总体评分 1分 2分 3分 4分 5分
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ZSTZRLFH
回复 2026-05-18

总体评分: 3

非常好但是慢动作怎么关闭

Caesarking
回复 2026-04-23

总体评分: 1

我从来不喷mod,但真实战斗不一样,真实战斗已经成大型mod的毒瘤了,不开玩笑。很多mod绑定这xx真实战斗。想玩就得下这恶心的东西。它真实在哪里?是怎么调整都肌无力的射速?或者是那招笑的颈部、面部设计?盔甲看起来硬,实际上骑马快一点,那招笑的颈部和面部防御,直接被肌无力弓箭秒杀。你肌无力拉不开弓,一箭倒是能破我甲,那我真是没法了。
这mod几年前是最好的,改变了战斗的感觉,创新性也很好。但现在真的拉完了,尤其大把mod喜欢绑定这逼玩意儿。不光舍弃了骑砍战斗的爽感,同时一点都不真实

呵呵哒哟:
回复 2026-04-27

还真是 挺不爽大型mod绑定的
无能狂怒的鼠鼠
回复 2026-04-18

总体评分: 3

招笑模组,要不是为了玩鹰之崛起被你强行绑定,谁玩你啊?五分给鹰之崛起,一分给你,综合下你俩三分吧

ykst
回复 2026-04-15

总体评分: 3

只开rbm和必要前置,战斗中必报错
【异常类型】: NullReferenceException
═══════════════════════════════════════════════════════════════════════
【错误信息】: Object reference not set to an instance of an object.
═══════════════════════════════════════════════════════════════════════
【堆栈跟踪】:

   at RBMCombat.Utilities.WeaponTypeDamage(RBMCombatConfigWeaponType weaponTypeFactors, Single magnitude, Single armorReduction, DamageTypes damageType, Single armorEffectiveness, BasicCharacterObject player, Boolean isPlayerVictim, Single weaponDamageFactor, Single& penetratedDamage, Single& bluntTraumaAfterArmor, Single partialPenetrationThreshold) in D:\\SteamLibrary\\steamapps\\common\\Mount & Blade II Bannerlord\\Modules\\RealisticBattleProject\\RealisticBattleCombatModule\\Utilities.cs:line 1183
   at RBMCombat.Utilities.RBMComputeDamage(String weaponType, DamageTypes damageType, Single magnitude, Single armorEffectiveness, Single absorbedDamageRatio, Single& penetratedDamage, Single& bluntTraumaAfterArmor, Single weaponDamageFactor, BasicCharacterObject player, Boolean isPlayerVictim, ArmorMaterialTypes armorMaterial) in D:\\SteamLibrary\\steamapps\\common\\Mount & Blade II Bannerlord\\Modules\\RealisticBattleProject\\RealisticBattleCombatModule\\Utilities.cs:line 1142
   at RBMCombat.DamageRework.OverrideDamageCalc.RBMComputeBlowDamageOnShield(AttackInformation& attackInformation, AttackCollisionData& attackCollisionData, WeaponComponentData attackerWeapon, Single blowMagnitude, Int32& inflictedDamage) in D:\\SteamLibrary\\steamapps\\common\\Mount & Blade II Bannerlord\\Modules\\RealisticBattleProject\\RealisticBattleCombatModule\\CombatModule\\DamageRework.cs:line 744
   at RBMCombat.DamageRework.OverrideDamageCalc.OverrideDamageCalcShield.Prefix(AttackInformation& attackInformation, AttackCollisionData& attackCollisionData, WeaponComponentData attackerWeapon, Single blowMagnitude, Int32& inflictedDamage) in D:\\SteamLibrary\\steamapps\\common\\Mount & Blade II Bannerlord\\Modules\\RealisticBattleProject\\RealisticBattleCombatModule\\CombatModule\\DamageRework.cs:line 848
   at TaleWorlds.MountAndBlade.MissionCombatMechanicsHelper.ComputeBlowDamageOnShield_Patch5(AttackInformation& attackInformation, AttackCollisionData& attackCollisionData, WeaponComponentData attackerWeapon, Single blowMagnitude, Int32& inflictedDamage)
   at TaleWorlds.MountAndBlade.MissionCombatMechanicsHelper.GetAttackCollisionResults_Patch5(AttackInformation& attackInformation, Boolean crushedThrough, Single momentumRemaining, Boolean cancelDamage, AttackCollisionData& attackCollisionData, CombatLogData& combatLog, Int32& speedBonus)
   at TaleWorlds.MountAndBlade.Mission.GetAttackCollisionResults_Patch5(Mission this, Agent attackerAgent, Agent victimAgent, WeakGameEntity hitObject, Single momentumRemaining, MissionWeapon& attackerWeapon, Boolean crushedThrough, Boolean cancelDamage, Boolean crushedThroughWithoutAgentCollision, AttackCollisionData& attackCollisionData, WeaponComponentData& shieldOnBack, CombatLogData& combatLog)
   at Glue:AbiFixup(Mission , CombatLogData& , Agent , Agent , WeakGameEntity , Single , MissionWeapon& , Boolean , Boolean , Boolean , AttackCollisionData& , WeaponComponentData& , CombatLogData& )
   at TaleWorlds.MountAndBlade.Mission.MissileHitCallback_Patch7(Mission this, Int32& extraHitParticleIndex, AttackCollisionData& collisionData, Vec3 missileStartingPosition, Vec3 missilePosition, Vec3 missileAngularVelocity, Vec3 movementVelocity, MatrixFrame attachGlobalFrame, MatrixFrame affectedShieldGlobalFrame, Int32 numDamagedAgents, Agent attacker, Agent victim, GameEntity hitEntity)
   at ManagedCallbacks.CoreCallbacksGenerated.Mission_MissileHitCallback(Int32 thisPointer, Int32& extraHitParticleIndex, AttackCollisionData& collisionData, Vec3 missileStartingPosition, Vec3 missilePosition, Vec3 missileAngularVelocity, Vec3 movementVelocity, MatrixFrame attachGlobalFrame, MatrixFrame affectedShieldGlobalFrame, Int32 numDamagedAgents, Int32 attacker, Int32 victim, NativeObjectPointer hitEntity)
   at TaleWorlds.MountAndBlade.Mission.Tick_Patch2(Mission this, Single dt)

═══════════════════════════════════════════════════════════════════════
【时间戳】: 2026-04-15 12:41:45
═══════════════════════════════════════════════════════════════════════

bruce1125
回复 2026-03-30

总体评分: 5

安装出限一个问题,旗子不显示了,战场按TAB查看信息时旗子只能显示一小部分,不完整

vk2025
回复 2026-03-28

总体评分: 3

有没有一个现版本能用的仅强制1:1战场人数的mod?这个对我来说多余的功能太多了。

zx5101234
回复 2026-03-20

总体评分: 5

想请问一下如何像1259ad里一样在不关模块的情况下不修改盔甲的数据,好看的头盔护甲都给毙成低级了

木生有花1
回复 2026-02-24

总体评分: 1

模组在1.3.13版本会导致大地图卡顿,并且在攻城战的时候会导致投石机不投石的奇怪bug,还有玩家角色和玩家npc在换装备页面的人物模型扭曲现象,以及兵种百科里面查看兵种的时候也会导致士兵的建模扭曲的现象,希望作者能修复这些bug

偷酒不拜
回复 2026-02-05

总体评分: 3

这个mod玩起来是为了给ai当乒乓球吗?三个草矛老农能给你重甲控到死。经常被一击落马,刚站起来剑都挥不动,几个老农围上来直接戳飞,起来就被戳崩架势条,倒头睡半天,睡醒继续仰卧起坐。

鼬之哀伤
回复 2026-01-28

总体评分: 4

另外问一下那两个可选模块 全图志愿兵等级和领主AI 是否要 开新档才能生效 我中途加的没有效果 而且那个改等级是改那个数?

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