Mount & Blade II: Bannerlord

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artifixer

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artifixer

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About this mod

This mod overhauls different aspects of the game, related to kingdom management.
There are improvements to the the rules that NPC clans use to leave, join and evaluate kingdoms, election system and more - see the description.
Everything is configurable!

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Translations
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Initial goal of this mod was to make the logic which NPC clans use for leaving or defecting their kingdoms more sensible and controllable, while not preventing such actions completely. Now that it's settled, there are some aspects of kingdom management and core game mechanics, that do have room for improvement, as I see it. There will be a description for every change down below. A bit later, though. :)

Source code is available at GitHub!

Explanation
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The mod has three main systems and several subsystems, which may be turned on or off independently. The biggest system named "Ensured loyalty" and it adds new game mechanic, that restricts AI clans from hyperactive migration between kingdoms. "Migration tweaks" system expand on this field and changes a number of things, related to topic, striving to make it more even between player- and AI-governed kingdoms, while providing some new options to the political actors. It is WIP on a fairly early development stage, along with "Politics rebalance" system.

Some of the systems could be applied either to player kingdom only, or to all realms of Calradia. I highly suggest using the same rules for everyone - that's what I had in mind while designing the mod.

Here is the detailed overview of implemented systems (I put info under spoilers for the sake of page brevity).

Ensured loyalty
Spoiler:  
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Migration tweaks
Spoiler:  
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Politics rebalance
Spoiler:  
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Current features
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  • Ensured loyalty system
    • Oath of fealty limitation period - minimum time clans have to serve as vassals to be able to leave the kingdom
    • Same for the minor factions with separate setting for the ones under mercenary contracts
    • Achieve clan loyalty via high relation with it's leader
    • Option to spend influence to make clans, that really would like to leave, stay for a while longer
    • Optionally affects player dialogs (blocks the ability to persuade loyal lords)
    • Info about lord's relation to kingdom leader and loyalty in hero tooltips in game Encyclopedia.
  • Migration tweaks system
    • Allow AI clans to request joining player, including mercenary ones (they will be hired as mercenaries they are)
    • Optional change to the logics of picking a kingdom to join or defect to (always pick top valued one instead of random).
    • Ruler defection fix.
    • Tweaks to lord recruitment conversations, should make the "I am happy with my current liege. Neither your purse nor our relationship is deep enough to change that." line much less frequent.
  • Politics rebalance system
    • Election cooldowns
    • Tweaks to decision overriding costs
  • Info about exact relations with friends and enemies in hero tooltips in game Encyclopedia
  • Everything this mod adds or changes may affect only player's kingdom or all of Calradia, the choice is yours!
  • Localization support
  • In-game configuration menu with detailed hints for every setting
  • Informative and readable log messages

Compatibility
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This mod is compatible with existing save games and can be removed from saves safely.

Mod compatibility
In general, AO is written with maximum compatibility in mind and should work fine most of the mods. As an additional precautionary measure, mod has basic check up routines, which should alert you if there are possible conflicts with other Harmony patches you use. This happens on game start and results logged in mod .log file. Plus there will be short information message in the game if potential issues were found.

Compatible and suggested for better overall experience: Compatible with:Semi compatible with:
  • Separatism - thanks @DarkSlimus and @kyrian35 for the report. Should be generally compatible. Both mods have additional rules, restricting AI clans leaving and defecting their kingdoms, I think they will work in conjunction, one after another. That should not lead to any additional issues.

Installation
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Use Vortex mod manager or simply copy the 'AllegianceOverhaul' folder into your '..\Mount & Blade II Bannerlord\Modules\' folder! As for mod activation, I suggest that you use custom Mod Launcher and place my mod somewhere below the official TaleWorlds Modules.

As of v1.1.4 this mod requires MCM v4 mod to work, so be sure to install it.

Your mod order should look like this:
1. Harmony
2. Butterlib
3. UIExtenderEx
4. Mod Configuration Menu v4
...
Oficial TW Modules
...
Allegiance Overhaul <--- should be placed somewhere mid to low among in the list
...

Troubleshooting
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If you are experiencing any problems:
  1. Try different mod order, I suggest following this guide
  2. Check mod .dll files, they might be automatically blocked by Windows
  3. Using launcher with enhanced mod support, like BUTRLoader or Bannerlord Mod Launcher, may help with both these tasks

If nothing above helps, please, create bug report, providing me information about:
  1. Mod version and game version
  2. What you did or what happened before the crash
  3. Information from game's exception window, if there were any (you can press <ctrl> + <C> in it to copy results to your clipboard)
  4. Mod log file, if any. It can be found under '..\Mount & Blade II Bannerlord\Modules\AllegianceOverhaul\'. It is only created if there were errors in mod functionality.
  5. Your mod list and order

Safety note
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Please, consider that the game is currently in development and not yet fully released. All kinds of bad things are possible, so, please, backup your saves!