About this mod

A overhaul to aesthetically improve the looks and immersiveness of all factions troops. The focus has been to make them as "realistic and alive" looking medieval troops as game allows me to, while keeping they're "cultural style", but there are limited options to do so. See for yourself in the screenshots.

Permissions and credits
Changelogs
Donations
** Unfortunately i will no longer have time to update this mod due to family matters. That beeing said, i don't see any reason this mod should stop working with future updates,  but there may be balancing issues. Either way, for the moment i won't be continuing working on this mod or fix any issues should they occur.

** Luckily, Avareee have taken over the project and created a full unit and balancing overhaul of this mod. Balanced Armies of Calradia. Big shoutout to people like him for doing a great job and who continue working when others can't.




I hoped for cool looking Nords in Bannerlord, instead i got sturgians with circus pants and carnival Ulfhednar. This started as a simple xml edit replacement to improve the Sturgian troops and giving them Norse looks in my AnotherTroopCustomization "mod", and have now evolved into a modular full troop overhaul of all the major factions and the mercenaries. I therefor tought the mod deserved an facial upgrade. 

The focus has been to make it as lore friendly as possible and somewhat "realistic" troops while keeping they're cultural base game identity. Well, except from Sturgia ofcourse who is heavily Norse emphasized except they're noble troop tree.

It's ofcourse all based on just personal preference and there are thousands of different opinions out there, this is mine. So keep that in mind before you fire off in the comment section that you hate fur or why i haven't given all aserai units golden outfits with 4 polearms. Hopefully you'll find something you like and grace me with an endorsement.

** Big thanks to BenjiG91 for allowing me to incorporate hes Hallow Plate Armor into this mod. Give that guy some endorsment for adding new armor to the game **

** Please read information further down**



Main file: 
  • Unzip the content into your Mount & Blade II Bannerlord\Modules folder or install with Vortex
  • Save game compatible.
  • Mainline 1.4.1 and Beta 1.4.2 compatible
  • Optional files containing each separate faction available. So you can combine with other troop mods.

Optional file:
  • Manual file replacement. Extract the snpccharaxter.xml file into your SandBoxCore/ModuleData folder and replace the original file.
  • Remember to back up your original file and save it somewhere safe. That way you can always change back to the original if you'd like. No problems.
  • Can be used together with the main file and save game compatible ofcourse.

Whats the difference between the two options?
  *Read spoiler*                                      
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Main file - Modular
+The preferd option for most people and it's easy to install/update and can use vortex.
+Should be less conflicts problems with other mods as it overwrite and not replace. Also it ONLY overwrite the troops, not the entire spnpccharaxter.xml like optional file
+ Contains custom troops for more units. More fleshed out troop trees wich the replacement file can't have. 
- Does not replace/remove base game troops but use custom troops.A full replacement is not possible with a modular at the moment. So base game troops will still be in the game and it will take time for AI Lords to get rid of all of their old base game troops in their party.
- If you allready started using custom units from this mod, you can't remove the mod without issues. Make a new save before you recruit/add custom units. This goes for all custom unit mods out there.
Optional file - Replacement
*This is a pure file replacement of the a base game file, the spnpccharacter.xml*
+ Completly replace ALL base game troops the instant you extract it. No duplicates. All AI Lords parties,towns&village etc units have the new outfits instantly.
+- Eventho it have much higher chance of conflicting with other mods who edit the same file, i used this with over 20 mods without problems. Many of them pretty big. Such as f.eks: BearMyBanner, DetailedCharacterCreation, CommunityPatch,BannerTweaks, ArmorDoesSomething, and many more.
+
-You can use this together with the modular for the benefit of them both, but you also run a higher risk with it conflicting with other mods.
+ If you don't like it or causes issues for you, just put your saved original
spnpccharacter.xml back in place and replace my file and everything is back to normal :). Nor do you need to worry about removing it on saved games, no problem.
- Higher risk of conflicting with other mods. The file ofcourse contains ALL the contents of the spnpccharacter.xml, not only the troops.
- Will not recieve the same attention when it comes to updates

- Contains none of the new units since you can't add custom units to a base game file. Can not change the unit_id's so the troop threes are less fleshed out and does not contain all the screenshot units. Some few of the units you no longer have can be found in minor factions wich you can hire as mercenaries. Skolderbrotva for Sturgia and Legion of the betrayed for the Empire. 
- When there is a game update/patch you have to replace this mod/file back in the SandBoxCore/Datamodule folder again as the game has most likely reverted the xml file. Again, if the update has reverted everything save the original file first to keep the new original base game changes.
- People are sceptical about replacing base game files....



General

At this stage of the game there is no perfect way to create modules for troop replacement as i'm aware of. You have to create additional custom troops. This method is commenly used by other troops mods aswell. Only a manual xml replacement completly remove old troops. 

  • The way this and similar troop mods works is that the base game recruits and noble recruits can ONLY upgrade/ level up to the new troops in the mod. Also the custom troops can only level up to the higher tier custom troops. That applies to both AI and the player.
  • That means the base game troops are still in the game as you see in the encyclopedia and the army parties of Ai Lords have their starting base game troops.
  • So it will take some time for AI Lords to build up armies with the NEW troops. That goes for towns and settlements also. On saved games the AI have bigger armies and will use longer time to replace them i would asume.
  • Village/town base game recruits and noble recruits can ONLY level up to the new troops.
  • Base game higher tier village/town recruits can still be found since they are still in the game but i've seen both old and new troops in my limited testing.
  • Excisting base game troops ABOVE recruits/noble recruits can not level up to the new troops.
  • Do not remove this mod if you have the custom troops in your party. It will crash your game when opening party menu.
  • If you're allready using the main file All Factions on your save game, you can not switch over to a one faction only module on current save game. 

Trouble shooting


  • Make a new save before start adding/recruit custom troops. If you remove the modular with custom troops in your party the game crash when opening party menu. I have had limited time to test, so i do not know if it effect the AI aswell. If you use the replacement xml you don't have to worry about this.

  • 9 out of 10 bugs/crashes/wierd behavior is due to mod conflicts. This mod alone will not crash your game. That beeing said, i edited so many lines in the xml lately that my eyes bleed, so i don't rule out that i have made any errors. Everything works fine in my playtrough.

  • Main file is not compatible with other troop mods. The optional separate faction modules can be combined with other troop mods who doesn't touch that faction. 

  • Use a custom launcher. I recommend: BannerLord Mod Launcher. Try switching up the load order (I recommend putting mine below most other mods). Alternatively try my mod higher up.

  • Disable or remove other troop mods and/or other mods who edits the spnpcharacter.xml

  • It's been reported that BannerPeasants create wierd outfits on the units and missing troops. Use Bear my Banner. It works for me.

  • I am no real modder, just a lowtier xml editor who happend to manage to create a module. So if i'm not experiencing the same problem as you i will probably have limited options to solve your problem, nor do i have the time on my hands to start research/solve conflicts. (Unless other mod authors spell how to do it for me). But again, if you experience a problem it's MOST likely a conflict with another mod or TalesWorld updated the game and broke everything. 

Balancing

  • I have not really focused on balancing the troops but tried to made them astetichly better looking. But i did not turn a complete blindeye to balancing and should be decent after the 1.2 update. 

  • Sturgia are buffed so they are actually the strongest infantry as the game intended. The rest of the factions have for the most part base game skill values.

  • Archers are insanely overpowered in this game. And now in this mod Vlandia have them and Battania have more of them. Even without this mod i STRONGLY recommend ranged balance mods such as Armor Does Something and also Healt Rebalance to keep bows from beeing machineguns.


Other

  • If you are like me and hate how the troops looks with bright colors i strongly advice to use subtle banner colors for best looking troops. Or check out this mod.
  • A big thanks to Varkom for encouraging and giving me motivation to make a module ;)
  • People have asked for compatibility between my mod and the Noble Troop mod. Thanks to AshZey who went along and made a hybrid/merge/compatibility patch, that is now a possibility. Available for download from both he's and my mod page. Head on over and give that guy some endorsement for the work!



  • Most units have 2 to 3 equipment variations, so the screenshot you see of of each unit in the party screen eventho it show only 1 variation,  have more variations in their gear. Would just take forever to print screen them all.
  • Yes the different cultures share some few armors as the base game offers limited amount of good looking armors.

Sturgia
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- Changed most troops to be heavily Norse emphasized.
- Noble troop tree is mostly kept slavic Sturgian. Norsemen never had any heavy cavalry, so in my head it seemed plausable that the Nords recruited heavy cav from the Sturgians.

- Changed unit names, not the best names but i wanted something different. I used Northern for the most part as i found it to be an OK middleground beetween Sturgia and Norse.
- Added additional Northern Raiders as i wanted some more real furry vikings. Aslo added Einherjar who took over the warrazor.
- Since most nordic armors in this game comes with diaper pants, i had to heavly use armor from other cultures.
- Hirdmen (Horseraiders) Just wanted a pure medium meelee cav to charge into the flanks of the enemy from the standard recruitment tree.
- If your using the option replacement file only you no longer have Northern Raider, Horse Raider, Einherjar or the additional Noble troops in your troop tree. Northern raider can still be found in the fleshed out Skolderbrotva troop tree.
- v. 1.4: Added Northern Horse Raider
- v 1.6:  Brigand replaced by mountain brigand. (Brigands are still in the game, because if i removed the unit it would breake peoples saves
- v 1.6:  - Added more slavic troops to Sturgian noble tree. Initially wanted to add them to the main troop tree, but that would have flodded the encyclopedia.
   - Rus medieval troops had horse archers, atleast late period. So found it plausable to add that.
   - Changed some shields types on certain units.

Vlandia
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- Gave them longbowmen together with crossbowmen. As vlandians are Anglo-Norman/English inspired it seemed like a must for me to have longbowmen.
- Fixed crossbowman to ranged class as the base game had set them on infantry by default. 
- Billman is now a hybrid of Billmann and Voulgier. Some have short bills, some have voulgers.
- Voulgier is now Vlandian Axemen. 1/3 have 2H axe, 2/3 carries 1h axe and shield.  Western troops had axes also.... (Since it's randomized, sometimes the ratio differs)
- v1.6: Added another tier of crossbowman and longbows to complete the troop tree.
- v.1.6: Added Vlandian Landsknecht
- If you use the replacement file, you no longer have the extra units added in v.1.6

Battania
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- Skirmishers are replaced with archers as it seemed wierd to me that the true archer faction didn't have any normal archers beside noble troop tree.
- Noble troop tree is untouched except from removing the clown pants on Battanian Hero.
- Also had to do something about those awful looking falxmen.
- v.1.5: Added the new Battania shields to several units

Aserai
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- Skirmisher replaced with beduin archer

- Mostly armor overhaul to make the troops look better.
- v. 1.3: Added camels, 2 infantry units and 2 skirmisher units.

- If your using the option replacement file only you no longer have additional units added in v.1.3
Empire

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- Not so much different variations on each unit since it's plausable that the Empire had standarized "uniforms" & equipment. Mostly some armor changes for personal taste on each unit. The lamellar armor without skirt looks like the tincan man from Wizard of Oz, so begone!
- Added addtional hastati, principes and triarii.
- If you use the optional replacement file only, the hastati,principes, triarii and foederati are no longer in the troop tree. They can be found in the minor faction Overhauled the Leagion of Betrayed and hired as mercenaries.
- v.1.6: Added extra cavalry to the main troop tree.

Khuzait

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- Probably the best looking faction in the base game.

- Mostly armor overhaul to make the troops look better. Not so many variations as the game offer limited variations who fits the Khuzait, but i did my best.
- v. 1.3: Added 2 infantry units.
- If your using the option replacement file only you no longer have Glaive Infantry or the Nogai
Mercenaries
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- Overhauled mercenaries in version 1.6

- Was a challenge to find something unique wich would seperate them from the factions and still look good, i gave it my best shot.
- Looters also level into the new mercenaries
- Lower skills than high tier faction troops, but better equippet than previous mercenaries
- Fixed the correct unit type (Crossbowmen no longer set as infantry)
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