This mod changes melee weapons collision reactions when striking other characters. Swords axes and polearms no longer clip through the character on hits.
The weapon clips through the character like in vanilla banner lord only if: the hit is a fatal blow, weapon doing the damage is a cutting weapon, and it hits the neck, hands or legs hitbox.
With all other hits the weapon either "Bounces" off the armor or gets "Stuck" in the body part based on:
1) Attack Damage Type (Cut, Pierce or Blunt)
2) Armor Type of the body part hit (None, Cloth, Leather, Chainmail or Plate)
3) Damage Threshold done to the agent, if the damage is above the damage limit, it glances off the armor. If its below, it gets stuck in the victims body part
Values fully configurable in the xml file "realistic_weapon_collision.xml"
Also removes the redicilous blood sprays everywhere if the armor of the hit body part is either Chainmail or Plate and the damage type is Cut or Blunt, it no longer sprays the blood but leaves bloody marks on the body part / armor.
UPDATE v1.5
- New Feature Weapons always stick on Kill
- New Feature, Blade detection
- Works on Polearms, Two Handed Axes and Two Handed Maces
- Calculates if the weapon hits with "Shaft" part of the weapon instead of the "Blade"
- If the weapon hits with the "Shaft" part (Polearm, 2H Axe/Mace) always deals blunt damage / weapon bounces off opponent
- If the weapon hits with the "Shaft" part damage is reduced by native multiplier "SwingHitWithArmDamageMultiplier" found in managed_core_parameters.xml
- Default taleworlds value is the damage is reduced to 15% (0.15 multiplier)
- If the weapon hits with the "Blade" part of weapon, normal full damage calculation is applied
- Idea of this change is to make combat with long polearms on foot / horseback more accurate and skill based, nerf horseback swing-spam
VANILLA:
MODDED:
BEFORE:
AFTER:
BEFORE:
AFTER:
BEFORE:
AFTER:
DOWNLOAD LINK: https://www.nexusmods.com/mountandblade2bannerlord/mods/983
The weapon clips through the character like in vanilla banner lord only if: the hit is a fatal blow, weapon doing the damage is a cutting weapon, and it hits the neck, hands or legs hitbox.
With all other hits the weapon either "Bounces" off the armor or gets "Stuck" in the body part based on:
1) Attack Damage Type (Cut, Pierce or Blunt)
2) Armor Type of the body part hit (None, Cloth, Leather, Chainmail or Plate)
3) Damage Threshold done to the agent, if the damage is above the damage limit, it glances off the armor. If its below, it gets stuck in the victims body part
Values fully configurable in the xml file "realistic_weapon_collision.xml"
Also removes the redicilous blood sprays everywhere if the armor of the hit body part is either Chainmail or Plate and the damage type is Cut or Blunt, it no longer sprays the blood but leaves bloody marks on the body part / armor.
UPDATE v1.5
- New Feature Weapons always stick on Kill
- New Feature, Blade detection
- Works on Polearms, Two Handed Axes and Two Handed Maces
- Calculates if the weapon hits with "Shaft" part of the weapon instead of the "Blade"
- If the weapon hits with the "Shaft" part (Polearm, 2H Axe/Mace) always deals blunt damage / weapon bounces off opponent
- If the weapon hits with the "Shaft" part damage is reduced by native multiplier "SwingHitWithArmDamageMultiplier" found in managed_core_parameters.xml
- Default taleworlds value is the damage is reduced to 15% (0.15 multiplier)
- If the weapon hits with the "Blade" part of weapon, normal full damage calculation is applied
- Idea of this change is to make combat with long polearms on foot / horseback more accurate and skill based, nerf horseback swing-spam
VANILLA:
MODDED:
BEFORE:
AFTER:
BEFORE:
AFTER:
BEFORE:
AFTER:
DOWNLOAD LINK: https://www.nexusmods.com/mountandblade2bannerlord/mods/983
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