Mount & Blade II: Bannerlord

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Drezavelt

Uploaded by

Drezavelt

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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
Translations
  • Turkish
  • Russian
  • Polish
  • Mandarin
  • Korean
  • French
Changelogs
Donations



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.

Update a.2.0.1

Main feature being that it works for Bannerlord v1.1.5
All credits to GOOGLEPOX for getting it working.


Update a.1.1.5[/b][/u]
Main feature being support for e1.6.0
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
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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.
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There is now a compatibility file in the optional file section for people who use Firemans Scum and Villainy mod. Made with permission from him. The file is a separate module that should be loaded up after Scum and Villainy. Calradia Expanded should be loaded BEFORE Scum and Villainy.


Below in the spoiler is a list of the Kingdoms with a before mod Town, Castle and Village count and an after count.
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For before and after screenshots, see the media provided.


Battles on Sea -
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Siege Icons -
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Clan/Kingdom Ownership -
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Daily Tick/Payhour Stutter -
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Scenes inside of towns  -
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Possible Issues
Balance -
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Trading/Finance -
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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.


Thank you for taking the time to read or look over this page and clicking on this mod. I hope you enjoy Calradia Expanded.


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.