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.

Requirements
Permissions and credits
Translations
  • Ukrainian
  • Turkish
  • Spanish
  • Russian
  • Mandarin
  • German
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.

Steam Workshop: Player Settlements - Steam


This mod is made for the latest versions of the game only. As of last release this would be for v1.2.7 - v1.2.11

Any bug reports has to be for these versions of the game, or it will be disregarded. As this mod is actively in development, it cannot support too far back. 


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:

Version 2 Features

V3.0.0 Features:

Version 3 Features

V4.0.0 Features

Version 4 Features

V5.0.0 Features

Version 5 Features

V6.0.2 Features

Version 6 Features

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.

_____________________

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.

Repository: Source Code