About this mod
This mod adds an extra 14 Towns, 8 Castles and 77 Villages. It also relocates many vanilla towns, castles and villages onto other locations for them to make more sense. For example a castle defending a pass rather than at the arse end of nowhere. It also attempts to move village resources into sensible geographical locations.
- Requirements
- Permissions and credits
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Translations
- Turkish
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- Polish
- Mandarin
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- Changelogs
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Welcome to Calradia Expanded. This mod adds an extra 14 Towns, 8 Castles and 77 Villages. It also relocates many vanilla towns, castles and villages onto other locations for them to make more sense. For example a castle defending a pass rather than at the arse end of nowhere. It also attempts to move village resources into sensible geographical locations. Also, since a1.1.0 the worlds terrain has been altered in many places.
There are still blank/empty areas that I have left as vanilla. Hopefully they will become bandit hotspots for some good XP farming.
This is the first stage of a project that will hopefully remake and expand Calraida into a better and more awesome place to spend your hours.
The second stage of this project is Calradia Expanded Kingdoms which adds in more kingdoms, troop trees and features to the world.
Main feature being that it works for Bannerlord v1.1.5
All credits to GOOGLEPOX for getting it working.
Vlandian and Strugia horses now spawn in appropriate villages.
Sound from a fountain has been removed as it was too loud.
Something else that I've forgotten.
Ruins & Navmesh Update a1.1.4
A new trailer video which covers the features is in the works and will be released as soon as its done. This video will cover Calradia Expanded Kingdoms as well as Calradia Expanded. Trailer is here
-Navmesh: You can now sail pretty much anywhere you want. Those tiny islands to the west? Sure! The frozen north? Sure, go for it. Deserts and the South Western lands? Yup. If its not part of the skybox you can go there. All around the world are ports that you can enter and exit from. Unfortunately there isn't a way to allow you to just sail from wherever you want unless you really want to pretend your party is just carrying a ship with them wherever they go? Just run at a little port and onto the sea and you'll be transferred to a boat which will allow you to travel just like on land.
-Ruins: We've now added 13 ruins to the world, there will be more in time. These ruins on CE are just visual to make the land more interesting, if you want them to do something its a feature in CEK.
-Roads: The road network has been expanded functionally wise. More sections of the roads work as roads, so the NPC parties follow the roads as a priority rather than running through slower woods.
Issues: Going to the far edges of the world makes the camera angle go a bit wonky, sorry, we'll look at how to sort that in the future.
Future plans: Just putting this here as well. In the future the visual and functional roads network will be expanded along with adding in more little farms and visually interesting elements. We also are looking to recruit some sceners to make some custom scenes for the new villages, towns and ruins we have created.
A NEW playthrough is recommended due to the huge update in the Navmesh. If you update to this version and play an old save parties could end up being stuck which can lead to game crashes and not being able to speak to some important NPC's if they are stuck. I know its a pain in the ass but such is life.
Old Update Information/News/Blurb
A NEW playthrough story campaign is required to make this update work! Unfortunately this happens when adding in new towns, sorry about that.
New routes via boats - You can now travel from Charas to Kavloniki, Quyaz to Ortysia, Zeonica and Sanala to Liberartis, Razih to Vostrum and Vostrum to Qasira. There is also one sea route in the north between Argoron and Varnovapol.
Working Roads - An area of roads now work as roads! So the AI merrily run around using the roads between Amprela, Myzea and Syronea. More working road sections to come in the future.
Horses - Three villages now have horses as their resources Faltby, Bukits and Verecsand.
Island Town - A new island town has been added in along with three villages for it, two fishing and one silver mine.
Navmesh work - More navmesh fixes to stop people getting stuck
More changes were planned but the fact the mod tools for campaign mapping had been rather broken for a long time so these changes will have to wait until the next update or two.
- Okukhy Castle Navmesh issue is fixed. For now, will keep an eye on it in case other issues come up.
- Wooden bridges are now aligned correctly so they aren't at funny angles.
- Parties are generally no longer waist deep in the ground. Some places you sink a bit others you float a tad. Best I can do for now.
- Probably some other really small changes I've forgotten to list.
What else is in this update? Well, roads, lots of roads. These roads are purely visual at the moment but we hope to make them give a boost in speed in the future. Also we have demi villages added in, these again are purely visual just to bring the world to life a little more.
- Ataconia castle has been renamed to Potamis castle due to the village of Potamis being moved.
- The village of Phasos has also moved to a more suitable geographical location also so the road works better and to be closer to its owning town.
- Medeni Castle fix - Unfortunately parties were unable to enter or exit this castle due to a Navmesh issue, this is now fixed and any stuck parties can leave and it basically works as it should now.
- Flotois and Kavloniki have been adjusted to level 1 and prosperity lowered substantially due to their location.
- A new pass to Revyl has been added in as the AI was going to long way around to get into the town.
- A new bridge by Nideon village has been added in as it makes sense for one to be there rather than villages going miles to get into a town.
PLEASE WATCH THE TRAILER FOR THIS UPDATE IF YOU ARE PLANNING ON CONTINUING A CAMPAIGN
Click here and watch it, it will give you instructions on how not to have some issues later on.
A big thank you goes out to Hrørikr who helped me with a bug that I thought was going to end the project. Thanks also go out to Gauner, Basileus and The Speaker who have helped greatly in making this mod from the start.
Version a1.1.0 Well, this version is the first released following the mod tools being released to us, below is a quick list of points.
Alignment: I hope most things are now aligned to the ground. So no more sinking towns or floating buildings. This goes for things that I added in the previous versions as for the bits TaleWorlds made.
Navmesh rework: Basically I have rebuilt/tweaked 60 to 70% of the navmesh, this is what the AI use to navigate around the place. Also its what dictates, to some regard, what type of battle terrain your fights are taken part in. If you are flanked on the main map by woods and fight you should be on a scene with woods on either side.
New paths: I've opened up some areas and generally tarted the map up. So while before you were running up the side of a mountain over a rocky river crossing now you will climb a nice path with a wall and you crossed a study bridge. Also there are now more blocking areas of terrain which will lead to more interesting chases of enemy armies and bandits, meaning you can trap them in a valley and cut them down like dogs.. but also you need to be aware of where you are running so you don't get trapped yourself!
Position changes: As the mod tools give more freedom I have now moved some of the settlements around a bit more to nicer areas.
Manual - extract the rar file into the C:\Program Files (x86)\Steam\steamapps\common\Mount & Blade II Bannerlord\Modules folder. Done
Or magically via Vortex.
Make sure you unblock the .dll file in C:\Program Files (x86)\Steam\steamapps\common\Mount & Blade II Bannerlord\Modules\CalradiaExpanded\bin\Win64_Shipping_Client
Harmony is also required. Put it first/top/highest in your load order before vanilla files.
Load Order
Works fine on 1.6.0 Stable - Not tested on 1.6.1
This mod is NOT save game compatible, you are required to have a fresh playthrough. If you remove this mod the save will stop working.
This mod will always be made and tested using the stable branch of Bannerlord.
This mod will NOT work with any other mod that adds, removes or moves any settlements or bandit hideouts. Other than that it should work with everything else.
Old helpful comments from users regarding mod compatibility, thank you to them all.
Quote from Sparticulous:
Quote from: UlasRapon
Quote from bones8608
Quote from Bomber275Quote from Supajayare.Quote from Drophazerd. Quote from Mikezazzy.
Below in the spoiler is a list of the Kingdoms with a before mod Town, Castle and Village count and an after count.
Before North Empire - 6 Towns - 9 Castles - 32 Villages
After North Empire - 6 Towns - 10 Castles - 37 Villages
Before South Empire - 7 Towns - 8 Castles - 34 Villages
After South Empire - 8 Towns - 8 Castles - 39 Villages
Before West Empire - 6 Towns - 8 Castles - 31 Villages
After West Empire - 7 Towns - 8 Castles - 36 Villages
Before Strugia - 7 Towns - 8 Castles - 32 Villages
After Strugia - 9 Towns - 11 Castles - 43 Villages
Before Battania - 5 Towns - 8 Castles - 33 Villages
After Battania - 6 Towns - 8 Castles - 37 Villages
Before Vlandia - 8 Towns - 8 Castles - 36 Villages
After Vlandia - 10 Towns - 8 Castles - 45 Villages
Before Aserai - 8 Towns - 9 Castles - 40 Villages
After Aserai - 14 Towns - 12 Castles - 68 Villages
Before Khuzait - 6 Towns - 9 castle - 35 Villages
After Khuzait - 8 Towns - 11 Castles - 49 Villages
For before and after screenshots, see the media provided.
Battles on Sea -
Siege Icons -
Clan/Kingdom Ownership -
Daily Tick/Payhour Stutter -
Scenes inside of towns -
Possible Issues
Balance -
Trading/Finance -
These are welcomed! I am but one person with only my own experiences and thoughts on where things should go so please let me know if you have suggestions. If possible back up your suggestions with real life examples "X should probably move to Y as in real life Z is by a Q" as that would be really helpful.
If you enjoy this mod or think its cool and might go far please consider dropping a endorsement. Endorsements really mean a lot to people who make mods.