Mount & Blade II: Bannerlord
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Tanj

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Tanj

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About this mod

Adds the option to keep a fief after capturing it.

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  • Turkish
  • Korean
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When you capture a fief....  it will be added to a Kingdom Vote for ownership.
The next morning the vote will be called and you will see the "menu" asking you to choose. *



If you are the Leader of a Kingdom ...
You have the option to Grant the fief to yourself or one of your clan leaders.

If you are not the Leader of a Kingdom ...
And you have some influence to spend you can keep the fief (influence set in config). **

If you pass or do not grant the fief the game will go to a normal kingdom vote. ***



* In the config file you can choose between having the menu popup out-side or in-side fief.
Its one or the other for less spam if you are waiting before making a certain decision.

** If you are a Vassal / Merc then once you pass on spending the influence you may not be able to enter the fief and the kingdom will vote on the decision.

*** Currently you can view the grant screen anytime you leave the fief while the vote is still pending.
The grant screen will also popup if you are outside a fief when the vote is called.



The Config
Config and Log file in "Mount & Blade II Bannerlord\Modules\KeepOwnFief\ModuleData\" will be created when the mod first runs.
Turn on basic logs in the config file if you are having problems with the mod.


Save Game Safe
This mod is lightweight and only reacts to in-game events.
You can add and remove this mod at any time. It does not save any data to the save file.
It can be added to an existing game.


Conflicts
The mod uses "CampaignEvents.KingdomDecisionAdded" hook in the TaleWorlds API.
Any other mod that interferes or uses something like Harmony to replace the function will effect this mod.





Version Functionality Changes
v0.1.7
Tested against e1.6.2
Fixed a bug which occurred in the Lords list regarding Lords names (thx to michal2099 for taking time to test this).


v0.1.5
Tested against e1.5.0
Added config option "onenter". This will allow you too choose when the Grant screen will be shown.
"onenter" = true will show when you enter any settlement.
Default = false which will show when you leave any settlement.


v0.1.4
Compatible with e1.4.3
Fixed a bug for empty kingdoms (thx for the log Joker860).

v0.1.2
Compatible with e1.4.1
This versions makes some core changes based on Tale worlds patch changes.
- Grant screen will not be shown if you are inside a settlement.
- Kingdom decisions are now shown at the end of the day, so the Grant screen wont appear immediately.
- Mod now handles existing decisions.
This should now work when loading games with existing decisions.
- Banner was removed from the Grant screen as it pushed castles off screen when clans had large names.
- Added a config option called "all".
false = default behavior.
true = all decisions you are involved in will show the Grant screen.
As you may not be near the settlement in question this is a one time option.
- It will still work when leaving a settlement.

** Due to the Vassal / Merc bug (occurs when granting while inside a settlement).
If you are inside a settlement when the Kingdom decision is raised you will not see the Grant option.
You must leave the settlement to get the Grant option.


v0.1.1
Compatible with e1.3.1 and e1.4.0
Mod will now read \Modules\KeepOwnFief\ModuleData\Language files.

v0.0.8
Compatible with e1.3.0 and e1.4.0
Moved the Grant screen from onEnter to OnLeave settlement (there was a bug with mercs in settlements).
Added the option to turn on Reputation changes in the config file.
When you capture a fief..will update when the game is launched with a new version.
Reputation will decrease for those clans who did not get their vote and increase for the clan you grant the fief too.
Rep increase is calculated based on no. of existing towns / castles and the fiefs prosperity.
New mercenaries config option allows you to turn off mercenary clans from showing in your Lords list.


In v0.0.6
You can close the grant fief option box and it will re-appear when you enter the captured settlement as long as a vote has not passed.
This will allow you time to look at your kingdom's clans before making a decision.
If the normal vote time runs out then the game will force you to vote.