Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
Upload permissionYou are not allowed to upload this file to other sites under any circumstances
Modification permissionYou must get permission from me before you are allowed to modify my files to improve it
Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
Asset use permissionYou must get permission from me before you are allowed to use any of the assets in this file
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are not allowed to earn Donation Points for your mods if they use my assets
Author notes
This author has not provided any additional notes regarding file permissions
File credits
This author has not credited anyone else in this file
Donation Points system
Please log in to find out whether this mod is receiving Donation Points
Fix bug with exiting settlements using 'Tab' that triggered rebuild
Version 6.0.2
Keybindings (customizable keys, also more visible and descriptive as to what does what)
Contextual help with correct bound keys when building (can be disabled to not automatically show, can still be shown with the 'Help' key, configured to F1 as default)
Updated gate placement indicator to be a small flag to avoid confusion about rotation
A new deep edit mode which allows for ability to manipulate submodels (position, rotation on all axes, height, scale)
Allow moving up and down for root settlement model even out of deep edit mode (height)
Allow editing/rebuilding existing player settlements (position, rotation on all axes, height, scale, model, culture, etc.)
Added rebuild of existing in-game settlements (not just player built)
Default garrison wages to unlimited so they don't leave
Delete/Undelete submodels in deep edit mode
Backported to older versions (tested as far back as 1.2.7)
Version 5.1.0
Fix bug where using same model caused villages to lose resource and bound fief (NEW BUILDS ONLY, existing builds cannot be retroactively fixed)
Fix bug that caused crashes when gifting fiefs
Version 5.0.0
Settlement scaling support (Ctrl and Q/E)
Localization for MCM config
Allow model reuse
Allow choosing gate position after placing settlement (a temporary gate model will be visible while choosing placement to help visualise its position)
Raised max build limits for towns, castles, and their villages.
Released to Steam Workshop (https://steamcommunity.com/sharedfiles/filedetails/?id=3349276720)
Version 4.2.0
Attempt at adding support for Xbox Game Pass version.
Nothing else changed from v4.1 so if not using Microsoft Store/Xbox Game Pass, no need to update from 4.1.0.
Version 4.1.0
Added logging to file for error reports
Added attempt at recovery on encountering a corrupt template instead of crash
Better model height placement
Added template blacklist for corrupt templates (dynamically updates as it detects such)
Version 4.0.0
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
Version 3.1.0
Weather Indicators Compatibility
Calradia At War / Custom Spawns / Europe 1100 Compatibility
Calradian Patrols V2 Compatibility
Life In Calradia Compatibility
Stability fixes during siege
Version 3.0.0
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
Version 2.0.0
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
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
Version 1.0.0
Support to build a new town once requirements are met
MCM config to configure construction requirements
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.
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.
_____________________
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.
_____________________
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.