SP - General [Suggestion] Mods that should be in the game by default

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The nice think with mods is that they are optional. So i think most mods you listed should stay mods.
I would really dislike quite a lot of the mods you listed.
You could say there could be options to enable or disable them. But then why not just let them be mods?
Imagine you create a campaign as new player and get greeted with 30 options. Would be quite overwhelming

Mods that i for example dislike:
- Yell to inspire.
- Battle bandage.
- Can't run forever (Why should only a party that runs away get slower over time?)
- Custom spawns.
- Shields block on back (Some shields have such big hitboxes they could even block frontal attacks while being on your back)
- Better horse charges (Cav is already extremly powerfull. Horse charges doing more damage without adding another mechanic that nerfs heavy cav at the same time is a bad idear in my opinion.)

Other people mightl like or dislike other. I think a good mod workshop would be bether then just adding all of them to the base game.
 
Settlement icons
One of those i never thought i would need. Makes life so much easier if you want to do questing or looking for the village with noble troops. Also streamlines your tournament searches. Small mod but so efficient
https://www.nexusmods.com/mountandblade2bannerlord/mods/429

Bear my banner
Great immersion mod. Battles look great when you see different faction banners held by the troops of different factions. Amazing look on army vs army fights!
https://www.nexusmods.com/mountandblade2bannerlord/mods/432

Community patch
So many perks got fixed with this one. Insane! Even those tricky ones like +party size per Fief owned or Use all bows/crossbows on horse.
Working perks change the game DRASTICALLY
https://www.nexusmods.com/mountandblade2bannerlord/mods/186

Armor does something
I think the best of the "buff arm / survivability / nerfatchers" mods available.
Archer army is still deadly, but does not roflstomp everything. You still feel very powerful with 100% archer./ horse archer army, its just no longer disgustingly powerful. Less random deaths to instagib pilums to the head (still possible just not that often)
https://www.nexusmods.com/mountandblade2bannerlord/mods/129

Hideout send troops
A bit controversial one, but helps you with late game bandit camps that have 80+ garrisons. And we all know current autoresolve - you will be punished a bit for the comfort, still a good option to have.
https://www.nexusmods.com/mountandblade2bannerlord/mods/399

Persistent lock
This removes requirements to re-lock everytime an item/item category when it runs out or when you swap inventory items. Must have!
https://www.nexusmods.com/mountandblade2bannerlord/mods/445

Summarize cashflow
Makes your income readable again after you get 3 fiefs 2 parties 2 workshops and a caravan.
No longer floods your screen with single entity data unless when you want it
https://www.nexusmods.com/mountandblade2bannerlord/mods/505
 
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The nice think with mods is that they are optional. So i think most mods you listed should stay mods.
I would really dislike quite a lot of the mods you listed.
You could say there could be options to enable or disable them. But then why not just let them be mods?
Imagine you create a campaign as new player and get greeted with 30 options. Would be quite overwhelming

Mods that i for example dislike:
- Yell to inspire.
- Battle bandage.
- Can't run forever (Why should only a party that runs away get slower over time?)
- Custom spawns.
- Shields block on back (Some shields have such big hitboxes they could even block frontal attacks while being on your back)
- Better horse charges (Cav is already extremly powerfull. Horse charges doing more damage without adding another mechanic that nerfs heavy cav at the same time is a bad idear in my opinion.)

Other people mightl like or dislike other. I think a good mod workshop would be bether then just adding all of them to the base game.
+1
 
Diplomacy Fixes Makes declaring war and proposing peace possible from Diplomacy screen. How/why is this not in the game by default I have no idea. Also adds war attrition so AI is more likely to propose peace after prolonged wars. There's also minimum truce time. Very useful mod.

V's Rebalanced Buildings V's Production Scaled Daily Defaults V's Food Supply Wariness Attempts to fix prosperity-death spiral and gives some sense to fief management.

Sound the Alarm Just gives you a heads up when something important happens by a pop up window. Another mod that can't believe not in the game by default.
 
So last few days i was surfing nexus modes to make my game more comfortable (and oh boy i found some amazing mods). (just wanted to list and suggest some of them bellow). (this list does not include the mode Bannerlord Tweaks)
Also i am suggesting that many of the options that mods provide should be able to be turned on/off in campaign advanced settings.

Everyone who agree, +1 this post please, so devs can see this.
If there are any modes that i didn't add, suggest them bellow (Theme will be updated overtime, with new modes to come)
+1
 
Diplomacy Fixes Makes declaring war and proposing peace possible from Diplomacy screen. How/why is this not in the game by default I have no idea. Also adds war attrition so AI is more likely to propose peace after prolonged wars. There's also minimum truce time. Very useful mod.

V's Rebalanced Buildings V's Production Scaled Daily Defaults V's Food Supply Wariness Attempts to fix prosperity-death spiral and gives some sense to fief management.

Sound the Alarm Just gives you a heads up when something important happens by a pop up window. Another mod that can't believe not in the game by default.
+1
 
 
+1
I'm not sure the list is exhaustive and whether there aren't things on there that shouldn't be integrated in the base game, but I definitely agree with the sentiment.

Essentially there should just be a procedure to monitor which mods are the most popular and if they only add features, they should probably be integrated. Things that change the original intent probably only in a form where they can be disabled and only if they are massively popular.

Nexusmods seems to be a sensible channel to use as an indicator of what ought to go in. Stuff that's in the top 50 or should add least be evaluated for addition to the base game.
 
Settlement Icons, Community Patch (for working perks), Diplomacy Fixes if only for messengers, Limited Mercenary Contract.

+1 overall, even if any player’s list =/= the OP list 1:1.

The larger point: the player currently has to rely on mods for basic QOL features and basic game functions. Mods should be for fun fluff and preference (e.g. I really like a recruit minor faction troops mod) - not for basic stuff.
 
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