Mount & Blade II: Bannerlord

----- BUG REPORTING -----

A centralised guide on how to report bugs. Work in progress.

[] Read the troubleshooting guide first

#  When reporting an issue, always include this information:
The more information you include, the easier it will be for a modder to help you.

[] Vanilla/Native game version.
Open the game's launcher, to the right side you will find the both the versions of the game and mods.

[] Mod version.
Open the game's launcher, to the right side you will find the both the versions of the game and mods.

[] Describe in detail what happens.

[] Describe how to reproduce the problem.

[] If you are experiencing a CTD, when does it happen? Before the main menu? While loading a save? After loading a save? etc...

[] Were you using other mods? List any mods that might conflict, check mod descriptions for compatibility info.

[] Does it still happen if you use as few mods as possible? (Ideally with only 1 mod)

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  1. PolskiPoland
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    Is this mod compatable for version 1.6.5 becouze is creshem me before menu. I check ddl files and nothing.
  2. S0meAsianB0i
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    V's army size mod

    i tried launching the mod by itself since im running another mod along with it(recruit prisoners right away) yet still after loading a save file, a fresh one that is just to test my theory if the game file was the problem. still it crashed my game which means the mod itself is the problem. please fix this
  3. AmarrVictor
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    - Reasons
    Source: VsMod_RoyalArmoury
    Object reference not set to an instance of an object.

    - Inner exception
    Source: No module
    No inner exception was thrown

    - Callstacks
    Protip: Use a debugger like dnSpy or Visual studio to trace the source of error, by stepping the program line by line.

    Inner exception callstack:
    No inner exception was thrown
    Outer exception callstack:
    at VsMod_RoyalArmoury.VsMod_RoyalArmoury_Behaviour.vs_generic_access_on_condition(MenuCallbackArgs args)
    at TaleWorlds.CampaignSystem.GameMenus.GameMenuOption.GetConditionsHold(Game game, MenuContext menuContext)
    at TaleWorlds.CampaignSystem.ViewModelCollection.GameMenu.GameMenuVM.Refresh(Boolean forceUpdateItems)
    at SandBox.View.Menu.MenuViewContext.TaleWorlds.CampaignSystem.IMenuContextHandler.OnMenuActivate()
    at TaleWorlds.CampaignSystem.MenuContext.HandleStates()
    at TaleWorlds.CampaignSystem.MapState.OnActivate()
    at TaleWorlds.Core.GameState.HandleActivate()
    at TaleWorlds.Core.GameStateManager.OnPopState(Int32 level)
    at TaleWorlds.Core.GameStateManager.DoGameStateJobs()
    at TaleWorlds.MountAndBlade.MissionState.OnTick(Single realDt)
    at TaleWorlds.Core.GameStateManager.OnTick(Single dt)
    at TaleWorlds.Core.Game.OnTick(Single dt)
    at TaleWorlds.Core.GameManagerBase.OnTick(Single dt)
    at DMD?36567380::OnApplicationTick_Patch1>(Module this, Single dt)

    same as written by other guys, crashes if accessing owned city's keep.
  4. xardasonex
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    • 3 posts
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    Game Version 1.4.0

    Mod version VS Faction Armor 1.0.0
    I captured the city, but after I click go to keep the game crashes. Before that, I sold a lot of things to a separate store that appears with the installation of the mod.

    Sell things to a shop with armor and go to keep the city that captured

    During the game

    Improved Garrison

    if you only use your mod it all happens exactly

  5. vingames04
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    • 22 posts
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    Just discover you have a bug report link on summary. Multiple users have been reporting the crash bug when entering a owned fief, crash when you click "go to keep"
    More comments are written in your V's faction Armoury discussion post.

    Here is the original bug report.

    Currently crash on 1.3 updated branch when clicking "go to keep"

    Tested on fresh campaign using (a) developer console and (b) V's faction armory
    Used cheat to take Poros, and stop working once I clicked on go to keep.