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What "wrong"-cultural armours do you guys wear when playing a different culture?

I know a lot of players don't stick to a monotone cultural getup when they play, but a lot of players probably do what I do; try to stick to culturally appropriate armours and weapons for the culture I am playing. I take this mentality with me to smithing as well, where I try to smith and use weapons that suit my characters culture appropriately. But I have some exceptions; I often use animal pelts for shoulder armour when playing as a Vlandian or Imperial. If I play as a Sturgian I may use some Khuzait armour. And if I play as a mercenary or Lord for a different cultural faction than my character is from, I may use a mix of regional armours and use my own culture for a weapon. Example; I played a Nord corsair mercenary for the Empire. I used gilded scale Imperial armour with gilded scale shoulderguards, golden pirate gauntlets and boots, and a brass Aserai helmet with a Nord one handed sword with gilded pummel and handguard. Anyone else give themselves similar cultural restrict...

Bannerlord Mod Build Without Realistic Battle Mod

I love RBM. Two things break it for me though: the formations ai and the damage of cutting weapons. The formations or "large groups" ai have glaring bugs, most obvious for me being the engage command for horse archers, as they ultimately STOP skirmishing (after a while) and just stand still waiting to be slaughtered by advancing infantry. For cutting weapons, RBM is extremely historically accurate, but due to limits of the vanilla game engine can't showcase ways bladed weapons COULD overcome armor (such as halfswording, far more accurate cuts, or cuts/thrusts while grappling).

So is it possible that someone recommend me a list of mods that (aside from being all compatible with each other) do the following changes:

  1. All spears to be held far lower on the haft. Increases their reach and hopefully makes couched lances way more viable.
  2. A new calculation method for armor that makes them way better than their paper counterparts in vanilla. However, doesn't nerf bladed weapons to the extreme point that RBM does.
  3. A unit overhaul mod similar to De Rei Militari (the mod) in that the ultimate aim is to make a diverse unit roster but makes sure that noble armored warriors are a rare resource and most units in a retinue (following a lord) are at their limits tier 3 (or rarely tier 4). So peasants/commoners/tribesmen can't all later down the line turn into tier 7 killing machines, as they being the bulk of the army have logistical/cultural/realistic constraints that lock their "evolution" tree to tier 3 at best. Why not just get DRM? Well it needs RBM.
  4. In line with point 3, something that diversifies and adds troops and cultures to the minor faction list. Maybe adds even more major factions as long as their troop tree follows point 3's recommended system?
  5. STAYS AWAY FROM FORMATIONS/GROUP AI. Vanilla is clunky but their tactics are simple and sound.

Or maybe someone can point out to me how to get RBM to keep all its modules while just getting rid of how it touches group/formations ai. I don't mind how individual characters fight (I'm interested in RBM'S posture system), but their actions as a group/formation are just bad.

submitted by /u/Inquirnon11
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