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  1. Adonnay
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    Latest version 1.9.3

    Compatible with Bannerlord version 1.2.7 or higher.
    NOT compatible with version 1.1.6 or older!

    For older versions please refer to the "Old Files" section.

    Latest OPTIONAL version 1.9.2
    Compatible with Bannerlord version 1.2.0 BETA


    BEFORE YOU POST AN ISSUE - PLEASE!
    1. Check ATC.debug.log!
    2. Check if ATC generated a file called ATC.config.merged.xml when you load a game (NOT when entering the start menu).
    3. Check ATC.debug.log!!
    4. When posting issues please make sure you have the right version of ATC for the version of Bannerlord you're using (see above)!
    5. Check ATC.debug.log!!!

    ATC.debug.log
    ATC.merged.config.xml
     ATC.settings.xml

    can all be found in
    C:\ProgramData\Mount and Blade II Bannerlord\ATC
    (C: usually being the drive where the Windows installation is)
  2. Adonnay
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    ATC.settings.xml - the main switches to control ATC
    Location: C:\ProgramData\Mount and Blade II Bannerlord\ATC
    If you have trouble finding the folder try pressing WIN + R and enter %programdata% into the run file prompt. It should open your "Program Files" folder wherever it may be.

    If this is the first time using ATC, YOU HAVE TO START THE GAME AT LEAST ONCE to have ATC create the config file!

    NEW As of version 1.9.0 (or the earlier BETA version 1.8.10): Mod authors can now provide their own ATC.settings.xml (naming has to be *TC.settings.xml, so ATC.settings.xml is just as viable as MyModName_ATC.settings.xml). This gives mod authors some control over how ATC works in combination with their mod. This is especially useful if mods need to have one of the standard settings set to a specific value without having to teach their whole playerbase how to find the ATC.settings.xml. Keep in mind however that if multiple mods bring their own settings they overwrite each other! Check the ATC.debug log on what exactly gets changed by which mod.
    Settings that can be overridden by mods are marked below.

    Enable Mod Scan (true/false, Default: true) [EnableModScan]
    Lets ATC search for ATC compatible configuration files in the subfolders of active mods. Inactive mods or other directories are not checked.
    Important info for modders: The ID of the mod (in the SubModule.xml) has to be identical to the folder name!

    Dynamic Party Templates (true/false, Default: true) [EnableCustomTemplates]
    When this setting is enabled the default party templates, which are used when lords are respawned after death/defeat, are overwritten with troops from your ATC configuration. So instead of letting empire lords start with the same set of native troops when they respawn, they now respawn with (roughly) the same amount of troops but they are drawn from your custom ATC configuration(s).
    ! CAN BE OVERRIDEN BY MODS !

    Debug Log Options (true/false, Default: false) [DebugConfigRead, DebugRecruitSpawn, DebugAIRecruiting]
    The file can be found \ProgramData\Mount and Blade II Bannerlord\ATC and is named ATC.debug.log. It contains alot of useful information if you're running into trouble. If your troops are not spawning the first step should be to check the log file. In there you can find basic information about your configuration and - if enabled - tons of debug messages. In later versions the debug messages are disabled by default because they can have an impact on the performance and indude micro stutters if enabled at all times.

    Elite Spawn Mechanics (true/false, default: true) [EliteOnlyInCastleVillages]
    Elite recruits in vanilla Bannerlord are only spawned in villages that are attached to castles and for notables flagged as "rural" notables. If this setting is set to true, the spawning mechanic for elite recruits is exactly like in vanilla Bannerlord. If this setting is set to false, the elite spawning mechanic is more like in an older version of Bannerlord where the notable's power level is taken into account. This means elites can spawn everywhere and more likely with powerful notables. This can futher be tweaked with the following three settings.
    ! CAN BE OVERRIDEN BY MODS !

    Elite Spawn Chance (0 - 100, default: 5) [EliteSpawnChance]
    This is the spawn chance in % of an elite recruit when the notable has around the set power threshold.
    ! CAN BE OVERRIDEN BY MODS !

    Elite Power Threshold: (0 - 1000, default: 200) [ElitePowerThreshold]
    This is the value at which the elite spawn chance described above is met. So with the default values a notable of roughly 200 power has a 5% chance to spawn an elite recruit instead of a regular one.
    ! CAN BE OVERRIDEN BY MODS !

    Elite Spawn Chance Cap (0 - 100, default: 10) [EliteSpawnChanceCap]

    To keep the spawn chance in check when notables gain more power you can cap the spawn chance with this setting. If you don't want an upper spawn chance limit just set it to 100% and more powerful notables have a significantly higher chance of spawning elite recruits.
    ! CAN BE OVERRIDEN BY MODS !

    Max Level of Recruits (1 - x, default: 4) [RecruitMaxUpgradeTier]
    This determines up to what tier recruits can level up while they "wait" at their villages/towns to get recruited. The leveling is random and rather slow.
    Sidenote: Normal troops can also very rarely be upgraded into elite troops (vanilla behavior). This is why you will also find elite troops outside of castle villages (see above under Elite Spawn Mechanics).
    ! CAN BE OVERRIDEN BY MODS !

    Auto-Level Recruits (1 - x, default: 1) [LevelRecruitsUpToTier]
    This is an auto level-up feature for those who don't want to have battles full of green recruits with clubs and sticks. This instantly levels newly spawned recruits up to the set tier. So if this is set to 3, all recruits you will see are tier 3 or above.
    Sidenote: In an ealier version of ATC this was set to 3 accidentally so if you are bothered by the fact you only see tier 3 or higher recruits, DELETE your current ATC.settings.xml and let ATC createa a new one. OR you can set the value to 1 by yourself of course if you are not afraid of XML files.
    ! CAN BE OVERRIDEN BY MODS !

    Maximum Log file Size ( 0 - x, default: 500) [MaxLogSizeInKB]
    This is the maximum size the logfile can grow. This was put into place because constantly writing log data will slow down the game, especially if the logfile can grow indefinitely. Only set higher if you need more log data. Only relevant if you set any of the above described debug messages to true.
  3. rillo298
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    I am getting "Access to the path 'C:\ProgramData\Mount and Blade II Bannerlord\ATC\ATC.config.merged.xml' is denied."
    It appears to be a permissions issue. 
    None of the files have run as admin, so I'm unsure what to do. 
    1. rillo298
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      FIXED IT: I think it still thought BL was on another drive, so when I got mad and just deleted the entire contents of the ATC folder in the ProgramData/MountandBladeII Bannerlord/ATC it just reset and made new contents when I started up the game again.

      PEOPLE, WHEN YOU FIND A FIX, POST IT! 
      "Hey, I have this problem."
      "Edit: Nvm I fixed it"
      jackiechanwtf.jpeg
  4. merrzmerrz
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    I need help correcting a mistake. I have installed the mods "Hidden Goddess Chosen Maidens" and "ATC". The game "GOG", "no RBM". The game is running stably. But... "Sect Calgary", "Ero sen Mercenary Corps" and "Kult of the Kallipygos" no longer have their own troops. Only regular troops are used in these mods. When I delete "ATC", the gameplay is restored. I've been changing the loading of mods. It doesn't help.
    P.S. Added "config ATC" to "Ero_skeb" - spawning is going fine. But there are still only vanilla troops in the "Ero_skeb" clan...
  5. soap1995
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    Is this correct if I want the player to recruit the same troops as the AI, but with different percentages?
    (I'm using the example of territory held by Vlandia.)
    <Culture id="vlandia">
    <basicTroops>
    <volunteer id="vlandian_recruit" percent="65" />
    <volunteer id="vlandian_regular" percent="35" />
    </basicTroops>
    </Culture>
    <Clan id="playeronly">
    <Culture id="vlandia">
    <basicTroops>
    <volunteer id="vlandian_recruit" percent="80" />
    <volunteer id="vlandian_regular" percent="20" />
    </basicTroops>
    </Culture>
    </Clan>

    Is this setup okay? should i replace culture "vlandia" by "default" ? And what if I also add:
    <MapFaction id="player_faction">
    <Culture id="vlandia">
    <basicTroops>
    <volunteer id="vlandian_recruit" percent="65" />
    <volunteer id="vlandian_regular" percent="35" />
    </basicTroops>
    </Culture>
    </MapFaction>
    Will this create a conflict between player_faction and playeronly?

    Thank you very much
    1. Adonnay
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      The clan ID for the player clan is "player_clan", not "playeronly". And if you make a config for player_clan or player_faction you should use culture="default", yes.

      If you make a config for player_clan and player_faction ATC looks for player_clan first and then player_faction, so your idea should work.
    2. raavaholic
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      EDIT : nvm, found it xD
  6. oliver127
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    I'm using a mod collection, which includes ATC. The mods worked for a few weeks but Bannerlord now crashes at launch, since the 1st of March. I haven't touched any files or mods. I remember having a small update for Bannerlord of a few KB a day prior to the crash (at the same time of community post #13). I contacted the devs about this and they said no update happened at that time.
    So I loaded all mods one by one today and found the issue: ATC. I checked ATC.debug.log but it shows no logs after feb 28 (see screenshot). As if the debug file or mod as a whole is no longer functioning.
    Reïnstalling did not work.
    1. Adonnay
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      Try launching the game with administrative rights. Perhaps there is a problem with the game accessing the files in the Program Data folder. Unfortunately that is a pretty comming problem.
    2. epicwumaogamer
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      didnt work for me
    3. JacobWhite928
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      I have this issue too.I launch the game like I used to do,when it comes to loading screen,game shut down suddenly
    4. Brandmwill
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      yeah idk what it is but after so many hours. this mod just corrupts. makes zero sense but it does. i love it but i know im on borrowed time.
  7. raavaholic
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    hi, if i want to make my clan to be able to recruit my custom troops, what line should i add?

    thanks
  8. EnergoPul
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    for some reason, there are no units in encyclopedia the ATC-New Armor Troops. I want to add a custom squad set to The Old Realms
  9. GeorgeCorbul
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    Hey, I've read somewhere (maybe even in the mod description here, hah) that you can alter individual clans' troops using ATC. If this is possible, how do I go about it?
  10. whitedemon133
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    Hi! I've got a question, do I need to put is_basic_troop = true in my elite recruit (the tier 2 recruits) on my custom army? It's doing fine though no problem so far, I don't know if it will cause a problem in the future or it will cause a problem in the future if I put one, but should I ignore this? or no?

    04/10/2025 21:46 : WARNING: copy_elite_root is not configured as base troop (is_basic_troop = true)!
    1. Adonnay
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      No, that's no problem. In the early BL days it seemed to matter but I think the flag doesn't actually do anything anymore.
  11. unicron9999
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    I've given every program in the Mount & Blade II Bannerlord\bin\Win64_Shipping_Client folder administrative privileges but every time I run the game with this mod- both with the current version of the game and mod I still get the 

    Cannot load:
    ..\..\Modules\AdonnaysTroopChanger\bin\Win64_Shipping_Client\AdonnaysTroopChanger.dll

    popup and a crash on launch. Pic included here

    EDIT: Figured it out- instructions in this comment 
  12. XPARTISAN
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    hey I keep getting the error, couldn't verify some or all the code included in this module in the launcher i checked the version i checked and enabled all the debugging could it be multiple troop mods overwriting each other? i only have amazon troop mods but multiple of them 
    1. Adonnay
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      What kind of error? Old troop mods can be incompatible with the latest bannerlord version and cause the game to just crash. Make sure they work with your game version first.
    2. XPARTISAN
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      It appears next to the mod in the launcher and says Couldn't verify some or all the codes included in this module i kept disabling other mods one by one until i found the mod that was causing the game to crash but then when i entered a village and tried to recruit troops the game crashed again 
    3. Adonnay
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      The red exclamation mark in the launcher will not go away. It will always be there for mods that have their own coding (which is 99% of the more complex mods). It's just TaleWorlds way of saying "use mods at your own risk".
    4. XPARTISAN
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      sorry I wasted your time man the problem was not your mod the game crashed because of Mc amazon troops it was mentioned in the bug reports page of that mod
      maybe you could take a look if there is a quick fix for that mod