Mount & Blade II: Bannerlord

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The Calradia Awakens Team

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BenjiG91

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  1. BenjiG91
    BenjiG91
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    CA - Blood and Smoke
    Join our community:  Calradia Awakens Discord 

    Leave an endorsement if you enjoy the mod!

    BUG REPORT FORMAT:
    More info is better, but if at the very least this is not followed, your issue will be ignored.

    Bannerlord Version:
    Mod Version:
    Issue:
    Reproduction Steps:
    Additional Info:
    Other Mods:
    Load Order:
    Followed Istallation Instruction:



    INSTALLATION INSTRUCTIONS:

    1. Upon download and unzip, you should have three modules: !CA_LoadAboveNative_Smoke, CA_BloodSmoke, and CalradiaAwakensItems.
    2. Drag these three modules to the Mount & Blade II Bannerlord\Modules folder
    3.  !CA_LoadAboveNative_Smoke should be loaded above native modules. This means, it needs to be higher up in the load order than the base Bannerlord modules.
    4. CalradiaAwakensItems can be loaded below the native modules.
    5. The CA_BloodSmoke module should be loaded below any other modules that affect factions or troops. 
    6. Enable the module(s), and enjoy. If installing manually without vortex, follow the step below.

    IF INSTALLING MANUALLY:
    You will need to perform this extra step:

    • Unblock DLL files

    1. DLL files will need to be unblocked if installing manually by going to the CalradiaAwakensItems\bin\Win64_Shipping_Client, right clicking the DLL file, go to properties and press Unblock. If it is not there, it is already unblocked.

    IF USING VORTEX:
    Simple download, install, enable, and follow the load order.

    HOW TO UPDATE:

    • Download new version (or update via vortex)
    • Unzip new version
    • Delete existing old  !CA_LoadAboveNative_Smoke, CA_BloodSmoke, and CalradiaAwakensItems folders
    • Move new !CA_LoadAboveNative_Smoke, CA_BloodSmoke, and CalradiaAwakensItems folders to your modules folder

    LOAD ORDER EXAMPLE:
    Mods such as MCM, Harmony, ETC
    *CA* Important - Load At Top Above Native - Smoke
    Native
    Sandbox Core
    CustomBattle
    Sandbox
    StoryMode
    CalradiaAwakensItems
    Other Mods (if you're facing an issue, please remove these first)
    CA_BloodSmoke


    COMPATIBILITY:


    • Compatible with mods that do not alter the Empire, Vlandia, Battania, or Aseria Kingdoms / cultures.
    • Not compatible with Eagle Rising.
    • Not compatible with Realistic Battle Mod - Combat Module (It is compatible with the AI module)
    • Not compatible with mods that touch action_sets, action_types, or item_usages

    CUSTOM BATTLES:

    • Custom troops cannot be used in Custom Battle. If you want to do this, you need a seperate mod.
    • If you want to use the troops in Custom Battle - download Enhancted Battle Test. Do not report issues for this mod here.
  2. BenjiG91
    BenjiG91
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    Changelog
    1.1.6 + 1.1.7 - sorry for the double upload, I missed a unit

    • Minor fixes or adjustments
    • Fixed a few units having missing weapons (Battania elites + Federation musketeer)

    1.1.5

    • New brass / iron greaves added to Empire units / lords / equipment start.

    1.1.4


    • Empire lords have been equipped (may require a new game to be visible)

    1.1.3

    • A lot of new armors for the empire - based around plate and the musculata
    • Equipped on empire troops

    1.1.2

    • New bomb mesh
    • Two new hand cannon asset meshes
    • Two new blunderbuss items added, one blunderbuss unit added to the empire troop tree. A blunderbuss fire multiple projectiles.
    • 3 New flintlock pistol assets
    • 3 New flintlock rifle assets
    • New assets integrated into the empire
    • Switched up pistol sound
    • Different sound for flintlock muskets, they also reload about two seconds faster
    • Changed western Empire color to cream as primary and red as secondary
    • Small changes to starting equipment sets
    • Mostly an empire weapon update

    1.1.1

    • Fixed imperial grenadiers not having a melee weapon

    1.0.0

    • Release
  3. BenjiG91
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    Allow me to further add (subject to change):


    • This will not be historically accurate - in fact any muskets added here are primarily being collected the eventual return to our fantasy mod.
    • This will not be based on real history - there will be armor, muskets, etc.
    • Weapons will be limited to matchlock or flintlock, but you may occasionally see fire arms that might belong more in something like Warhammer - a triple barreled pistol or something.
    • Consider this a low steampunk style game :)

    Better stuff for those seeking historical accuracy will release by much more talented people, so be patient! :)
  4. MothLovesLamp
    MothLovesLamp
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    It won't let me sepperate the items and bloodsmoke do you know what to do?
    1. BenjiG91
      BenjiG91
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      Hm what exactly do you mean?  
    2. MothLovesLamp
      MothLovesLamp
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      Well i meant the mods but when i'm at the mods it won't let me sepperate the mods Bloodsmoke and calradianweapons and do you know why? Btw it always shows an error about the calradianweapons/items or wahtever do you know the problem
    3. BenjiG91
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      I need much more specifics then that. CalradiaAwakensItems required the CA Load above native module to function.

      What errors? 
    4. BenjiG91
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      If you're looking to use only the items, just use only Calradia Awakens Items + CA load above native, and from the CA load above native submodule.xml, delete the lines relating to kingdoms + cc characters
  5. Xurre
    Xurre
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    Is the range on the weapons supposed to be absolutely huge? These guys start shooting right when the battle starts (at least 200m apart from the enemy)
    1. BenjiG91
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      Actually, the first shot is due to the way some of our scripts handle the aura + mutliprojecitle stuff. at the beginning of a battle you'll see some stuff get thrown or fired once.I can probalby negate this by equipping their melee weapon first, and ranged weapon second.

      But in general I agree that the ranges are too long, this is because so many complained about short ranges in Fire and Steel.
      I'll reduce the accuracy by about 10 next update and see if that helps. 
  6. kiltedmaniac
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    i'm having trouble where when i load into a fight the character models turn sideways then my game crashes i'm currently on the 1.5.8 how can i fix this?
    1. BenjiG91
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      Hi buddy, can you please double check you're on 1.5.8 the beta version of Bannerlord? It seems like you're on 1.5.7
  7. ettpre
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    Bug Report: Ammo item's CanPenetrateShield trait is only applied against modded shield. It is not applied against vanilla's one.
    1. BenjiG91
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      My understanding is that it's a chance to penetrate, not a 100% thing. There isn't any difference between the modded and vanilla shields as of now.
  8. ettpre
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    Thanks for your hard work. By the way, I hope to boost reloading speed so edited speed_rating but it seemed not to change. I think there is an upper limit. Could you let me know how to edit it? And Could you make bullets penetrate the shield?
    1. BenjiG91
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      Boost reloading speed as in make it quicker? Might get sort of insane and make infantry useless. If you increase your crossbow skill + take perks, your reload speed will get much faster.

      But if you wanted to, you'd need to use mod tools to adjust the animations. I actually had to string togther custom animations using some vanilla stuff to make the adjustments and slow down the reloads.
  9. dehimoso
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    Bug report: units without fire weapons, Battania elite units tier 6 and 7 (Sniper Elite, Supression Specialist, etc.).

    Bannerlord Version: 1.5.8

    Mod Version: 1.1.5
    Issue: units without weapons
    Reproduction Steps: -
    Additional Info: -
    Other Mods: -
    Load Order: -
    Followed Installation Instruction: -
    1. BenjiG91
      BenjiG91
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      fixed
  10. madRhetorik
    madRhetorik
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    I can feel a Civil War Overhaul type mod brewing.
  11. Ximien
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    EDIT : i found out im dumb and that the mod is for 1.58, that fixed it but found another bug

    Mod Version: 1.5.8
    Issue: Certain commands dont work
    Reproduction Steps: try to command troops
    Additional Info: See Image, its the f7 and f3 commands they only do fire at will and face this direction
    Other Mods: Bannerpaste
    Load Order: as instructed with banner paste loaded before CA_BloodSmoke
    Followed Istallation Instruction: Exactly
    1. BenjiG91
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      You're not following instructions... It's posted everywhere, but this is for Bannerlord 1.5.8 only.
    2. BenjiG91
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      Can you please stop posting massive photos in the posts area? It will make it harder for others to follow the instructions. Please use the bug report in the future.

      That said - we don't touch orders or anything like that, what you're describing isn't a mod issue and I can't reproduce it.
      Also, banner paste is super old.
  12. dw420
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    If you ever look to differentiate between the types of Empire factions...Please consider giving the Southern Empire Υγρον πυρ/ Ignis Graecus / Greek fire.
    :)

    Ps..no shame in liking the Empire...just as long as its the Byzies :P :)
  13. BenjiG91
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    Folks -

    Please follow the set-up instructions.

    This means:
    1. You are on Bannerlord 1.5.8 ONLY. 1.5.7 is not supported.
    2. You follow the correct load order.