Mount & Blade 2

PSA Basic Guide to Bannerlord Tech Support, General Modding Practices and Working Modlist for Beta v1.5.2

Content of the article: "PSA Basic Guide to Bannerlord Tech Support, General Modding Practices and Working Modlist for Beta v1.5.2"

Hi all,

This post has changed/expanded a lot since I first posted my modlist and it has turned into something more than just a list of mods so I am sharing it again in the hopes that it answers many recurring questions.

I started writing this post because I've been seeing a fair amount of people coming back to Bannerlord recently on the various discords I'm in and on the various Bannelord subs and the same questions keep popping up.

One topic that constantly comes up is how discouraged people are when trying to update/build a working modlist for the current build of that game. As a result, instead of posting my modlist over and over again I figured I would just share it with the community on here for anybody thinking about giving Bannerlord another try.

This has since turned into a basic guide to Bannerlord modding and I think it could help a lot of people frustrated that their game/modlist isn't working. This is not the end all be all, it is only meant to get people pointed in the right direction.

Mods? My Game won't even run Native!

Please try all of these:

  1. Repair your game via Steam (Right Click > Properties > Local Files > Verify integrity of Game cache
  2. Make sure NVidia GE Force or equivalent overlay doesn't have anything active (make sure all playback/recording it OFF)
  3. Make an exception for Bannerlord for any anti-virus, firewall, etc…
  4. Manually delete all files in your Docs/Bannerlord folder and Steam/…/Bannerlord/bin folder and repair the game.
  5. Try Fixed Launcher mod on Nexus

How do pick the game version I want?

To select Beta or any previous version of the game:

Right Click > Properties > Betas > Select the version you want from the drop down

I have played over 1000 days with this modlist and can vouch for how stable it is. I HIGHLY recommend using Vortex and Fixed Launcher.

For installing mods:

The best way to do it is with Vortex.

Vortex saves the mods in a 'library' and only installs the ones you have active in the game's module folder by using Symbolic Links (think of it as a shortcut, which makes the game think a file is there when its actually just a shortcut to the actual file).

It is a very powerful tool for managing your mods. It only installs the mods when you "deploy" them, which will install the mods you have selected from the library into the modules folder and remove the other from the modules folder as well.

First thing to do is to go to settings > workarounds and enable "allow symlinks without elevation"

In order for your mods to get installed, you must deploy your mods or nothing will work. To do so click on the "deploy mods" icon on Vortex tool bar. Check the bell icon top right of Vortex every time to make sure there are no issues with the deployment.

When in doubt, revert any changes.

Any time you change ANYTHING, you must redeploy your mods. Repair the game? Redeploy. Update a mod? Redeploy Not sure if you redeployed already? Redeploy.

Managing your Mods

Vortex is fantastic for managing mods, it will tell you when updates are available and when mods overwrite each other. It allows you to have profiles, etc…

However, I recommend launching the game and ordering your mods through Steam using Fixed Launcher. Fixed Launcher will remember your load order and keep it persistent unless you let it sort the mods for you (Don't do that if you are following my list – my order is better)

General rule of thumb, think of a paint job. You start with the big broad brush to do the groundwork and finish with the detail work. Same is true for mods.

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You want to start with major mods which change the core of the game before loading the fine tuning mods. The lowest mod in the order gets the final say, which means that if two mods have files in common, the last one will have the final overwrite.

Speaking of overwrites, NEVER use two mods that change the same feature unless they specifically list each other as compatible. This will always cause crashes at worst, bugs at best.

If you have any more questions, feel free to reach out to me on my discord

Can I add these mods to an existing save?

🟒 Completely Safe to Add/Remove on an existing save

🟑 Conditions Apply

πŸ”΄ Requires New Game and cannot be removed

Please stick to this load order unless you enjoy crashing.

🟒 Better Exception Window

This mod is a MUST HAVE for anyone, whether you use mods or not. Even without mods, the crash reports it gives you are infinitely more informative than the Vanilla crash reports. However, if you use ANY mods, you want this because it will usually tell you exactly which mod is at fault. I cannot overemphasize how vital this tool is for any modder.

– All Native Modules


Won't cause any issues unless you have mods loaded which depend on this mod

Stick to version v3.1.9 of MCM for now. It does not require Butterlib, UIExtented, or Harmony – those are only needed for MCM v4 which is still in Beta.

It is safe to add and remove midgame. The only caveat is that removing it midgame will crash your game if you still have active mods which need MCM.

🟒 Saving Overhaul

Another QOL mod which everyone should have. It autosaves every 15 minutes, before and after every battle, has 3 quicksave slots and a quickload function which are implemented in a super helpful way.

🟒 Character Reload

Great Mod which combines the features of both Detailed Character Creation and Character Export Import in one neat package.

🟑 True Villagers

Can safely be added. Less certain about removing it

Tired of seeing 10 dudes with pointy sticks raiding villages made of useless pups running for their mother's skirts? Yeah this mod is for you. Villagers now aren't completely free money and villagers act like they care about their home a little more. Great mod to make raiding not feel like a free money cheat.

🟒 Adonnay's Troop Changer

This mod does nothing on its own – but it allows other mods to do something incredible. It replaces the troops which fill up recruitment pools with the configured troops. This allows modders to give factions a virtually infinite amount of custom troop trees. Can be safely added and removed from a game but any mod using this API will stop working properly.

πŸ”΄ Calradia Expanded


Fantastic Mod which adds dozens of settlements to Calradia and makes it feel less empty. Not only that but the modder has done a great job at putting towns and castles in more logical positions, while also managing to partially fix the janky balance of power which exists in Native.

This is the first part of the solution to the Khuzait steamroll problem.

🟑 Better Lords

Will only work on a new game, and removing it won't change anything.

It changes the face of every NPC in the game in a way I enjoy. Every faction has a distinct look and this is totally a flavor mod that every user should look at before starting a new game to see if it something they would enjoy.

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🟒 Diplomacy Fixes

If I had to pick five mods I cannot play without, this mod is on the list. I cannot list all the features in this mod without turning this into an essay but long story short: It makes diplomacy and internal politics feel so much less like a chore. It lets you form non-aggression pacts, alliances and even lets you overthrow the king of a faction with enough support.

I HIGHLY recommend playing with 5% influence decay past 100 influence which can be enabled/tweaked in the mod settings.

Part two of solving the Khuzait (or anyone's) steamroll problem

🟑 Distinguished Service

Some users have had crashes at the end of battles. If this is the case, disable Distinguished Service until you have completed the "establish your clan" mission and try enabling it again.

This wonderful mod allows you to recruit companions from among your troops after battles where they performed admirably. It feels crisp, helps with immersion immensely and gives you an alternative way to build up a band of loyal soldiers which feels organic.

🟒 True Relations

This is a package mod which adds relation changes for almost every possible action in the game. You kill bandits? Local notables will like you more. Battle allies will like you more, companions will grow on you, enemies will learn to hate you. It makes relations more organic and leads to real friendships/hatreds which when combined with other mods add incredible flavor to your game

🟑 Improved Garrisons

Can safely be added. However should not be removed. If you must, make sure that all recruiters & guard parties have been disbanded or it will break your save game.

QOL of life mod that allows you automatically recruit troops for your garrison, as it should be. It is a fantastic mod which lets you play the game instead of spending half your Royal time running to every village in the hopes of finding some troops for your ranks.

Please check out the modpage for a full list of features because I don't have the time to explain them all but this is an incredibly well fleshed out mod which does its job admirably well.

🟑 Economy Tweak

Can safely be added and removed but doing so will result in a few days of economic mayhem as the game adjusts to the new calculations. If you add/remove it, give it time to kick in/phase out

Fixes the economy, makes prices less arbitrary, implements a more logical approach to food reserve /prosperity/etc… in settlements. It is an incredible mod which does make the early game more challenging but it is well worth it. As always, check out the mod page for more details

🟒 Realistic Battle

I love this mod. Have I mentioned how much I love this mod?

If you feel like archers are too OP, battles are boring and short or that armor in Vanilla is useless then this is the mod for you.

In my eyes, this mod fixes so many balance issues in the game by making every troop type/playstyle viable in its own way. It "unlocks" the AI so that even looters aren't braindead and on the whole makes every battle feel fresh and different.

🟒 Useful Companions

Ever thought it was weird that party leaders/caravan masters/governors never seem to learn anything on the job? This mod fixes that. Need I say more?

🟑 True Noble Opinion

Can safely be added, unsure about removing it but I expect it so lead to some weird stuff happening.

Fixes a clear oversight in the current game where each NPC Noble will now have his/her own opinion of other NPC Nobles that aren't hardcoded to be the same as the clan leader's. Fantastic mod for immersion and flavor.

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🟒 True Prisoners

Great mod that gives more depth to the prisoner system. What you do will affect you traits as well as your relations. It will even let you do prisoner rescue missions. Works wonderfully well with the other relations mods on this list.

🟒 Tournament Fair Armor

This mod is a fantastic little mod that does what it says incredibly well. Everybody gets the same armor preset in tournaments based on culture. Period. Full stop.

🟑 Blood Shit and Iron

Can be added midgame, although it will take time for the new troops to phase in. Cannot be removed from a save without causing issues.

My own troop overhaul which adds over 100 new troops, completely rebuilds faction troop rosters from the ground up and tries to balance historical accuracy with mount and blade lore. Each faction is its own module so you can pick and choose which faction overhauls you want. However I do recommend using them all as I've done my very best to make each faction feel very different but balanced.

Part three of solving the steamroll problem.

🟑 BSI – Realistic Battle Patch

Same rules for adding/removing as above

Necessary compatibility patch for BSI and RBM.

🟒 Houses of Calradia

Great little mod that adds AI marriage. Needed for any multigenerational playthrough.

🟒 Noble Titles

Great mod for flavor which adds titles to NPC names.

🟑 POC Color Changer (Config available on my mod's discord)

Can be added to any game but may mess up the banners of your game if you remove it cold turkey.

This mod does nothing on its own. However, with my config, it will give legit banners to every clan, make their troop's uniforms follow clan colors instead of kingdoms colors and will give each clan multiple shield patterns. Combined with the next mod, this change battles and turn the into eye candy. Will it be confusing? Absolutely at first but welcome to the middle ages where uniforms weren't a thing and recognizing friend from foe on the field of battle is not as easy as it seems.

🟒 Bear my Banner (MCM version)

The best mod of its kind. Lets T3 troops and above bear their lord's colors. Great way to get a sense of army strength too (more banners = stronger army) but combined with POC, this makes battles beautiful beyond belief and is fully compatible with custom troop mods.

Post your own modlists in the comments, lets help the new and returning butterlords out shall we πŸ™‚


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