Mount & Blade II: Bannerlord

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Drezavelt

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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.

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Permissions and credits
Translations
  • Turkish
  • Russian
  • Polish
  • Mandarin
  • Korean
  • Japanese
  • French
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.

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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Shipping Routes Update a1.1.3

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new trailer video has now also been released for this update. Big thank you again to Hillasaurus Rex for doing the voice over again. Also thanks to Gauner who coded in the boat transformation when going over water.

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.


Small Update a1.1.2
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Small update just fixing some issues.
  • 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.


Empire Roads Update Calradia Expanded a1.1.1
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A massive thank you to the following for helping me with the trailer for this update. The folks at the 425th Cadian MI (Arma 3 Milsim unit): Streaky Haddock, Father Galahad and Jay Silver. Hillasaurus Rex for doing the voice over and TheCakeBulter for mixing the terrible singing we all did, RIP their ears.

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.

Mod Tool Update Calradia Expanded a1.1.0
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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.
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Quote from Sparticulous:
Appears to be stable so far on 1.5.5 beta
Quote from: UlasRapon 
I'll try this on 1.5.4 Beta and write results here.

Edit: Just created a new game and it seems working fine. 
Quote from bones8608
Using it on 1.4.2 with Calradia at War and very little lag. Very Impressed with the update. Lags for a bit at the start of the new campaign then smooths out. As a tiny lag when you have your payout every day. Besides that it works great. Thank you keep up the good work.
Quote from Bomber275
For me it works flawlessly on 1.4.1 with currently around 70 other mods. Of course on a new clean 1.4.1 save. ...for me it seems with 1.4.1 beta the daily tick "lag" is gone. Or at least its that minor now that (I) can't even notice it anymore.
Quote from Supajayare.
Awesome mod! And to those wondering if this works with Shattered kingdoms, it does. Currently have Shattered Kingdoms + Separatism + Calradia at war + Calradia expanded and it works with no issues. https://imgur.com/KfokL8t
Quote from Drophazerd.
Testing on the beta branch (1.4) it seems to work just fine! Thanks so much for the mod, I really felt there should have been more cities in the base game.
Quote from Mikezazzy.
Current mods compatible for myself are:
Attributes Matter, BannerPaste, BannerPeasants, BattleSpeech, CalradiaAwakens, DynaCulture, Entrepreneur, FightToTheEndBoiZoiBasic, HideoutSendTroops, ImprovedGarrisons ,LetsBattleInTheMorning, LootEveryone, MBFastDialogue, ModLib, PartyScreenEnhancements, SummarizeCashflow and all V´s and Xoberax ´s mods.



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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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 -
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If you fight someone while you are on a sea travel route you will end up fighting in a swamp. I know some people are working on making sea battles possible but at the moment a swamp will have to do!

Siege Icons -
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Sometimes when siege a castle or town some siege icons will not display, but then when sieging another time will display. This is a very strange bug and is being looked into. The icons are still clickable, so if you really want the icon that is missing pause the game and click about, range weapons are always at the front near the barricade while the siege towers and ram and further back.

Clan/Kingdom Ownership -
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While I can make new cities and towns belong to anyone changing the owner of existing towns and castles are funky. Please don't report this as an error.

Daily Tick/Payhour Stutter -
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When it comes to payhour the game is a tad laggy and will stutter. This is most likely due to the extra towns the game has to process things for in the background. I've no idea how to improve this, sorry. 

Scenes inside of towns  -
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TaleWorlds attempted to make the interior of a village match the exterior location, roughly. As in, if you were visiting a village at the top of a hill and enter the village the village would be in a hilly area. This mod kind messed all that up in places, but it is something that I can fix and will in later releases. Same goes for Towns and Castles. 


Possible Issues
Balance -
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This most likely will not be balanced. Just look at the amount of extra towns the Aserai have for example, however, they still are limited by the amount of lords they possess and also the size of their Kingdom is their downfall, they have to travel so damn far. In every playthrough I have done they never expand at all and normally get double teamed by other Kingdoms.

Trading/Finance -
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As I have changed a great many of the villages resources around this will most like effect the economic balance of the game, not that it was very balanced to begin with.



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.