mount and blade 2 bannerlord крестоносцы мод
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Fourth Crusade Bannerlord Mod
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A mod that overhauls the kingdoms, cities & characters to represent that of a fictional scenario, post-Third Crusade. Saladin has taken Jerusalem and the Holy Roman Empire wants to launch a Fourth Crusade. Who’s side will you take? Will you reconquer Jerusalem from the Ayyubid’s? Or will you join Saladin in holding back the Mongols?
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Fourth Crusade Bannerlord Mod
Overview
The Kingdom of Calradia now represents a fictional representation of the world, post-Third Crusade. Saladin has captured the Holy Kingdom of Jerusalem and as a result, the Islamic world has been rallied, resulting in the Mohads combining together with the Ayyubid Dynasty in an attempt to capitalise on the fresh split between the Holy Roman Empire & Byzantine Empire due to disagreements around the planned Fourth Crusade in Europe towards Constantinople.
Like-wise, the Nordic states have also come to an agreement to re-unite the Scandinavian states and form a Second Anglo-Scandinavian Empire alongside the expanding Second Bulgarian Empire, with both trying to also capitalise on the vulnerable Holy Roman Empire.
The Mongols have destroyed the remainder of the Seljuk Sultanate of Rum from the East whilst the Angevin Empire struggle to hold off the Kingdom of France to the West side of the Holy Roman Empire.
Which side will you take? Will you re-unite the Holy Roman Empire under a single banner once again, then embark on a journey to recapture the Holy Land of Jerusalem? Is it time for the Nordic states to roll back the years and take control? Or will you become a vassal of the mighty Saladin and have to juggle a Mongol invasion from your East whilst attempting to expand further in to Spain, in the West?
Inspiration
Having started a save, I felt like the fictional characters & cities was resulting in a lack of immersion for myself, so I decided to try and make small cosmetic changes to the game to better represent what I believe, the developers have tried to re-create. I felt that if I felt this way, then surely others probably will too and therefore I’ve decided to release this as a mod.
Whilst we know that Calradia in Warband was based around a fictional, modern-day Turkey. the new Calradia in Bannerlord looked far too much like the North-Eastern Hemisphere for me to ignore.
The story line around the «Empire» splitting, coinciding with Razih (roughly situated where Jerusalem would) and Unqid’s strong physical likeness to Saladin, with a Mongol invasion from the East, also seemed to be somewhat inspired roughly by the state of the world in the early 13th Century. So, I have tried to recreate this with some slight fictional tweaks to suit the game.
Note: You must start a new save for character & kingdom changes to take effect. If you just want to renamed cities, you do not need a new save, however bugs have been reported around trying to use this mod in conjunction with a pre-existing save.
Reported Bug Fixes:
— Fixed bug that causes game to crash when walking around a city.
— Fixed bug where Alexios still had Rhagaea’s body.
Todo:
— Tweak cities & towns to better represent their actual sizes/historical significance.
— Tweak cities & towns to have more accurate bounded settlements.
— Test the factions in-game during battles.
Want to help?
You don’t need to be a «coder» to help with this mod. Ways to contribute include suggesting better names for cities/towns (I’m sure some have been missed out), writing new descriptions for Lords &/or cities/towns.
Note: Suggestions/PRs are more than welcome. There will surely be bugs in there or cities/towns which I have forgotten to rename.
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A collection of tweaks that seek to improve the balance and reduce grind in Bannerlord. Everything is configurable through the in-game options menu and can be disabled if you don’t like it.
A collection of tweaks that seek to improve the balance and reduce grind in Bannerlord. Everything is configurable through the in-game options menu and can be disabled if you don’t like it.
ModLib is a dependancy mod that provides useful code and a settings menu for mods to use.
ModLib is a dependancy mod that provides useful code and a settings menu for mods to use.
Removes loading screens from interactions with essentially all map interactions. Including lords, bandits, villagers, caravans, and small faction meetings.
Removes loading screens from interactions with essentially all map interactions. Including lords, bandits, villagers, caravans, and small faction meetings.
Fixed version of the Launcher for Bannerlords that orders mods correctly and saves the mod order on reload.
Fixed version of the Launcher for Bannerlords that orders mods correctly and saves the mod order on reload.
Allows you to open the developer console by pressing the CTRL and
(tilde) keys together.
Allows you to open the developer console by pressing the CTRL and
(tilde) keys together.
Enables detailed character customization options, such as weight, build, and age and the ability to modify NPC appearances!
Enables detailed character customization options, such as weight, build, and age and the ability to modify NPC appearances!
A fork of ModLib created by mipen that only focuses on providing a library for creating an unified Mod Option screen for mods.Can display Settings created by ModLib.
A fork of ModLib created by mipen that only focuses on providing a library for creating an unified Mod Option screen for mods.Can display Settings created by ModLib.
Allows weapons to cut through multiple units.
Allows weapons to cut through multiple units.
Customize your fief management with recruiters, advanced troop training with templates, automatic garrison recruitment, a standalone UI, custom parties with orders and more!
Customize your fief management with recruiters, advanced troop training with templates, automatic garrison recruitment, a standalone UI, custom parties with orders and more!
Renders icons over settlement nameplates to indicate an available quest, available tournament, or possibly available noble troops.
Renders icons over settlement nameplates to indicate an available quest, available tournament, or possibly available noble troops.
Extension library for Mount & Blade II: Bannerlord containing common functions for modification development.
Extension library for Mount & Blade II: Bannerlord containing common functions for modification development.
Rewritten fork of UIExtenderLib with the similar goal of enabling multiple mods to alter standard game interface.
Rewritten fork of UIExtenderLib with the similar goal of enabling multiple mods to alter standard game interface.
Allows you to gain an attribute point per level.
Allows you to gain an attribute point per level.
Export/Import character to modify attributes, skills, and perks from text file
Export/Import character to modify attributes, skills, and perks from text file
Raises the party size limit for attacking hideouts, allowing you to bring all of your party (or just a certain number of troops.)
Raises the party size limit for attacking hideouts, allowing you to bring all of your party (or just a certain number of troops.)
This mod adds the gore aspect of dismemberment and decapitation to Mount & Blade II: Bannerlord. Whenever a player or NPC does fatal cut damage to an enemy’s head by swinging left or right, there will be a chance the head will be decapitated.
This mod adds the gore aspect of dismemberment and decapitation to Mount & Blade II: Bannerlord. Whenever a player or NPC does fatal cut damage to an enemy’s head by swinging left or right, there will be a chance the head will be decapitated.
Functional alert system featuring popups for when the players fiefs (village, town, castle) are attacked and when any empire signs declarations of war or peace.
Functional alert system featuring popups for when the players fiefs (village, town, castle) are attacked and when any empire signs declarations of war or peace.
Gain or lose relationship with allies you are fighting together depending on multiple factors like winning or losing and much more.
Gain or lose relationship with allies you are fighting together depending on multiple factors like winning or losing and much more.
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ShatteredWorld-Kingdoms-Brigands Update
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Nexus requirements
Mod name | Notes |
---|---|
Calradia Expanded | Needed because the mod uses settlements made by this mod. |
Open Source Armory | Will be using meshes from this mod in current and future updates! |
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Version 2.0.1
Version 2.0.0 Mini Update
Version 2.0.0 Brigands Updat
Version 1.0.6
Version 1.0.5
Version 1.0.3HotFix
Version 1.0.3
Version 1.0.1
Version 1.0.0
Welcome to ShatteredWorld!
SEE Images for Reference pic of load order!
When updating remove the previous version of the mod and install the new one.
This is a new mod that I made to address the fact that I think Vanilla Bannerlord shares the same con as Vanilla Warband: A severe lack of Kingdoms. This mod breaks up the preexisting kingdoms into several smaller kingdoms, each similar in size and strength, equaling 17 total. Each Kingdom consists of at least 7 Major/Minor (Towns/Castles) fiefs, and at least 8 clans. All the new Kingdoms are made up of newly created clans! Numbering at about 60 totally new clans! Some kingdoms have more clans than others but the overall strength is relatively the same with few exceptions.
Brigands Update!- The newest update adds several new bandit factions to the ShatteredWorld. This is to better diversify bandits and to give more options for Bandit Roleplayers as well as addressing the fact that there are not enough bandits to go around for all the new Lords to farm and make money off of. Each new factions holds a certain theme (you might recognize them from my other mod.) And they all have looter spawning mentality. Meaning they will spawn throughout the entire map.
With new mini-update!
Open Source Armory by Areldir and other mod creators is now a requirement for this mod! This will open up more variety for appearances and the likes in the future! (Due to a slight misunderstanding some of these assets are in the 2.0.0 mini update file already. Please remove the ShatteredWorld mod files completely when updating to the most recent one and go get the Open Source Armory mod! Which will be a requirement for future updates!
New Clan Compositions/Lords:
Each new Kingdom’s Clans share roughly the same composition and trait types. This is to address balancing. All new Kingdom’s have their Tier 6 Ruler clan, at least 1 other Tier 5 clan, and an assortment of 2-4 Tier clans. Most of the Clan’s leaders are married and have children to carry on the clan and to marry off. Some of the Clan’s have no inner relation besides being in the Clan so that there are more options for marriage amongst them.
This mod adds over 250 new lords to the game. This can cause severe burden on the game and the game will sometimes delay, especially when a fief changes rulers, but its very very brief and hardly game breaking.
A big part of the New Kingdoms domination is the fact that they all have abnormally high commander skills such as Tactics, Stewardship, and Leadership which greatly impact autocalc battles. Next update I will be adjusting these to be more realistic and more personalized between the lords. Will also be adjusting Traits. This has been fixed and adressed!
Broken up Kingdoms:
This mod was made using Calradia Expanded as a base so this is a requirement. Big thanks to Drezavelt for the amazing mod!
There are two folders: ShatteredWorldMaster and ShatteredWorld. When Installing this mod ShatteredWorldMaster goes above some of the native modules and its also important that CalradiaExpanded is above the 2nd module ShatteredWorld like so:
SEE Images for Reference pic of load order!
Native
SandboxCore
ShatteredWorldMaster
Sandbox
Storymode
CustomBattle
CalradiaExpanded
ShatteredWorld
I have tested compatibility with several mods such as CalradiaAwakens and CA: EagleRising. They do both work with this mod but need to be loaded in specific order: The ShatteredWorld Folder must be loaded after these mod’s secondary folders like for instance the CalradiaAwakens installation like so:
CA-ImportantLoadatTopAboveNative (CalradiaAwakensFolder)
Native
SandboxCore
ShatteredWorldMaster
Sandbox
Storymode
CustomBattle
CalradiaExpanded
CalradiaAwakensItems (CalradiaAwakensFolder)
CalradiaAwakensKingdoms (CalradiaAwakensFolder)
ShatteredWorld
This will allow the mods to work together. Same installation type for EagleRising and the likes.
I have a lot of plans for this mod including the following:
New Cultures for each new Kingdom
Troop trees for each new Kingdom
Other miscellaneous units for each new kingdom.
And so on.
Current State:
The mod is 100% playable right now, but there are some things unfinished like how the New Aserai Kingdom’s Lords all have similar appearances. This is a painstaking part of making mods like these and I will make each lord more unique in future updates, I just wanted to get the base out for feedback and such. Each new lord has similar proficiencies for the same reason as well as balancing. And traits also for the same reason except the similar traits are more for balancing and making sure clans just don’t dip out of kingdoms instantly. Each new lord does have a unique name though as does each clan, and also unique banners for the new kingdoms and clans which I will work to make more unique as well in future updates. This has been updated! 😀 I severely recommend putting recruitment difficulty to very easy when using this mod. There are a bunch of lords vying for those recruits so unless you want a very hard challenge don’t set it to normal.
Recommended Mods:
And many many more!
Thanks for checking this out and trying it! If you guys like it please endorse! And leave any feedback!
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Torches are given to troops in night battles.
Torches are given to troops in night battles.
Fire arrows for night battles. With better visuals.
Fire arrows for night battles. With better visuals.
A fork of RoGreat’s Marry Anyone mod with fixes for 1.6.1. Marry anyone (and everyone) you like and even adopt children with this highly configurable mod.
A fork of RoGreat’s Marry Anyone mod with fixes for 1.6.1. Marry anyone (and everyone) you like and even adopt children with this highly configurable mod.
Sorts and cleans up the bottom-right «Expected Change» income/expenses tooltip for denars.
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A continuation of the original Helmet Hair Cover Tweaks mods that makes hair visible on many of the headgears that normally remove it.
A continuation of the original Helmet Hair Cover Tweaks mods that makes hair visible on many of the headgears that normally remove it.
A simple Mosin Nagant M91 rifle.
A simple Mosin Nagant M91 rifle.
Add female soldiers to the original six camps of the game without using the equipment module, so you can expect the battle to load quickly. You need ATC to recruit these soldiers.The original arms have not been modified, and its compatibility can be expected.
Add female soldiers to the original six camps of the game without using the equipment module, so you can expect the battle to load quickly. You need ATC to recruit these soldiers.The original arms have not been modified, and its compatibility can be expected.
That’s a nice head on your shoulders
That’s a nice head on your shoulders
this version for all looter and bandit and desert bandit and steppe bandit and forest bandit and mountan bandit
this version for all looter and bandit and desert bandit and steppe bandit and forest bandit and mountan bandit
This is a mod. It has its own functions, but I also hope it is an API. You can spend money to recruit some troops in the set settlements. As long as you have money, you can recruit troops, which will greatly reduce the difficulty of the game. At least this time AI can’t grab recruits with you.
This is a mod. It has its own functions, but I also hope it is an API. You can spend money to recruit some troops in the set settlements. As long as you have money, you can recruit troops, which will greatly reduce the difficulty of the game. At least this time AI can’t grab recruits with you.
This mod fixes the crosshair disappearing problem when using a crossbow with ammoamount>1. Now we can have a nice semi-auto crossbow/rifle with crosshairs!!
This mod fixes the crosshair disappearing problem when using a crossbow with ammoamount>1. Now we can have a nice semi-auto crossbow/rifle with crosshairs!!
Let’s you customize your banner with many more options than the default banner editor. This does not replace the banner editor but rather give you access to a new banner editor I created. This banner editor is already in my Campaign Helper mod but now it is a stand alone mod. If you use my Campaign Helper mod then you don’t need this.
Let’s you customize your banner with many more options than the default banner editor. This does not replace the banner editor but rather give you access to a new banner editor I created. This banner editor is already in my Campaign Helper mod but now it is a stand alone mod. If you use my Campaign Helper mod then you don’t need this.
Adds some camp follower options to the army menus. Currently there is a weapons trader and whores that follow the army.
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