Mount & Blade II: Bannerlord

Mount & Blade II: Bannerlord

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Calradia At War
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22 okt, 2022 @ 16:49
20 okt @ 15:26
6 ändringsnotiser ( visa )

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Calradia At War

Beskrivning
Introduction
History books may be linear and filled with the deeds of heroes and the aristocracy, but the reality of war is far from such orderliness. War means chaos. War means people not knowing what to do and turning to unorthodox means of livelihood. War, especially one that has been dragged out like in Calradia, means tens of thousands of people pushed into utter chaos.

A few bandits here and there simply doesn't reflect that.

The aim of this mod is twofold. First, it adds different hostile and allied troops, factions, and troop trees into the game without modifying any of the game files, all with varying patterns of spawning.

The added chaos also makes economics harder to manage, as caravans can actually get looted and villagers captured. All of this is meant to make the game more immersive, and have you actually experience what it is like to try to make a name for yourself in a war-ravaged land rather than a stable, economically cohesive country. There are others trying to make a name for themselves, make a living, or pursue more unusual ends. Bandits and custom spawns upgrade troops as they loot, for example.

Some considerations
  • This mod does not modify any factions nor does it remove anything from vanilla! Hence, it is largely patch compatible.
  • This mod requires a new start and will not work if added during an ongoing campaign.
  • This mod requires the Custom Spawns API (CS) to work as intended. Otherwise some features will not be available.
Features
  • 21 new factions each with their own heroes
  • 70+ new spawns/party types (CS)
  • 200+ new troops all integrated into a troop tree of their own (CS)
  • Rewards for taking down big spawns (CS)
  • Custom dialogs when interacting with spawned parties (CS)
  • Throwing hammers smithing
The different spawns have different schedules of spawning, with some spawning much more rarely and being stronger than lords themselves. They also have different behaviours, and have alliances and wars with specific factions.

The initial setup of the mod is meant to be balanced, with the lords and armies still being much stronger than the custom spawns as they should be. Some of the rarer spawns (each has >1% chance to spawn daily) are stronger than individual lords but can be crushed by armies.

You are free to change the size of the spawns and how often they spawn in the mod files.

Mod Compatibility
This mod is compatible with any other mod using the Custom Spawns API. Pairing a few together will create an even more chaotic experience !

It should also work with mods adding a custom map although this mod has been tuned for vanilla factions. Diplomacy of CaW factions towards new custom factions might be a bit weird. It would require a compatibility patch to configure the spawn's diplomacy towards new factions.

Mod order should be the following:
  1. Other mods
  2. Custom Spawns
  3. Custom Spawns sub-mods
  4. Calradia at War
  5. Compatibility patches

Join us

Old versions
You can find older versions of the mod on Nexus [www.nexusmods.com].
Populära diskussioner Visa alla (13)
10
9 apr, 2023 @ 14:23
Very game ruining bug.
Dog
3
7 jan @ 16:56
Crazy mans
Seksi Cipka Spod Konina
3
28 dec, 2022 @ 15:13
Error: Infinite "I can't talk with you" loop
HappyHead
312 kommentarer
Tamuily 23 okt @ 7:36 
Why are city and village patrols friendly to me if I am at war?
Rintinntinnn 22 okt @ 2:25 
THANK YOU for the update:steamsunny:
Danger 21 okt @ 12:44 
Mf'er came back and updated this blessed mod THANK YOU
MNostra65 19 okt @ 6:58 
Your load order list pls. Maybe this helps.....
GRATATAT88 9 okt @ 3:56 
Hey everyone,
I’m having some trouble getting a couple of mods to work in Mount & Blade II: Bannerlord, and I could really use your expertise.
What I’ve Done:
Subscribed to a faction mod and a spawn mod.
Started a new game, but I don’t see any extra factions or noticeable changes.
Load Order Attempts:
First Attempt: Loaded the mods right after the native ones.
Second Attempt: Moved them to the very end of the load order.
Unfortunately, neither approach worked.
Issues I'm Facing:
No new factions available at game start.
Even after selecting Vlandia, there are no visible changes.
Questions:
Am I missing something in the installation process?
Are there any common compatibility issues I should be aware of?
How can I verify if the mods are actually activated?
What’s the best load order for these types of mods?
Any help or tips would be greatly appreciated! Thanks in advance! Feel free to copy and paste this directly into your Steam forum post!
schmitt.timo2009 30 sep @ 10:35 
can somebody please tell me where i can find a lot of large enemy stacks like slave stacks or roaming pasents etc .
沒辦法 20 sep @ 1:11 
try and see
SkipidiRizzler 19 sep @ 11:49 
game crashes
Human72 1 sep @ 22:51 
have you guys and team got to adding more content to it to flush it out more with the factions? the heroes and the whole works? I think having more interaction options for dialog along with prospect of more lore added in there will go the distance. :)

also for the deserters and there heroes maybe a pardon option or some other option to get them on your good side for peace and possible recruitment?
sopitamagica 17 aug @ 18:48 
I'm in an infitine loop of releasing an imperial deserter hero after taking a city from rebels