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  • Date joined 10 Sep '17
  • Last seen 2 Jan

Private Message

Knight 685 1855
  • 7
  • 30 May '18


In the current alpha build of mordhau, there is no way to manage your loadouts. They are sorted in the order you created them, and that's it. The only way you may do it is by manually modifying a .ini file, which is less than ideal.

This is why I created the Mordhau Loadout Manager!

What's the Mordhau Loadout Manager ?

It's a little software that I created which allows you to order, archive, backup and share your Mordhau loadouts !

Here's how it looks :


Most of the functionalities are now accessible through right clicking.

The interface is pretty self explanatory, on the left you see the list of the loadouts that are currently accessible in game, and on the right the list of the loadouts that are archived, meaning that they won't be accessible in game to avoid clogging the loadout selection menu without deleting them.

Main features

Ordering loadouts

The Mordhau Loadout Manager lets you order your loadouts at will with a fancy drag and drop interface. I've even added a button to sort them alphabetically if you're too lazy to do it yourself.

Loadout archiving

You may save certain loadouts in a separate file to clean up your game's loadout selection menu without losing them. For instance in my example, I've archived my "fun" loadouts as I plan to play to go duelling and thus I need my regular loadouts ready. I can easily boot up the software again and add them back to the game later on.

Loadout sharing (experimental)

After selecting a loadout and pressing the Copy Share Code button, a share code will be generated and appear in the text area below. You can copy this code to share it, anyone pasting this code back in the Mordhau Loadout Manager and pressing the Import From Share Code button will get your loadout ! This feature is experimental as the share code is still huge (still smaller than the loadout code itself). Here's what a share code looks like currently :

It's shorter than the actual loadout code, but still pretty awful looking. I will see how I can improve this feature in the future.

Loadout Backups

By using the backups buttons on the center, you can manage backups of your Game.ini file containing all your loadouts.


It is currently uploaded on my google drive, I will post the share links to the different versions here :

Up-to-date version :

Mordhau Loadout Manager V1.5

The interface have been reworked, most of the buttons have been replaced with a right click menu.
You will also be notified if there is a more recent version avaliable.

Additional Notes

Please Make a Manual Backup

While the current version have been extensively tested and should be fine, I recommend saving your Game.ini file somewhere else before you start using Mordhau Loadout Manager. It can be found at C:\Users[username]\AppData\Local\Mordhau\Saved\Config\WindowsClient. You never know...

Steam Cloud Conflicts

Note that the steam cloud isn't too happy about the game's files changing. If the steam cloud report a conflict, always select "upload to the steam cloud".

Bug reports and suggestions

Don't hesitate to report bugs in this thread, I will make sure to take a look at them.
I'm also open to suggestions. What kind of features would you like to see in Mordhau Loadout Manager ?

Special thanks

To triternion. You guys are doing a hell of a job and we love it !

Knight 685 1855
  • 4
  • 28 May '19

The Lutebot 2.0 Thread

This is it guys. The lutebot in a new and shiny version. What was originally a little project for a handful of alpha roleplayers has been heavily reworked to match the incredible release mordhau and its community just went through. I hope to be able to update and support it to bring the best out of mordhau's lute (and possible future instruments) for years to come using this new solid codebase and set of features.

See this new thread as a rework as well. Please read carefully through the guides below, they have been written by painstackingly collecting feedback from the new release users.

Join the bards guild discord server here to get troubbleshooting help, midis and more !

Check out this live midi input showcase, one of the novelties brought by the 2.0 :



What's the lutebot ?

The lutebot is a third party software that can read midi files (.mid) and mimic their content to the best of its ability using the lute in game. It uses console commands to communicate with the game.

Is it safe ?

The lutebot is born from a cooperation with the devs. They created the console commands for the lute specifically for this usage and fully endorse it. Furthermore, the code is entirely public on github (check the download section).

I have heard from moderators that some people have been trying to blame the lutebot after getting banned for third party software usage (actual cheats). Rest assured that the lutebot won't get you banned.

How does it works ?

The lutebot is built on the C# midi library by sanford that you can get here. This library plays midi files for the lutebot, which then intercept midi events when thrown by the library and turn them into console commands.

The lutebot's interface is made using winform, a somewhat outdated yet time saving tool for simple window interfaces.

If you like the lutebot and wish to support it, you can help me by donating to my patreon
Reworking the lutebot and adding live midi input was only the beginning, I have more features planned for the future (more on that on my patreon page !). But this is a time consuming project, your support will let me put more time into it.


You can get the latest lutebot version here

Or get access to the code directly on GitHub

Older versions :

Getting Started


Download and unzip the lutebot folder. As long as its content is intact, it will work regardless of where you put it.

Quick Setup

Start the lutebot by double clicking on LuteBot.exe. Click on options then on keybinding to open the keybinding menu.
From here, check the message displayed below the list of keybinds. It should look like this :


If it does, please Ignore the following section.

If this is not the message you're seeing, you need to manually set the path to mordhau's configuration file. Please do so by clicking on Mordhau Config then Mordhau Configuration Files then Set DefaultInput.ini Location. Then, select the file named DefaultInput.ini in your game folder. Its default location is :
C:\Program Files (x86)\Steam\steamapps\common\Mordhau\Mordhau\Config\DefaultInput.ini
If you selected the right file, the message below should look like the picture above.

Now that the lutebot knows where your mordhau settings are located, you may use the automatic configuration that will set the console both in game and in the lutebot to PageDown for you.
To do so, please click on Mordhau Config then on Automatic Configuration then on Set up.

Then press Apply to close the keybind window.

The lutebot's OpenConsole keybind should be set to Next, and the next time the game starts, pressing PageDown should open the console. Take a moment to check if this is your case.

How to operate

To play a midi file (.mid) on the lutebot, click on Load Midi File in the main window and select a file. If you selected a proper midi file, it's title should appear one the window, and the buttons Stop and Play Should be now accessible. Click on the play button and you should start hearing music.

To play this midi file using the in game lute, go in settings and turn off sound effects here :

Capture1 - Copie.PNG

Then go in game, have a lute equipped in your hands, and press + on the numpad (the default shortcut to play) to start playing.

Warnings :

  • Do not use the play button to play in game, always use the shortcut.
  • Do not attempt to open the console yourself, let the lutebot manage the console.
  • Do not try to jump or crouch while playing.
The lutebot should now be ready to operate. Consult the detailed guide for more, or the troubleshooting section if you're still encountering issues.

Detailed Guide

Main Window


This is the main window of the lutebot that will always show while it is running. It is designed to look like a regular music player, displaying the elapsed and total time in the current song, a scrollbar that you can move around, a play/pause button and a stop button.

Clicking on the central button will let you manually load one midi file into the player.

The previous and next buttons will let you navigate in the playlist. They are only accessible if a playlist is currently active and it contains at least two tracks.

The Options button in the top left corner will let you access the settings and the keybind menu. The Window button next to it let you use the optional features of the lutebot described below. The focus button in the window menu will put all of the lutebot's windows back to the foreground, useful when having multiple windows open. Alternatively, clicking on the main window does the same.

Configuring the LuteBot



The following settings affect which parts of the lutebot's interface will be open when starting the lutebot :
  • Show Playlist Menu on Startup
  • Show Soundboard Menu on Startup
  • Show Track Selection Menu on Startup
  • Show Online Sync Menu on Startup (unfinished)
  • Show Live Midi Input Menu on Startup

Sound effects : lets you switch between playing in game or playing using midi sounds (useful to try different instruments and tracks settings beforehand).

Automatic Console System : lets you change the way the lutebot interacts with the console.

  • Old : The big console will open once when you start playing, and close when you pause. This console mode prevents you from moving entirely when playing, and is slower (meaning that the note cooldown needs to be set much higher for it to work, 50 is recommended for this setting)
  • New : Opens the small console for each command. The small console closes automatically upon inputting one command, which allows the lutebot to input commands at a much faster rate. This is the recommended setting. Warning this setting won't work if the console key you're using for the lutebot can input characters (like Tilde). PageDown is recommended for this setting.
  • Off : the lutebot will not try to interact with the console at all. You have to manually open the big console before pressing play. Just like the old setting, it is slow and require a high note cooldown.

Note Conversion Mode : Turns on and off the note transposition feature. Due to the lute's limitations in game, the lutebot has a transposition system applied to notes outside of the lute's range. Turning it off and enabling sound effects lets you use the lutebot as a regular midi player. Useful to listen to original tracks before attempting tweaks.

Lowest Note ID : The lowest note id mordhau's lute supports. This setting should not be modified, please keep it to 0 at all times.

Note Count : The number of notes mordhau's lute supports. If mordhau's lute gets updated and receive more notes, you can set this setting so that the lutebot will take these changes into account.

Note Cooldown : This setting changes the cooldown in ms applied after a note has been played. 50 is recommended when using old or off console modes, while 30 or lower is recommended for the new console system.

You can check for updates in the bottom right corner of the settings window.


To change one of the lutebot's keyboard shortcuts, simply click on one of the keybind list's items and press the desired key to set the shortcut.
Do not forget to apply or your change won't be saved.

Here is a detail of all the keybinds and their functionnalities :

  • Play : Start/pause the current song.
    Next : Load the next song in the current playlist.Previous : Load the previous song in the current playlist.
    Ready : Currently unused (related to online sync).OpenConsole : Is used by the lutebot to open the console for you.
    *LiveMidiListen : Toggle listening to your selected midi input device.

As explained in the Getting Started section, the keybind menu is also capable of setting your console key properly for you. Please refer to this section for more details.


Each of the main features have their own window, so that you can customize the lutebot's interface to your liking.



The playlist window lets you create a list of midi files that will be played one after the other. You can also skip to the previous or next song in the playlist using the buttons on the main window, or use the convenient keyboard shortcuts (/ and * on the numpad by default) to go from one song to the other without even leaving the game.

You can use the Add to Playlist button to add a midi file to the playlist.

You may also save the playlist as an xml file for later use using the Save Playlist button, and load a previously saved playlist using the Load Playlist button. Note that when you open the playlist window, it will automatically open the last playlist you saved.

Warning: Do not attempt to load a soundboard xml file as a playlist.



The soundboard lets you create up to 9 song shortcut. Pressing the associated key will instantly start playing the associated song. Consider using this feature to avoid alt-tabbing to switch between songs. To modify a shortcut's keybind or song, simply right click on one of the 9 buttons.

Just like the playlist, the soundboard can be saved as an xml file, and loaded later. Opening the soundboard window will automatically load the last soundboard you saved.

Track Filtering


The track filtering window lets you remove some complexity out of a midi file to make it sound better on the lute. Some midi files may contain a lot of instruments playing at the same time, which is undesired for mordhau's lute limitations.

You can tweak the content of a midi file simply by ticking boxes off to remove either instruments, or tracks. Tracks are a series of commands in midi files that may or may not contain notes, removing some might not have any effects depending on how the current midi was made.

When you think the tweak you applied suits your needs, simply press Save Song Profile to save your changes. As opposed to the soundboard and the playlist, you cannot choose where you save song profiles. They will be automatically stored in a folder and retrieved if they exists when a song is loaded (manually or using a playlist or soundboard).

Live Midi Input


The live midi input window is the most important feature of this new version. It allows you to take full control of the lute using either a midi input device plugged to your computer, or your keyboard directly.

Check the drop down menu to see the list of available devices. Keyboard Mode will always show up in the list on top, any midi input device directly plugged into your computer will show under it.

Once you selected the device you wish to use, click on the listening button. Your inputs will only be taken into consideration when this button is green. You may also use the . (or del) key on your numpad to toggle it while in game.

Selecting Keyboard mode will allow you to simulate a midi input device using your computer keyboard. You can bind individual notes to each of the piano keys below by clicking on one then pressing the desired key. Pressing those keybinds while in the game and with listening enabled will play the corresponding notes.

You may use the - 1 Octave and +1 Octave buttons to change the note range the lutebot is focusing on. Pressing a key on your midi device that plays a note outside of the displayed range will automatically transpose that note to the range. Alternatively, checking the box below will causes notes outside of this range to be simply ignored.


Before reading this section, please read carefully through the quick start up guide first. Make sure you're operating the lutebot properly.

The lutebot immediately spam the chat and open the team selection menu when I press play

This typically happens when your console key isn't set properly. Check that the lutebot's OpenConsole bind in the keybinding menu is properly set to the key you use to open the console in game. To rebind the console key in game, please check the quick start up guide. Alternatively, you can consult the official discord (by typing !c console in any channel of the official discord) to know how to bind it manually.

Command not recognised appears in the console when playing

This can happen for multiple reasons, please refer to the two sections below for more information.

A character appears before every command, causing the command not recognised error

This happens because the key you have set your console to can input characters (like tilde writing ~). You need to use a key that cannot input characters, like PageDown.

The i is missing, equpmencommand is being written in the console, causing the command not recognised error

Check the keyboard windows is currently set to. Make sure it is set to qwerty (EN should appear on the taskbar), or azerty (FRA on the taskbar).
Any other keyboard type is officially untested thus support cannot be guaranteed.

The lutebot start spamming the chat and opening the team selection menu in the middle of a song

This can happen for various reasons. Make sure that you don't jump, crouch or sprint while playing the lutebot.

If this happens with the big console (console mode off or old) then you need to set the note cooldown higher than it is. 50 ms is recommended.

Midi Files

I will post here the various midi files that people have edited to work with the lutebot.

Thanks to @Fohshizle for his work, you can get his midi files (here)[]

Also try FloridaMan's Collection

Special Thanks

Marox :

For making the lutebot possible in the first place.

Milosh_Obilic :

For putting together the tutorial videos as well as the various showcases. Stay tuned for his modding work once the sdk drops!

My testers, JasonBourne, PlouPlou, Iodine, Madcow :

For helping me figure out what I lacked in music knowledge, and reporting various bugs since the first version.

Knight 685 1855
  • 19 Apr '19

Well gentlemen, this has been a pleasure spending 1.5 years with the same few players. Good bye fellow alpha boys, may we meet again amongs the tides of the release crowd.

Knight 685 1855
  • 27 Apr '18

@Naleaus said:

@chaquator said:
commenting on the poor defense is missing the point; i still think that trajectory looked weird, even from the limited view you get of it in the video

The poor defense is the only reason the attack hit in the first place though. Any sort of movement, or just not crouching would have made it miss. The clip is a bit cherry picked anyway, because of the waterfalls I land, 95% are early release and hit shoulders/arms. Making changes to avoid something like in the clip that only happens when fucking around on a non-moving person is a waste of time.

@Koda That said, if you want waterfalls removed altogether, use actual arguments as to why, instead of using a misleading example to try and garner support.

His complain is perfectly valid tho. The clip shows typically what would made any beginner say "well this is just as broken as chivalry, good bye", which is something Mordhau has been trying to avoid.

I've played chivalry for more than 3k hours, even competitively in the beginning. I loved reverse overheads and other weird swing manipulations. But as much as I enjoyed all that, I want Mordhau to be more than a niche game played by a few swing manipulation wizards.

Knight 685 1855
  • 12 Mar '19

Let's pray the download won't be too large. If the size of the download needed to join the test is over 20-30 GB I won't be done downloading before the end of it :(

Knight 685 1855
  • 1 Feb '19

I want my purple helmet back.

Knight 685 1855
  • 20 Apr '18

@Jax said:
omfg stop I'm gonna cry lol

on a real note though, as CM it isn't a "one-way street", I'm just as much an asset to the devs as I am to you all -as CM, what to do you all want to see from me? I probably can't do everything you guys want (gib release date etc.) but I'll try my best. I'm here for you <3

I do have a few suggestions :

  • "Real time" changelog for the next update. Make a stickied topic where you write the changes we are sure to see in the next update. Basically whenever a dev tells you "I changed the timing on this, or the damage on that", add a line on the topic to complete the changelog. I've also noticed that the devs often responded to topics complaining about something with "will be fixed in the next patch", it would be great to see it appear on a changelog post as well so everyone knows about it, not only that specific topic's contributors.

  • Dev blogs. Certain things are still obscure about the future updates planned. We know next to nothing about the perk system for example. Would be nice to know how it will work. We could also have a short devblog on a to be released weapon, showing either concept art or an early model of the weapon.

  • Q/A A topic destined to avoid clogging up the forums with simple questions, and to avoid Crush and Grator getting almost harassed with questions while playing the game with us.What does the dev think about this weapon's balance. Which changes are planned for the kick. Will the active parry or the riposte feint be introduced back into the game at a later date ? Stuff like this.

  • Approximate progress bar As I've suggested on this topic, Just a very rough approximation to how much is done for the 4 main features mentioned in the roadmap. As I've said, this doesn't need to be accurate, it just gives us an idea on how things are going. A progress % on the next update would also be nice, I'm getting weary of "surprise updates".

Pick what you want !

Knight 685 1855
  • 21 May '18

Dude, calm down. You're acting like a literal child at that point.

There is plenty of things I'm unhappy about the choices triternion made for mordhau. They are plenty of things I want to see in the game that will never be a thing... Yet I don't act immaturely for it. Not only because the devs have justified their reasoning, but because it's their games, not ours. Ultimately they are the one working their asses off to provide what they think will be a good game, while we're sitting on our lazy asses playing the fruit of years of hard work.

You are free to express yourself, give suggestions and opinions, just as I do. I voice what I want to be in the game and how I see things, which are often if not always taken into consideration. But the right to chose belongs to triternion. You paid for an alpha, a beta and a finished game, which you will get, triternion doesn't owe you more than that.

I like you dude, I really don't wanna be mean to you. But you sounds like you need some good dose of reality before you really make a fool out of yourself.

Knight 685 1855
  • 1
  • 19 May '18

@Zexis said:
3pp is fine, not sure why some people hate it so much. It has some minor advantages but also disadvantages, just disable it in comp and make it a toggle for private server owners.

Because 3pp ruined a lot of first person games already. Arma 3 is a good example, why the fuck would you add a 3rd person in a milsim ? Then it end up being allowed on most servers even in pvp because "it's part of the game". Please don't let mordhau be one of those FIRST PERSON GAME that actually has 3rd person.

Knight 685 1855
  • 18 Apr '18

Here's some random footage of the night trying the new patch on my server :

10/10 patch tbh.

Knight 685 1855
  • 17 Apr '18

I like how triternion is taking risks with mechanics, I'm all in for the kick stun. That said, I miss the patch 14 kick which was efficient enough at punishing facehug, without being an absolute cancer. The new kick can't punish turtling shields as efficiently as the old one. In short, I think that the game needs both.

Why not simply making a light kick/heavy kick like in chivalry ? Press F for the light kick that works as a facehug punish, hold F for the heavy kick that stun enemies.

Knight 685 1855
  • 16 Nov '18


Anything you build on the moving platform doesn't move with it and end up floating.

Knight 685 1855
  • 2 May '18

We had so much fun playing on the new map yesterday. It's great to finally be able to play with horses on a proper map !

Knight 685 1855
  • 16 Apr '18

Do we have any idea when patch 15 will arrive ? In a couple of weeks ? A month ? More ?

It's getting stale very fast to duel the same players on the same 5 maps everyday.

Knight 685 1855
  • 14 Apr '18

As I played around with map pickups in duels, I've found something odd about the rusty longsword in mordhau grip.

After testing with another player, it turns out that the stab of the rusty longsword in mordhau deals 40 damage to a heavy chest whereas the loadout longsword only deals 25 in the same conditions. I don't see any reason why a rusty weapon would deal that much more damage than it's loadout version.

This is the only map pickup I've found odd so far but there might be more strange stats on these rarely used weapons.

Knight 685 1855
  • 25 Sep '17

@DrEpochノಥ益ಥノ said:

Its not improving the game. Its just one dimensional lameness. and abuse of a bad parry system

When you completely miss a stab but its ok cause drags' got your back

I don't understand your concern about these. It's physically normal that if I swing from left to right, I'm going to hit my target faster if its on the left and slower if its on the right.
To me, mordhau drags are nowhere near the slomo swings we had in chivalry, the sword still go fast enough to deal damage and the actual dragging happen during the windup, where you put more distance between your sword and your opponent while you're raising the sword and preparing your swing.

The only drag that could look odd is the dragged stab, but one could argue that the stabbing movement would have "sliced" in a slow drag instead of actually stabbing.

About the parry, it's the game's way to "simulate" how you can't block with a sword but rather deflect it, thus an emphasis on timing.

There is no need to create hundred of threads about dragging, because it is the core of the game. What makes it unique is how your skill doesn't come from pressing buttons alone, but also your mouse movements, which can be ever improved.

Knight 685 1855
  • 21 Apr '18

I also often run into that issue, even with parries. This has to get a fix somehow, even if good players technically could get used to it as jax suggest, new players will easily quit the game if they often die while parrying or chambering on time.

We could have a grunt that play earlier, so you can attempt a chamber earlier and have more time to ftp out of it if needed.
Or more lax windows in general, especially chambers, so they become doable consistently with an average ping.

What about when you hit someone who has a ping of 40ms, the game waits 40ms to see if the user didn't parry or chamber on time before damaging the user. Doing so for user with a ping lower than 70-80 shouldn't look too wierd. I would MUCH rather seeing a very tiny delay when I hit someone instead of having to time my parry and chambers not to quickly to read the incoming attack but not too late so I don't get fucked by latency.

Knight 685 1855
  • 2
  • 23 Apr '19

Frise said:
there were more things to do.

Right, let's ignore all the new combat mechanics and all the extra content (building, character creation, horse combat, etc). I have no idea how you can even say chivalry had more things to do...

Knight 685 1855
  • 1
  • 26 Nov '18

The reason I've liked playing archer in chivalry wasn't to stand still and shoot at distant targets. I much preferred combining melee and ranged strategically and essentially play everything the game has to offer at once. For that purpose I mostly used the heavy crossbow which allowed me to either severely wound or eliminate one opponent before engaging in melee. I liked this approach to archery because the player has to be good at melee and shooting to get results instead of sniping from the top of a tower.

Now while the crossbow in mordhau deal much less damage, the customisation options let me have much more armor and weaponry than I had in chivalry. Imo it is in a decent state right now, I'm having fun landing a crossbow bolt on an enemy before finishing him off with my falchion.

However, I feel like the shortbow and longbow aren't that great. Right now they feel like assist machines to me. If the longbow is the "sniper" weapon (which it seem to be since the cost will severely impair the archer's melee capabilities), it should have a much greater projectile speed to hit targets from further away and slightly more chest damage on heavier armor tiers. Otherwise anyone you actually manage to hit can just take cover and heal, even denying you a potential assist. Not to mention that arrow parrying severely impair long range capabilities of bows.
As for the shortbow, it requires so much arrows to actually deal a decent amount of damage that it's not worth it. As for its close range melee support role, a fair amount of arrows shot in a melee engagement end up deflected, parried or hitting during a riposte and dealing very little damage. Let's be honest, if a teammate is engaged in a 1v1 in melee, it's never worth it to play support and shoot at his opponent as opposed to going melee as well.

In short, the longbow and the shortbow cannot fulfill their roles in my opinion.

Edit : obviously to fit the long range role, the longbow should also have a much slower fire rate, or at least have a longer time to reach the sweet spot so you can't be accurate at long range and spam.

Knight 685 1855
  • 1
  • 21 Nov '18

Same feeling when you play archer, hit someone covered in blood twice and he's still running to cover. Even after 600 hours I still very often underestimate the amount of health an opponent covered in blood has, which makes me think it could be improved on.

The new wounds, although beautiful, doesn't help. Some people look like they just survived a fight against a damn T-Rex with deep cuts all over their bodies but they are actually at full health.