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Ozan UrkmezUploaded by
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About this mod
21 new minor factions, custom AI and new features, as well as 200+ new troops added without removing anything from vanilla! Experience events, small and large spawns, hostilities, new troop trees, and a Calradia truly at war. The mod also contains new mechanics such as village devastation, AI and garrison prisoner recruitment, and so much more!
- Requirements
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This mod does not have any known dependencies other than the base game.
Mods requiring this file
Mod name Notes Bannerlord Detachments and Spawns Install either Clean API or Calradia at War version (do NOT run both at the same time!) Boogies Troop Upgrades Download Clean API version. Mod will function without this mod though! Calradia at War (Custom Spawns) Korean Translation Original mod Calradia at War (Custom Spawns) Traduction Francaise - French Translation Mod original Calradia At War - Spolszczenie (Polish translation) wersja 1.2.1 Calradia At War(CustomSpawns) chinese translate 必须安装MOD主题,才能使用汉化文件 Chaotic Calradia- Bandit Leader Update I suggest the Clean API for first time using my Mod. Load the API above My mod in load order. Custom Spawns siege crash bugfix Dangers of Calradia Download the Clean API version alongside this mod. Enable both sub modules when playing! KR) Scum and Villainy (Korean Patch) Custom Spawns Clean API 모드 필수 Manhunters Download the Clean API version alongside this mod. Enable both sub modules when playing! Movements of Calradia v. 3.0.0 - Aserai's Tahsafan Emirate ABSOLUTELY 100% REQUIRED Salty's Lordsmod Requires troops from this mod. Scum and Villainy - Organized Crime - German Clean API version benötigt Scum and Villainy - Organized Crime 23.0.0. - Black Market Restock (1.5.6) Clean API version required. Do not forget to activate it in the launcher! You can also download the entire Custom Spawns mod, the clean API is the NOT required! Scum and Villainy - Organized Crime Chinese Translation 前置mod,只需下载 Custom Spawns Clean API - Permissions and credits
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Credits and distribution permission
- Other user's assets All the assets in this file belong to the author, or are from free-to-use modder's resources
- Upload permission You are not allowed to upload this file to other sites under any circumstances
- Modification permission You must get permission from me before you are allowed to modify my files to improve it
- Conversion permission You are not allowed to convert this file to work on other games under any circumstances
- Asset use permission You must get permission from me before you are allowed to use any of the assets in this file
- Asset use permission in mods/files that are being sold You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
- Asset use permission in mods/files that earn donation points You are not allowed to earn Donation Points for your mods if they use my assets
Author notes
This author has not provided any additional notes regarding file permissions
File credits
This author has not credited anyone else in this file
Donation Points system
This mod is opted-in to receive Donation Points
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Translations
- Polish
- Mandarin
- Korean
- French
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Translations available on the Nexus
Language Name Polish Author: Daedalus Calradia At War - Spolszczenie (Polish translation) French Author: Velkhla Calradia at War (Custom Spawns) Traduction Francaise - French Translation Mandarin Author: casebo Calradia At War(CustomSpawns) chinese translate Korean Author: Ozan Urkmez Calradia at War (Custom Spawns) Korean Translation - Changelogs
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Version 1.4.3
- Made the mod compatible with 1.5.7
- Made it so that not finding devastation values does not crash the mod anymore
- Fixed a crash when playing with the mod CalradiaExpanded. (lords were trying to spawn at locations that were set to be inaccessible in the new map)
- Several faces of troops adjusted.
- New XML file for BodyProperties has been created.
- Fixed baby troops spawning in 1.5.7
- Made it so that CustomSpawns will suppress a game crash caused by the navigation mesh of the map being passed an invalid face id (often caused by a portion of the map being inaccessible but the game trying to treat it is otherwise). CustomSpawns will instead display a message warning the player about a possible mod conflict or game bug (not necessarily caused by CustomSpawns. This will work for any combination of mods as long as CustomSpawns is active).
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Version 1.4.2
- Made the mod compatible with 1.5.6 beta
- Imported the Dialogue system and made sure that it works. No dialogues that make use of this system have been added yet though.
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Version 1.4.1
- fixed the siege crash bug [FINALLY! Such a tricky bug! Thank you for your patience everyone!]
- made it so that saves before a breaking siege defense is started are automatically fixed
- fixed the skills of the blood-sworn chieftain
- added the ability for garrisons to hire from their prisoner pools (this was supposed to be implemented but was not working)
- made it so that the prisoner level, the merciful trait, castle garrison size etc. affect the chance for a prisoner to be recruited
- tweaked the way that other parties recruit prisoners in a way similar to garrisons. Garrisons are however only 0.2x likely to recruit a prisoner for balancing purposes.
- added a dynamic spawning system that allows for spawns to be more likely to spawn after a set interval of days
- added the ability to multiply the base spawn rate through the config file
- improved the logging system for debugging or looking at the events that took place during your session.
- changed the name of Redemptive Heayy Crusader to Redemptive Heavy Crusader
- made the youth troops looks youthful.
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Version 1.4.0
- Fix a bug with a Troop's XML file specification
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Version 1.3.9
- Made it so that the game does not crash whenever a party is unable to spawn.
- Fixed a bug with parties starving sometimes.
- Fixed a bug with the version number.
- Fixed an edge case with loading of XML configs.
- CS-Lords of CustomSpawns actually have families now, too! They're assigned with their rightful spouses & other family members according to their descriptions.
- CS-Lords received unique starting positions and now spawn outside the main factions castles & towns.
- Added an overview for ALL CustomSpawns troops. Check it out!
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Version 1.3.8
- Fixed boots of certain units.
- Fixed a bug regarding sieges because of the logger system
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Version 1.3.7
- Fixed a bug where the file stream for logs would not be closed in-between saves
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Version 1.3.6
- Fixed a crash while fighting Outcasts-parties.
- Fixed a crash while starting a new campaign in the same session after one was already loaded.
- Fixed a bug about dictionary key not being found for Devestation.
- Fixed Spawn rates to not mess with diplomacy.
- 29 new troops (12 Northern Liberators, 14 Southern Enslavers, 3 Desert Cult)
- 14 new weapons (Now at a total of 51. Check front-page on Nexus for an updated overview!)
- 4 new lords (2 each for Northern Liberators and Southern Enslavers with new lore according to their 'sub-cultures'.)
- 7 new spawns (3 Northern Liberators, 3 Southern Enslavers, 1 Revolutionaries)
- Added a custom behaviour for speeding up game through config files. Testing purposes mostly
- Added a custom daily logger to keep track of all successful sieges, wars, and big spawns.
- Small optimizations
- Decreased the amount of big spawns happening.
- Several CS-lords got their (civic) gear adjusted to fit the appearance of their faction.
- Several CS-troops got their gear adjusted improving their gear diversity, such as: 'Roaming Gladiator', 'Redemptive Priest' and more.
- Northern Liberators & Southern Enslavers parties reworked. Their lords now only start with a slave stack. Instead, each faction got 3 distinct bandit-like spawning 'sub-cultures':
- [NL] Bjornings, Bloodsworn and Sellswords.
- [SE] Razes' Raiders, Slavecoast and Obaktu.
- [Outcasts] Exiled Ruffian ---> Exiled Witch
- [Roaming Brigands] Roaming Arena Master ---> Roaming Dervish
- Fixed a bug where devastation data would try to carry over between saves in same session.
- Increased food for hungry big spawns
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Version 1.3.5
- Fixed a bug where running multiple campaigns in one session would crash game
- Fixed beta crash due to new get closest vector2 function
- Added ability to flush data between saves concretely for all custom campaign behaviours
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Version 1.3.4
- Added 6 more minor spawns. (2 Roaming Brigands, 3 Outcasts, 1 Humar)
- Added an image showcasing the new gear, that can be looted from CS-factions, on the Nexus mod front-page.
- Ensured compatibility with other item mods by making CustomSpawns weapon-crafting IDs unique. [Save-compatible!]
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Version 1.3.3
- + Added 87 new troops! (8 Phoenix, 16 Harbingers of Wrath, 18 Redemptive Order, 18 Makko, 19 Humar; including 8 standard-bearer troops.)
- + Added 11 new spawns. (2 Phoenix, 2 Harbingers of Wrath, 3 Redemptive Order, 2 Makko, 2 Humar)
- + You can now loot tons of new weapons and one banner-item from CS - factions! (Only accessible by looting or crafting, as most of them are simple re-crafts from vanilla-Bannerlord items.)
- + 'Barbarian Youth' is actually a "Youth" now. => Much younger appearance.
- + Several troops got a value re-balancing. No more does a barbarian slayer have a bow skill.
- + Reworked flags of, 'Redemptive Order', 'Deserter Factions', 'Humar' and 'Makko'. (Only viewable in new campaigns.)
- + Reworked lords of 'Humar' and 'Makko'. (Only viewable in new campaigns.)
- + 'Vrumann' (Lord of 'Manhunters') fields a party of manhunters instead of empire troops now.
- + Added Custom Devestation system for changing frequency of spawns depending on five factors:
- -Looting
- -Hostile Presence
- -Fights in the area
- -Friendly Presence
- -Daily Rebuilding
- +Added ability to spawn only at specific villages that have a higher than certain devastation
- +Added system for customizing all campaign data.
- +Added system to streamline the creation more campaign data
- +Added sounds system, but TW broke it
- +Started adding in MCM options menu.
- +Started work on dialogue system (mostly done! Look forward to it on Sunday)
- +Resolved 4 bugs
- +Increased performance in calculation of settlement spawn
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Version 1.3.2
- Resized all faction banners & remade several faction banners
- Reworked lore & lords for the 3 peasant revolutions. Now each of them is a distinct cultural revolting group:
- Peasant Revolutionaries => "Revolutionaries". [Angry vlandian & imperial peasant mob]
- Peasant Absolutists => "Outcasts". [Free Folk that got outlawed by Sturgian/Battanian society]
- Peasant Revolts => "Roaming Brigands". [Rogue-like Khuzait/Aserai hordes]
- 3 new troop-rosters with a total of 46 new troops
- Added in generic XML config reading for all campaign data
- Started experimenting with sounds and implemented ability to play sounds (not yet used in mod)
- Started researching how to implement the mod menu
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Version 1.3.1
- Fix a bug where the speed model would cause errors when null parties were passed to it
- Fix a bug where the OnSurgeryApplied would get called by a null party during sieges. Special thanks to Revolt!
- Start work on XML loader for all campaign data configs, such as the upcoming devastation metric
- Optimize some code
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Version 1.3.0
- Adjusted barbarian troop levels
- Adjusted barbarian troop names (Barbarian Shielder -> Barbarian Fighter, Barbarian Veteran -> Barbarian Veteran Fighter)
- Changed the gear on the Barbarian Raider (no more 2h-swings, only stabby-stabs)
- Nighthunter troops all painted black now. True horrors of the night! Think of it as body paint.
- Ama's look is now of Sturgian nature (only affects new games)
- Imported harmony for future patches (just for bugs not for game implementation so wont break anything. will probably just use for the pesky onsurgeryapplied bug)
- Started work on devastation system to spawn peasant revolts etc. at poorer and war-sick areas. Should be fully implemented and working within a week :)
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Version 1.2.9
- fixed a bug where the barbarian lords would not have civilian templates
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Version 1.2.8
- Change barbarian lord equipment
- Add 3 new peasant revolter troops
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Version 1.2.7
- fix bug where troop roosters would not get constructed due to changes in newer updates
- write script to check for item name mismatch
- update all item ids that had become obsolete
- update all npc civilian and battle templates.
- fix faction assignment
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Version 1.2.6
- remove the pop-up regarding same key trying to be added twice
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Version 1.2.5
- make it so that factions within a Kingdom cannot force declare wars on each other.
- make it so that behaviour against outlaws and bandits only happens once per save load. TW seems to have hard coded their behaviour but maybe they will change it in the future so try it at least once per save
- Add death messages feature
- Add death messages for the larger spawns
- Add dynamic spawn storing to improve performance and open the path for more complex features (death messages being one, but maybe multi-AI behaviour in the future? ;)
- Optimize party death checks to hopefully reduce stutter
- Optimize party food-giving loop such that it is now spread over the day.
- Fix a potential CPU incompatibility issue regarding x64 vs x84 (MB.Library just uses x64 whereas the mod used to support both architectures)
- Added a spawn IDs check to aid in sub-mod development and ensure that best practices for IDs are followed
- Fix bad IDs in Calradia at War
- Add new debug tracking features with more precision, separating debugs to 4 types and allowing each to be enabled or disabled.
- Added relief (darkish green) as a message colour type recognized by the API. Modders, do remember that for colors other than "relief" and "danger" you can use hex colors which are also recognized by the API.
- Fix a bug where the peasant absolutists would have peasant revolutionaries among them as troops.
- Fix a bug where the parties would carry waaaaay too much food on them.
- Optimize daily and hourly party behaviour loops
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Version 1.2.4
- fixed a bug where barbarians would constantly declare war
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Version 1.2.3
- fix a bug with party speed modifiers unpredictably causing crashes due to a function not being found
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Version 1.2.2
- barbarian heavy axethrower now upgrades into barbarian marauder
- remove lingering Talewords dll from earlier version
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Version 1.2.1
- reworked all 9 barbarian troops
- added 9 new barbarian troops
- modified all barbarian spawns and added a new barbarian spawn.
- MAJOR THANKS TO PHILLUS!
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Version 1.2.0
- Remove the Clan.IsDeactivated property from being called to support 1.4.1+. TW seems to have removed the property.
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Version 1.1.9
- Fixed a bug where the drilled madman would require a warhorse to be upgraded to.
- Fixed a bug where an obsolete party template function would be called, resulting in incompatibility with latest versions.
- Jan Groschaft fixed an inefficiency with party id substring calculations
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Version 1.1.8
- make it so that garrisons also recruit prisoners, albeit at 0.25x the chance of regular parties.
- fix a bug regarding the calculation of the prisoner to party size ratio.
- fix a bug regarding the miscalculation of actual number of prisoners in a party or settlement
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Version 1.1.7
- add diplomacy behaviour that allows for specific minor factions being prevented from joining/remaining in kingdoms. Unfortunately currently the banner colours do not change, I had to get this update quickly
- implement this for all the necessary current 21 custom factions.
- make compatible with 1.1.3 beta branch ;)
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Version 1.1.6
- fixed a bug where one of the party speed modifiers would be multiplied rather than added
- added an override base speed
- made it so that forests etc take the same effect on all custom spawns
- modified all the speeds of all the custom spawns in an effort to balance.
- MORE FEEDBACK WELCOME IN THIS REGARD! :)
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Version 1.1.5
- buffed all base speeds
- fixed a bug where custom parties would not have their speeds reduced properly when entering forests etc
- ALL PARTIES IN THE GAME NOW ALSO RECRUIT FROM THEIR PRISONERS!!
- You can change the config of this in prisoner_recruitment_config.xml. You can disable it there as well.
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Version 1.1.4
- fixed removal mode crash upon trying to remove parties engaged in combat or other events
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Version 1.1.3
- fixed a bug where the barbarian cavalry unit trying to upgrade would lead to a null reference crash.
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Version 1.1.2
- fix humar troops having invisible armour
- PHILLUS - REWORK ENTIRE BARBARIAN TREE!
- PHILLUS- Add 6 additional barbarian troops!
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Version 1.1.1
- ADD MANHUNTER TROOP TREE!!!
- Add 13 different manhunter troops
- Add 6 different manhunter custom spawns
- ADD SPECIALIZED MANHUNTER CAMPAIGN AI
- Add AI Manager to reduce conflicts in AI behaviours
- Add ability to spawn at specific settlement types
- make it so that manhunters spawn at specific settlements depending on type of their spawn.
- make it so that peasants only spawn at villages
- fix a bug where AI data was lost after loading a save.
- fix a bug where follower party speed modifiers would only be dependent on main party
- FIX A BUG WHERE BARBARIANS AND ORDER OF THE PHOENIX WOULD CONSTANTLY MAKE WAR AND PEACE
- fix a bug where makko would be invisible xD
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Version 1.1.0
- fixed a bug where sub mods using old xml file names would not be read
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Version 1.0.9
- fixed the troop colours of the custom factions. you will have to restart to save these changes, but the update by itself does not cause any issues with old saves.
- fixed some redundant id based errors that were shown when both this and the dangers of calradia was enabled at the same time.
- fixed the barbarian banner
- fix it so that diplomacy system now does not interact with test_clan
- custom parties that have been idle for two days will now head to the closest enemy settlement instead of just standing there.
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Version 1.0.8
- ADD CUSTOM FACTIONS SYSTEM!!
- add simple diplomacy system to facilitate wars between added factions.
- Add Desert Cult faction, with its own enemies, banner, and lore.
- All desert cult spawns are now in the desert cult faction.
- all army types are now available, and not just bandits. Bandits are however the one I have most tested.
- fixed a bug where comments in XML files would also be read, causing XML errors.
- fixed a bug where the desert recruit was shown as desert wanderer
- Add ability to spawn in specific settlements
- xml parsing errors will now show the file (and thus also the mod) that had the issue.
- fix a party speed calculation bug where the speeds would not get scaled according to terrain type etc. in larger groups
- added minimum and maximum party speed modifiers
- implement minimum and maximum speeds for all stacks
- change it so that the spawning clan is "spawn_clan" instead of "bandit_clan" in the XML. "bandit_clan" still supported for the sake of backwards compatability
- the diplomacy system now supports null references in case players want to run the diplomacy system with other mods that also add new factions
- nerfed enslavers such that only 1/2 of them now have javelins
- add all heroes and lords necessary to make the factions function. Keep in mind they are subject to changes and will not be encountered on the battlefield just yet
- add all deserters factions who are now hostile to each other but allied to bandits
- add united deserters faction who represent deserters who have now foregone all their roots and united in their fear
- add order of the phoenix faction (yes I am PoP fan), the only functional knight order left in Calradia operating for the Vlandians [no spawns yet]
- add barbarian faction, who are now hostile to everyone but themselves, some bandits, and some smaller factions such as the forest people
- add southern enslavers faction, who are allied to southern kingdoms and operate on the northern kingdoms to whom they are hostile. They are also hostile to deserters, bandits etc, all religious orders
- add northern liberators faction, who are similar to southern enslavers but north version. these two slaver factions are hostile to each other as well
- add the redemptive order faction, who are a religious order aiming at peace in calradia [no spawns yet]
- add the harbingers of wrath, who are a religious order aiming at destruction leading to rebirth [no spawns yet]
- add makko, a faction that has come to Calradia through the sea and is now leading expeditions. This faction is intended to be rare and this sea invasion will not happen every playthrough, adding some flavour to the game [no spawns yet]
- add humar, a nomadic federation of tribes that is now facing obscurity. They will be reticent, though aggressive, and are balance-wise intended to be the invaders coming from the other side of Calradia. Again, not every playthrough (or rather, super super rare)! [no spawns yet]
- add peasant revolter faction, which represent fresh revolters. United deserters do not attack these factions
- add peasant revolutionary faction, who are aiming at parliamentary monarchy. They are at odds with the absolutists, the current aristocracy, etc.
- add peasant absolutists faction, who are aiming at absolute rule and the abolition of the feudal system. They are at odds with the revolutionaries, the current aristocracy, etc.
- add manhunter faction, who represent the efforts of all kingdoms throughout Calradia to prevent anarchy. [no spawns yet]
- add madmen clan to facilitate madmen being hostile to all
- add all banners for these factions
- fixed a problem where spawns that were supposed to occur around settlements occured in hideouts instead
- add kingdom-based diplomacy system such that hostility to a clan in a kingdom results in the spawn being at war with the entire kingdom and not just that clan. For now, kingdom alliances take precedences over clan hostilities in custom spawns.
- ALMOST ALL SPAWNS UP TO NOW NOW BELONG TO A FACTION!! THIS IS NO LONGER A BANDIT MOD! Of course, the bandit-specific spawns like the mountain invaders still belong to mountain bandits etc
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Version 1.0.7
- Fixed a bug where XML documents of sub mods would be read even if they did not contain any information
- Made debug logs contain more info to help you help me
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Version 1.0.6
- add battanian slave
- add sturgian slave
- add khuzait slave
- add imperial slave
- add aserai slave
- add barbarian slave
- fix path error for sub mods trying to connect to the API of the regular version
- slave stacks now have slaves in them instead of recruits.
- add vlandian slave
- add all-spawn mode for debug purposes. Enabling this will set all the chances of spawn to 100%, so that an easy test can be run before I release these.
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Version 1.0.5
- fix some errors being shown when entering custom battles
- add xml-based API for other mods to use :)
- add ability to have spawns persistently patrol around their spawn
- make it so that the peasant revolters patrol around the settlement they have revolted from
- implement a configurable floor on the number of days that must pass for something to spawn
- Add revolutionary peasant
- Add furious peasant
- fix potential bug with removal ids.
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Version 1.0.4
- make it so that when removing the mod the troops and prisoners of the mod are also removed.
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Version 1.0.3
- add ability to remove parties from the map by enabling it in the config file. You should run this prior to removing the mod from a save file in which it was previously enabled
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Version 1.0.2
- Added ability to have minor spawns spawn right next to larger spawns
- Add ability to read from name signifier xml file for minor spawns that are tied to larger spawns
- Add peasant stray revolters that spawns with larger revolt.
- remove angry peasant ability upgrade into any recruit until better troop tree for it is added.
- add barbarian
- add barbarian ranger
- add barbarian raider
- add barbarian chief
- add barbarian forager stack
- add barbarian raider stack
- add barbarian exodus stack
- add barbarian refugee stack attached to the exodus
- fix bug where some stacks would spawn less often in sturgia when they were meant to spawn in all kingdoms
- fix bug where mountain invaders could spawn in the desert
- change name of some troops in the mad troop tree
- add NameSignifiers.xml that allow for modification of the smaller "attached" stacks
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Version 1.0.1
- -added the option to not modify party speeds
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Version 1.0.0
- initial upload
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Introduction
Mod Crashing On Startup? DON'T FORGET TO UNLOCK YOUR DLLs
FIRST TIME HERE? START HERE!
If you want to help with development, come join my discord at: Discord. I would really appreciate some help! You can help with the code, or help me add new troops and troop trees! Just come in and say hi and what you want to help with. You can also help with bug testing or just cheer us on :)
You are also free to make pull requests and view the source code of the project on Github
feel free to check out my youtube channel for tutorials etc. I have tutorials on modding the game using the API and modifying the main mod itself. I also intend to upload more tutorials on the topic.
Currently, the mod adds 70+ new spawns/party types with 200+ new troops all integrated into a troop tree of their own. It also adds 21 new factions each with their own heroes. The different spawns have different schedules of spawning, with some spawning much more rarely and being stronger than lords themselves. They also have different behaviour, and have alliances and wars with specific factions.
The mod also adds new bandits and bandit spawns, though does not remove any bandits from the base game.
I plan on adding much more to the mod and now consider it a long-term project. As such, I'll be continuously updating the mod. Here is a list of some of the things I plan to add:
NEW ITEMS TO LOOT

Fixes to Some Known Issues
Regarding Bug Reports. Read Before Posting Bug Reports Please!
Translations
Team Members
Customization and Modding
Mod Compatability
Known Mods that Use The Mod <3:
If you want to have your mod listed here, contact me!
Spoiler:
History books may be linear and filled with the deeds of heroes and the aristocracy, but the reality of war is far from such orderliness. War means chaos. War means people not knowing what to do and turning to unorthodox means of livelihood. War, especially one that has been dragged out like in Calradia, means tens of thousands of people pushed into utter chaos.
A few bandits here and there simply doesn't reflect that.
The aim of this mod is twofold. First, it adds different hostile and allied troops, factions, and troop trees into the game without modifying any of the game files, all with varying patterns of spawning. Second, it allows for modders to add new troops into the game themselves.
The added chaos also makes economics harder to manage, as caravans can actually get looted and villagers captured. All of this is meant to make the game more immersive, and have you actually experience what it is like to try to make a name for yourself in a war-ravaged land rather than a stable, economically cohesive country. There are others trying to make a name for themselves, make a living, or pursue more unusual ends. Bandits and custom spawns upgrade troops as they loot, for example.
The initial setup of the mod is meant to be balanced, with the lords and armies still being much stronger than the custom spawns as they should be. Some of the rarer spawns (each has >1% chance to spawn daily) are stronger than individual lords but can be crushed by armies.
You are free to change the size of the spawns and how often they spawn in the mod files :). You are also free to use the API to create your own mods! I have tutorials regarding both and plan to make more.
Show
History books may be linear and filled with the deeds of heroes and the aristocracy, but the reality of war is far from such orderliness. War means chaos. War means people not knowing what to do and turning to unorthodox means of livelihood. War, especially one that has been dragged out like in Calradia, means tens of thousands of people pushed into utter chaos.
A few bandits here and there simply doesn't reflect that.
The aim of this mod is twofold. First, it adds different hostile and allied troops, factions, and troop trees into the game without modifying any of the game files, all with varying patterns of spawning. Second, it allows for modders to add new troops into the game themselves.
The added chaos also makes economics harder to manage, as caravans can actually get looted and villagers captured. All of this is meant to make the game more immersive, and have you actually experience what it is like to try to make a name for yourself in a war-ravaged land rather than a stable, economically cohesive country. There are others trying to make a name for themselves, make a living, or pursue more unusual ends. Bandits and custom spawns upgrade troops as they loot, for example.
The initial setup of the mod is meant to be balanced, with the lords and armies still being much stronger than the custom spawns as they should be. Some of the rarer spawns (each has >1% chance to spawn daily) are stronger than individual lords but can be crushed by armies.
You are free to change the size of the spawns and how often they spawn in the mod files :). You are also free to use the API to create your own mods! I have tutorials regarding both and plan to make more.
Mod Crashing On Startup? DON'T FORGET TO UNLOCK YOUR DLLs
Spoiler:
1- Go to "Modules > CustomSpawns > bin > Win64_Shipping_Client" or "Modules > CustomSpawnsCleanAPI > bin > Win64_Shipping_Client" depending on your installation. These are in your game files that you can reach through right-clicking the game on steam and heading to Local Files and, finally, clicking Browse Local Files
2- Right click the "CustomSpawns.dll" file and click properties
3- Click unblock at the bottom.
4- Make sure you do this for all mods that you intend to use.
Show
1- Go to "Modules > CustomSpawns > bin > Win64_Shipping_Client" or "Modules > CustomSpawnsCleanAPI > bin > Win64_Shipping_Client" depending on your installation. These are in your game files that you can reach through right-clicking the game on steam and heading to Local Files and, finally, clicking Browse Local Files
2- Right click the "CustomSpawns.dll" file and click properties
3- Click unblock at the bottom.
4- Make sure you do this for all mods that you intend to use.
FIRST TIME HERE? START HERE!
Spoiler:
Welcome!
Some considerations:
This mod does not modify or remove anything from vanilla! Hence, it is largely patch compatible.
Custom Spawns is the name of my API used by other mods. The main mod comes with the API, so do not download the API separately if you are using Calradia at War. If you are using other sub mods dependent upon the API, download the API version (Custom Spawns Clean API) along with the sub mod. Alternatively, if you want both the main content and the content of the sub mod, then use Calradia at War along with the sub mod. Do not run both the Clean API and the Calradia at War versions at the same time.
Any mod that modifies factions or adds new ones will not be save-game compatible, which includes this mod. If you run this mod with an old save, your game will crash.
1.0.8 is not save game compatible as it adds new factions. Any updates after 1.0.8 will be save game compatible within themselves as long as we do not add new factions! For now, I plan on implementing and improving upon the 21 factions already added.
This also means that you cannot remove the mod 1.0.8+ from your save if you use any sub-mod that adds factions or the main mod (which adds 21 factions)
IMPORTANT ABOUT NEW SAVES!
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Welcome!
Some considerations:
This mod does not modify or remove anything from vanilla! Hence, it is largely patch compatible.
Custom Spawns is the name of my API used by other mods. The main mod comes with the API, so do not download the API separately if you are using Calradia at War. If you are using other sub mods dependent upon the API, download the API version (Custom Spawns Clean API) along with the sub mod. Alternatively, if you want both the main content and the content of the sub mod, then use Calradia at War along with the sub mod. Do not run both the Clean API and the Calradia at War versions at the same time.
Any mod that modifies factions or adds new ones will not be save-game compatible, which includes this mod. If you run this mod with an old save, your game will crash.
1.0.8 is not save game compatible as it adds new factions. Any updates after 1.0.8 will be save game compatible within themselves as long as we do not add new factions! For now, I plan on implementing and improving upon the 21 factions already added.
This also means that you cannot remove the mod 1.0.8+ from your save if you use any sub-mod that adds factions or the main mod (which adds 21 factions)
IMPORTANT ABOUT NEW SAVES!
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It seems that the party speed modifiers do not work when you are starting a new campaign. They do work when you save and load the new campaign. You will have to do this just once. Save your game after starting new campaign and load it and this should fix the issue.
If you want to help with development, come join my discord at: Discord. I would really appreciate some help! You can help with the code, or help me add new troops and troop trees! Just come in and say hi and what you want to help with. You can also help with bug testing or just cheer us on :)
You are also free to make pull requests and view the source code of the project on Github
feel free to check out my youtube channel for tutorials etc. I have tutorials on modding the game using the API and modifying the main mod itself. I also intend to upload more tutorials on the topic.
Currently, the mod adds 70+ new spawns/party types with 200+ new troops all integrated into a troop tree of their own. It also adds 21 new factions each with their own heroes. The different spawns have different schedules of spawning, with some spawning much more rarely and being stronger than lords themselves. They also have different behaviour, and have alliances and wars with specific factions.
The mod also adds new bandits and bandit spawns, though does not remove any bandits from the base game.
I plan on adding much more to the mod and now consider it a long-term project. As such, I'll be continuously updating the mod. Here is a list of some of the things I plan to add:
NEW ITEMS TO LOOT

Fixes to Some Known Issues
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- If the troops are appearing like children, this is a mod load order issue. Please try to load my mod last and definitely after the vanilla modules.
- If you are getting handled bug regarding party speed modification and are using another mod that modifies party speeds, either disable the other mod or disable my mods' party speed modification through the config file of my mod.
Regarding Bug Reports. Read Before Posting Bug Reports Please!
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There are two types of bugs:
In both cases, please include:
You can find your save file at C:\Users\[YOUR USER NAME HERE]\Documents\Mount and Blade II Bannerlord\Game Saves
If you send me a save file, please also send a copy of all your mods.
Thank you in advance!
I will potentially delete bug reports that do not meet these criteria if they are cluttering the bug reports list. This also goes for duplicates. I am doing this as the time I spend explaining duplicate bug reports etc. is time not spent on actually fixing bugs.
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There are two types of bugs:
- An unhandled bug that crashes your game. Please try to include extra information, and your crash reports etc. if available. These are the trickiest bugs to fix so information will be welcome.
- A handled bug that displays a message I set up, saying that you need to report the bug to me with some information included. Please do not forget to include this message, along with the information it has provided. In this case, you can keep playing as your game will not have crashed.
In both cases, please include:
- your mod list.
- steps to reproduce.
- the full message shown because of the crash/bug.
- the version of the mod you were using.
- YOUR SAVE FILE!! This will make it much easier for me to fix the bug. You can send it to me through email at [email protected]
You can find your save file at C:\Users\[YOUR USER NAME HERE]\Documents\Mount and Blade II Bannerlord\Game Saves
If you send me a save file, please also send a copy of all your mods.
Thank you in advance!
I will potentially delete bug reports that do not meet these criteria if they are cluttering the bug reports list. This also goes for duplicates. I am doing this as the time I spend explaining duplicate bug reports etc. is time not spent on actually fixing bugs.
Translations
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- Korean: special thanks to zld1457!
- French: special thanks to Velkhla!
- Chinese: special thanks to casebo!
- Polish: special thanks to Deadalus!
Team Members
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- Phillus
- DeathStroke94
Customization and Modding
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Check out the youtube tutorials at my youtube channel! Or just head to the files of the mod, especially in ModuleData/Data. It's all mostly self-explanatory. If you have any issues after that, feel free to post here or come to the discord and ask :)
Using my API as a basis for your mod is really easy! Here is a video on how to implement my API. You don't even have to code any C#: https://www.youtube.com/watch?v=aU8dy9Twb_U&feature=youtu.be
If you do want to code some C# and help me develop my mod further, here is the GitHub link: https://github.com/Anopey/CustomSpawns
You would have your users download this API (the clean API version!) and your mod separately, but thanks to this any other mod that implements my API would not have any conflicts with your mod as the API would just be installed once!
If you end up using this API, please set this nexus page as a dependency so that users can download the latest version.
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Check out the youtube tutorials at my youtube channel! Or just head to the files of the mod, especially in ModuleData/Data. It's all mostly self-explanatory. If you have any issues after that, feel free to post here or come to the discord and ask :)
Using my API as a basis for your mod is really easy! Here is a video on how to implement my API. You don't even have to code any C#: https://www.youtube.com/watch?v=aU8dy9Twb_U&feature=youtu.be
If you do want to code some C# and help me develop my mod further, here is the GitHub link: https://github.com/Anopey/CustomSpawns
You would have your users download this API (the clean API version!) and your mod separately, but thanks to this any other mod that implements my API would not have any conflicts with your mod as the API would just be installed once!
If you end up using this API, please set this nexus page as a dependency so that users can download the latest version.
Mod Compatability
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- The mod may conflict with mods that change party speeds. You can disable the party speed modifiers of this mod through the config file in ModuleData and freely use your other mods, though the party speeds of bigger parties that I have added may be too slow.
Known Mods that Use The Mod <3:
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If you want to have your mod listed here, contact me!