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- Calradia at War (Custom Spawns)
Calradia at War (Custom Spawns)
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Version2.0.1
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CustomSpawns Development TeamUploaded by
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About this mod
One of the largest vanilla expansion mods and tools. 21+ new factions, custom C# systems such as spawning, AI, dialogue, rewards, diplomacy, and more! Hundreds of new units, campaign spawns, troop trees, campaign events, etc. Modular enough to act as an API for other mods, allowing for easy XML modding that is not possible with the base game.
- Requirements
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This mod does not have any known dependencies other than the base game.
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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
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Translations
- Turkish
- Russian
- Polish
- Mandarin
- Korean
- Japanese
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Translations available on the Nexus
Language Name Korean Author:Kingclonetrooper Calradia At War Korean Patch Mandarin Author:DKC Calradia at War - Simplified Chinese Other Author:Denis Makouski - Reiko Belarusian Calradia at War Other Author:Denis Makouski - Reiko Belarusian CustomSpawns Japanese Author:SKatagiri Calradia at War - Japanese Translation Turkish Author:Mattdown CalradiaAtWar - Turkish Translation 1.2.8 Polish Author:JeziorPL Polskie tlumaczenie do Calradia At War Russian Author:SmokeJin Calradia at War (Custom Spawns) RUS translation Turkish Author:HANDLIR 1.5.9 Calradia at War (Custom Spawns) Turkish translation Polish Author:Daedalus Calradia At War - Spolszczenie (Polish 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 2.0.1
- Fix : Factionless npcs dialogues should no longer cause crashes. Improves compatibility with non-Custom Spawns mods.
- Bump Bannerlord target version to v1.2.11
- Fix : campaign.cs_spawn cheat command now correctly spawns all secondary spawns along the main one
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Version 2.0.0
- Breaking Change: Bump Bannerlord target version to v1.2.8. Bannerlord versions below v1.2.0 are no longer supported.
- Breaking API Change: The following API speed values are now longer supported in favour of using the game's speed model (BaseSpeedOverride, ExtraLinearSpeed, MinimumFinalSpeed, MaximumFinalSpeed)
- Feature: Add a random positive modifier to rewarded items.
- Feature: Enable partial module translation (support for English and Japanese language).
- Improvement: Spawned parties now use the game's speed model and are therefore affected by all speed modifiers (forest, night, prisoners...)
- Improvement: Spawned parties now count in their faction's strength calculation. The clan encyclopedia reflects this change.
- Improvement (Reward API): If the chance value is not set, then the item drop is guaranteed.
- Fix: The rewards now work as intended.
- Fix: The spawned parties now correctly reinforce other parties in battles initiated by the player.
- Fix: The nearest settlement name is now correctly displayed in the party death message.
- Fix: Addressed Bannerlord.Harmony dependency warning on startup. No warnings should be displayed anymore.
- Calradia at War Feature: Add new dialogue providing the player a way to attack parties from "order" factions (Redemptive Order, Order of the Phoenix and Northern Liberators).
- Calradia at War Feature: Add new dialogue providing the player a way to attack parties from "evil" friendly factions (Madmen, Southern Enslavers, Harbinger of Wrath).
- Calradia at War Feature: Add new rewards for taking down large "order" parties.
- Calradia at War Improvement: Increase rewards for taking down large "evil" parties to be more in line with "order" parties.
- Calradia at War Improvement: Increase effectiveness of bombs.
- Calradia at War Improvement: Fix some typos in the dialogue.
- Tech: Bump Bannerlord version to 1.2.11
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Version 1.9.6
- Bump Bannerlord target version to v1.1.6.
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Version 1.9.5
- Support for PC Xbox Game Pass.
- Fixed a crash at campaign launch (Could not load type 'MonoMod.Utils.Extensions' from assembly 0Harmony) when the installed dotnet is not .NET Framework 4.7.2+.
- API: Fixed the usage of [spawnPlace] and [deathPlace] in the SpawnMessage displaying the wrong location after the first spawn.
- Fixed safe passage price for spawned parties starting differently than "cs_". (same price as lord safe passage price divided by 8)
- Fixed a crash at campaign launch "Access to the path '../../../../Modules/CustomSpawns/Logs' is denied."
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Version 1.9.4
- Add support for Bannerlord v1.1.0
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Version 1.9.3
- Fixed the wrong dialogue being displayed when the player is being thanked by a lord which has not been met after defeating a common enemy
- Fixed a "NullPointerException" crash when Custom Spawns is paired with other mods adding new troops
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Version 1.9.2
- Fix a crash when a party is destroyed
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Version 1.9.1
- Fixed the wrong dialogues being displayed when the player frees a prisoner from a defeated custom party.
- Fixed the wrong dialogues being displayed when the player captures a lord after defeating its party.
- Fixed the wrong dialogues being displayed when the player is being thanked by a lord after defeating a common enemy.
- Fixed a crash when the player tries to bargain a safe free passage with a custom party.
- Fixed a crash when encountering vanilla bandits when a sub-mod does have any custom dialogues.
- Added a cheat named "campaign.spawn" which spawns a party described in the "CustomDailySpawn.xml" file. This will help modders to test their spawns.
- Reimplemented the custom spawns food consumption behaviour so that big parties are at their full intended strength.
- Added a warning message when a user tries to add a Custom Spawns sub-mod into an existing save.
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Version 1.9.0
- Adds compatibility against v1.0.0.
- Seperated Calradia At War and Custom Spawns into two different modules. Calradia At War will now use the Custom Spawns API as any other sub-mod.
- Talking to parties spawning along a main spawn caused the game to crash if no custom dialogue was configured. A default dialogue will now prevent this to happen.
- Party trackers were visible for parties spawning along a main spawn. These will no longer show up.
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Version 1.8.2
- Fixes some crashes related to weapons (ie. smithing and more)
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Version 1.8.1
- Fix a crash when talking to characters inside settlements
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Version 1.8.0
- Adds compatibility against e1.8.0
- Increases the maximum number of existing spawns. It should now be more chaotic later in the game
- Added default dialogue lines for parties which do not have any. This prevents sub-mods to crash during encounters if no dialogues have been added in the mod. Custom dialogue for each CaW party will be added in later releases.
- Updated some CaW family trees to avoid a crash when children become 14
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Version 1.7.0
- Adds compatibility against e1.7.2
- Improves the spawning mechanism in order to be more compatible with other mods
- Removes some very old harmony patches and the redundant prisoner recruitment mechanism (added in the base game by Taleworlds)
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Version 1.6.4
- All CaW troops are getting new armours and new weapons to their civilian slots
- Adds item fixes enabling the player to battle with Makkonians
- Updated the levels of some CaW troops to prevent a crash occurring when upgrading troops
- Updated the troop type of some CaW troops which were in the wrong battle group
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Version 1.6.3
- Adds compatibility against e1.7.1
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Version 1.6.2
- Fixes lots of crashes related to weapon display (Opening inventory, looking at some CaW encyclopedia pages, encountering some CaW parties and more)
- Includes all changes from v1.5.2
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Version 1.6.1
- Fixes a startup crash
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Version 1.6
- Compatibility against e1.7.0
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Version 1.5.2
- Fixes a crash on the campaign map when a mercenary leaves a faction
- Banners have been updated thanks to Balbor
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Version 1.5.1
- Fixes a startup crash
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Version 1.5
- The diplomacy mechanism between the factions introduced by CaW and other submods has been reworked.
- The system detects immediately custom factions diplomacy changes and resets the original diplomacy state if it differs from what is specified in the diplomacy.xml file.
- As a consequence, the annoying notifications when paired with the Serve as a soldier mod no longer show up.
- Finally, the player is free to declare war on any custom faction. The mod will no longer force peace after a day between the player and the attacked faction. Unfortunately, some dialog options do not allow the player to attack some custom parties. A complete rework of the mod's dialog will be necessary to make this feature work at 100%)
- Fixed the duplicate crafting template bug in the crafting menu by removing the duplicate vanilla crafting pieces from the mod. The mod's crafting pieces are now added via xslt if the crafting pieces use a vanilla crafting template. The "Throwing Hammer" category is now displayed correctly and is added via classic xml.
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Version 1.4.10
- Fixed Blade Thrust XML error at start up
- Fixed Custom Battle loading bug
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Version 1.4.9
- Compatibility against e1.6.3
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Version 1.4.8
- Compatibility against e1.6.2
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Version 1.4.7
- - fixed a bug with dialogue crashing when there is no party being talked to
- - fixed a bug where custom factions would join other kingdoms
- - fixed a bug where the hostile party surrendering to the player would cause a crash
- - removed string IDs that were not being used.
- - added dialogue for Revolutionaries
- -added dialogue for Humar
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Version 1.4.6
- + Added children to some CaW minor factions so that factions do not die out too quickly and have the potential to get stronger over time. Some children are very young, whereas others are just about to enter adulthood:
- - 1 child for the Desert cult
- - 1 child for the Manhunters
- - 1 child for the Revolutionaries
- - 3 children for the Barbarians
- - 1 child for the Order of the Phoenix
- - 1 child for the Outcasts
- - 1 child for the Roaming Brigands
- + Wrote a custom parsing system for dialogue for easy XML modding
- + Added the ability to interpret the succession of dialogues based on nesting of XML elements rather than the token based system vanilla uses.
- + Added the ability to automatically integrate condition and consequences of dialogues in the codebase with C# attributes.
- + Integrated all of Comrade's conditions and consequences, breaking them down as necessary.
- + Also added Party string parsing, barter success, and defending/attacking conditions.
- + Also integrated safe passage bartering, surrender, and leave conversation consequences.
- + Added the ability to chain conditions using AND, OR, NOT statements for maximum modder freedom.
- + Added the ability to create dialogue alternatives, which are dialogues that share the same place in the hierarchy as their "parent" but can display a different text depending on different circumstances.
- + Added explanations and examples in CaW for those interested in using the system.
- + CustomSpawns dialogues have maximum priority, meaning they will override native dialogue if conditions are met.
- + Added Dialogues to about half of the factions using the above new system. The factions are:
- - Mountain Bandits (for only new spawns added by the mod.)
- - Forest Bandits (for only new spawns added by the mod.)
- - All deserter factions
- - Northern Liberators
- - Southern Enslavers
- - Madmen ("I'LL MAKE TRINKETS FROM YOUR PINKY TOES!")
- - Harbingers of Wrath
- - Redemptive Order
- - Order of the Phoenix
- + Added ability to give rewards to the player for certain spawns depending on whether the player is the primary combatant (primary attacker or defender)
- + Added the ability to give rewards of type:
- - Money
- - Influence
- - Renown
- - Items with chances and different quantities
- + All rewards can be specified in the XML and will be integrated by CustomSpawns, as usual.
- + Added rewards for all major spawns. Take a look in the discord or XML files. It is too long to fit here.
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Version 1.4.5
- Fixed an issue with certain bandit troops becoming babies
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Version 1.4.4
- Made the mod compatible with 1.5.8
- Fixed some party template names that caused a crash
- Removed initial positions for factions to become compatible with Calradia Expanded and other mods that might add settlements.
- Added extra dialogue functionalities for factions. (no dialogue added yet just API stuff)
- Added error message for incorrect party template IDs
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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
-
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
-
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.
-
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.
-
Version 1.0.4
- make it so that when removing the mod the troops and prisoners of the mod are also removed.
-
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
-
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
-
Version 1.0.1
- -added the option to not modify party speeds
-
Version 1.0.0
- initial upload
-
Introduction
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.
FIRST TIME HERE? START HERE!
Welcome!
Some considerations:
- Calradia at War does not modify any factions nor does it remove anything from vanilla! Hence, it is largely patch compatible.
- Calradia at War requires a new start and will not work if added during an ongoing campaign.
Custom Spawns is the name of the API used by other mods. Download sub mods dependent upon the API such as Calradia at War for content. Combining mulitple sub-mods is supported.
Any mod that modifies factions or adds new ones will not be save-game compatible, which includes Calradia at War. If you run Calradia at War with an old save, your game will crash.
The API has tools for a Devastation System affecting spawn rates depending on various campaign factors, a Dialogue System for easy addition of dialogue to parties, custom AI for different spawns, a Reward System for killing larger spawns, AI recruiting prisoners depending on their party size and whether they have a hero onboard, and even more!
Currently, Calradia at War 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.
NEW ITEMS TO LOOT
Fixes to Some Known Issues
Regarding Bug Reports. Read Before Posting Bug Reports Please!
Translations
Team Members
Customization and Modding
Check out the youtube tutorials on this 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 are the GitHub links:
You would have your users download this API 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 compatibility:
Order should be the following:
- Realistic Battle Mod
- Open Source Armory
- Other mods
- Calradia at War
- Compatibility patches
- Custom Spawn sub mods
Be sure to checkout the compatibility patches made by Balbor. These mods would not work with each other without his hard work !
Sub-mods for e1.0.0:
Sub-mods for e1.8.X:
Sub-mods for e1.7.X:
If you want to have your mod listed here, contact Eagle on discord
Older sub-mods:
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.
FIRST TIME HERE? START HERE!
Welcome!
Some considerations:
- Calradia at War does not modify any factions nor does it remove anything from vanilla! Hence, it is largely patch compatible.
- Calradia at War requires a new start and will not work if added during an ongoing campaign.
Custom Spawns is the name of the API used by other mods. Download sub mods dependent upon the API such as Calradia at War for content. Combining mulitple sub-mods is supported.
Any mod that modifies factions or adds new ones will not be save-game compatible, which includes Calradia at War. If you run Calradia at War with an old save, your game will crash.
The API has tools for a Devastation System affecting spawn rates depending on various campaign factors, a Dialogue System for easy addition of dialogue to parties, custom AI for different spawns, a Reward System for killing larger spawns, AI recruiting prisoners depending on their party size and whether they have a hero onboard, and even more!
Currently, Calradia at War 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.
NEW ITEMS TO LOOT

Fixes to Some Known Issues
- If the troops are appearing like children, this is a mod load order issue. Please try to load the mod last and definitely after the vanilla modules.
Regarding Bug Reports. Read Before Posting Bug Reports Please!
Spoiler:
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.
Show
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
- Korean: special thanks to zld1457!
- French: special thanks to Velkhla!
- Chinese: special thanks to casebo!
- Polish: special thanks to Deadalus!
Team Members
- Anopey (Ozan Ürkmez)
- Phillus
- DeathStroke94
- Lykos
- Eagle
Customization and Modding
Check out the youtube tutorials on this 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 are the GitHub links:
You would have your users download this API 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 compatibility:
Order should be the following:
- Realistic Battle Mod
- Open Source Armory
- Other mods
- Calradia at War
- Compatibility patches
- Custom Spawn sub mods
Be sure to checkout the compatibility patches made by Balbor. These mods would not work with each other without his hard work !
- Calradia at War - Realistic Battle Mod Compatibility Patch
- De Re Militari - Calradia at War Compatibility Patch
Sub-mods for e1.0.0:
Sub-mods for e1.8.X:
- Calradia Factions Enhanced by budmao
- Scum and Villainy by Firemans and Ko4evnik
Sub-mods for e1.7.X:
- LootersPlus by Balbor
- Chaotic Calradia by Allaeus
If you want to have your mod listed here, contact Eagle on discord
Older sub-mods: