Mount & Blade II: Bannerlord
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phakscion

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phakscion

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About this mod

A complete template for creating a new Kingdom, Factions, Lords/Hero characters with skills/equipment, Culture, Party Roster, modifying Party locations, and assigning ownership of Settlements.

Permissions and credits
I'm out of town until the end of April and won't be able to provide the support I'd like to until then.  Please send me PM's or post comments and I'll get back to you when I return.

The next instance of this mod/template will include a standalone executable that will walk you through the creation of Kingdoms/Clans/Lords/etc and output to a folder with all of the necessary XMLs/DLLs, all wrapped up and ready.

**I'm working on the next phase of Kingdom generation.  This will be a standalone executable for the Windows platform made with WPF.  I'm literally on day one of learning WPF, but everything in the preview image in the Media section is functional, currently SubModule and Kingdom generation.  Since there are no dependencies on TaleWorlds DLL's, this thing is fully unit tested.  Expect more soon.**

Major Update

Everything is parameterized.  Using the config.xml, you can now specify the file locations for Custom Spawns, and the XML attribute tags the DLL should look for.  Adding a new Kingdom should be as easy as copying and pasting now.

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What is this mod?
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This is one small dll, and a collection of XML configuration files that add:
  • Mod configuration file
  • A new Culture
  • Two new Kingdoms
  • Four new Clans, part of the above Kingdoms
  • 11 new Lord NPC's spread across the new Clans
  • Custom equipment loadouts
  • A new Party Template for the new Lords (eg Lord parties spawn with 10 Imperial Menavliatons)
  • A collection of custom spawn locations for new Lords (configured with config.xml)
  • Full Source code, linked below, for the dll that initializes the above listed configurations, manipulates the Lords, and assigns Fiefs to the new Kingdoms.
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What does this mod do?
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This mod, is a technical example.  It's absolutely functional, you can see and interact with the new Kingdom/Clans/Lords listed above, but it's not very interesting on it's own and I personally wouldn't play it.  This is meant to learn from.

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What should I do with this?
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If you're interested in adding new Kingdoms, or Clans, or NPCs, or any of the other things listed above, this mod can be used as a starting point for you. 

For a quick start example:

  • Open config.xml and duplicate the vaal <KingdomConfig> block
  • Change <KingdomId> to mongols
  • Change <LocationsFileName> to locations_mongols
  • Change <KingdomLordCollection> to Mongolians
  • Change <KingdomLord> to Mongol
  • Change <kingdomLeaderId> to mongol_0
  • Save and close

  • Open spkingdoms.xml, and duplicate the vaal entry
  • Change the "id" to mongol
  • Change "owner" to Hero.mongol_0
  • Change "name", "short_name", "title", and "ruler_title" to whatever, this is just for in-game display
  • Save and close

  • Open spclans.xml and duplicate the last entry, vaal
  • Change "id" to ogedei
  • Change "name", "short_name" to whatever
  • Change "owner" to Hero.mongol_0
  • Change "super_faction" to Kingdom.mongol
  • Change "default_party_template" to PartyTemplate.kingdom_hero_party_mongol_template
  • Save and close

  • Open party_templates.xml and duplicate the <MBPartyTemplate> block that has the "kingdom_hero_party_vaal_template
  • Change the vaal to mongol so it matches the "default_party_template" definition that we just changed in spclans.xml
  • Save and close

  • Open lords.xml and duplicate the <NPCCharacter> block at the bottom for "vaal_0"
  • Change the "id" to mongol_0
  • Change the "name" to whatever
  • Save and close

  • Open heroes.xml and duplicate the last entry
  • Change "id" to mongol_0
  • Change "faction" to Faction.ogedei
  • Change "text" to add some flavor
  • Save and close

  • Duplicate the locations_vaal.xml file, and rename it to locations_mongols.xml
  • Open locations_mongols.xml
  • Change <Vaalians> to <Mongolians>
  • Change <Vaalian> to <Mongol>
  • Change the value for <Name> to whatever was set for the "name" field in lords.xml above
  • Change <Settlement> to whatever ID you want (can find them in Modules/Sandbox/ModuleData/settlements.xml)
  • Note1: XOffset and YOffset and used to tweak the spawn location, depending on the location you choose, they may be stuck in the ocean or on a mountain top.  Use the offsets to fix that.
  • Note2: Be sure to change the closing tags in the XML, ie </Vaalians> to </Mongolians>
  • Note3: These tag renames are all defined in the config.xml, make a change there, make a change here.
  • Save and close

  • Run the game.
  • The DLL will run through the config.xml, load all of the KingdomConfig blocks defined in it.  When a new Campaign is started, the DLL will move all of the NPCs to the locations specified in the locations_whatever.xml's, and will assign the Kingdom Leader as an owner of the <Settlement> listed in the locations_whatever.xml
The source code for the dll, and all of the mods files, along with documentation are available on the Github repository here.  I'm available to provide insight/guidance if needed.

Feel free to make use of this resource, but do give credit where it's due.