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This page was last updated on 21 April 2025, 9:17PM
- Changelogs
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Version 2.3.39
- Added F10 menu to missions (battles, tavern, town center, etc), which I will start adding new trainer functions to. Only one function for now, until I think of more. Next update I want to add the current function to spawn agents to that menu.
- In the F10 Mission trainer menu, added a function to set god mode for the player (Select option and click OK), player team and allies (Hold Shift Key while clicking OK), or even for the enemy team (Hold Ctrl+Shift Key while clicking OK), which I needed so I can test being defeated. Making the enemy invulnerable likely has no value for someone trying to play the game to win. :D The F10 key can be set in the action section of the game options menu for Keybinds.
- Changed how the Add Influence function works on the Campaign Map Trainer menu. Instead of adding influence, you now type in the value that you want influence to be set to. The function has been renamed "Set Influence."
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Version 2.3.38
- Fixed health being set incorrectly after tournaments with Arena Fix enabled. After a tournament, your health should be set to the lowest you went during the tournament. if you take no damage in a tournament then your health should stay the same.
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Version 2.3.37
- Kill heroes via F10 menu added. (This was supposed to be in 2.3.36 but I forgot about it last second. Check previous changelogs if you missed those.)
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Version 2.3.36
- Saving template hero for spawned characters and setting their original character based on the saved template hero (whatever that means lol). Trying to fix crashes associated with spawned heroes since the game does not save/load the origin characters properly. This will fix spawned heroes having kids. Will not work on existing saves with spawned heroes, only heroes spawned going forward. To clarify, these are heroes spawned with the 'Prevent Clan Extinction' feature or with the 'Spawn Clan Member' function in the F10 menu.
- Added more variety of troops to bandit ambush. Troops selected will depend on terrain type. Added archers.
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Version 2.3.35
- Setting hero's BasicCharacterObject's culture on load if null that were spawned through the F10 menu 'Spawn Clan Member.' Game appears to not save and then load these for spawned heroes.
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Version 2.3.34
- Spawning agents inquiry now pauses game state. (NumPad / by default while in a non-combat mission)
- Edited MCM setting for town recruiting to clarify the setting is imposed on the player only.
- Calculating and generosity dialogues used on towns people (the one that makes them kneel) now only show on that initial dialogue where they refer to you as sir/madam and then get disabled afterwards since they start referring to you as lordship/ladyship.
- Real Polearm Usage: Backup weapons, for troops that drop their only weapon when dropping a polearm, will now match the troop culture and tier.
- Real Polearm Usage: Training arena will again use the back up weapon logic. If you are using Blunt Arena Weapons, the training sword will be used as a backup weapons for agents that drop their polearm and have no other melee weapon.
- Menu fix for setting hero relations option and set traits option, and the hero you searched for was not found.
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Version 2.3.33
- Real Polearm Usage: Fix so message and backup weapon logic does not display/execute for tournaments.
- New feature to condition recruiting in settlements based on relationship with the owner. Off by default. Relationship needed by default is 0.
- Bandit ambush fix: Now it won't trigger during player sieges when the player was not in an army.
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Version 2.3.32
- Real Polearm Usage: Battanian Rhomphalia will be excluded from being dropped. It is pretty much a two-handed sword. It has a hilt and could feasibly be holstered.
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Version 2.3.31
- Real Polearm Usage: Fixing backup weapon logic and message being used in prison, lordshall, tavern, town centers and arena. Checking location ID now.
- Fixed drunkman spawning on entities with names that contain "chair" or have a parent entity with a name that contains "sleep" in it. This should now finally prevent him from spawning on top of chairs or beds. (I hope)
- Removed the name marker widget patch because it started causing freezes in the game once the drunk man fight completed. It was intended to fix a crash associated with the drunkman fight, but I never confirmed if it actually did anything. It did more harm than good. This crash only happened once in a while and that's just Bannerlord for ya. What is Bannerlord without crashes... am I right guys? Right? Fellas? *crickets*
- Fixed drunkman dialogue triggering while in a conversation with another agent. This could happen when using the menu overlay to "Visit" a hero and by chance the drunkman spawned near the location of this conversation.
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Version 2.3.30
- Fixed dialogue showing a coin only.
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Version 2.3.29
- Minor fixes for Real Polearm Usage text and behavior in the arena.
- Fix a crash with name marker screen widget rectangle during the drunkman fight.
- When paying a lord to attack a kingdom, kingdom choices will now cycle with the "Hmmm..." dialogue so they don't run off the screen when playing games with tons of kingdoms. (These dialogues are loaded when the game first loads so if you don't see a kingdom option because it was created after your game loaded. Save your game and load again to update the dialogues.)
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Version 2.3.28
- Real Polearm Usage Fix
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Version 2.3.27
- Real Polearm Usage/Raise Your Banner Fix
- Real Polearm Usage fix for holstered polearms not dropping in certain situations.
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Version 2.3.26
- Fixed crash when starting custom battle.
- Added new feature to force agents to use their polearm or drop it. If the mod sees the agent has a polearm, it will make them equip it. If they unequip it, it will instead be dropped. Historically, you would start with a spear, then once things get close you drop your spear and draw a mace/axe/sword etc. Toggle in MCM. Enabled by default.
- Fixed menu bug when no results were found when using the Change Clan Leader function in the F10 menu. Made the text more informative for this function.
- Fixed menu bug when no results were found when using the Change Hero Clan function in the F10 menu.
- Added MCM setting to toggle sneaking in settlements under siege fix. Now the Lifting Sieges setting only controls if garrisons sally out when you attack the besieger camp.
- Setting added to MCM to toggle children dialogue so other mods can use their own children dialogue.
- Dialogue to raise companions to nobility with your ruler will now refresh on the hourly tick. Before you had to save and load your game for this dialogue to be loaded for each companion. Dialogue lines are normally only added when the game session is launched.
- Bandit ambushes will now skip deployment when the battle starts.
- Fixed alternate story mode dialogue that allows you to trigger the hideout mission to find the final banner piece with your preferred ally. Vanilla story mode assumes your character would trick people into helping you. Who do you think I am TaleWorlds??
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Version 2.3.22
- Tons of changes, see previous changelog.
- Fixed strings file error causing dialogue to not show up. English users can edit the strings.xml in ModuleData to change any string "text" in the mod.
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Version 2.3.21
- Can toggle drunk man on or off.
- When drunk man is enabled, you can set the probability he spawns. Default 50%
- Fixed settings texts.
- Can now raise companions to nobility as lord of a kingdom (when player is ruling a kingdom, toggle comapnion dialogue in MCM)
- Can form cavalry detachments with Shift+Insert key when targeting an enemy party. Requires food and cavalry to form detachment.
- Fixed crash when no matches found, using menu to enable party AI and other menu fixes
- Empire Rename Fix: Ruler of last empire will become "the Great" only if they hold at least one town from each empire. Recommended a new game. Will work on an existing save but will register which settlements are empire upon first load.
- Trainer Menu: Meet all heroes, Start Rebellions, Start Tournaments Added. Superman for entire world (Ctrl+Shift)
- Tournament winners can access keep
- Start rebellions through powerful gang leaders
- Added gallop away to encounter menu when everyone in your party is mounted and everyone in the enemy is on foot.
- Can now set the max party size for every party on the map. Hold the shift key when clicking ok in the trainer menu for the set party size limit option.
- Fix drunkman spawning on top of chairs in the tavern. (he sill does but way less often... mod looks for entities with certain tags to spawn at)
- Added more drunkman dialogue and gave him an idle and new behavior in dialogue.
- Added looter army ambushes. Only occurs when player party has at least 51 troops and player is not wounded. Set probability in MCM. (had to reupload to fix something). CREDIT TO SERVE AS SOLDIER
- Fixed a bug in superman function.
- Carry weight tweak settings are now separated for player and NPC. Player is on by default while NPC tweaks is off by default. NPC defaults are at 0.85. This should help with odd behavior by parties. Thanks to Tadas The King of Lithuania.
- Updated and fixed localization errors and updated the strings file (allows you to edit the english strings) and module strings xml (localization template)
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Version 2.3.8
- A lot, make sure to check the Trainer menu by pressing F10. Also check the keybindings in game options under the Campaign Map and Action sections. If you see something new, it is probably from this mod. :D
- Added Drosios Neretzes and Arenicos Pethros to the game. They both start dead but are kinda important characters TW forgot to include. Their entire story mode revolves around two characters you can't even see in the encyclopedia!!!! (this likely requires a new game start)
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Version 2.3.1
- Fixed bug for a few text entries where if you entered an invalid input, the menu would no longer open with the menu key (default F10).
- Setting settlement owner will now create a kingdom if the person set as the owner had a null kingdom.
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Version 2.3.0
- Updated for Bannerlord v1.2.11, which fixes a crash on Hero birth.
- Renamed mod to better describe what the mod does and be less confusing.
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Version 2.2.5
- Change settlement owner added to F10 menu.
- Fixed a bug with teleporting into settlements (Ctrl+Shift+Alt Click if enabled)
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Version 2.2.4
- Fixed spawning lords in the player clan being set to minor faction heroes. This is a setting reserved for npc heroes in mercenary clans but not the player clan (the player clan when starting is more or less a minor faction clan).
- Fixed a ton of localization errors. I added all missing strings and fixed all IDs that had different text values. When updating your translations, some IDs might have changed or been moved around on the file.
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Version 2.2.3
- Fixed crash when starting a siege but you hadn't selected any siege gear. smh
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Version 2.2.2
- Fixed siege gear not loading for player when you you joined an NPC led siege.
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Version 2.2.1
- Fixed cultures not loading into the menus for selecting troops or spawning clan members.
- Starting with mod version 2.2.0 this mod uses ButterLib instead of BannerLib.
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Version 2.1.48
- Once two of the three empire factions get eliminated, the surviving empire faction will rename themselves to the Calradian Empire and the new kingdom scene will play. Ruler gets "the Great" nickname. Ruling clan gets renown and influence.
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Version 2.1.47
- Fixed lift siege fix triggering when joining field battles between NPCs which led to a crash.
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Version 2.1.46
- Fix siege ambush missions equipping your siege gear. Your siege gear should only get assigned when attackers are climbing the walls, using battering rams etc.
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Version 2.1.45
- Now you can view saved default equipment for cultures that are used by the Spawn Clan Member function in the F10 menu. This equipment is used when spawning a hero for a clan and clicking 'No' when asked to copy equipment from a similar clan member. Hold Ctrl+Shift when selecting 'Spawn Clan Member' in the F10 menu to view saved equipment. Hold Shift when selecting 'Select Gear' in the F10 menu to setup and save the default equipment for a culture.
- Updated some strings. Check previous changelogs if you missed them.
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Version 2.1.44
- Fixed custom cultures not loading when spawning clan members.
- You can select item modifiers when selecting items (cheat) in the F10 menu.
- Fixed strings, stuff like spelling and other string errors. If you make translations you should review all changes with something like notepad++ and the compare plugin.
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Version 2.1.43
- Fixed banner editor not saving icons properly.
- Don't forget to check the changelog for 2.1.42 if you missed it. Included fixes for Siege Gear and improved the Select Gear option in the F10 menu.
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Version 2.1.42
- Siege gear will not equip during the sally out siege missions (field battle) now.
- Siege gear will now correctly save your gear with the proper item modifiers (lordly, masterwork, etc). Your gear should not get messed up now.
- The Select Gear option (cheat) in the F10 menu will now let you select item modifiers for any gear you select. (Double check your gear you had saved for sieges and if you noticed it removed the item modifier use this option to get it back)
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Version 2.1.41
- Improved the code in the Lifting Siege Fix (it was kinda a mess as it was written a while ago when I didn't understand the game as well lol). It worked for me while playing as the player (tested new sandbox and waiting for southern empire to attack Shibal Zumr) and also after switching to Adram using my PlayerSwitcher mod. When you engage an enemy siege camp, as long as you are not at war with the settlement, they will sally out to help in the field battle.
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Version 2.1.40
- Fixed saving game. The missing container definition is defined in my Pregnancy Control mod so sometimes I forget people don't use all my mods!! YOU SHOULD BE!!! :P (jk you don't have to)
Don't forget to check past few changelogs if you missed them!
- Fixed saving game. The missing container definition is defined in my Pregnancy Control mod so sometimes I forget people don't use all my mods!! YOU SHOULD BE!!! :P (jk you don't have to)
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Version 2.1.39
- Added a few more icon styles to the banner editor in the F10 menu.
- Impregnate Married Hero function in the F10 menu has been updated so you can make any female hero pregnant, married or not. You can also select the father or have no father. When a child has no father it causes the encyclopedia to crash when viewing the kid so the kid's father will be set to the mother. This causes the kid to be listed twice in the encyclopedia. Don't worry the hero itself is not duplicated, just the display in the encyclopedia.
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Version 2.1.38
- Had to remove a patch because it caused problems with voice lines in battle. The patch could have been empty and just cal;ling the original method and it would still break voice lines. The only way to fix it was removing the patch. This means Sgt. Whiskers cannot swat away incoming missiles while you do the Dance of Death. I tried to add something silly and fun into the game but Bannerlord does not allow fun.
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Version 2.1.37
- Fixed crash in missions after having a dance party in the previous mission and not ending it before the mission ended.
- Now you can summon the power of Sgt. Whiskers while you dance by enabling what the locals call... "el bailar de los muertos." It is off by default so enable in the MCM.
- Now you can control your dance moves with left and right arrow and the Ctrl key. Comma key changes dance modes which makes the ctrl key act different. Shift+Comma allows you to change the animation speed. Dancing can be disabled in the MCM as well.
- Now you can summon kitty suicide bombers to destroy your enemies. Delete Key by default to spawn suicide cats. Shift+Delete will detonate spawned cats but usually crashes if you have a ton of spawned cats. Several should work fine. See my video Bannerlord Mods - MEE-OW!! https://www.youtube.com/watch?v=zDzHf8qj6zs
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Version 2.1.36
- Fixed loading story mode fix in sandbox. It didn't hurt anything but also was unnecessary. And giving Bannerlord more to think about is never a good idea. :D
- Player can dance and throw dance parties with period key by default. Set key in the keybindings menu in the game options. It will be in the Action category. Holding shift key while pressing Period does the dance parties. This will work in battles so just be aware. Could create some funny moments lol.
- Marriage patch now enabled by default since this allows heroes to marry the vanilla game prohibits... ex, clan leaders marrying each other, notables, wanderers, gay/lesbian etc etc
- When using the F10 menu to add troops to your party, it will now display custom cultures added by mods. You must define the file paths for the spcultures.xml for every mod's culture you want this mod to be able to see. In this mod's ModuleData folder you will see, custom_culture_paths.txt. Starting on line 4, one per line, list every mod's custom culture xml file. The path is just from the Bannerlord Modules folder. Example:
Tetsojin_v120\ModuleData\spcultures.xml
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Version 2.1.35
- Changed the behavior of the menu for adding troops to party. You can select multiple characters at once before setting the number to add. After adding troops, it now returns to the troop type menu. Go back from there to select another culture. You can add different troop types from a single culture much quicker now.
- Added Female category when selecting troops to add to your party in the F10 menu.
- Moved some items around in the F10 menu to something that seems more logical. First couple items are stuff to help you while playing. The next several items are cheats. Then after that, a bunch of items to customize your campaign and the last few options are fixes for broken stuff.
- You can set the player party size limit in the F10 menu now.
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Version 2.1.34
- Fixed crash #10634561321654651321320316546 :D
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Version 2.1.33
- Fixed crash after speaking to characters in sandbox which started last update.
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Version 2.1.32
- Fixed some stuff with the alternate way to complete the Meet With Istiana/Arzagos story mode quest. Instead of lying to one to get the third piece, you can accomplish this task with your preferred ally after hearing out both characters' intentions. Quest log now informs you of this.
- Fixed the teleport click making your character use pathfinding from it's original location which made your character run off after teleporting. Now when teleporting, you can click on any settlement to enter it reliably or a party to engage it.
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Version 2.1.31
- Added ability to set stances between factions to the F10 menu. Selecting this option in the F10 menu while holding shift will make all factions declare peace with each other, if at war.
- The deliver offspring patch is now enabled by default. It is needed for heroes spawned by this mod.
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Version 2.1.30
- Fixed children in the player clan spawning away from home if the setting to make kids stay home is enabled. If you missed the changelog from 2.1.29, check it out. New features added to the F10 menu.
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Version 2.1.29
- Can Troop Gain XP is now enabled by default. I assume patches that deal with missing upgrade targets will probably still be needed because modders do not initialize the hero or troop(?) correctly when the game loads. This mod sets upgrade targets for all spawned heroes (from this mod) anytime you load your game, so don't blame me! :D
- Added ability to set building levels for any town or castle to the F10 Menu
- Added ability to edit encyclopedia entries to the F10 menu. Use {NL} for new lines. You can append text to add your own notes to encyclopedia entries.
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Version 2.1.28
- Fixed a bug with sending clan members home and also the message displaying properly.
- Check the changelog for 2.1.27 if you missed it!
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Version 2.1.27
- Added a setting to toggle spawning children in their home settlement only if spawning children is enabled. In previous versions, heroes brought their kids around with them. So now that is disabled by default.
- Disabled a ton of patches that had been added to this mod during the course of early access mostly. For this update, I am not going to delete them but disable them via MCM in the off chance they are still needed. I will be playing my campaign with as many of these patches disabled and hopefully, they can just be deleted after enough testing. Any patches you see enabled by default means I tested it and the patch is still needed. Currently, one patch is needed for heroes this mod could spawn with the F10 menu option "Spawn Clan Member" as there is something missing regarding their initialization on game load. This is what we modders deal with because there is zero documentation provided on how to use TW code. If you experience a random crash, check the stack trace and see if the name of the method crashing is similar to any patches listed in the MCM. If yes, then turn the patch on and load your game and try again. ;) Please post in comments if your game needed one of these patches so I don't delete them next update.
- Tavern yells and Companion Name Change dialogue are disabled by default now.
- Added menu option (F10 Menu) to send clan members not in a party to your home settlement. This would also send kids to wherever their mother is if they are not in a party or alternatively wherever their father is if not in a party. That should fix annoying text in the encyclopedia and clan screen that show kids in your clan in some far off distant settlement.
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Version 2.1.26
- Skill level when using Superman can be set in the MCM now. Default is 300, all the way to a max of 1023. (Turns Javelin in to rail gun, aim lower than normal... https://www.youtube.com/watch?v=277A-x803n0)
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Version 2.1.25
- Select Gear: Holding the shift key while selecting a saved profile will let you view what items are saved.
- Siege Gear: Holding Shift while selecting Siege Gear in the F10 (default key) menu will let you see what siege gear you have saved.
- Siege Gear: Current selected item will be displayed in the text when selecting gear.
- Reuploaded to fix siege gear not displaying saved siege gear synced to save file.
- Reminder: When you are setting up your siege gear and you click the Red X on the top right to move to the next option, it selects your currently equipped item and saves that item to be used in your siege gear.
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Version 2.1.24
- Fix crash when checking if TodayWeFeast or Improved Garrisons is detected in your load order but the dll files for those mods cannot be found or do not exist in the win64_shipping_client folder. User reported a crash with Assembly.LoadFrom which crashes if something prevents windows from opening the file or if the file is not found. If these dlls are locked and windows can't open them, then it will crash again I guess. That is something you would need to resolve. Make sure you installed those mods properly, or if not using, remove them from your load order by at the minimum removing/renaming the submodule.xml for those mods. :/
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Version 2.1.23
- Fixed banner color saving when updating clan banners with the Ultimate Banner Editor in the F10 menu.
- Fixed Shatter World
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Version 2.1.22
- Fixed crash when updating home settlement and a living hero in your clan was not in a party or settlement.
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Version 2.1.21
- Fixed a crash when resetting your gear after a siege, if you have setup your siege gear.
- Removed the 'Pause Siege Fix' since it appears TW fixed this at some point in the past.
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Version 2.1.20
- Fixed crash when talking to other parties regarding the check for if the character is a child.
- Superman function now asks to include all clan members, not just companions.
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Version 2.1.19
- Finished dialogues for kids and added their strings to the localization template.
- Fixed some stuff with the kids' AI. Still not done. Will try to improve it in future updates.
- Removed the wanderer fix and added it to the menu as an option. If you ever have wanderers in your clan that are not companions (a mod might do this), use this option to have their occupations set to Lords. Then they will function like a clan member correctly.
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Version 2.1.18
- You can set your clan's home settlement now. Your clan needs to own the settlement to select it. Toggle this menu option off in the MCM once you don't need it anymore.
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Version 2.1.17
- Children will only spawn in the keep when the keep mission requires civilian equipment aka not a battle.
- You can call the guards on gang members that harass you in YOUR town.
- You can toggle spawning children in the keep, in the MCM.
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Version 2.1.16
- Added a new response when gang members confront you in the alley of your clan's town.
- When yelling at a townsperson, there is a 10% chance they won't take it well and begin to cower for a few seconds. I hope it tugs at your heart strings and makes your character change their wicked ways. :D
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Version 2.1.15
- Children spawned in keeps now return to their home settlement when you exit the mission.
- Finished localization.
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Version 2.1.14
- Added dialogue for townspeople to gain calculating and generous xp. You can toggle in MCM.
- Fixed the toggle to disable the impulsive/closefisted dialogue.
- Toggle children messages in the keep in the mcm now. If you use Tournament of Champions and enter the keep when all the competitors are there you will see why. ;D
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Version 2.1.13
- Now preventing children of clan members that are adults from being added to the list of kids to spawn in the keep. (forgot to check their age)
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Version 2.1.12
- When you own a settlement and go into your keep, your children will spawn in there. Starting the day they are born. Take that TW!
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Version 2.1.11
- You can now order companions to sit in chairs in any civilian mission. Prior versions, it only worked in the tavern.
- Keep wait menu option moved above the leave option. Compatible with Today We Feast, Improved Garrisons or both.
- Added a setting to toggle the keep wait menu on or off.
- Added dialogue to villagers and townsfolk that call you sir/madam when you are in fact their liege lord. Berate them to lose mercy and calculating xp ;) This can affect dialogue in my Hold Court mod. You can turn this dialogue off in the settings menu.
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Version 2.1.10
- Added wait menu to town keeps... cause why not?! :D
- Fixed not being able to tell non-companion clan members to sit down in chairs.
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Version 2.1.9
- Added a setting to the MCM so you can toggle the companion dialogue to remove their nickname, on and off since it can clutter the menu when it is no longer needed.
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Version 2.1.8
- Added dialogue to companions if you want the option to remove their nickname.
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Version 2.1.7
- Fixed tavern maid pouring your drink while standing up and talking to her. She should only do it when you are sitting down now.
- Added a setting to toggle yells in taverns on and off.
- Finished localization template for the tavern maid dialogues.
- Fixed tavern maid pouring drink into player's body.
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Version 2.1.6
- Fixed marriage menu function to convert married companions to lords.
- Fixed the wanderer occupation fix to remove outdated code. This is the fix that will actively set any companions you gave fiefs to, to lords. This was needed a long time ago when there was a mod that let you do this. I keep it just in case but you can probably turn this off in the MCM. Off by default.
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Version 2.1.5
- Fixed some things with the new Rival Lord Quest dialogue.
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Version 2.1.4
- Added dialogue to townspeople for asking about the last known nearby settlement of the target in the capture the rival lord quest.
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Version 2.1.3
- Added dialogue to townspeople so you can ask what wars are active.
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Version 2.1.2
- In missions, you can now order companions that are following you to sit on a chair by pressing the G key (change key in game settings menu). Pressing the key while not looking at a chair will order all seated companions to get up. The companion that will sit down will be the first one the game finds that is < 3.5 distance from the chair and standing.
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Version 2.1.1
- Added a gameplay change... If the player's hero, has a friend (relations >= 10) staying inside a keep, you will be allowed to enter and not have to bribe guards.
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Version 2.1.0
- Added hotkeys for formations, advancing (PageUp) and falling back (PageDown) by X paces. (Set range in MCM, set keys in game settings for key binds). This was a function in Army Formations Made Easy. I am not fixing that mod anymore, I only used it for this feature.
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Version 2.0.22
- Fixed crash when changing hero's clan. Why is Rustica in Hongeros, anyone know?
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Version 2.0.21
- Holding Ctrl+Alt+Shift and clicking on the map will teleport the player there. Can be toggled in the MCM.
- Holding Shift while clicking ok for showing clan party info will let you search for a party by hero name or by distance to display debug information or let you teleport to the party. Might be helpful when explaining bugs to mod authors regarding party AI. Maybe?
- Resetting equipment for hero will now also check if their civilian equipment body armor is invalid (naked) or tattered rags (Realistic Prisoner Mod) and reset their equipment if necessary.
- Added patch to fix a null crash in EncounterManagerPatch.GetEncounterTargetPoint... I use Today We Feast and the lords going to a feast seemed to be having issues and causing this crash when a couple of them would stand outside at the gates. Even if you don't need this patch I write these patches in a way to not change how the game works ;)
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Version 2.0.20
- Showing clan parties, now displays caravans as well. Added more details.
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Version 2.0.19
- Added alternate way to complete Meet Istiana/Arzagos story quests. I wanted to choose one or the other and not have to lie to get one of them to show me where the banner piece was. :3
- For the cavalry auto transfer, it will also transfer cavalry in infantry formations to cavalry.
- Auto transferring troops to their best suited formation is no longer a toggle. Now whenever you want troops to be transferred you press the key (NumPad* by default) instead of it being an active thing and taxing the cpu.
- By holding the shift key when clicking ok on the superman option will allow you to search for a hero to empower.
- Added ability to enable AI for bugged parties in the menu. (Scroll to the bottom) Good for my mods that break your game! :D
- Added ability to rename kingdoms.
- Cleaned up displaying clan parties. Each party should show in a separate dialogue and the text is formatted for easier reading.
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Version 2.0.18
- Added ability to set relationship between any heroes.
- Added ability to set traits for any hero.
- Fixed siege gear when it tried to parse the effect from a banner with no effects.
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Version 2.0.17
- Added dialogue to beggars in town which affects generosity xp negatively or positively depending on your answer. There is also a neutral option that does not affect generosity xp.
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Version 2.0.16
- Holding Ctrl while selecting "Trade With or Equip Heroes," will reset the equipment for all naked heroes in the game. If a mod bugged out, then you might need this.
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Version 2.0.15
- Fixed a bug with resetting hero equipment.
- Fixed a typo in a message.
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Version 2.0.14
- Added ability to reset hero equipment. Hold shift while selecting the option to equip or trade with heroes in the Campaign Helper menu.
- Added MCM setting to auto equip your siege gear for hideouts. Disabled by default.
- Added an option to rename clans to the Campaign Helper Menu
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Version 2.0.13
- Moved the carry weight tweaks from Supply Lines to this mod. not sure why they were part of Supply Lines :3 If you don't want carry weights being adjusted, go into the mod options menu and set the carry weight tweaks, each to 1.
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Version 2.0.12
- Fixed health being set after you load your game if you lose health in a tournament and then try to load your game (Arena fix).
- UpgradeTargets for all spawned heroes now being set by the mod when the game loads. No more null errors for Upgrade target related stuff now :D
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Version 2.0.11
- Added a patch for DisperseArmy when an army had no tick event set for it. A user of Shatter World experienced this.
- Added ability to add troops to your prison roster.
- Added a patch to Army.Disperse army to prevent a null object crash
- Added ability to setup your siege equipment for auto equip.
- Shatter World can now start at peace by holding the shift key and clicking ok when confirming in the pop up.
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Version 2.0.10
- Fixed interacting with the tavern maid if you were in the middle of another conversation.
- The key to call the tavern maid is now a configurable hot key in the game options menu.
- Tavern maid now resumes her animation loop after returning to her start position.
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Version 2.0.9
- Fixed a crash with the lifting siege fix that happened when choosing to 'help settlement' in the menu.
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Version 2.0.8
- Added Immersive Taverns, tavern maid has a job now. Don't piss her off. Press E key to yell for help while sitting down.
- Fixed lifting sieges, assaulting the besieger camp causes the garrison to sally out and assist you. Now there is a limit to how many men you can sneak into a besieged settlement with. Set in the MCM
- Fixed loading and saving gear profiles.
- Added the ability to save equipment by culture to equip heroes spawned with the Spawn Clan Member function. All equipment profiles get saved to the Bannerlord configs folder in your computer Documents folder ("My Documents")
- Way too many crashes to even count. Also removed a now unnecessary patch.
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Version 2.0.6
- Fixed spawned companions crashing the game when you dismissed them from your clan.
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Version 2.0.5
- Fixed the logic that handles sending heroes in enemy settlements home. This can be toggled on or off in the MCM.
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Version 2.0.4
- Fixed the vanilla wage paid messages from displaying 0 when you use the wage fix. The mod handles end of the day finances and so zeros the value when the game tries to do it. Thise messages should not be displayed.
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Version 2.0.3
- Fixed an odd crash. Started a new game, spawned a hero. Saved my game. Loaded my game. Tried to marry spawned hero to player. Game got very confused during the scene load and visual studio even had trouble evaluating the objects. All I know is it got heroes confused with each other. For the player character it thought my culture was my spouse's culture and it thought my spouse's culture was null, even though neither was true. Had to patch GauntletSceneNotification.OpenScene. Bannerlord released... ha!
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Version 2.0.2
- Fixed some text.
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Version 2.0.1
- Added ModuleData folder for clan member hero spawns in case you want to load equipment by culture from gear you choose. Forgot to include in 2.0.0.
- Sorted troops and inventory displayed in the menu to make finding stuff easier.
- Fixed some localization stuff.
- Crash fix
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Version 1.7.12
- Wanderers fix now triggers once a day instead of every hour.
- Some code fixes for raising a merc clan to nobility function.
- Fixed trading items with another party.
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Version 1.7.11
- Removed CanTroopGainXp patch and moved it to my Spawn Clan Member mod which I believe happens when spawning a clan member and creating a party for them based on a report from a user of that mod.
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Version 1.7.10
- Added a patch to avoid a crash for null object (UpgradeTargets) in DefaultPartyTroopUpgradeModel.CanTroopGainXp.
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Version 1.7.9
- Changed setting Occupation for heroes through reflection to using the now public method.
- Ultimate Banner Editor now will save the banners you created and when you load your game will reapply them since the game loads banners from the xmls. This mod will overwrite what the game does. Now you can make banners without worrying about losing them.
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Version 1.7.8
- Removed OpenScreenAsInventoryOfSubParty patch, didn't look needed anymore.
- Updated GetDailyHealingForRegulars patch.
- Removed Encyclopedia Clan page patch since it appears TW fixed it on their end.
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Version 1.7.7
- Removed fix stuck parties function to free up a key, seemed useless at this point.
- Removed fix stuck prisoners function to free up a key, also seemed useless.
- Now when inside keeps you can ask any of your own clan members in their as well to play. Before you could only ask heroes not in your clan to play.
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Version 1.6.2
- Fixed daily wages so they are only paid once per day at 1700/5pm regardless how many times you load and save. The way TW should have done it.
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Version 1.6.1
- Equip Player is now Equip Hero and can be used for any hero.
- Superman key now asks if you want to apply to companions too.
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Version 1.6.0
- Compiled for 1.6.3
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Version 1.5.9
- Fixed pausing siege on load game.
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Version 1.5.8
- Fixed keys triggering while you were in menus/encyclopedia/etc.
- Added instructions to Equip Player dialogs. Pressing red X lets you keep currently equipped item. Also labeled which weapon slot you were selecting (1-4 -> top to bottom in inventory screen)
- Fixed triggering the text dialogs so it doesn't input the key press into the text box anymore.
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Version 1.5.7
- Fixed Shatter World
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Version 1.5.6
- Added a key to set player's equipment from a menu of all items.
- Superman function now sets clan tier and renown to max.
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Version 1.5.5
- Added Superman key to give player maxed out stats. Default is F12 key.
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Version 1.5.4
- Updated the Marriage patch.
- Cavalry/Archer Transfer crash fix when a unit's formation is null.
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Version 1.5.3
- When updating your banner with the Ultimate Banner Editor, it will refresh the flag on your party now. I still have to figure out how to refresh the banner displayed under your party but you can always open the encyclopedia or go into a settlement and it will update properly.
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Version 1.5.2
- Updated Shatter World code for 1.6.2, was still using old code that would have crashed.
- More code cleanup and organization.
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Version 1.5.1
- Minor update, cleaned up some code.
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Version 1.5.0
- Compiled for 1.6.2
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Version 1.4.1
- Ultimate Banner Editor: Fixed selecting no sigil.
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Version 1.4.0
- Compiled for 1.6.1
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Version 1.3.0
- Added Arena fix. Player will now lose health from participating in tournaments or practice fights.
- Added MCM settings to toggle a few features.
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Version 1.2.3
- Added patch for RomanceCampaignBehavior.conversation_finalize_courtship_for_hero_on_condition. Prevents a null crash if for some reason this method tries to operate on a hero with no clan. Not sure if it was a vanilla bug or a bug caused by other mods I use like "Marry Anyone" etc. This was a patch I was personally using but just decided to move it onto this mod with my other patches.
- Fixed changing clans for heroes which was a bug that popped up on the recent update due to changes TaleWorlds made to setting Hero.Clan.
- Changed default hotkey for the "Shattered World" function to the Delete key to prevent conflict with my PlayerSwitcher mod.
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Version 1.2.1
- Fixed a crash with reflection since the member is now public in tw code.
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Version 1.2.0
- 1.5.9
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Version 1.1.1
- Fixed bug that allowed you to open multiple pop up menus when you pressed different keys from this mod. You can now type into the text boxes using the numpad without triggering functions, assuming you use the default keys. The worst offender was trying to set the player money using the numpad.
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Version 1.1.0
- Updated code to accommodate changes in 1.5.5 API.
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Version 1.0.39
- Fixed crash when joining custom battle.
- Updated some text.
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Version 1.0.38
- Added function to "Shatter World." (If you played CK2 you know what I mean.)
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Version 1.0.37
- fixed another crash, and it will not be the last, always will be bugged
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Version 1.0.36
- Fixed crash.
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Version 1.0.35
- Added auto transfer for archers to infantry when they run out of ammo. It is part of the cavalry auto transfer function. Thanks @irulannaba for the idea.
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Version 1.0.34
- Minor bug fix for the horseless cavalry auto-transfer feature added in 1.0.33.
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Version 1.0.33
- Added function for cavalry and horse archers to automatically join infantry and archer formations, respectively, when they get separated from their horse. During battles, toggle with the NumPad Multiply key by default.
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Version 1.0.32
- Fixed a crash sometimes when trying to use the function to equip heroes.
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Version 1.0.31
- Encyclopedia for clan members will list members that were missing. Usually members added through mods. For example, if you had a companion marry some random hero. That hero wouldn't have been listed on the clan page, but now they should be. FYI, dead companions get removed from your clan so you can always add a dead hero back to their clan if they don't get shown on the clan page. Use the change clan function.
- Party info will list caravans now too.
- Party Info will also list current behavior for each party.
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Version 1.0.30
- Added back the prisoner stuck function because this happened in my game again. Not sure what mod does this or why it happens but if it happens for you too now the function to move prisoners around is back.
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Version 1.0.29
- Needed to also disable AI for the garrison and militia after they returned to the town/castle.
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Version 1.0.28
- Forgot to use a TextObject to process a localization string value needed to determine a garrison or militia's settlement.
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Version 1.0.27
- Fixed bug that caused crash in GetDailyHealingForRegulars. After garrisons and twon militias participated in field battles I needed to put them back into the town/castle.
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Version 1.0.26
- Now you can select multiple formations with the control key in battle again.
- Removed ButterLib as a dependency. Only BannerLib version is available now. ButterLib doesn't work for me. Probably a conflict with BannerLib. When I have time to fix it I will try to figure it out.
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Version 1.0.25
- Now when lifting enemy sieges, meaning you engaged an enemy party besieging a settlement, you will no longer teleport inside the castle and fight a siege defense. Instead the siege will be lifted, the garrison will sally out and you will be able to instead join a field battle between the garrison and attackers. I tried to start a sally out siege event but I don't think TW set that up yet as it just starts a normal field battle.
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Version 1.0.24
- Replaced the Stuck Prisoner function with a function to transfer heroes between parties. I have not noticed the problems I was experiencing before with prisoners getting stuck in rosters or getting lost after capture. This function is now obsolete.
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Version 1.0.23.1
- Recompiled with ButterLib 1.0.18. For some reason ButterLib does not work for some people (me), so if the keys don't work then use the BannerLib version in the optional files.
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Version 1.0.23
- Migrated registering hot keys to ButterLib... one less mod for me to update and manage xD If you use my other mods that use BannerLib I will be doing the same for all of them. Soon none of my mods will use BannerLib and all will use ButterLib to register hotkeys.
- No longer fixing wanderer status for former clan members who died. This function will only fix your living vassals where the game bugged and changed them back to wanderers. Making companions vassals is not actually supported by the game so this fix is needed still.
- Added ButterLib as a required dependency to the SubModule.xml. The launcher won't allow you to enable my mod unless these mods are installed. (Harmony+ButterLib)
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Version 1.0.22
- Added function to show kingdoms at war.
- Added a function to show party status for your clan.
- Added configurable hotkey now for the Fast forward time function in missions. The default key is NumPadPlus. It is listed under the Action category in the keyboard and mouse settings.
- Updated hotkey defaults for the campaign map keys. See image section. All keys are moved to numpad now.
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Version 1.0.21
- Fixed crash when trading with other heroes.
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Version 1.0.20
- The patch to prevent mercenary clans you had given fiefs from leaving your kingdom was bugged and blocking clans without fiefs from leaving their kingdom when relations with the ruling clan was not negative. The merc fix code only applies to clans with fiefs now. It will stop clans wit decent relations that posess fiefs from leaving their kingdom. It made no sense that bad relations would make a clan decide to give up their fiefs and income.
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Version 1.0.19
- Fixed changing clans for heroes with the wanderer occupation. Other heroes without clans might work too. They might need their occupation updated if other don't work.
- Added a patch for MapEvent.AddPartiesInvolvedInternal to create Visuals for a party if they were null since this method tries to access Visuals for the MobileParty. This happened because I use Houses of Calradia and in my game Rhagae married an Aserai vassal and this cause her to become a vassal of the Aserai and the Southern Empire basically had no ruler doing diplomacy. Rhagaea was still considered the ruler but she was effectively an aserai vassal. So I used this mod to switch her clan back and it also now will give back any fiefs that were lost via marriage. Because the original garrison party instaed of being handled by the game just gets kicked out of the settlment and you can find mobile parties that are garrisons but their current settlement is null. So anyways this patch will handle bugs involved with that garrison party that houses of calradia screwed up.
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Version 1.0.18
- Ultimate Banner Editor: Banner Icons can now be set individually for more customized banners.
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Version 1.0.17
- Prevented crash if you tried to use the functions to check your idle vassals (Default: NumPadMultiply) or enabling AI for parties in your kingdom (Default: PageDown) when the player did not belong to a kingdom.
- Prevented changing a clan leader's clan. First you should set a new leader for that clan from one of its members. (Default: NumPad6)
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Version 1.0.16
- Added function to update Kingdom Banners.
- Updated hot keys (See front page). Double check your keys before you play when you start the app. New defaults might be the same as existing hot keys from prior versions of this mod.
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Version 1.0.15
- Menus won't show if you are in the options menus or MCM menu now. Tried to prevent menus getting toggled while typing into the inquiry boxes but the cancel events do not get called. TaleWorld's needs to fix it.
- Added function to change a hero's clan. Default key is NumPad3.
- Added function to change a clan's leader to the hero you enter. Default key is NumPad4.
- Attempt to fix a reported crash in the declar war patch that makes nobles go home. The function won't take any action now on heroes that have no home settlement.
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Version 1.0.14
- Fixed crash when starting custom battle.
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Version 1.0.13
- Fixed crashing when marrying heroes who have no clan. If a male has no clan and the woman has a clan, then he will join hers.
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Version 1.0.12
- Added localization support.
- Updated some messages.
- Added a function to trade items with any hero or equip items for that hero (NumPad 2 Default)
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Version 1.0.11
- Fixed clan encyclopedia page adding your companions twice to the list of members.
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Version 1.0.10
- Fixed marriages for heroes without clans, now you can actually marry anyone. You can do gay marriage as well which I never knew but it works.
- Added a second cross orientation to the Banner Editor.
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Version 1.0.9
- Replaced banner functions with... THE ULTIMATE BANNER EDITOR!!!!
- Updated default keys, see front page.
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Version 1.0.8
- Fixed the "idle vassal form party function." Added a check to make sure their party was null and if they were not at their home settlement I would send them back there. Sometimes my vassals after they get captured turn back into wanderers and I have to first let the script make them noble again (script checks automatically and fixes it v1.0.7) and then use this feature to have them form a party again.
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Version 1.0.7
- Made enabling AI (Default: PageDown) for parties show a dialog so you can choose a specific party or just leave it blank to enable AI for all parties in your faction.
- Added an hourly check to heroes in your faction if any of them had changed back into a wanderer after being captured and released. This keeps happening in my game. When a companion I had turned into a vassal is captured. When they get released they are always turned back into a wanderer and can be found in a tavern. They also get removed from the list of heroes for their clan. So this mod will check hourly for this situation and fix it if necessary. Let me know if this happens to you guys too or if it is just me.
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Version 1.0.6
- Patched leaving kingdom methods. Now I am blocking clans from leaving any kingdom if they have good relations with the ruling clan. The more fiefs they have the more negative relation they need to leave. If a clan has relationship with the ruling clan less than the number of fiefs multiplied by -15 then they will be allowed to leave. (relationship < fiefs * -15). If they have 0 fiefs they can leave if they have less than 0 relations. If they have 1 fief they will leave if they have less than -15 relations. 2 fiefs, -30 relations... etc.
- Got rid of the code that would update mercenaries faction change time since now this script controls who leaves kingdoms I don't need to rely on that anymore.
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Version 1.0.5
- Fixed crash when starting a new campaign. Updated the "heroes go home when war is declared" feature since player faction is null at this time and TaleWorlds declares wars to setup the world.
- Fixed a feature I had setup to set every hero in your kingdom, if you have one, to make sure their MinorFactionHero property is set to false, except for the clans in your kingdom that are under mercenary service.
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Version 1.0.4
- Corrected description and title in key settings and the message displayed for enabling faction AI.
- Fixed a spelling error.
- Added null object checks to GoHome method.
- On script load, all heroes in your kingdom who are not under mercenary service will have their IsMinorFactionHero property updated... just in case you raised a mercenary clan to nobility on an older version of the mod; before I had added the fix to set that property.
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Version 1.0.3
- Fixed latest function so if a hero is in an enemy settlement leading a party, the party will just leave the settlement instead of being teleported home.
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Version 1.0.2
- When any kingdom declares war on another kingdom, all heroes from both kingdoms that would end up being in an enemy settlement will go home before war is declared to avoid being put in prison.
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Version 1.0.1
- Removed two functions I thought would have little use in order to free up some keys. (Companion Info and Fix Starving Mercs, download v1.0.0 if you wanted them)
- Fixed raising mercs to nobility, now I unset them as minor faction heroes.
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- Author's activity
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April 2025
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21 Apr 2025, 9:17PM | Action by: Cheyron
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21 Apr 2025, 9:12PM | Action by: Cheyron
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21 Apr 2025, 9:06PM | Action by: Cheyron
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17 Apr 2025, 9:07PM | Action by: Cheyron
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17 Apr 2025, 9:07PM | Action by: Cheyron
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17 Apr 2025, 9:05PM | Action by: Cheyron
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13 Apr 2025, 4:35AM | Action by: Cheyron
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13 Apr 2025, 4:22AM | Action by: Cheyron
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13 Apr 2025, 3:51AM | Action by: Cheyron
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13 Apr 2025, 3:51AM | Action by: Cheyron
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12 Apr 2025, 6:29PM | Action by: Cheyron
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12 Apr 2025, 6:28PM | Action by: Cheyron
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29 Mar 2025, 10:52PM | Action by: Cheyron
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29 Mar 2025, 10:50PM | Action by: Cheyron
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29 Mar 2025, 10:49PM | Action by: Cheyron
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22 Mar 2025, 8:55PM | Action by: Cheyron
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22 Mar 2025, 8:41PM | Action by: Cheyron
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22 Mar 2025, 8:35PM | Action by: Cheyron
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22 Mar 2025, 3:07AM | Action by: Cheyron
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