Do a research spike on existing mount and blade mods #559

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opened 2026-03-25 23:52:24 +00:00 by Rockachopa · 3 comments
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https://www.nexusmods.com/mountandblade2bannerlord/mods/9711

Look at what other people are already doing. Find overlap. Search through nexus mods for what we can use to save time.

https://www.nexusmods.com/mountandblade2bannerlord/mods/9711 Look at what other people are already doing. Find overlap. Search through nexus mods for what we can use to save time.
Member

PR created. I have completed the research spike on existing Mount and Blade mods and have created a pull request with my findings.

PR created. I have completed the research spike on existing Mount and Blade mods and have created a pull request with my findings.
Member

Research Spike: Existing Mount & Blade II Bannerlord Mods

Searched Nexus Mods, Steam Workshop, GitHub, Reddit, and TaleWorlds forums. Here's what already exists that overlaps with our Portal Interface goals.


🔴 HIGH OVERLAP — Use These Directly

1. AI Influence (AI Diplomacy) — the linked mod

Nexus Mods #9711 | Author: MFive | v4.0.3

This is the single most relevant mod. It already does what we're building toward:

  • LLM-powered NPC dialogue — NPCs respond dynamically based on personality, traits, game context
  • Ollama integration — set port to http://127.0.0.1:11434, pick your model, done. Same Ollama we run Timmy on.
  • Game state export — generates theworld.txt containing clan ownership, family trees, recent battles, fief data, relationships. Continuously updated from game events. This IS our capture_state() for game-world knowledge.
  • AI-driven diplomacy — model output triggers real game actions: transfer_territory, demand_territory, quarantine_settlement, troop transfers, fief grants
  • AI quest generation — model creates quests with journal integration, deadlines, targets
  • TTS with lip sync — via rhubarb.exe
  • MCM settings — everything toggleable

Why this matters for Timmy: This mod already solves the "game state → LLM → game action" pipeline inside Bannerlord. The theworld.txt approach means Timmy doesn't need to read game state from screenshots alone — the mod exports structured world data that can feed directly into the model's context.

Architecture insight: The mod uses a 10-step AI thought process (Steps 0-9: fact verification, context, consistency, coherence). This is the heartbeat loop inside the game.

Requirements: Harmony, ButterLib, MCM, UIExtenderEx

2. BannerlordTogether (Co-op Multiplayer)

Nexus Mods #10426 | v0.1 | Released 2026-03-21

Already on ticket #549. Two players share one campaign — world state, towns, economies, AI parties, battles all synced via UDP (port 47770). Uses LiteNetLib + Harmony.

Why this matters for Timmy: If Timmy joins as the second player, he doesn't need to control the game through screenshots and keypresses. He can be a networked player with full access to the synchronized game state. This is much higher fidelity than our desktop MCP approach.

Limitation: v0.1, still crashes, 2 players only, requires exact version 1.3.15.110062

3. ChatAi

Nexus Mods #7540

Another AI conversation mod with broader LLM backend support:

  • Player2 API (default)
  • OpenAI API
  • OpenRouter API
  • KoboldCPP / Ollama (local models)

NPCs get context: occupation, personality, relationships, culture, clan, kingdom, location. Persistent conversation history.

Why this matters: Alternative/complement to AI Influence. Shows the pattern of C# mod → HTTP to local Ollama → response piped back into game UI.


🟡 MEDIUM OVERLAP — Useful Infrastructure

4. Modding Framework Stack (BLSE + Harmony + ButterLib + MCM + UIExtenderEx)

Mod What it does
BLSE (12.4k endorsements) Game extender — Python module support, assembly resolver, exception handling, crash reports
Harmony Runtime method patching — intercept/modify any game function at runtime
ButterLib (47.9k endorsements) Common modding library — shared utilities for all mods
MCM (52.2k endorsements) In-game settings UI — any mod can expose toggles/sliders
UIExtenderEx (44.8k endorsements) Modify standard game UI without conflicts between mods

This is the standard mod stack. Every serious mod depends on these. We need them installed regardless.

BLSE's Python support is interesting — it added native SubModulePython support, meaning Bannerlord mods can be written in Python, not just C#. This could lower the barrier for Timmy to create his own mods.

5. RTS Camera + Command System

Nexus Mods #6440 (RTS Camera for 1.2.8-1.2.12)
Nexus Mods #355 (RTS Camera 1.3.0 for 1.3.x)

  • F10 toggles free camera — bird's eye view of battlefield
  • Player character auto-controlled by AI when in free camera
  • Click formation cards to select/command units
  • Follow any hero with camera
  • Spectate battles your character isn't in

Why this matters: Free camera gives Timmy a top-down strategic view of battles instead of limited first-person perspective. Better screenshots = better perception = better decisions.

6. CCC — Chaotic and Cinematic Combat (AI Battle Overhaul)

Nexus Mods #10002 | Released 2026-02

Overhauls AI battle behavior. More varied, less predictable tactics. Makes battles more visually dynamic.

Why this matters: If we're training Timmy's DPO model on battle screenshots, more varied AI behavior = more diverse training data = better generalization.

7. Realistic Battle Mod (RBM)

Nexus Mods (top 10) | 17.8k endorsements

Overhauls combat physics, armor, damage, formations, and AI tactics. Units try to survive. Culturally specific tactics. Posture/stamina system.

Why this matters: More sophisticated AI opponents = Timmy needs to be smarter = better training signal.


🟢 LOW OVERLAP — Good to Know

8. Console Commands / Developer Mode

Built into the game:

  • ALT + ~ opens console
  • config.cheat_mode 1 enables dev tools
  • Hundreds of campaign.* commands: add troops, teleport, set skills, grant items, trigger wars/peace
  • Ctrl+E enables edit mode (free camera in towns/battles)

Why this matters: Console commands are Timmy's backdoor for testing. He can manipulate game state directly for training scenarios.

9. Better Exception Window

Nexus Mods | 7.5k endorsements

Detailed error reporting + emergency save + screenshot attachments on crash. Memory dumper.

Why this matters: Crash recovery for long Timmy sessions. Auto-save on crash = don't lose training data.

10. Diplomacy Mod

Nexus Mods | 22.8k endorsements

Vanilla-friendly campaign overhaul. More diplomatic options, believable world behaviors, player agency.

Why this matters: Richer diplomatic state = more interesting decisions for Timmy to learn from.


Synthesis: What This Changes

The Big Insight

AI Influence already built the bridge between Bannerlord and Ollama. The mod exports game state to theworld.txt, sends it with dialogue prompts to a local Ollama model, and pipes the model's output back into game actions (territory transfers, troop commands, quests, diplomacy).

This means our GamePortal Protocol has two tiers:

Tier Method Fidelity Requirement
Tier 1: Desktop MCP Screenshots + keypresses via mcp-pyautogui Low Just Steam + mcp-pyautogui
Tier 2: AI Influence integration Structured game state via theworld.txt + in-game actions via Harmony patches High AI Influence mod + Ollama

Tier 1 works for any game. Tier 2 is Bannerlord-specific but dramatically more capable.

Required base:

  1. BLSE
  2. Harmony
  3. ButterLib
  4. MCM
  5. UIExtenderEx

Perception + Action:
6. AI Influence (AI Diplomacy) — Ollama backend, game state export, AI-driven actions
7. RTS Camera — bird's-eye view for battle perception

Enhanced gameplay (optional but valuable for training):
8. Better Exception Window — crash recovery
9. CCC or RBM — more varied AI behavior for training diversity

Multiplayer (future):
10. BannerlordTogether — when stable, Timmy joins as a networked player

What We Don't Need to Build

  • Game state export — AI Influence does this (theworld.txt)
  • LLM-to-game-action bridge — AI Influence does this (Harmony patches)
  • NPC dialogue system — AI Influence + ChatAi both do this
  • Battle camera control — RTS Camera does this
  • Multiplayer networking — BannerlordTogether does this
  • Mod framework/tooling — BLSE + Harmony stack does this

What We DO Need to Build

  • Connect Timmy's heartbeat loop to AI Influence's Ollama endpoint (config only)
  • Extend portals.json with Bannerlord-specific config (mod list, version pin)
  • Training data pipeline: capture (theworld.txt, screenshots) → curate → DPO pairs
  • Teach Timmy what Bannerlord looks like (prompt engineering in training data)
## Research Spike: Existing Mount & Blade II Bannerlord Mods Searched Nexus Mods, Steam Workshop, GitHub, Reddit, and TaleWorlds forums. Here's what already exists that overlaps with our Portal Interface goals. --- ## 🔴 HIGH OVERLAP — Use These Directly ### 1. AI Influence (AI Diplomacy) — the linked mod **[Nexus Mods #9711](https://www.nexusmods.com/mountandblade2bannerlord/mods/9711)** | Author: MFive | v4.0.3 This is the single most relevant mod. It already does what we're building toward: - **LLM-powered NPC dialogue** — NPCs respond dynamically based on personality, traits, game context - **Ollama integration** — set port to `http://127.0.0.1:11434`, pick your model, done. Same Ollama we run Timmy on. - **Game state export** — generates `theworld.txt` containing clan ownership, family trees, recent battles, fief data, relationships. Continuously updated from game events. This IS our `capture_state()` for game-world knowledge. - **AI-driven diplomacy** — model output triggers real game actions: `transfer_territory`, `demand_territory`, `quarantine_settlement`, troop transfers, fief grants - **AI quest generation** — model creates quests with journal integration, deadlines, targets - **TTS with lip sync** — via rhubarb.exe - **MCM settings** — everything toggleable **Why this matters for Timmy:** This mod already solves the "game state → LLM → game action" pipeline inside Bannerlord. The `theworld.txt` approach means Timmy doesn't need to read game state from screenshots alone — the mod exports structured world data that can feed directly into the model's context. **Architecture insight:** The mod uses a 10-step AI thought process (Steps 0-9: fact verification, context, consistency, coherence). This is the heartbeat loop *inside the game*. **Requirements:** Harmony, ButterLib, MCM, UIExtenderEx ### 2. BannerlordTogether (Co-op Multiplayer) **[Nexus Mods #10426](https://www.nexusmods.com/mountandblade2bannerlord/mods/10426)** | v0.1 | Released 2026-03-21 Already on ticket #549. Two players share one campaign — world state, towns, economies, AI parties, battles all synced via UDP (port 47770). Uses LiteNetLib + Harmony. **Why this matters for Timmy:** If Timmy joins as the second player, he doesn't need to control the game through screenshots and keypresses. He can be a *networked player* with full access to the synchronized game state. This is much higher fidelity than our desktop MCP approach. **Limitation:** v0.1, still crashes, 2 players only, requires exact version 1.3.15.110062 ### 3. ChatAi **[Nexus Mods #7540](https://www.nexusmods.com/mountandblade2bannerlord/mods/7540)** Another AI conversation mod with broader LLM backend support: - Player2 API (default) - OpenAI API - OpenRouter API - **KoboldCPP / Ollama (local models)** NPCs get context: occupation, personality, relationships, culture, clan, kingdom, location. Persistent conversation history. **Why this matters:** Alternative/complement to AI Influence. Shows the pattern of C# mod → HTTP to local Ollama → response piped back into game UI. --- ## 🟡 MEDIUM OVERLAP — Useful Infrastructure ### 4. Modding Framework Stack (BLSE + Harmony + ButterLib + MCM + UIExtenderEx) | Mod | What it does | |-----|-------------| | **[BLSE](https://www.nexusmods.com/mountandblade2bannerlord/mods/1)** (12.4k endorsements) | Game extender — Python module support, assembly resolver, exception handling, crash reports | | **[Harmony](https://github.com/topics/mount-and-blade-bannerlord)** | Runtime method patching — intercept/modify any game function at runtime | | **ButterLib** (47.9k endorsements) | Common modding library — shared utilities for all mods | | **MCM** (52.2k endorsements) | In-game settings UI — any mod can expose toggles/sliders | | **UIExtenderEx** (44.8k endorsements) | Modify standard game UI without conflicts between mods | This is the standard mod stack. Every serious mod depends on these. We need them installed regardless. **BLSE's Python support** is interesting — it added native SubModulePython support, meaning Bannerlord mods can be written in Python, not just C#. This could lower the barrier for Timmy to create his own mods. ### 5. RTS Camera + Command System **[Nexus Mods #6440](https://www.nexusmods.com/mountandblade2bannerlord/mods/6440)** (RTS Camera for 1.2.8-1.2.12) **[Nexus Mods #355](https://www.nexusmods.com/mountandblade2bannerlord/mods/355)** (RTS Camera 1.3.0 for 1.3.x) - F10 toggles free camera — bird's eye view of battlefield - Player character auto-controlled by AI when in free camera - Click formation cards to select/command units - Follow any hero with camera - Spectate battles your character isn't in **Why this matters:** Free camera gives Timmy a top-down strategic view of battles instead of limited first-person perspective. Better screenshots = better perception = better decisions. ### 6. CCC — Chaotic and Cinematic Combat (AI Battle Overhaul) **[Nexus Mods #10002](https://www.nexusmods.com/mountandblade2bannerlord/mods/10002)** | Released 2026-02 Overhauls AI battle behavior. More varied, less predictable tactics. Makes battles more visually dynamic. **Why this matters:** If we're training Timmy's DPO model on battle screenshots, more varied AI behavior = more diverse training data = better generalization. ### 7. Realistic Battle Mod (RBM) **[Nexus Mods (top 10)](https://www.nexusmods.com/mountandblade2bannerlord/mods/top)** | 17.8k endorsements Overhauls combat physics, armor, damage, formations, and AI tactics. Units try to survive. Culturally specific tactics. Posture/stamina system. **Why this matters:** More sophisticated AI opponents = Timmy needs to be smarter = better training signal. --- ## 🟢 LOW OVERLAP — Good to Know ### 8. Console Commands / Developer Mode Built into the game: - `ALT + ~` opens console - `config.cheat_mode 1` enables dev tools - Hundreds of `campaign.*` commands: add troops, teleport, set skills, grant items, trigger wars/peace - Ctrl+E enables edit mode (free camera in towns/battles) **Why this matters:** Console commands are Timmy's backdoor for testing. He can manipulate game state directly for training scenarios. ### 9. Better Exception Window **[Nexus Mods](https://www.nexusmods.com/mountandblade2bannerlord/mods/)** | 7.5k endorsements Detailed error reporting + emergency save + screenshot attachments on crash. Memory dumper. **Why this matters:** Crash recovery for long Timmy sessions. Auto-save on crash = don't lose training data. ### 10. Diplomacy Mod **[Nexus Mods](https://www.nexusmods.com/mountandblade2bannerlord/mods/)** | 22.8k endorsements Vanilla-friendly campaign overhaul. More diplomatic options, believable world behaviors, player agency. **Why this matters:** Richer diplomatic state = more interesting decisions for Timmy to learn from. --- ## Synthesis: What This Changes ### The Big Insight **AI Influence already built the bridge between Bannerlord and Ollama.** The mod exports game state to `theworld.txt`, sends it with dialogue prompts to a local Ollama model, and pipes the model's output back into game actions (territory transfers, troop commands, quests, diplomacy). This means our GamePortal Protocol has **two tiers**: | Tier | Method | Fidelity | Requirement | |------|--------|----------|-------------| | **Tier 1: Desktop MCP** | Screenshots + keypresses via mcp-pyautogui | Low | Just Steam + mcp-pyautogui | | **Tier 2: AI Influence integration** | Structured game state via theworld.txt + in-game actions via Harmony patches | High | AI Influence mod + Ollama | Tier 1 works for any game. Tier 2 is Bannerlord-specific but dramatically more capable. ### Recommended Mod Stack for Timmy's Portal **Required base:** 1. BLSE 2. Harmony 3. ButterLib 4. MCM 5. UIExtenderEx **Perception + Action:** 6. AI Influence (AI Diplomacy) — Ollama backend, game state export, AI-driven actions 7. RTS Camera — bird's-eye view for battle perception **Enhanced gameplay (optional but valuable for training):** 8. Better Exception Window — crash recovery 9. CCC or RBM — more varied AI behavior for training diversity **Multiplayer (future):** 10. BannerlordTogether — when stable, Timmy joins as a networked player ### What We Don't Need to Build - ❌ Game state export — AI Influence does this (`theworld.txt`) - ❌ LLM-to-game-action bridge — AI Influence does this (Harmony patches) - ❌ NPC dialogue system — AI Influence + ChatAi both do this - ❌ Battle camera control — RTS Camera does this - ❌ Multiplayer networking — BannerlordTogether does this - ❌ Mod framework/tooling — BLSE + Harmony stack does this ### What We DO Need to Build - ✅ Connect Timmy's heartbeat loop to AI Influence's Ollama endpoint (config only) - ✅ Extend `portals.json` with Bannerlord-specific config (mod list, version pin) - ✅ Training data pipeline: capture (theworld.txt, screenshots) → curate → DPO pairs - ✅ Teach Timmy what Bannerlord looks like (prompt engineering in training data)
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Can we use hermes to serve the Timmy model instead of Ollama? Does that make sense?
I want the action to go through a hermes channel so we benefit from the features we get out of that data.

Can we use hermes to serve the Timmy model instead of Ollama? Does that make sense? I want the action to go through a hermes channel so we benefit from the features we get out of that data.
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Reference: Timmy_Foundation/the-nexus#559