemies) was based on your level. This meant that while you were a scrub they too would be relatively small in number and scrubby. When you’d get better, get better items and companions, etc. you’d also be able to deal with more enemies. The funny thing is, if you cheated your XP in warband with the console cheats, you could sometimes have hundreds of enemies spawn because you’d be level 3000+. A bit of a rant, but as I said: it doesn’t work this way in Bannerlord. Bandit party size is linked to your own if I’m not mistaken and bandit parties can also hide in their hideouts, meaning you could be dealing with 50+ bandits. Bannerlord only lets you take a small amount of companions for lore/RP reasons, but the amount of enemies is disproportionate in comparison. What I’d like to see is either a balance which lets you take as much strength into the hideout as there are enemies (there is a ‘power’ bar when you fight, so I’d propose letting you take as many troops and as good quality of troops as that bar allows while staying at/near the middle) or just a flat out cap that is higher than it is now. 20-30 seems like a balanced number, certainly taking into consideration the difference in quality between bandits and your own troops.
- 9a. Crafting fix for axes and maces by Elly Heartfillia: https://www.nexusmods.com/mountandblade2bannerlord/mods/45
- 9b. Total smithing fix by DigBick97: https://www.nexusmods.com/mountandblade2bannerlord/mods/43
- 10. Fast Dialogue by Dallen1393: https://www.nexusmods.com/mountandblade2bannerlord/mods/68
Anyone who’s played the game has had the relatively annoying experience of having to see a loading screen just to talk to some bandits that you are utterly going to murder within 10 seconds some time later. This loading screen is relatively useless for bandits and while it pains me to spit on the work of some poor dev who actually enabled you to see the bandits face to face and tell them to die directly, the loading screen is a bit needless, at least for bandit encounters that don’t have anything special about them. It’s more of a personal thing to see this as a ‘problem’ and it’s nowhere near vital, but at least 4000 people cared enough to download the mod, so maybe more people might care now that they know about its existence.
- 11. Separate Imperial troop trees by Sumarlithi: https://www.nexusmods.com/mountandblade2bannerlord/mods/74
This mod isn’t vital, but I like the idea behind it and think that many people would agree that it’s a great concept. I’ve seen some rumbling about the eight factions only having 6 troop trees and kind of agree. It would be nice to at least have some kind of difference between the empire factions, even if those differences are minimal. I quite like the idea of this mod where the western empire, due to having to deal with Vlandian cavalry, has a more spear-focused roster. This seems logical, follows an in-game lore reason and adds a bit of variation in the game. It isn’t something vital that needs to be fixed, but it would be a welcome addition to the base game.
- 12. Fixed troop stats by Ragnar: https://www.nexusmods.com/mountandblade2bannerlord/mods/53
This mod is a vital bugfix and if you look at the mod page and the changes the mod made, you too will be of that opinion. Some troops have incredibly wrong skills (bow skill instead of crossbow skill for crossbow units for example) and should really be fixed. This doesn’t seem that difficult to change (limited mod knowledge) and would really add quite a bit of balance in my opinion.
- 13. Lame horses are not lame by Tankton: https://www.nexusmods.com/mountandblade2bannerlord/mods/9
“Simple mod, when a horse becomes lame, it has no penalties to riding speed or price. It’s still listed as lame, but it will not matter” The description says enough. This feature was in warband and seems to have been meant to be implemented (as the tag ‘lame’ exists), but seems to be broken.
- 14. All armour is civilian by Sumarlithi: https://www.nexusmods.com/mountandblade2bannerlord/mods/52
I don’t think this is a fitting fix as it gets rid of the importance of the civilian outfit, which was added for a reason. It is however true that civilian outfits are too bad to really be usable. I challenge everyone reading this to go in an alley and try fighting the thugs there. You can probably do it, but it’ll be a hard fought battle
- 15. Timefixer by Khorgain: https://www.nexusmods.com/mountandblade2bannerlord/mods/13
Seems there’s a bug where some quests have a negative timer. I’ve not yet had this bug, but 2000 people downloaded this, so it must be a thing.
- 16. Stop conspiracy quest extender by Falskian: https://www.nexusmods.com/mountandblade2bannerlord/mods/31
This seems to be linked to the main questline. I won’t spoil anything, but it seems a quest might be bugged. Seems like something in need of a vital fix.
- 17. Forest bandit nerf by thelostone: https://www.nexusmods.com/mountandblade2bannerlord/mods/88
It was also noted in the unit stats fix mod that forest bandits might be a bit too skilled for their level (the modder says they’re 50% stronger than some other lvl 21 units). The fact that a dedicated mod has come out for this might suggest that a closer look needs to be taken at our foresty friends. I personally haven’t had giant issues with them, but then again, I tend to just avoid forest bandits as they’re relatively strong…
- 18a. Ev’s Companions by Ev: https://www.nexusmods.com/mountandblade2bannerlord/mods/70
- 18b. Unlock companions by Chinesebut: https://www.nexusmods.com/mountandblade2bannerlord/mods/76
- 18c. New companions Athena by SomeDudeOnTheW3B: https://www.nexusmods.com/mountandblade2bannerlord/mods/67
- 18d. Bleinz' more wanderers by Bleinz: https://www.nexusmods.com/mountandblade2bannerlord/mods/150
These are all companion mods and I’d like to use these to address an issue: companions are kind of broken. Those of us who’ve played a couple of hours can count the times our companions have levelled on a single hand, maybe two if you somehow focused on leveling them? Anyways: they level incredibly slowly. Now, if companions had decent and varied skills that wouldn’t be too bad, but they’re all the same: barebones with fighter skills. There’s the odd medic or rogue which might be useful for party skills, but I’ve yet to find a decent trader or engineer or steward. In warband you’d have different companions of different background that you could gear and train for different roles. I haven’t been able to do that in Bannerlord and I’ve read posts of people with the same complaint. It would be nice to have more variety to fill more niche roles. Skill progression also needs to be changed, but honestly that’s not only concerning companions.
- 19a. Autoblocker by Menthus: https://www.nexusmods.com/mountandblade2bannerlord/mods/128
- 19b. Auto block revival by demolish: https://www.nexusmods.com/mountandblade2bannerlord/mods/203
- 19c. Autoblocker enhanced by Erik9631: https://www.nexusmods.com/mountandblade2bannerlord/mods/187
This mods adds back a much-requested feature that was available in warband. There have been a lot of complaints about the fact that this feature hasn’t been implemented in Bannerlord yet and it seems a modder was able to. Adding this as an optional feature again would be a great addition to the game. Not everybody wants to ‘git gud’ (though personally I am one of those people haha).
- 20. Regional crossbow and bow fixes by Squiddy: https://www.nexusmods.com/mountandblade2bannerlord/mods/120
This mod can be linked to the previous item enabler that did something similar. I wanted to once again mention this though as this is one of the problems with the new economy that is being attempted in Bannerlord. It is also nice that this particular mod puts crossbows in both the Empire and Vlandia, instead of just the Empire (or everywhere) like with the item enabler.
- 21. Detailed character creation by PoPoWanObi: https://www.nexusmods.com/mountandblade2bannerlord/mods/118
Just like with the banner mods, this adds more options, and that’s never a bad thing in my opinion. The only possible problem I see is the hitbox due to how small you can make yourself. I haven’t done any tests yet, but I assume the hitbox will be modified if you decide to make yourself a midget/giant. Possible also reach.
- 22. Recruitable by Stenella: https://www.nexusmods.com/mountandblade2bannerlord/mods/112
- 23. Fixed armor names by El Gandalfo: https://www.nexusmods.com/mountandblade2bannerlord/mods/99
Some of the names of the armors added in the game with the 1.0.4. patch haven’t been changed and thus might sound a bit weird (examplegiven by mod: ‘empire_crown’ has been changed by the mod to ‘Imperial Crown’). It’s a small thing, but it’s these details that make a great game even better.
- 24. Healthy scout (scouting) and peak form (athletics) perk hp fix by SarcFa: https://www.nexusmods.com/mountandblade2bannerlord/mods/97
It seems that the healthy scout and peak form perks do not add the health they should add properly. I’ve seen many complaints about perks not working or being a bit weird, but this one is the only one I’ve found a mod for.
- 25. Smith stamina regen fix by Skauz0r: https://www.nexusmods.com/mountandblade2bannerlord/mods/184
- 26. Steward perk fixes by tynikuh: https://www.nexusmods.com/mountandblade2bannerlord/mods/172
- 27. Don't smelt locked weapons by FlayaN: https://www.nexusmods.com/mountandblade2bannerlord/mods/169
- 28. Experience perk fix by tynikuh: https://www.nexusmods.com/mountandblade2bannerlord/mods/153
- 29. Mercenary contract fix by naiski: https://www.nexusmods.com/mountandblade2bannerlord/mods/147
30. Falx Fixer by Ryank516: https://www.nexusmods.com/mountandblade2bannerlord/mods/159
- 31. Fix mounted bow and crossbow perks by Trichotillomania: https://www.nexusmods.com/mountandblade2bannerlord/mods/215
- 32. Frugal Cavalry by PyroKinesis: https://www.nexusmods.com/mountandblade2bannerlord/mods/196
- 33. Community Patch by Q: https://www.nexusmods.com/mountandblade2bannerlord/mods/186
"This is going to be a mod that just fixes up some things in Mount & Blade 2: Bannerlord before the Devs & QA team can get to them.
Hopefully we can incorporate various community fixes together in one mod and enable other mods to behave better together. ". Currently tries to fix some perks. The disciplinarian perk was fixed with patch 1.0.6, but other perks might still need fixing.
- 34. Fix holding companion by Hellivium: https://www.nexusmods.com/mountandblade2bannerlord/mods/193
- 35. Capmaxclaninfluence by Ole Jakob Schjoeth: https://www.nexusmods.com/mountandblade2bannerlord/mods/185
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