About this mod

Build your own town(s). Castle(s). Village(s). Anywhere.

Player Settlement(s) adds features to build your own towns, villages and castles when certain (configurable) requirements are met.

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Changelogs
Player Settlements: Build Town(s). Castle(s). Village(s). World(s)?

Build your own town(s). Castle(s). Village(s). Anywhere.
Player Settlements adds features to build your own towns, villages and castles when certain (configurable) requirements are met.
From there you can even start a kingdom once you meet the clan and party requirements and have an established governor.


This mod is made for the latest version of the game only. As of last release this would be for v1.2.11

Any bug reports has to be for this version of the game, or it will be disregarded. As this mod is actively in development, it cannot support multiple version. Perhaps once it has reached a final stable version there may be an attempt at back-porting to older versions of the game, however that may never come to be.


Construction requirements and speed can be configured using MCM, as well as a lot of other preference settings.


Usage:

Build options can be accessed by the slide out panel in the top left of the map screen.








The game will save and load with the newly added settlement. While the settlement is under construction it will not be accessible.




Once construction is complete, a notification will be presented and the settlement will be accessible after that.





V2.0.0 Features:

  • Culture selection when building
  • Build Player Villages bound to the town (up to 3)
  • Tournaments should now happen at the town
  • Caravans should now come and go to the town
  • Town will be eligible for siege
  • Villages will be eligible to be raided
  • Village primary production can be chosen when built
  • Save stability
  • Better compatibility with some other mods
  • Notables can now have quests






V3.0.0 Features:

  • Saves are now managed internally per save. No more external metadata that can cause out of sync saves from now on.
  • Multiple towns are supported (currently up to a hard maximum of 10)
  • Multiple villages per town is supported (currently up to a hard maximum of 5 per town)
  • Multiple castles are supported (currently up to a hard maximum of 15)
  • Multiple villages per castle is supported (currently up to a hard maximum of 4 per castle)
  • Single construction at a time option added
  • Build button compatibility improved for other mods that affect the map screen
  • Option to overwrite or create new saves on build has been added
  • Stability fixes




V4.0.0 Features

  • Settlement placement, model selection and rotation
  • Settlements can be rotated by holding 'Alt' and using the right mouse button, or the Q and E keys
  • Settlement models can be cycled by holding 'Shift' and using the Q and E keys
  • Cycle and rotation speeds can be altered with MCM config
  • Village creation now prompts to choose which town or castle the village will be bound to (this can be auto calculated instead when toggled on in MCM)
  • Extra villages can also be added to existing towns provided the player owns those
  • Bound villages can only be built for settlements that are currently player owned
  • Encyclopedia text for settlements when built indicating who built it, what their clan was, and when the settlement was founded.
  • Initial garrison (disableable by MCM)
  • Initial notables (disableable by MCM)
  • Initial workshops (when initial notables are enabled)
  • Initial alley owners (when initial notables are enabled)
  • Initial militia
  • Initial trade and resources
  • New UI with sliding panel to choose what to build
  • New dialogue options with clan companions to choose what to build
  • Immersive mode setting in MCM to only allow dialogue options and remove UI build panel (disabled by default)
  • Support for optional addons that add additional settlement models for other mods




Know Limitations:

  • Once a game session had a player settlement created, this is tied to the entire campaign session, not just the save. This means if any older save is loaded for that campaign session it could have unintended side effects/town "ghosting" where the player town from the later save also gets loaded in.
  • Due to the above, once the town is created, the game will overwrite the current save, as older saves are at that point unsupported regardless. There is no going back!


If for some reason an older save is required, the meta information for this mod tied to that session would need to be cleared. If this is done any later saves made after creating the player town will be corrupt and likely cause crashes. 


Technical:

In order to clear meta information, go to the Bannerlord config directory for this module (usually located at 'Documents\Mount and Blade II Bannerlord\Configs\BannerlordPlayerSettlement'. There will be folders per campaign session where a player town was created. The folder for the current game session would have to be removed. Be sure to remove the correct one! This is a very technical process as the only way to identify which is the correct one would be to open the 'meta.bin' file as text and then base64 decode each line until the town name is visible. The town name is the only indicator for which campaign that is tied to.

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The above limitations and technical detail was for v1.0.0.
From v2.0.0 the campaign session that is associated with the save gets split so that older saves are separately compatible.

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The above was reworked again for v3.0.0.
For v3.0.0, all meta information and xml files used are stored within the save itself so that the settlements are tracked only within the saves that they apply to.


Open Source:

This mod is now open source as it has reached sufficient feature stability.
It is now open for community contributions to help maintain it.
Should you wish to see it updated faster, you can create a PR with the suggested fix on the repo.

Repository: Source Code