Mount & Blade II: Bannerlord

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Budmao

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budmao

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About this mod

Calradia Factions Enhanced is a sub-mod for Calradia at War (Custom Spawns). It's an expansion for native and does not change or replace any existing content. Additionally CFE uses ATC - Adonnay's Troop Changer to add new unique units to towns and villages for every faction and the player to recruit.

Requirements
Permissions and credits
Translations
  • Turkish
  • Russian
Changelogs


Introduction and Credits
(this mod page is pretty outdated - for some more current information visit the posts section.)

CFE (Calradia Factions Enhanced) uses Calradia at War (Custom Spawns) by Anopey and the CustomSpawns Development Team to add various AI party spawns with unique units to the campaign map.
CFE also adds one additional troop tree for each major faction for more troop variety.
Recruiting these new units is possible thanks to ATC - Adonnay's Troop Changer by Adonnay. Using this mod without ATC and CS is possible (in theory), but the added content would be mostly unused.
This method does not replace any native units and is highly customizable, look in the comment section for more information.

Every unit is designed to my personal visual preference, using assets from one of our communities greatest 3d artists ADamnSexyName. His assets (Swadian armoury, Vaegir Armoury) are added to units of vlandian and sturgian culture. Open Source Armory by Areldir (and HalfMetalJacket Apolon21 Diakonus Genrev_Pogi Terco_Viejo AlphaOmegaMan Maverick_Knight Philozoraptor Basileus Balbor ) also plays a big part in the variety of CFE's troops. Lastly Vlandian Knight's Lances, by
Caranthir444, is used to make vlandian lancers even more unique.
CFE now uses a xml that hides most native units made by Sarissofoi for LukeDanger's De Re Militari


Just like Calradia at War, CFE adds new weapons to the game, created with the native crafting system.
A great deal of time went into creating these new weapons. Forging parts together that by default 'don't fit' makes for a great variety of weaponry for many units. Inspired by historical examples and other games like Exanima CFE adds 230+ new weapons.
Some of the new weapons have custom blades modelled by badger.

Everything CFE adds is meant to mirror the design of native. This includes the stats of units, the structure of troop trees, design of banners, descriptions and names. (not lore friendly is the plate armour added by swadian armoury) I also tried, while adding new ways to play each faction, to keep the general feel of every faction. Balancing overall, at the time of the initial release, only happened in theory with the use of the tier system and by comparing CFE units to native units. Some high tier units/weapons added might be overpowered.

All banners are created by me except the Wahah Clan's banner.
It was created by r/BannerlordBanners/u/SerAndreLaurent.

CFE is not savegame compatible.

The latest version of Vaegir Armory doesnt need the fix anymore.
(Vaegir Armory needs a fix at the moment, look in CFE's or Vaegir Armory's comment section for more info.)

I recommend using Custom Spawns without Calradia at War because CFE adds enough spawns on it's on.


Content Overview

Calradia Factions Enhanced adds 230+ new weapons, 340+ units, 20+ factions, 50+ lords and 70+ new spawns.

A majority of these new troops are added to the recruitment pool of the main factions.
Each main faction (except the three empire kingdoms for the time being) gets a new clan with 4 lords each.

Six of the new factions are designed like native minor factions.
They can be recruited by kingdoms (not by the player), and they have 3 units each troop tree just like native and 4 lords each.
Additionally they are not hostile by default, but they will declare wars.

Another 9 new factions are hostile by default. They have bigger troop trees and all units can be hired at taverns around calradia (culture specific). They cannot join kingdoms as a mercenary clan, but kingdoms will recruit them from taverns. They only have one lord each, except the Danjuma and the Guang have 2 lords.
Don't barter with them, it might crash the game.

All 15 added minor factions have spawn parties without lords, created with Custom Spawns, they will roam different parts of Calradia.

An assortment of troop trees and bandit parties that work like native bandit parties are also added. They are mostly designed like native too, three units each tree. Each culture gets 2-3 of them.

An additional spawn are culture specific revolts. Each culture has a chance to spawn small and big (up to ~300 units) revolt parties. These are three unit low tier troop trees with great armour/weapon variety.

CFE now has a 100% custom unit spawn ATC config by default, this means in theory the only native units left will be from
garrisons and ai lord parties.
Every faction now has 3 troop trees, basic, elite and ranged. Ranged units will take 25% of basic recruit slots.



Getting Started


Before playing CFE I would advise getting an in depth look at the description of Calradia at War (Custom Spawns) to get familiar with CFE as a sub-mod. You can play CFE with Calradia at War or only with the Custom Spawns Clean API.
For your first playthrough with CFE, I recommend using the Clean API .


Compatibility
Just like CS, CFE should be largely compatible with mods, since it does not modify anything from the base game. (except mercenary slots)
Using ATC - Adonnay's Troop Changer, which makes up a big part to guarantee the troop variety, does mean that mods are not compatible that use the same method like ATC.
Calradia Expanded Kingdoms is one of the mods that is incompatible with ATC, as stated on the ATC mod page.

ATC/CFE might have conflicts with PARTY AI OVERHAUL AND COMMANDS REBUILD.
Possible fix would be loading PARTY AI OVERHAUL AND COMMANDS REBUILD after ATC/CFE.

Since CFE is adding units to the mercenary pool, mods that do the same might not be compatible at the moment.
This means CFE replaces the native mercenaries and mods that do the same will overwrite CFE's mercenaries when loaded below CFE.

A patch for Vexillum by DeciduousDreams, which adds new banner/pennant bearers for all factions is available in the optional file download section. (not available at the moment, maybe again in the future)

Banner Kings needs to be above ATC to work.

Scum and Villainy seems to have issues with swadian armory, so it is not compatible right now.

For Serve as soldier by LL Muse  you need to replace the content of Modules\ServeAsSoldier\ModuleData\Additional_Troops.xml with this:

CFE 4.4.8+ / 4.5.6+
Spoiler:  
Show

<?xml version="1.0"?>
<ArrayOfRecruit xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
        <!-- VLANDIA -->
    <Recruit Id="cfe_vlandia_basic_t1"></Recruit>
    <Recruit Id="cfe_vlandia_elite_t2"></Recruit>
    <Recruit Id="cfe_vlandia_ranged_t1"></Recruit>
    
        <!-- EMPIRE -->
    <Recruit Id="cfe_empire_basic_t1"></Recruit>
    <Recruit Id="cfe_empire_elite_t2"></Recruit>
    <Recruit Id="cfe_empire_ranged_t1"></Recruit>

        <!-- BATTANIA -->
    <Recruit Id="cfe_battania_basic_t1"></Recruit>
    <Recruit Id="cfe_battania_elite_t2"></Recruit>
    <Recruit Id="cfe_battania_ranged_t1"></Recruit>
    
        <!-- STURGIA -->
    <Recruit Id="cfe_sturgia_basic_t1"></Recruit>
    <Recruit Id="cfe_sturgia_elite_t2"></Recruit>
    <Recruit Id="cfe_sturgia_ranged_t1"></Recruit>
    
        <!-- KHUZAIT -->
    <Recruit Id="cfe_khuzait_basic_t1"></Recruit>
    <Recruit Id="cfe_khuzait_elite_t2"></Recruit>
    <Recruit Id="cfe_khuzait_ranged_t1"></Recruit>
    
        <!-- ASERAI -->
    <Recruit Id="cfe_aserai_basic_t1"></Recruit>
    <Recruit Id="cfe_aserai_elite_t2"></Recruit>
    <Recruit Id="cfe_aserai_ranged_t1"></Recruit>   
</ArrayOfRecruit>

CFE 4.4.x with CFE PLUS (old)
Spoiler:  
Show

<?xml version="1.0"?>
<ArrayOfRecruit xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
        <!-- VLANDIA -->
    <Recruit Id="cfe_vlandia_basic_t1"></Recruit>
    <Recruit Id="cfe_vlandia_elite_t2"></Recruit>
    <Recruit Id="cfe_vlandia_ranged_t1"></Recruit>
    
        <!-- EMPIRE -->
    <Recruit Id="cfe_empire_basic_t1"></Recruit>
    <Recruit Id="cfe_empire_elite_t2"></Recruit>
    <Recruit Id="cfe_empire_ranged_t1"></Recruit>

        <!-- BATTANIA -->
    <Recruit Id="cfe_battania_basic_t1"></Recruit>
    <Recruit Id="cfe_battania_elite_t2"></Recruit>
    <Recruit Id="cfe_battania_ranged_t1"></Recruit>
    
        <!-- STURGIA -->
    <Recruit Id="cfe_sturgia_basic_t1"></Recruit>
    <Recruit Id="cfe_sturgia_elite_t2"></Recruit>
    <Recruit Id="cfe_sturgia_ranged_t1"></Recruit>
    
        <!-- KHUZAIT -->
    <Recruit Id="cfe_khuzait_basic_t1"></Recruit>
    <Recruit Id="cfe_khuzait_elite_t2"></Recruit>
    <Recruit Id="cfe_khuzait_ranged_t1"></Recruit>
    
        <!-- ASERAI -->
    <Recruit Id="cfe_aserai_basic_t1"></Recruit>
    <Recruit Id="cfe_aserai_elite_t2"></Recruit>
    <Recruit Id="cfe_sarranid_elite_t2"></Recruit>
    <Recruit Id="cfe_aserai_ranged_t1"></Recruit>    
</ArrayOfRecruit>


Improved Garrisons works with CFE, but it only recruits units if you don't use a template it seems.



Installation
Installing the mod is pretty straight forward. Install all required mods and CFE and use the load order displayed below.
You can also choose to download the recommended mods, displayed further below.



Discord:
Click here!

Load Order:
Native Modules
Open Source Armory

Open Source Weaponry

Open Source Saddlery

Swadian armoury
Vaegir Armoury

Vlandian Knight's Lances
ATC - Adonnay's Troop Changer
Other mods
Calradia at War (Custom Spawns)
Other Custom Spawn sub mods
Calradia Factions Enhanced
CFE patches


For a more detailed load order visit the 'posts' section and open the RBM sticky.

Known Bugs/Issues
- bartering with custom lords causes a crash
- no troop colors in dialogue for spawn parties
- after adding ~12 clans, clans will have a spawn delay of 1 day
 *clans will also spawn with less units at start
- dialogues from spawn parties can be glitchy at times
*this is a CS issue and happens with all sub-mods and CAW

Regarding Bug Reports
Please report any units missing armour/weapons and units that look out of place because of body properties and clipping issues.
Please report any balancing issues.
Please report any grammar mistakes etc. (not my native language).

If you encounter any crashes, please report them too. Some crashes might be related to Calradia at War (Custom Spawns) and cannot be fixed by me.
You can report bugs on this Nexus page or in the official CFE Discord.

Disclaimer
Mod page images are not up to date for 4.4.7+.
Play at your own risk.
Custom Battles with new units will not work properly and are not recommended.

Future Updates
- removal/replacement of native units
- more troop trees/spawns
- balancing
- more assets/troop variety as mods like OSA get updated
- custom lords for Empire kingdoms
- POC color config


Highly Recommended Mods
Ultimate Mounts - REFORGED
*CFE adds a decent amount of camel units - this mod improves camels and horses a great deal.

Grip My Axe
*CFE adds a variety of two handed weapons and polearms - this mod greatly improves the grip animations.
Magic Holsters (No more poles stuck to the back 2H swords hip hanging and more)
*CFE adds different weapons that are by default carried on the back, this mod is recommended if you don't like swords on the back.


These mods are all created by jimyjuego (Terco_Viejo )

More recommended Mods
Realistic Battle Mod
YellOut (Responsive Soldiers 164-170)
*(a continuation of Responsive Soldiers by BoiZoi and Kahchow)
Raise your Torch
Raise your Banner
*Not needed if you use Vexillum+CFE Vexillum patch.
LootersPlus
*Another CS sub-mod which works decent with CFE.
Badass Lords and Their Hot Daughters
*BA LORDS AND DAUGHTERS
*BALORDS ARMOR OVERHAUL
Vexillum
*patch for Vexillum in the optional file section.
Garrison Do Something
Scaling HP
(Check if they are up2date first)