Mount & Blade II: Bannerlord
Help us shape the future of the Vortex mod manager by taking our survey
0 of 0

File information

Last updated

Original upload

Created by

Fumble

Uploaded by

Manulg

Virus scan

Safe to use

About this mod

Fixed version of the Launcher for Bannerlords that orders mods correctly and saves the mod order on reload.

Requirements
Permissions and credits
Changelogs
This is a fixed version of the Launcher for Bannerlords. Since the original does not order mods correctly, I fixed that for myself and am now sharing with everyone, in the hopes that the devs will integrate the fixes eventually.

Features (compared to vanilla launcher)

-Mod Ordering
->Correctly orders mods, given that the mods provide their dependencies correctly
----------> Beta 1.4.1 now finally orders mods without breaking the game, but it will crash when there are dependencies missing

->Asks for reordering after changing mods, alternatively, you can always use the sort mods button

-Load Previous Order
->Loads the load order from the last time you closed the game.

-Detect missing and circular dependencies
->Mods that have missing dependencies or depend on each other will be unable to be activated

-Detect common crashing errors from loaded mods
->Injects itself before any mod's (modules) load and checks the most common places that they could fail and displays error messages

-Expanded Load Order Metadata
->Mod Authors can use additional XML to enhance the ordering behaviour.

INSTALL GUIDE

Download the file and extract it's contents into the game's main folder (e.g. C:\Program Files (x86)\Steam\steamapps\common\Mount & Blade II Bannerlord). You need 7zip to extract the archive. Unless you're updating this mod, it should not overwrite any files, but you will be asked to merge the folders.
Alternatively, use Vortex to download and install. Don't use vortex as administrator to install this!

If you are on game versions prior to 1.1.0, use the older version of this mod provided in the optional files. That file needs to be reinstalled after every steam update.

When your launcher's version says "community-fix", everything works correctly.

Troubleshooting

If you cannot enable a mod in the launcher, that means that the mod requires things that the launcher couldn't find. Check out the corresponding mod to see if you installed all dependencies necessary to run it.

If you experience crashes, you can try the following:

-check that your firewall/antivirus is not blocking the launcherpatcher.dll or any other bannerlord related files. Some AV Software producers block code in general that injects itself into another application. Well guess what this is doing?
-"unblock" launcherpatcher.dll and 0harmony.dll in the game's bin\Win64_Shipping_Client folder (https://www.limilabs.com/blog/unblock-dll-file)
-ensure that you have all game files (use the "verify game files" feature on steam)
-switch to hardlink install method
-manually install the mod
-revert back to 1.1.0 version of the mod (remember, this one needs to be reinstalled after every update) => if the version in the bottom left does not say "community-fix" then you need to reinstall the fixed launcher. check for this before you post issues.

Compatibility and Alternatives

Compatible with everything except Antijank.
Vortex has recently updated their Bannerlord tools and now provide their own launcher, too. So If you start from Vortex, you will probably not even see this launcher.
Alternatively you can use Bannerlord Mod Launcher, which completely replaces the launcher.

FOR MOD AUTHORS:

You can now specify that you want your mod to load after a specific other mod without requiring it, for example to apply compatibility patches. To do this, you add a new XML Tag to the SubModule.xml which looks like this:

<LoadAfterModules>
<LoadAfterModule Id="XorberaxKillFeedDisabler"/>
</LoadAfterModules>


You add this xml in the same place you add <DependedModuleIds>, so it looks like this (example):

...
<Official value="false" />
<DependedModules>
<DependedModule Id="Native"/>
<DependedModule Id="SandBoxCore"/>
<DependedModule Id="Sandbox"/>
<DependedModule Id="CustomBattle"/>
<DependedModule Id="StoryMode" />
</DependedModules>
<LoadAfterModules>
<LoadAfterModule Id="XorberaxKillFeedDisabler"/>
</LoadAfterModules>
<SubModules>
...


This will ensure that your mod will load after the specified mod if the user has that mod installed, but it will otherwise do nothing.