Dynamic Troop Equipment System revolutionizes Mount & Blade II: Bannerlord's troop upgrade and equipment mechanics. Gone are the days when soldiers magically conjure armor upon leveling up. Instead, this mod introduces a persistent, dynamic army armory where every piece of equipment must be looted, purchased, or scavenged.
- Overview
- Key Features
- Configuration (MCM)
- Advanced Customization
- Installation
- Compatibility
- FAQ
- Credits
- License
In the vanilla game, upgrading a troop instantly grants them high-tier gear. With this mod, soldiers are only as good as the gear you have in your stash. You must manage a stockpile of weapons, armor, and horses. If you run out of Tier 5 armor, your Tier 5 troops will fight with whatever lower-tier gear is available—or go into battle naked.
This mod adds a layer of strategic depth, making looting essential and economic management crucial for maintaining an elite fighting force.
- Persistent Inventory: Your party has a dedicated "Army Armory" (separate from your personal inventory).
- Recruitment: New recruits bring their starting gear into the armory.
- Management: Access the armory via Town Menus (
Manage Armory) or view it while in settlements. - Scrapping: To prevent save bloat, the mod includes an automatic "Scrap" system. If "Commander's Greed" is disabled, the armory automatically sells/deletes the lowest-tier excess items every 3 days if a category exceeds the configured cap.
- Trade-in: You can exchange excess low-tier equipment for throwing weapons via the town menu to keep your skirmishers supplied.
Before every battle, the mod dynamically assigns gear to your troops based on their class requirements and what is available in the armory.
- Priority Assignment: Higher-tier troops get first pick of the best gear.
- Matching Logic:
- Round 1 (Strict): Exact match of weapon class and usage (e.g., a slash-only 1H sword looks for a slash-only 1H sword).
- Round 2 (Subtype): Matches weapon functionality (e.g., any 1H polearm).
- Round 3 (Broad): Broad category matching (e.g., any 1H weapon).
- Round 4 (Fill): Fills remaining empty slots with any valid broad match.
- Loyal Equipments: (Configurable) Troops prefer their "vanilla" default gear or gear closest to it (up to +2 tiers higher), rather than simply grabbing the most expensive item available.
- Emergency Loadout: If the armory is empty, troops will fallback to a "Tier 1" emergency kit based on their culture to avoid being completely unarmed (Configurable).
- Underequipped Penalty: If a high-tier soldier is forced to wear low-tier gear due to shortages, they suffer a morale penalty in battle.
- Scavenging: Equipment is not static. When an enemy falls, their gear is added to the "Loot" pool. When your soldier falls, their gear is added to the "Recovery" pool.
- Drop Rates: Looting is calculated based on a configurable drop rate.
- Durability:
- Armor protecting a body part that receives a fatal blow has a chance to be destroyed.
- Shields that break in battle are lost.
- Spent ammunition (arrows/bolts) is lost; unused ammo is recovered.
- Map Events: Post-battle loot is shared dynamically between allied parties based on contribution.
- AI Armories: AI Lord parties also utilize this system. They generate equipment daily based on their clan tier, fiefs, and prosperity.
- Reinforcement Caravans: Enemy towns will dispatch physical "Reinforcement Caravan" parties carrying gear and troops to their Lords.
- Strategic Interception: You can attack these caravans to deny the enemy lord their equipment supply, effectively weakening their armies over time.
- Note: These caravans do not trade with the player.
This mod relies on Mod Configuration Menu (MCM). You can tweak the following settings in-game:
- Difficulty: Scales the equipment generation for AI and shops.
- Drop Rate: Multiplier for how much loot you get from enemies.
- Commander's Greed:
- OFF (Default): You cannot take items out of the Army Armory for personal use (selling/smelting). Keeps the economy balanced.
- ON: You can treat the Army Armory like a personal stash.
- Loyal Equipments: Toggles whether troops prioritize their cultural/default gear style over raw stats.
- Underequipped: Toggles the morale penalty for soldiers with gear below their rank.
- Emergency Loadout: Toggles whether troops get free T1 gear if the armory is empty.
- Randomize Recruit Gear: Recruits start with varied equipment within their tier/culture.
- Scrap Cap: Sets the limit for item stacks before the auto-cleaner deletes junk (optimization).
You can prevent specific items from being used by the system (e.g., overpowered modded weapons or bugged items).
- Navigate to the module folder:
Modules/DynamicTroopEquipmentReupload/ - Edit
blacklist.json. - You can block items by
string_id,name, or using Regex patterns.
The mod includes extensive logging capabilities via log4net.
- Check
log.txtin the module folder for detailed operations. - In-game menu options allow exporting/importing the armory state for testing.
- Download the mod.
- Ensure you have the dependencies installed:
- Extract the
DynamicTroopEquipmentReuploadfolder into your game'sModulesdirectory. - Enable the mod in the Bannerlord Launcher.
- Recommended: Use BLSE (Bannerlord Software Extender) for better stability.
- Save Game: Safe to add to an existing save (your armory will start empty). Do not remove from an active save without backing up; troops may revert to default or lose gear depending on how the game handles the transition.
- Item Mods (OSA, RBM, etc.): Highly compatible. The mod reads item stats dynamically.
- Confirmed working: Realistic Battle Mod (RBM), Open Source Armory (OSA), BannerKings.
- Dismemberment Mods: May have compatibility issues depending on how the death event is handled.
- Total Conversions: Generally compatible if they use standard equipment sets.
Q: My soldiers are spawning naked! A: Your armory is empty. You must loot enemies or buy gear in towns and deposit it into the Army Armory (via the Town Menu). If you are mid-game, you start with nothing.
Q: Why do my troops keep losing their gear? A: Gear is destroyed on death (armor breaking mechanics) or lost if it breaks (shields). If you use "Commander's Greed = OFF", the system also scraps low-tier junk automatically to prevent save file lag.
Q: Can I use this with RBM? A: Yes, it is fully compatible.
Q: Do horses consume the armory stock? A: Upgrading a troop to cavalry requires a horse item (standard game mechanic), but deploying them into battle requires a horse in the Army Armory. Avoid sending cavalry into Hideouts, as a game bug can sometimes cause them to lose their mounts.
Q: Can I take items out of the armory to sell? A: Only if you enable "Commander's Greed" in the Mod Options. By default, this is disabled to prevent the player from exploiting the army pool for infinite money.
This project is an open-source continuation and reupload of the original Dynamic Troop Equipment System.
- Original Author: @tategotoazarasi - Created the core concept and logic.
- Current Maintainer: @alemreM - Updates, fixes, and reupload.
- Russian Localization: UmarKot
- German Localization: pandory
- Chinese Localization: Included in the base module.
This project is licensed under the MIT License.