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

    1.1.9

    • Implemented a bunch of variants of GulagEnabler's amazing Pfrondorf Masked Helm for the empire, make sure to check out their upcoming mod Burning Empires: https://discord.gg/CCngWgwXXM

    • Implemented ADamnSexyName's Swadian Armory? (check out his discord here: https://discord.gg/H8GuGHpcVy) for Vlandia and gave them handgonnes
    • Implementation was pretty rushed, so balance might be off but it should be fun, at the very least.
    • I also realize having handgonnes versus flintlock rifles is pretty wild - I'll correct it out eventually

    1.1.8

    • Improved smoke particle effects - still WIP though
    • Imported and added ADamnSexyName's Swadian + Vaegir Armouries, however, these have yet to be implemented and added to troops (I was short on time).
    • Slightly reduced ranges for firearms.. this is still a very WIP, do leave feedback. (Ignore the first shot of a match, this is due to some scripts we add and is unavoidable).
    • Next update will see ADamnSexyName's implemented in the Federation (Vlandia) and the Dominion (Sturgia).
    • Altered Musculata + Greave textures.

    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. BenjiG91
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    Known Issues:


    1. Small heads > Vanilla Bannerlord Problem
    2. Long load times during first battle > No solution, it only happens once though, please just wait
    3. Long load times during character creation > No real solution, I think it's the large number of assets being added. The work around is to either A. Wait or B. Disable mods, start a new game > exit > enable mods > start a new game. For some reason this solves the problem.
    4. Sound cutting off during large battles > Not sure what the solution is here. If there are any sound people who wish to help, I'd love to have you.
  5. MBannerlord
    MBannerlord
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     The smoke after gunshot reduces fps. How do I solve that or disable smoke effect?
    1. BenjiG91
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      Removing the particle effect from the ammo in items.xml of the module will remove the smoke but... no smoke.
      Are you the same person from our discord?
    2. MBannerlord
      MBannerlord
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      Yeah.
  6. BenjiG91
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    Will be making the methods / animations / particle effects and stuff OSP soon.. I'm just crazy busy with work + moving soon. I also need to make a big update on Eagle Rising first.

    Sorry for the other modders who are waiting!
  7. Chaufer
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    Any way to tweak the spawn chance for those troops in this mod? 
  8. WilhelmExitium
    WilhelmExitium
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    Are there/will there be actual field cannons used for sieges?
  9. ejdierker
    ejdierker
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    This is a crazy cool mod I look forward to where it goes! love the new empire and vlandian armors. Hope to see more!
  10. bajoz1
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    I keep getting the error: d3d_device_context_->map ar rglGPU_device::lock_texture Failed 
    The game freezes and i have to stop the process. I have tried dowclocking the gpu, disable the sharpening and the shader cache in the nvdia control panel, still the error accours. I don't have any othe mod installed and i am using the 1.5.8 version of the game, i have updated my drivers yesterday.

    Any solution? Should i lower the graphic details of the game?

    Edit: it happens during battles or if I am wondering inside villages
    1. BenjiG91
      BenjiG91
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      Validate your game files? Verify integrity of game files. Properties > local files > verify integrity
  11. sethweb01
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    I'm not a modder so I'm not sure but as far as the issue with sounds slowly stopping as battles go on I'm pretty sure it's a result of the gunshot sound effects not properly stopping. I noticed that by changing the max simultaneous sounds options and then changing it back it makes the sounds work again temporarily as though the battle had just begun, I assume this is because it resets all the sounds and thus the amount of sounds being played reverts to 0 and the sound budget is free again. Again not a modder, but I'd assume the issue could be fixed by finding a way to periodically reset all sounds, either that or figure out why the gunshot sounds aren't ending properly (maybe somewhere in the code for the firearms where you have it set to trigger the sound whenever it's fired you might also have to define the end of the sound like a half a second later or something.) 
    1. BenjiG91
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      Yeah, I noticed touching any sound setting fixes it temporarily.

      It's worth a shot, I don't know what can be done to make the sound end though! I'll dig around, thanks for attempting to offer solutions!
  12. Crazynigga123
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    Amazing mod but I noticed that there is a audio bug. When you're in battle for to long the firearm sounds dies down for some reason.
    1. BenjiG91
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      Yeah, I'm aware of this but don't know what the solution is unfortunately. It's listed in "Known Issues" above.

      Maybe one day a sound-dude will join us and help us find a better way to do the sounds, otherwise, I'm not seeing it :(
    2. Crazynigga123
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      I hope so man, but nevertheless this mod is amazing!
  13. EmperorMaximilian
    EmperorMaximilian
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    If only bombards was possible than I could recreate the Siege of Constantinople in 1453 A.D.
  14. DizzySoldier
    DizzySoldier
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    More guns is always appreciate. Mods like these will get us closer to having an ultimate battle mod where all faction with specialize weapon trying to kill each other in a world map that look like planet earth. That would be my end goal.