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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. Jackreilly
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    Hi Guys sorry but I wonder if someone could help, glean some advice, I'm using Adonnay's  troop tree The Chael Nad'ra The Ghosts of the battanian Hills and Woodlands, as a base for My Little Warband, However some of their weapons nned to be adjusted in my Opinion (too OP) could someone throw the light on how to stop the Thrown skill on their Lance, and the mighty axe is also one handed Should surely be Two handed only. I would very much appreiciate someones kind help. Kind regards
    1. Adonnay
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      Here's the very rough guide on how to change weapon "traits" I'd call them:
      1. Check which crafting template the weapon is using. With Chael Nad'ra you'll find the weapons themselves in the file "ad_items.xml" in the mod's subfolder /ModuleData/. For the long glaive i.e. it's crafting_template="cn_glaive_2h_extTwoHandedPolearm"
      2. With that information you go into the file called "crafting_templates.xml" in the same folder.
      3. In that file look for the aforementioned crafting template cn_glaive_2h_extTwoHandedPolearm. You'll find exactly one entry.
      4. Look for the tag <WeaponDescriptions>.
      5. There you have an entry called <WeaponDescription id="cnGlaive2h_Thrown" />. Deleting that line should prevent the glaive from being throwable.

      Again, that's just for the Chael Nad'ra. Other modders may have structured their files differently but all the configurations should be there.
    2. Jackreilly
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      Adonnay
      thank you so much, I will try asap
      Kind regards and thank you again
  4. 200919
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    有好心人能教我怎么正确安装吗?总是会出错。
  5. BurgerKingTime
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    Probably because this mod is almost 2 years old it is broken almost like a drug. If I disable this mod and replace it with another mod that changes troop trees then this disabling this mod causes the game to crash. So I have to keep this mod on the side and overwrite it with another mod, can't remove it unless I create a fresh save.
    1. Adonnay
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      Please stop spreading misinformation. 

      You can remove ATC at any time, it does not have any persistent data within your savegames. You can NOT however remove troop mods mid-save. 

      Also Bannerlord hasn't really been updated much in the last two years. Those minor bug fixes vom 1.2.7 to 1.2.12 had no effect on ATC at all. That's why there's no reason to update it. Also I tried my game out today and it worked just fine. 
    2. BurgerKingTime
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      Since this mod has to be combined with another mod to take effect I guess it would be dependant on which mod this is combined with that will determine stability and compatibility.
    3. Adonnay
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      Yes, if you say add ATC with DeReMilitari it should all work fine. If you then remove ATC only the DeReMilitari troops will just stop spawning and the vanilla spawning logic will take over again. But if you keep ATC and remove DeReMilitari the game will crash because your savegame contains troops from DeReMilitari that are no longer present.

      The most reasons for crashes are:
      1. By far: Outdated troop mods. 
      2. Quite often: Launch issues - No authorization for the /ProgramData folder, GamePass version, dll files blocked (if you download and install manually)
      3. Rare: Mod incompatibilities - Mods that rewrite the same methods ATC does (mostly overhaul mods)
    4. leijieweng
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      输入:权力的游戏好像无法生效
    5. Adonnay
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      Yeah, overhauls will most likely not work since they have their own spawn logic.
  6. Xhelius
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    nvm...please delete.
  7. cyknight7
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    The game crashes when trying to start a new campaign. I am on game version 1.2.12. Tried with only this mod installed and got the crash. No crashing when ATC is uninstalled/disabled.
    1. Adonnay
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      You probably have no authorization to create subfolders or files in "C:\ProgramData\Mount and Blade II Bannerlord\" (it may be on a different drive for you). Check if there is a subfolder called ATC. If not there are three things you should check.
      1. Try to start the game as administrator
      2. Create the subfolder ATC manually
      3. Check if the AdonnaysTroopChanger.dll is blocked (see this mod's screenshot for an example). 
    2. cyknight7
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      Thanks for the reply!

      I confirmed the ATC folder exists and config files populated. I also confirmed that the AdonnaysTroopChanger.dll is unblocked.

      If it helps, I am using the gamepass version of the game. I changed the subfolder name for the mod to \Content\Modules\AdonnaysTroopChanger\bin\Gaming.Desktop.x64_Shipping_Client
    3. Adonnay
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      That's interesting, I've never really gotten any feedback if the Gamepass version works with ATC at all.
  8. PlumpMommyKali
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    this mod is so outdated its almost laughable which is quite sad please update it as the mod does not work with the game at all
  9. EnergoPul
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    https://drive.google.com/drive/folders/1EImKlv_b6zClMovQN1UWC0KQL9zpMA01?usp=drive_link
    crash of the game in versions 1.2.8 and 1.2.11
    because of this, I cannot return to my favorite compiled build after the global mod The Old Realms
  10. 9NeS
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    Hi, it seems after the latest update ATC no longer works properly - it does not detect the units from underlying ATC mods anymore. 

    Basically ATC doesn't populate units from ad_troops.xml from ATC-related mods.

    Even if I use the FRESH game and only use your ATC mod with ChaelNadra ATC troops as example - the ATC won't detect your units. 

    It loads the Loading ..\..\Modules\AdonnaysTroopChanger/Config\ATC.modconfig.xml and it does read modconfig from underlying mods, but it doesn't load the troops.

    In the debug.log you'll see something like:

    06/26/2025 22:57 : ERROR: chael_nadra_elite_f is no valid troop ID (or mod is disabled)! Removing that element to prevent the game from crashing!
    06/26/2025 22:57 : ERROR: chael_nadra_elite_m is no valid troop ID (or mod is disabled)! Removing that element to prevent the game from crashing!

    Mod is of course enabled, what could be causing the issue? I suspect something has changed in the Sandbox.Core that leads to this.
    1. Adonnay
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      It looks as if the troop mod is not active or the IDs you have in your troop mod are incorrect. Are you trying to load the Chael Nad'ra mod? Becuase those IDs are from that mod. If so,
      1. try to just active the Chael Nad'ra mod, load up the game and check the encyclopedia if the units are actually showing up. If not the troop mod is not loading correctly.
      2. If the troop mod is actually loading fine and showing the all the troops (in this case the basic elite recruits) then you have maybe renamed them? Because ATC simply cannot find the id "chael_nadra_elite_f" anymore.
    2. 9NeS
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      Thanks for getting back so fast.

      I've been debugging this strange behavior for days, so far it seems there are cases where ATC shows strange behavior due to custom cultures.

      Now, what happens is:

      Test Case1:
      - Fresh Bannerlord install v1.2.12
      - ATC + ChaelNadra troops mod 

      A. Only ChaelNadra mod active - eventually made it work
      B. ChaelNadra + ATC - seems to work

      I've had to add the following to Submodule.xml
      <Xmls>
      <XmlNode>
      <XmlName id="NPCCharacters" path="ad_troops"/>
      <IncludedGameTypes>
      <GameType value="Campaign"/>
      <GameType value="CampaignStoryMode"/>
      <GameType value="CustomGame"/>
      <GameType value="EditorGame"/>
      </IncludedGameTypes>
      </XmlNode>
      </Xmls>

      I've added CustomGame and EditorGame as GameType.

      Test Case2:
      - Fresh Bannerlord install v1.2.12
      - ATC + ChaelNadra troops mod 
      - Adding Custom Culture (no xml error or anything, the code is proper and is the way I've been creating dozens of cultures prior to 1.2.12):

      A. Only ChaelNadra mod active - doesn't work
      B. ChaelNadra + ATC - doesn't work

      Do you have any idea why and how ATC can theoretically be impacted by custom cultures? 
      It was working perfectly with custom cultures before, but something strange is happening now.

      I'm continuing to troubleshoot what exactly may be causing this, but I haven't seen this behavior from ATC before.
    3. Adonnay
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      Custom cultures should be no issue per se. The Chael Nad'ra were in fact at some point made with a custom culture, but in the end it was too much hassle for me and I reverted them back to being Battanian.

      Also the error message ATC throws is caused when ATC tries to instantiate the ID of the troop and comes up empty. That's why I assume the troop mod isn't loading properly for whatever reason. I assume you only changed the culture? Is the culture loading properly and showing up in the encyclopedia? Though it probably won't show up unless there's troopsattached to it.
    4. 9NeS
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      So I've managed to narrow it down, this is indeed something strange coming from having custom culture.
      ATC works with custom troops if cultures are vanilla. 
      If you add a custom culture, ATC stops working with custom units. 
      The culture itself if working properly, it's showing in Encyclopedia, it's properly set up. The following files have necessary content updated:
      spcultures.xml
      partyTemplates.xml
      spspecialcharacters.xml
      module_strings.xml
      Those are minimal that are required for a culture to be working.

      And yet, the moment culture is loaded ATC starts giving errors like the ones I've provided before:
      ERROR: chael_nadra_elite_m* is no valid troop ID (or mod is disabled)! Removing that element to prevent the game from crashing!
      * - whatever name your unit is using
      Keep in mind, that in the log it's clear that ATC reads modconfig for the main ATC mod and modconfig for a submod for custom troops and creates configuration for the troops.
      But then somehow, it starts throwing the mentioned error...

      I'm troubleshooting further, but this is beyond strange... Your mod worked with custom cultures for years for me...
  11. WyrdOh
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    Did very limited testing but it appears that ATC is likely incompatible with Shohuko. Game will run with ATC enabled, but if you add a custom troop tree and assign it to any of the new cultures the game will crash.

    This was done with ATC higher in the load order, so my assumption is it's the same kind of incompatibility as the others.
  12. 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?
    1. Gigantopithecus
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      That's one place where it is definitely said.
      I'm currently trying to find out too, how to create my own troop tree.
      Unfortunately Custom Troop mod does not work in v1.2.12 and I have bought the game from Epic Games which doesn't support roll back to an earlier version of the game. So... need to find another way.
    2. Adonnay
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      You can always check out my own Chael Nad'ra mod for reference and / or the sample file I included with ATC in the /Config subfolder called ATC160_SAMPLE.modconfig.xml.
    3. berzerklolo
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      It's super easy.

      Install My Little Warband mod on nexus
      You need a special "recruit" (switch recruitement types in cities menus)
      Then open recruit's encyclopedie page and then SHIFT + Left Click on hte image to open the tree troop creator
    4. Adonnay
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      If MLW still works that is certainly the best way to create troop mods. Then you "just" need to create the modconfig file (as per example) to make sure ATC  knows where to spawn your new recruits.