creator cover MFive
MFive

MFive 

DEVELOPER MODS MOUNT AND BLADE 2

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I just want to get 100 subscribers. Can we do it?

About

Hello everyone. I'm a mod developer for Mount and Blade 2 Bannerlord.
My mods: AI Influence, Dynamic Clan System, Advanced Battle Resolve, Lords Gear

AI INFLUENCE — UPDATE 4.0.2

New:
Arena training — new troop training system at town arenas. Arena masters put your troops through intensive sparring: troops gain XP for 8 hours of training. You can train only your own party, only a companion's troops (if they're in town), or all clan parties at once. Cost depends on troop tier (base rate ~12 denars, cheaper in own settlements). Some fighters may get injuries from sparring. 72-hour cooldown after training. During tournaments the arena is busy — training unavailable. Can be toggled in MCM settings («Arena Training»).
Fixed:
Medicine XP on hero recovery — fixed XP multiplier (was 10× too low), so the surgeon got barely noticeable XP for recovering lords or companions.
Lords now receive medicine XP on personal recovery — previously XP was awarded only to the party surgeon. If a lord is the patient (not the surgeon), they now additionally receive 50% of standard XP as experience from surviving illness. Works for player, AI lords, and companions.
Medicine XP increased for disease treatment.
Diplomacy: fixed bug where an accepted trade agreement was repeatedly shown as «pending response» in a new event. Cause — response check (alreadyResponded) only looked in active events (allActiveEvents), but cleanup had already cleared KingdomStatements of the completed event. Responses are now also searched in DiplomaticStatementsStorage, where acceptance is preserved regardless of event lifecycle.
Diplomacy: added reject_territory action for rejecting territory transfer demands. Previously AI could only accept (transfer_territory) but not reject — territory demands accumulated in PENDING PROPOSALS and hung indefinitely. Now demand_territory can be answered with either transfer_territory (accept) or reject_territory (reject); in both cases the proposal is closed.
Diplomacy: fixed territory transfer and quarantine with multiple actions. When AI returned multiple actions with settlement_id comma-separated (e.g. "castle_EN9,town_EN2"), the full string was passed to each action instead of splitting by index. TransferSettlementById then looked for a settlement with compound ID and found nothing — territory transfer failed silently, quarantine couldn't find settlement. Bug present in 4 action execution points: HandleKingdomStatement, two immediate action paths for AI statements, and PublishPlayerStatement. All four now split settlement_id by commas and each settlement-using action (transfer_territory, reject_territory, demand_territory, quarantine_settlement) gets its ID by index — same as target_kingdom_id. Also fixed handling of internal actions (quarantine_settlement, expel_clan) in immediate paths — they could be skipped when target_kingdom_id was absent.
Кажется, это обновление
Cough, Add more sub tiers.

AI INFLUENCE — UPDATE 4.0.1

UI:
[NPC COMMUNICATION INTERFACE — MODIFIED]
• The NPC communication interface (dialogue, messenger, diplomatic
statements) has been modified: new header with portrait, parchment-style
description area with scrollbar, framed input field. Added "Show NPC
Last Message in Dialog" setting (Technical Settings).
FIXES:
[SOUND ON NPC POPUPS]
• Fixed no sound when NPC initiative popups appear (NPC wants to talk,
party member popup, messenger notification). Alert sound now plays
correctly and respects the sound setting.
[DISEASE SYSTEM — LORD'S HALL]
• Lord's hall infection was not working — now fixed. Lords present in the
hall who carry disease (e.g. plague from another settlement) can infect
the player even if the local settlement has no plague.
• Fixed incorrect infection chance: only lords carrying the specific
disease are now counted (e.g. plague does not boost typhus chance).
[DISEASE SYSTEM — PRISONERS]
• Fixed diseases from prisoner troops not spreading to the player and
AI INFLUENCE UPDATED 4.0.0
Level required:
Support

AI INFLUENCE - UPDATED 3.3.0

Added:
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Added settlement mention parsing in dialogues for correct economic effects creation: now when creating dynamic events from player dialogues, the system automatically detects mentioned settlements (e.g., "Sargot") and provides AI with their exact string_ids (e.g., "town_S1") for correct economic_effects creation. AI now knows exact identifiers of all settlements mentioned in dialogues and can apply economic effects (prosperity, food, security, loyalty, income) to them with correct target_ids. Parsing works for all languages through text normalization and supports towns, castles, and villages.
Added comprehensive save system optimization for 200+ NPCs: implemented NPC relationship caching (NPCRelationsCache), file path caching, save batching for mass events (capture, release), increased SaveQueueManager semaphore pool from 10 to 50, added automatic trimming and cleanup of RecentEvents list. Performance for prisoner events improved 20-50x: capturing 1 lord now processes in <0.1 seconds instead of 2-5 seconds, battle with 5 prisoners in <0.5 seconds instead of 10-25 seconds.
Added MCM settings for memory and performance management: "Recent Events Lifetime (Days)" (7-90 days, default 30) controls automatic cleanup of old events from NPC memory; "Max Recent Events Per NPC" (10-200, default 50) limits number of events per NPC. When limit is exceeded, oldest event is automatically removed. Up to MaxRecentEvents can be stored per NPC in memory, but only Math.Min(MaxRecentEvents, 50) most recent events from last 10 days are sent to AI prompts for optimization.
Added automatic cache invalidation for important game events: on hero marriage (OnHeroesMarried) caches are invalidated for both spouses and their relatives; on clan kingdom change (OnClanChangedKingdom) caches are invalidated for all clan members. This ensures cached NPC relationship data stays current.
Added performance profiling system for WorldInfoManager.OnDailyTick: now each DailyTick writes detailed performance information to mod_log.txt showing execution time for each method (UpdateWarStatus, CleanOldEvents, ProcessRomanceDecay, UpdateLastSeenFriendsForAllNPCs, CleanupDeadNPCs), allowing precise identification of performance bottlenecks.

AI INFLUENCE — CHANGELOG v3.2.5

Added system for saving previous AI JSON responses to improve dialogue consistency. AI now better understands context of previous interactions and maintains character consistency.
Fixed:
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Fixed handling of incorrect item_transfers from AI. System now automatically validates and filters invalid entries, preventing errors during item exchanges.
Fixed issue with applying economic effects to kingdom and clan settlements. Instant changes now correctly apply to all settlements according to settings.
Fixed event type selection logic for dynamic events generation. Selection probabilities now match settings.
Dynamic events no longer carry over between campaigns.
MCM buttons no longer fire twice after reloading a campaign.
Diplomatic statements no longer show technical actions when they are illogical or when there is no active proposal.
Death history no longer shows 'unknown' death date.
Forced marriage with companion/wanderer no longer crashes when the hero has no clan.
Improved:
---------
Significantly expanded and clarified rules for item_transfers in AI prompt. Added clear instructions, examples for all trading scenarios, and validation warnings.
NPC inventory summary now shows approximate item prices so AI can see current prices even when not in a town.
Added display of economic effects in world events interface with full localization. Enhanced formatting of effects display.
Enhanced prompts for economic event generation and added detailed logging for event type selection process.
Nice 

AI INFLUENCE — CHANGELOG v3.2.4

Added: AI prompt now includes information about active diplomatic events relevant to the NPC (events involving NPC's kingdom or major world events).
Added: Quirks (speech patterns) are now automatically generated by AI when a character is first created, similar to personality and backstory. AI creates 1-3 unique speech patterns based on character's personality, culture, role, and age.
Added: Added new character_speech_quirks field to JSON structure (REQUIRED on first interaction). AI independently determines unique speech mannerisms for the character.
Added: Added NPC captives information to the prompt. NPCs now know about their prisoners (relatives, friends, and other lords) through a new "Your Captives" section and can mention them in conversation.
Added: When a forced marriage involves the player, the vanilla wedding scene (scn_cutscene_wedding) is shown, bypassing vanilla compatibility checks.
Added: NPC contexts now log player-led prison break rescues (ReleasedAfterEscape) into RecentEvents with settlement/faction/culture/owner details so it surfaces in prompts.
Fixed: Kingdoms can no longer attempt to expel a clan from themselves. The expel_clan action now automatically clears target_kingdom_id, as it is an internal kingdom action, not a diplomatic action directed at another kingdom.
Fixed: Updated AI prompt to explicitly state that expel_clan action requires target_kingdom_id = null. Added example usage of expel_clan with correct JSON format.
Fixed: Added validation after parsing AI response that automatically clears target_kingdom_id for expel_clan action if AI incorrectly specified it.
Fixed: Kingdoms can no longer make multiple diplomatic statements in a single round of one event. Added check to ensure each kingdom can only respond once per round.
Fixed: Fixed issue with parallel generation of ruler statements for different events. Added lock system (_isGeneratingStatements) for sequential event processing. Events are now processed one at a time per cycle, preventing conflicting statements from one kingdom for different events.
Dynamic Clan System - 2.0.0 RELEASE
Dynamic Clan System is a comprehensive modification for Mount & Blade II: Bannerlord
Level required:
Support

AI INFLUENCE UPDATE 3.0.0

🗡️ Settlement Combat System
  • Full-scale battles inside settlements, triggered by dialogues
  • NPCs can attack the player in settlements during conflicts
  • Dynamic spawning of defenders and guards during combat
  • Civilian behavior: panic, fleeing, or participation in combat
  • Location transition system (lord halls → town center)
  • Combat statistics tracking: casualties among civilians and militia
  • Post-combat processing with player action choices
💰 Economic Effects System
  • Dynamic events now have long-term economic consequences
  • Effects can influence prosperity, food stocks, security, and loyalty
  • Support for effects at settlement, clan, and kingdom levels
  • Multiple effects can be applied simultaneously
  • Automatic daily application of effects with specified duration
⚙️ Settlement Penalty Manager
  • Settlements receive prosperity penalties after battles
  • Penalties are applied daily with configurable duration
  • Tracking of casualties among civilians and militia
  • Saving penalties to JSON files between sessions
  • Display of active penalties in settlement interface
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