Steam Workshop Improved Garrisons is now also available on the Steam Workshop. Both the Nexus Mods and the Workshop version will be exactly the same. It is up to you which download option you would like to use. The download of Improved Garrisons for the beta branch of the game will only be available to download from Nexus Mods due to download restrictions of the workshop.
Be aware that mods that are within the modules folder overwrite mods that are downloaded from the workshop! If you want to use the workshop version of Improved Garrisons you first have to delete the Improved Garrisons folder from the modules folder.
Nexus Mods will continue to be the main platform for Improved Garrisons with regards to discussions, feature requests, bug reports and downloading different versions of the mod.
Donations I want to give a special thanks to all your Donations! There sadly is no way I know to personally thank you if you send me a donation over PayPal, therefore there is no direct feedback. But be asured every donation reaches me and I'm always a very happy person once I receive one :=)
Regarding Compatibility With this mod there may also come COMPATIBILITY issues with other mods! I had to include a new base game model "DefaultPartySizeLimitModel" which may conflict with other mods that use this model. (Only one mod can override each model, if another overrides the same the game crashes) Why is this model needed? The guard parties are basically set as a militia party so you don't get your precious clan party slots filled up. Militia parties have a set size which is way to low for a guard party. Therefore by overriding the PartySizeLimitModel I'm able to set a higher party size for these new parties. If another mods is also overriding this model both mods won't be compatible. But I introduced some workarounds that you may try get it working. (See the next section)
If you have compatiblility issues > Go to the config.xml file of this mod (found under Documents/Mount and Blade/Configs/ImprovedGarrisons) > You have two posibilities to try either > Set <LoadCustomPartySizeModel> to true (prefered) OR set <LoadCustomPartySpeedModel> to true > Try to start your mod setup with either set to true if it crashes try the other > If it crashes anyways you could set both to false and Improved Garrisons would still work BUT your transferparties and your guard parties will move very slow!
Regarding Crashes & Errors Most of the time one of the following reasons is the cause of a crash.
1. The dll file of Improved Garrisons has been automatically blocked by Windows To unblock Right click on ImprovedGarrisons.dll found under Modules/ImprovedGarrisons\bin\Win64_Shipping_Client_\ImprovedGarrisons.dll and select Properties. In the popup window, check the unblock checkbox at the bottom of the General tab. (If it is there)
2. The wrong mod version is used. With the current implementation of mods in Mount and Blade Bannerlord it is CRUCIAL to regularly update to the latest mod version! Many times after an update mods stop working until the mod creator releases an fix that is then downloaded and installed by you. You may use the Vortex Launcher provided by nexusmods to make your life easier. It is also necessary to check which game version you are running (there is also a beta version of M&B that is supported by this mod. If you were to use this mods beta version it will most of the time NOT run with the main version of the game)
3. The mod threw an error in the chat window. If so you can find this error under ImprovedGarrisonsi/ModuleData/ErrorLog.xml. Please consider making a full bug report with the bug report Template provided in this mods forum.
4. The mod needs to be loaded earlier or later If you experience loading/startup issues make sure to to try to move IG up or down the mod loading order in the launcher as there may be compatibility issues with other mods. 5. The mods config and/or the garrison settings are not saved and reset on reloading the save This is most likely related to permission issues. The mod saves it's files at Documents/Mount and Blade II Bannerlord/Configs. If the mod is missing the permissions to create a new folder or write data to files, the settings can't be saved. To fix this run the game as administrator. You can do this by going to your games folder Mount & Blade II Bannerlord\bin\Win64_Shipping_Client and right-click TaleWorlds.MountAndBlade.Launcher.exe and press run as administrator.
6. There was an error in method LoadSaveFiles Exception This issue is most likely related to the .NET Framework on your pc. I would recommend to check/update the .NET Framework installation on your pc and run a sfc/scannow in the cmd window. Also make sure your windows updates are up to date.
7. My recruiter doesn't work This issues is often related to modded units.If the recruiter is looking for potential upgrade units for any given unit in your template and their respective lower units can not be recruited from villages (e.g. these are modded units not provided by villages), the recruiter can't find them on the map and stays in the settlement forever. The prominent mod that causes this to happen is "my little warband" which should have a setting in its configuration to fix this issue.
Spoiler:
Show
You need to change a few settings in the my littlewarband xml to true. By default my little warband troops are only visible for you as the player, and sort of "magic" their way into the parties of clan members
Go to your bannerlord install location, and go to the modules folder, find the my little warband folder and inside of it find a file called settings.xml and edit it with notepad or whichever texteditor you prefer (don't use word) Make sure these 3 parameters are set to true, instead of false. And then save your changes. <ClanRecruitCustomTroop>true</ClanRecruitCustomTroop>
<!-- Replace troop production at player owned settlements with custom units; AI can recruit as well --> <SpawnAtPlayerSettlement>true</SpawnAtPlayerSettlement>
<!-- Replace troop production in all settlements of player lead kingdom with custom units; AI can recruit as well --> <SpawnAtPlayerKingdom>true</SpawnAtPlayerKingdom>
Known Issues - The Hideout clear feature is currently not working
Thank's for your support! And if you wan't to buy me a coffee it is always much appreciated. On to a great journey of M&B! Sidies
Did you tick the option, at the bottom of the window, to show on map? If so, you will see an arrow on the side that you can access anywhere you are on the map.
Great mod - this is one examples of an QoL feature that SHOULD have been in the base game.
Question/ Feature The Garrison window stays open during your stay in town ( and if you have it on in the campaign map it also remains active). Is there a way to close this window? It's not a big deal, just a bit annoying when you have to leave - reenter the town. Ignore that, I was blind
Recently downloaded this mod and it's working well so far but every time i do a siege defense my Garrison Units end up leveling up. Is there any way i can stop them from doing this? I only run this mod since i think it's really important. So it's unlikely that the cause is a mod issue. I have limited the tier i want them to be and activated the improved garrison training button. Is there anything more i can do?
The feature that makes parties move slower near castles is buggy on the Europe map with the 1100 AD mod. For example, I can be at war with the crusaders, be in Anatolia where they have no fiefs, and I move slow like a slug. I can teleport to central asia and I'll still be moving slow, even though its very far away from the nearest crusader castle. I don't think I had this problem on the vanilla map
This mod is almost always working perfectly, its only issue being a heavy reliance on Mod Configuration Menu (MCM), which is rarely updated and drags everything else behind.
the game crashes when editing the banner of a clan member. >> There was an error in method OnApplicationTick Exception: Object reference not set to an instance of an object. at CharacterReload.Pathes.CurrentSettlement.MobilePartyCurrentSettlementPropertyPatch.Prefix(Settlement& __result, MobileParty& __instance) at TaleWorlds.CampaignSystem.Party.MobileParty.get_CurrentSettlement_Patch1(MobileParty this) at ImprovedGarrisons.Main.OnApplicationTick(Single dt)
I was about to go through some hoops to report a possible bug with regard to Town Guard upkeep costs, until I saw the amount of bug reports that are completely unacknowledged.
So, for now, if you are able to barter/trade for a settlement (or are even granted one!) that has a current guard party spawned, you will not have to pay for that party, ever. Enjoy.
EDIT: Not a single bug has been looked at since October, 2022 (17 pages). I'm honestly surprised this mod still works. Maybe it doesn't in the worst possible ways, and I've yet to find out.
Doesn't seem to work. I keep getting an crash with Mobileparty (speed?) as the issue causing a crash and can't fix it with compatability fixes provided here.
3721 comments
Improved Garrisons is now also available on the Steam Workshop. Both the Nexus Mods and the Workshop version will be exactly the same. It is up to you which download option you would like to use. The download of Improved Garrisons for the beta branch of the game will only be available to download from Nexus Mods due to download restrictions of the workshop.
Be aware that mods that are within the modules folder overwrite mods that are downloaded from the workshop!
If you want to use the workshop version of Improved Garrisons you first have to delete the Improved Garrisons folder from the modules folder.
Nexus Mods will continue to be the main platform for Improved Garrisons with regards to discussions, feature requests, bug reports and downloading different versions of the mod.
I want to give a special thanks to all your Donations!
There sadly is no way I know to personally thank you if you send me a donation over PayPal, therefore there is no direct feedback. But be asured every donation reaches me and I'm always a very happy person once I receive one :=)
Regarding Compatibility
With this mod there may also come COMPATIBILITY issues with other mods! I had to include a new base game model "DefaultPartySizeLimitModel" which may conflict with other mods that use this model. (Only one mod can override each model, if another overrides the same the game crashes)
Why is this model needed? The guard parties are basically set as a militia party so you don't get your precious clan party
slots filled up. Militia parties have a set size which is way to low for a guard party. Therefore by overriding the PartySizeLimitModel I'm able to set a higher party size for these new parties. If another mods is also overriding this model both mods won't be compatible. But I introduced some workarounds that you may try get it working. (See the next section)
If you have compatiblility issues
> Go to the config.xml file of this mod (found under Documents/Mount and Blade/Configs/ImprovedGarrisons)
> You have two posibilities to try either
> Set <LoadCustomPartySizeModel> to true (prefered) OR set <LoadCustomPartySpeedModel> to true
> Try to start your mod setup with either set to true if it crashes try the other
> If it crashes anyways you could set both to false and Improved Garrisons would still work BUT your transferparties
and your guard parties will move very slow!
Regarding Crashes & Errors
Most of the time one of the following reasons is the cause of a crash.
1. The dll file of Improved Garrisons has been automatically blocked by Windows
To unblock Right click on ImprovedGarrisons.dll found under Modules/ImprovedGarrisons\bin\Win64_Shipping_Client_\ImprovedGarrisons.dll and select Properties. In the popup window, check the unblock checkbox at the bottom of the General tab. (If it is there)
2. The wrong mod version is used.
With the current implementation of mods in Mount and Blade Bannerlord it is CRUCIAL to regularly update to the latest mod version! Many times after an update mods stop working until the mod creator releases an fix that is then downloaded and installed by you. You may
use the Vortex Launcher provided by nexusmods to make your life easier. It is also necessary to check which game version you are
running (there is also a beta version of M&B that is supported by this mod. If you were to use this mods beta version it will most of the
time NOT run with the main version of the game)
3. The mod threw an error in the chat window.
If so you can find this error under ImprovedGarrisonsi/ModuleData/ErrorLog.xml. Please consider making a full bug report with the bug report Template provided in this mods forum.
4. The mod needs to be loaded earlier or later
If you experience loading/startup issues make sure to to try to move IG up or down the mod loading order in the launcher as there may be compatibility issues with other mods.
5. The mods config and/or the garrison settings are not saved and reset on reloading the save
This is most likely related to permission issues. The mod saves it's files at Documents/Mount and Blade II Bannerlord/Configs. If the mod is missing the permissions to create a new folder or write data to files, the settings can't be saved. To fix this run the game as administrator. You can do this by going to your games folder Mount & Blade II Bannerlord\bin\Win64_Shipping_Client and right-click TaleWorlds.MountAndBlade.Launcher.exe and press run as administrator.
6. There was an error in method LoadSaveFiles Exception
This issue is most likely related to the .NET Framework on your pc. I would recommend to check/update the .NET Framework installation on your pc and run a sfc/scannow in the cmd window. Also make sure your windows updates are up to date.
7. My recruiter doesn't work
This issues is often related to modded units.If the recruiter is looking for potential upgrade units for any given unit in your template and their respective lower units can not be recruited from villages (e.g. these are modded units not provided by villages), the recruiter can't find them on the map and stays in the settlement forever.
The prominent mod that causes this to happen is "my little warband" which should have a setting in its configuration to fix this issue.
player, and sort of "magic" their way into the parties of clan members
Go to your bannerlord install location, and go to the modules folder, find
the my little warband folder and inside of it find a file called
settings.xml and edit it with notepad or whichever texteditor you prefer
(don't use word)
Make sure these 3 parameters are set to true, instead of false. And then save your changes.
<ClanRecruitCustomTroop>true</ClanRecruitCustomTroop>
<!-- Replace troop production at player owned settlements with custom units; AI can recruit as well -->
<SpawnAtPlayerSettlement>true</SpawnAtPlayerSettlement>
<!-- Replace troop production in all settlements of player lead kingdom with custom units; AI can recruit as well -->
<SpawnAtPlayerKingdom>true</SpawnAtPlayerKingdom>
Known Issues
- The Hideout clear feature is currently not working
Thank's for your support!
And if you wan't to buy me a coffee it is always much appreciated.
On to a great journey of M&B!
Sidies
Question/ Feature
Ignore that, I was blindThe Garrison window stays open during your stay in town ( and if you have it on in the campaign map it also remains active).
Is there a way to close this window? It's not a big deal, just a bit annoying when you have to leave - reenter the town.
Is there any way i can stop them from doing this? I only run this mod since i think it's really important. So it's unlikely that the cause is a mod issue. I have limited the tier i want them to be and activated the improved garrison training button. Is there anything more i can do?
>> There was an error in method OnApplicationTick Exception: Object reference not set to an instance of an object.
at CharacterReload.Pathes.CurrentSettlement.MobilePartyCurrentSettlementPropertyPatch.Prefix(Settlement& __result, MobileParty& __instance)
at TaleWorlds.CampaignSystem.Party.MobileParty.get_CurrentSettlement_Patch1(MobileParty this)
at ImprovedGarrisons.Main.OnApplicationTick(Single dt)
So, for now, if you are able to barter/trade for a settlement (or are even granted one!) that has a current guard party spawned, you will not have to pay for that party, ever. Enjoy.
EDIT: Not a single bug has been looked at since October, 2022 (17 pages). I'm honestly surprised this mod still works. Maybe it doesn't in the worst possible ways, and I've yet to find out.
Am i the only one who has this problem?