The better mods for us and for you ?

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I am a specialist in medicine, board certified in three fields (emergency medicine, family medicine, dermatology)...I have a black belt in karate (Goju Ryu, 1st dan)...so wrong mate. Be careful with loose statements. Mace/blunt instruments cause crushing injuries - well documented in medical literature. Don't ever say 'ever' unless you were there. Numerous accounts of amputations in medieval combat caused by cutting instruments hitting armor at the joint hinges. Axemen trained to aim at the shoulder pauldron as cutting through the hinge there would incapacitate an opponent - you're pretty useless if you cannot lift your weapon (because the deltoid was severed), and the next fellow with a mace would brain you through your armor plated helmet. And a halberd is pretty much specifically designed to slash at your hinges and then drive the spike through your gap between chest and axilla
I think I'll move on from this.
so you know that for any of these amputations to happen the arm positioning and the strike direction need to be perfect for it to even be possible, which means you're being disingenous by stating it was "common". It wasn't. Did that happen? Yes, but you can't kill someone with a strike on an arm without severing an arteria, though in those times ppl would often die from internal dmg sometimes months after a battle, not during it :wink:
 
You don't seem to understand the concepts of blunt trauma. Died later from sepsis perhaps (if you had a minor penetrating injury into a body cavity), but died within days from hepatic (liver), splenic (spleen), cardiac (heart), or pulmonary (lung) contusion. These injuries do not linger. You die rapidly from hemorrhagic shock followed by disseminated intravascular coagulopathy as part of multisystem shock syndrome with cardiovascular collapse. No ICU to ventilate you back in those days.

And you do not need to amputate a limb. The goal of a strike with a cleaving weapon (e.g. a halberd or axe) is to sever the muscle. No muscle, no lifting a heavy defensive weapon. Leaving you at the mercy of the conscripted troops to be finished off. Elite (medieval) soldiers were incredibly strong - to wear a chainmail hauberk, greaves, mittens, helmet etc, weighed over 30 pounds, and the weapons also were not light. So when they swing that halberd at your shoulder from the side to split the joint between the chestplate and pauldron, or from above to cut into the joint between hauberk and pauldron, they put quite a bit of velocity behind it. Enough to unhorse a rider.

Armor (at the time of the events of Bannerlord) is not one piece - chestplate and backplate are tied together with straps around the sides of the body. Then pauldrons are attached to this via more straps - which leaves many gaps for penetrating injuries (through the gaps and joints) and is also why a blunt force (e.g. a mace blow) damages the underlying body part - the armor is not an encasing shell, but loose parts connected via many straps and ties.

But whatever, you must be right.
 
I'm afraid that, at the end of the day, even with mods, the game is still incredibly boring and dull. When I played, I used RBM mostly and a few things like Bannerpaste though.
 
You don't seem to understand the concepts of blunt trauma. Died later from sepsis perhaps (if you had a minor penetrating injury into a body cavity), but died within days from hepatic (liver), splenic (spleen), cardiac (heart), or pulmonary (lung) contusion. These injuries do not linger. You die rapidly from hemorrhagic shock followed by disseminated intravascular coagulopathy as part of multisystem shock syndrome with cardiovascular collapse. No ICU to ventilate you back in those days.

And you do not need to amputate a limb. The goal of a strike with a cleaving weapon (e.g. a halberd or axe) is to sever the muscle. No muscle, no lifting a heavy defensive weapon. Leaving you at the mercy of the conscripted troops to be finished off. Elite (medieval) soldiers were incredibly strong - to wear a chainmail hauberk, greaves, mittens, helmet etc, weighed over 30 pounds, and the weapons also were not light. So when they swing that halberd at your shoulder from the side to split the joint between the chestplate and pauldron, or from above to cut into the joint between hauberk and pauldron, they put quite a bit of velocity behind it. Enough to unhorse a rider.

Armor (at the time of the events of Bannerlord) is not one piece - chestplate and backplate are tied together with straps around the sides of the body. Then pauldrons are attached to this via more straps - which leaves many gaps for penetrating injuries (through the gaps and joints) and is also why a blunt force (e.g. a mace blow) damages the underlying body part - the armor is not an encasing shell, but loose parts connected via many straps and ties.

But whatever, you must be right.
IQ jumped a solid 8 points after reading this. Would read again !!
 
IQ jumped a solid 8 points after reading this. Would read again !!
He gave some thorough medical explanations pertaining severe blunt trauma on "unarmored" ppl - That's because he's separating it into boxes and disingenously pushing his narrative so he "can't be wrong". I'm a son to a couple of doctors, one of which was the chief in an ER, I've learned this **** since i was a toddler, and it happens that I have a massive nerd side which lead me towards researching middle ages warfare, including but not limited to the mechanics behind armored fighting, techniques, etc. To top that up I'm a black belt in BJJ and Judo, and have over 50 titles on both, I've also practiced kick boxing, karate and tae kwon do, but didn't follow through for long in these.
When I say I know what I'm talking about, I know, I just dismiss starting a technical debate or shoehorning more technical talk to make myself look "amazing". I simply sum it up into -> armor worked, most battle deaths from the majority of the middle ages happened after the battle due to injury complications; And if you research deeply you'll understand that armor was too expensive to be thought-out poorly, meaning that if any piece was virtually useless, nobody would use it aside from the highest pompous members of aristocracy, even than most wouldn't because it was a waste of resources.

Considering such details, there are some "semi-larping" grps that go for armored melees with blunt weapons - you'll never hear of anybody dying becuase they were hit on the arm, the fact is that armor's so safe that they actually allow themselves do practice that nonsense :lol:
Now, if you go through treatises, made at that time, they detail a lot of how fighting worked and how to circumvent the absurd "tankiness" of armor with technique. Though at one point he's right, Halberds were the most deadly weapon against armored knights, but actually scoring a perfect hit that would cause severe damage was much harder than he makes it seem with his pompous speech. It would alos mean that at some point all kingdoms would have no knights becaues everybody was dying so easily! :lol:

Now, trauma injuries have a varying degree of severity, some of which aren't even lethal, but will often cause extreme side-effects. For lethal ones what was done in the past was amputation, which isn't a very hard procedure to do. Someone with basic anatomical knowledge can perform it, though at that time the problem would be suriving the cauterization.

anyway, the conclusion to this odd discussion is the following: people in the middle ages had brains, don't let anyone insinuate otherwise :lol:
 
Single best mod for me at present is: "Character Reload Fix" which allows you to completely edit (i.e. overhaul) ANY character in the game - stats/appearance/gear (new feature) - so you NOT have to be stuck with companions who have traits not suitable to your character, or a giant/dwarf of a spouse, or clan members with hideous dress sense -> this is the GOAT for me.

Improved Garrisons is fantastic in making you able to have your garrison have a function - send patrols to guard your settlements, send reinforcements from an established fief to a newly taken one, etc. Great and immersive, great interface, being able to customize what your garrison does, how it recruits, etc. is great.

Party AI Overhaul is another excellent mod that gives you control over what your (otherwise stupid) clan party commanders do - so you can send them on patrols to safeguard a region, have them follow you (insta-army, even as mercenary), and even to the fine detail of guiding their recruitment policies.

Improved Combat AI - I think this does have an effect on how the (otherwise stupid) troops behave. Certainly have seen NPCs block better in tournaments, and cavalry seem to understand which way the pointy end of their lance should go. An improvement over vanilla, without groundbreaking changes (like some of the other "realistic" mods that cause you to get knocked down endlessly without reason)

The "True" suite of mods - changes how relation developes, gives NPCs their own opinions, let your companions/clan/spouse develop relation with you over time. Great addition as there are things the vanilla game has in that never shows when you have low relation (like your spouse changing what they say to you at high relation)

Surrender Tweaks - no longer does every NPC party leader have a death wish. When they are heavily outnumbered they may offer a bribe to be left alone. Really nice change from idiot having their troops slaughtered needlessly.

Realistic Weather - it now may rain/be foggy/ etc. in Calradia. Cool mod

Land of Sika - very promising looking total overhaul quite similar in feel to PoP from Warband. Very cool features like being able to build your own settlement
I played "The Land of Sika" until the end (the story is not finished, it is in development), it is excellent. Very good RPG, and it gives an idea of all the RPG potential of this game. It's reminiscent of the very good "Viking conquest" mod (warband) in a very different universe, more heroic fantasy.
This is certainly the most fun mod so far.
 
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