Mount & Blade II: Bannerlord

File information

Last updated

Original upload

Created by

Bloc

Uploaded by

bloctheworkerbloc

Virus scan

Safe to use

About this mod

Semi-conversion mod that divides the Empire into three distinct cultures (Gallic Imperial, Roman, Greek) and replaces all other factions with their historical corresponding factions (Aserai-Persia, Battania-Celts, Vlandia-Dacia, Khuzait-Saka, Sturgia-Germanic) while keeping everything else the same for maximum compatibility with other mods.

Requirements
Permissions and credits
Translations
  • Japanese
Donations






Semi-conversion mod that divides the Empire into three distinct cultures (Gallic Imperial, Roman, Greek) and replaces all other factions with their historical corresponding factions (Aserai-Persia, Battania-Celts, Vlandia-Dacia, Khuzait-Saka, Sturgia-Germanic) while keeping everything else the same for maximum compatibility with other mods.

Support me on Patreon! 
Patrons usually get the early access for all the mods. But any mod that is released to Patreons will always get released to public, so don't come to Patreon for paywalled mods because there are none.


Why?
I wanted to play with Greek troops in the game, but I could not find any suitable mods. Therefore, I decided to create my own mod.I started thinking about the mod's structure. I wanted to create something that doesn't heavily rely on stupid XLSL files or add new cultures that often cause compatibility issues with other games and save game problems. After a little thought process, I came up with creating my own faction injector system, which does sound slightly fancy but, in action, is actually pretty simple. Basically, I divided the "characteristics" of the Empire culture into three distinct-looking empires and updated their systems at runtime whenever you load the mod. This is not separated as new cultures like many other mods do, but rather still preserves the exact same culture object in the game. I revamped all unit tree equipment with their corresponding factions. I did not touch any unit ID or unit structure because I want this mod to be as compatible as possible with other mods. Currently, the mod is exactly like vanilla Bannerlord, but with changed unit equipment and a few other small adjustments.

What does this mod do?
- Changes all the troops in Calradia with their Ancient counterparts
- Changes UI on Campaign Map
- Divides Empire into three actual cultural pieces without adding a culture option (which is important for compatibility)
- Gladiatorial fights in Imperial cities (even Greek ones, yes)
- Adds Custom Battle map(s) (Currently only Battle of Thermopylae) and changes Custom Battle Characters


What does this mod NOT do?
- Changes to flags
- Adding new cultures
- Changing lords or troop tree structure
- Changes to campaign map cities


Requirements
You need Ancient Civilizations mod. 


Customization
Most of these done in SubModule.xml - open it, and you will see something like this
<ModFeatures>
<Feature id="UseGladiatoralArmor" value="true" />
<Feature id="HellenicFactionId" value="empire_s" />
<Feature id="BarbarianFactionId" value="empire" />
</ModFeatures>

- I want to remove gladiatorial fight?
Set UseGladiatoralArmor to false
- I want to change factions (if you are using Europe Map mod)
Change HellenicFactionId and BarbarianFactionId 
- I want to get rid of this UI
Delete AssetPackages folder and GUI folder.



FAQ
- I get an error. "cannot load Modules\Ancient Calradia\bin\Win64 Shipping_Cient\AncientCalradia.dll"??
 It means you need to unblock your .dll files. Google (Unblocking .dll files on Windows or Unblock .dll files for Bannerlord) or use Novus launcher that can unblock them for you.
- When I use XYZ helmet/start campaign etc game freezes?
No, it's just doing shader caching. This is how Bannerlord works. It's one time thing though. I would advise you to open custom battle and WAIT. Once this shader stuff is done once, your mod will work fine. It's related to Ancient Civilizations mod and it's assets but mainly related to Bannerlord in general. 
- Can I add this in mid save?
Yes
- Can I remove this in mid save?
Don't
- Can I use it Europe Map mod?
Yes.
- In Custom Battle units are naked?
Copy SubModule.xml in Temporary folder and replace it with Ancient Civilization's (Not Ancient Calradia) SubModule. This has been reported to Ancient Civilizations' mod owner, he will update this in next update if he haven't done that already.
- Would this work with ABC? 
Most likely. Any mod should work with this mod, assuming that it's not changing expected troop names and stuff.
- Can you make mod compatible with ABC mod?
No. If it's not working, it's not working.
- Would it work with version X.Y.Z?
Try and see it yourself.
- It doesn't work with ABC mod
I don't care.


Troop Trees:
Troop trees are created by me and I tried to be as faithful to history as possible. However, the lack of armors in the asset mod made it difficult to be super accurate, so I kinda improvised along the way. If you are a history nerd and want to give it a go, you can edit the troop trees and let me know. Then I can update them if your version is better and liked by players.

Roman Empire (Western Empire)

I envisioned this Empire as remnants of the Roman Empire. So you will find all Roman Empire aesthetic in this faction.


Greco Empire (Southern Empire)
Technically I wanted to make this mixture of Roman and Greek but then I decided to go full on Hellenic, because both mod had quite good armors for that faction and also I wanted to have full on Hellenic faction in the game.


Gallic Roman Empire (Northern Empire)
I wanted to give feeling of a shattered Empire by giving some characteristics of Dacian and Celtic while preserving the Romanesque feeling of the Empire. So this was inspired by Gallic Roman Empire.


Celts (Battania)
I guess it goes without saying but it was based on Germanic/Celtic factions.


Dacians (Vlandians)
I used Dacian items and aesthetic for the Vlandians, even though I'm well aware that it would be better to pick something else but asset mod do not have too many options unfortunately.


Persians (Aserai)
Well.. Persians. However, I had an issue with this, unfortunately mod was out of armors when it comes to Persians, so to balance the units, I branched out from Persia and mixed hints of Carthage to this faction as well. Because if I would stick solely to Persian armors in the mod, they would be basically a pajama army, which would be butter to a knife for other factions.


Northern Germanic Tribes (Sturgia)
This was mixture of Sturgia in game, Celts and Dacians. It still looks distinct enough I believe, but occasionally it does look super similar to Battania or Vlandia. Once mod adds more stuff, I'm planning to add more variety to this faction.


Saka/Scythians (Khuzaits)
This was the most problematic one for me, because mod does not have any distinct armors for this faction. I wanted to go with Saka route for Khuzaits, so current version is mixture or Greco-Linothorax and Khuzait armors. It looks rough on some edges but more the mod adds new armors, more I will bring armors to this when I have time.