Bannerlord Mods
Universal Patch
Gear from twenty different mods stops being a lottery. Universal Patch runs every mod-added item through a normalization pipeline at runtime, so armor, damage, weight, price and tier all sit on one scale. Vanilla items are never touched.
What It Does
- One armor scale for everything - mod armor, horse armor included, gets the armor values, weight and material of official armor of the same kind, read from what its name says it is made of.
- Measured against your own game, automatically - your installed game's own items are the yardstick: the base game, or Realistic Battle Mod, Warbandlord or any mod that changes them, named in the message log.
- Weapons, horses and weights kept in class - a mod weapon's speed, handling, power and weight, or a mod horse's speed, maneuver, charge and hit points, are brought inside what official items of the same class do.
- Tiers that match the stats - a tier a mod fixed in its files is released, so the game works out the tier from the stats, as it does for its own items.
- Prices that make sense - mod items are priced the way the game prices its own, from their stats, with a multiplier per category and a spread that stretches or narrows each category's range.
- Names you can read - strips mod prefixes and bracketed tags, fixes capitalization, and takes up to ten find-and-replace rules of your own.
- Duplicates hidden, cultures assigned - a mod copy of another item is hidden from shops, and a mod item's culture is worked out from its name, source mod or id; official items keep theirs.
- Civilian and Stealth handled - flags per item type and material, and a calculated Stealth value per armor material band, applied to newly crafted items as well as at session launch.
- Nothing is one-way - turn a category off and the item goes back to its original or vanilla-baseline value.
- Repatch without restarting - an Apply Patch button and an optional hotkey in the settings, and an in-game reminder when a setting changes.
- It tells you what it did - how many items were processed, renamed, armor-standardized and price-normalized.
What balancing looks like, measured with EOE Armoury, EOE Horse Armoury, Anno Domini Dark Ages Armory and TA Weapons and Shields loaded. Base is the item as its mod or the game made it, Vanilla is after Universal Patch on the base game, and RBM is after Universal Patch with Realistic Battle Mod 4.4.9 and its War Sails submod loaded.
Armor is listed as head, body, leg and arm; on a helmet body is the face and arm the neck. With other mods loaded the numbers shift a little, since each mod item is also placed among the other mod items of its kind.
The game's own items for scale: Lamellar with Scale Skirt is body 52, leg 23, arm 16, and 118, 122, 45 under Realistic Battle Mod; Reinforced Cavalry Kite Shield is 350 hit points for 972 gold, and 630 for 330; Imperial Plumed Helmet is head 48; Courser Lance reaches 226.
Details
| Version | 2.5.2 |
|---|---|
| Released | 2026-09-16 |
| Game versions | v1.0.0 to v1.5.2 |
| On Steam Workshop | 2.5.2 |
| On Nexus Mods | 2.5.2 |
Changelog
v2.5.2
- Fixed: Every item is priced against the game's own items of its own kind. Helmets, body armor, capes and gloves shared one comparison, so a strong mod helmet was priced like body armor of the same total armor and could cost ten times what the game's own helmets cost.
- Fixed: A mod item is never given more armor in a slot than the game's own items of its kind carry there. Mod bardings were coming out at 94 head and 68 arm where the loaded system's own harnesses stop at 90 and 60.
- Fixed: Arrows and bolts are priced on their missile damage rather than on a melee damage factor, which had put the strongest ammunition at the lowest price.
v2.5.1
- Fixed: One download covers every supported game version again, v1.0.0 through v1.5.2. The previous release split it in two, a main file that stopped at v1.4.8 and a separate BETA for v1.5.2, which nothing about the mod required: each download already carries a build for every version it claims.
v2.5.0
- Fixed: Vanilla weapons are no longer rewritten. The game declares its swords, axes, maces, polearms and javelins differently from its armor, and all 531 of them were being treated as mod items: a Thamaskene Steel Spatha came out of a patched game at 97 swing speed and 59 cut instead of 86 and 77.
- Fixed: Mod weapons are measured against the game's own weapons again. The comparison set had fallen to seven props, among them a torch, a horse whip and a bo staff, so a mod sword could keep several times the damage of any weapon the game ships, and two-handed weapons, daggers, pikes and throwing weapons were never standardized at all.
- Changed: A mod weapon's reach is now held within what the game's own weapons of its class reach, so a mod lance no longer out-reaches every lance the game ships.
- Changed: Mod weapons and shields stronger than anything the game ships are spread across the upper half of the official range instead of all landing on its top value. Five mod shields written between 610 and 1,000 hit points used to come out at 580 apiece.
- Changed: A mod item now takes an armor value or weapon stat its author left empty from the game's own items of the same kind and strength, so a mod helmet carries the neck protection an overhaul gives its own and a mod shield carries shield armor.
- Changed: A mod item is priced at what the game's own items of the same kind and strength really cost, rather than by asking the game to value it. Their prices come from several places that do not agree, so the old answer could not match theirs.
- Changed: With Realistic Battle Mod installed, a mod weapon is measured on the damage it really does rather than the number on its tooltip. Realistic Battle Mod holds a weapon's real damage in a factor it works out itself and gives one it does not recognize a much larger factor than its own, so a mod sword matched the game's swords on paper and hit nearly twice as hard.
- Fixed: Applying the patch again gives the same result, and prices no longer depend on how much patching has run. Duplicate removal judged items by the name and stats they carried at the moment it ran, which the other stages had already changed, so pressing Apply Patch hid forty-two items the first pass had left in place.
- Fixed: Item names follow English capitalization, so "Lamellar with Scale Skirt" no longer reads "Lamellar With Scale Skirt".
- Fixed: Two items whose cleaned names matched no longer show a number in the name, such as "Western Wrapped Leggings (74)".
- Fixed: A name recorded for an item is dropped when the installed mods give that item a different one, so turning renaming off no longer restores a name from a mod set you no longer have.
- Changed: The log of the previous run is kept alongside the current one.
v2.4.0
- Added: Support for game versions v1.0.0 through v1.3.12, with a build for every supported version in each download, so the mod runs on v1.0.0 through v1.5.2 (not v1.3.3 or v1.5.0).
- Fixed: On game versions after v1.3.13 the game loaded the build made for v1.3.13 and logged that it found no exact match.
- Changed: Mod armor, horse armor included, now takes the armor values, weight, material and tier of official armor of the same kind, read from what its own name says it is made of (not from mod tags or ids), keeping the face and neck armor a mod gives its helmets and treating crowns, circlets and hair ornaments as cloth.
- Changed: Mod items are measured against the game's own items exactly as your installed game has them, so Realistic Battle Mod, Warbandlord or any mod that changes them sets the scale, a total conversion's own items are left as it made them, and the message log names what was detected; the Norms Dataset setting is removed.
- Changed: Mod items are priced the way the game prices its own, from their stats, instead of by a separate formula that could multiply prices several times over.
- Added: A price multiplier for each price category and a Price Range Spread that stretches or narrows each category's price range.
- Changed: Weapon standardization brings any stat of a mod weapon, shield or ammunition that falls outside what official items of the same class do to the edge of that range, and is now on by default.
- Changed: Tier Auto-Correction, which lets the game work out a mod item's tier from its stats, Mount Standardization, Weight Normalization, Duplicate Removal, Culture Assignment and Override Existing Cultures are now on by default.
- Fixed: Horse saddles and harnesses are no longer weighed against the game's pack mule and camel harnesses, which made some several times heavier.
- Fixed: Armor from a mod whose module name mentions RBM, such as an armor mod's RBM patch, was never standardized.
- Fixed: Item files from Steam Workshop mods, and from mods whose folder is not named after the mod, were not read.
- Fixed: Mount Standardization, Weight Normalization, Duplicate Removal and Culture Assignment changed the game's own horses, weapon weights, cultures and items too, and pushed mod horses and weapons into fixed tier tables; they now change mod items only, keeping their stats within the range of official ones.
v2.3.0
- Changed: Messages this mod writes to the game log now use the Alkeari colors.
- Changed: Errors and warnings are both amber; the wording tells you which one it is.
- Changed: Mod detection notices are gray rather than cyan and magenta.
v2.2.0
- Added: Support for the game's Beta branch v1.5.2, as a separate BETA download on Nexus Mods.
- Added: Support for game versions v1.3.13 through v1.3.15. The supported range is now v1.3.13 through v1.4.8 (plus Beta v1.5.2), verified by real compilation and API checks against each game version rather than assumption.
- Changed: The main Nexus Mods download is now the file group named simply "Universal Patch" (previously "Universal Patch - v1.4.X"); it always carries the newest release for the game's current Stable version range.
v2.1.0
- Fixed: "Enable Runtime Patching" now actually gates every normalization category, not just naming, flagging and stealth.
- Fixed: Duplicate items removed by Duplicate Removal are restored if the setting is turned back off.
- Fixed: Real vanilla items are now correctly kept over modded duplicates when resolving conflicts.
- Fixed: Tier Auto-Correction now applies before price, weapon and mount normalization, so a corrected tier takes effect on the same Apply Patch instead of needing a second one.
- Fixed: Custom renaming replacements no longer truncate "|"-containing targets or misinterpret "$", and turning off custom renaming now actually reverts already-renamed items.
- Fixed: Changing any per-item-type Civilian, Stealth Flag or Stealth Value toggle now correctly prompts you to re-apply patches.
- Fixed: The manual hotkey no longer fires unintentionally alongside an unrelated Shift/Ctrl/Alt combination.
- Fixed: Ammunition prices are no longer inflated by stack size.
- Fixed: Price Normalization no longer changes vanilla item prices; it now only affects mod-added items as its label always promised.
- Fixed: The in-game "loaded" message now shows the correct mod version.
- Added: Every settings toggle that was missing a tooltip now has one.
- Added: A Price Scale Multiplier slider to scale every normalized price up or down.