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 Mount&Blade Repository » Mods » Gameplay Mechanics » Custom Settlements
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View this file on the M&B NexusFile Listing: Custom Settlements
Last Updated: Jun 26, 2009, 10:02:50 am
First Created: Dec 17, 2008, 05:12:35 pm
File version: 0.675
For M&B version: 1.010/1.011
Downloads: 145,049 Size: 93.49 MB
Views: 207,503 Type: RAR
Home:  Custom Settlements Forum
Rating (15 votes): 4.7 / 5.0
[WIP] Dynamically growing settlements and kingdoms. Heroes become Lords/Ladies and Kings/Queens. Check the homepage/thread for more details.

  • Customizable and Upgradeable settlement
  • Troops can be garrisoned
  • Can wait in town
  • Battles nearby take place in the settlement with the help of the settlement troops
  • Different scenes for each combination of economy and military upgrades (9 different outdoor scenes)
  • Indoor scenes for tavern (requires economy level 2), manor (military 1), castle (military 2), prison (economy 1, military 2)
  • Chests you can store items in (1 to start, another one in manor and one more in castle)
  • Troops in scenes are actual units in the garrison and are active: prisoners run about gathering resources, peasants visit others and spend time at home, troops attack enemies and then return to their post
  • Occasional random encounters: travellers can visit, looters can wander near and become a nuisance
  • Time spent in settlement outdoor scenes improves your parties morale (they enjoy the downtime) and your reputation with the settlement
  • Time spent in settlement indoor scenes has benefits as well depending on building
  • Patrolling the scene can lower corruption.
  • Ability to set up mock battles using wooden weapons (got the idea from Lancien) under "Organize Population" menu (adds XP and upgrades to garrisoned troops based on training skill)
  • Can spend time training workers (upgrades peasants into crafters, increasing productivity)
  • Can spend time training recruits (upgrades peasants into recruits)
  • Personal food stores aren't used up when near settlement
  • Tons more changes

File History
0.3 additions:
Multiple settlements setup
Can turn heroes into Lords
New Settlements:
Ettlesen near Yalen
Charfield near Halmar
Also tons more smaller changes
0.35 additions:
Fix for getting peasants from villages
Added Settlement AI (so AI lords settlements improve)
Can turn 1 companion into your steward when you have a castle (bring the hero into the castle and talk to them to make them your steward).
0.35b additions:
Fix for upgrading not working
Added patrols, talk to your steward to buy patrols
Added more functionality for lords, you can access their inventory and character sheet like if they were companions
0.4 additions:
New Settlement: Icengard (between Vaegirs and Khergits)
Patrols, Caravans, and Peasant Parties
0.5 additions:
New Settlement: Stoneport (along the coast south of Sargoth)
Bandit infestations, Peasant and Prisoner revolts, and all three able to take over settlements
Lots more
0.51 fixes:
Manor upgrades work as intended
Peasant revolts require over 40 corruption and less than 40 relation and prosperity
0.52 fixes:
Peasants revolts require over 50 corruption, and less than 50 prosperity and relation
Slower combat times
0.53 minor fixes
0.6 additions:
All settlement map
Companions as map heroes and lords
Settlements and Kingdoms grow over time
minor fixes
added AI owned caravans and patrols
swarm AI code
thread AI code
added Kargala settlement (by Achilles_)
minor fixes
added Braemar settlement (by Liquidninja)
added female troop line of kingdom troops
improved bandit troop line
minor fixes
added Ravenspire settlement (by Liquidninja)
minor fixes and additions
new resource and upgrade system
resource caravans
new peasant jobs (quarryman, lumberjack, farmer)
19 new heroes
new hero system traits
5 new functional settlements (by Chammadai, Louis Dumonte, Folthrik, Deritus, and CtrlAltDe1337)
3 new empty settlements
minor fixes
charfield as bandit castle
more diverse face codes for peasant, adventurer, and bandit troop trees
minor fixes and stays save game compatible
added settlement Fulrestin (by Koror)
minor fixes and stays save game compatible
minor fixes, not savegame compatible
adds Cuijk (by Pvt88) and Dartmoor (by Liquidninja) settlements
adds 11 new heroes
implements more behaviour traits
many fixes, not savegame compatible
6 new settlements:
Griffinhill by mukk
Falconpass by Berpol
Esgaroth by jacob25
Grenlandsby by Folthrik
Diavolonia by Diavolo
Drunadd by Datver
8 new empty settlements
adds 25 new heroes
adds mercenary faction
better kingdom AI
many fixes, not savegame compatible
includes City Add-on (13 more settlements and many new heroes) by Berpol
includes OSP Add-on by AvaRice
cosmetic improvements to interface by Berpol and Liquidninja
more mercenary buy options
more bribe options
more ways to gain resources
changed settlement defense
More From This Author
Comments (Page 2 of 5)
IP: logged
 Re: Custom Settlements  » posted by wickedshot on Jan 08, 2009, 06:23:22 pm
thanks, and fisheye made a custom troop mod that i intend to incorporate after version 1.0
IP: logged
 Re: Custom Settlements  » posted by Pianista on Jan 14, 2009, 05:35:18 am
Custom how I include soldiers in a culture to prepare?? the soldiers are found already but does not succeed :( goes by all of them with a fraud, but without a fraud not. :-(
IP: logged
 Re: Custom Settlements  » posted by Matqo on Jan 19, 2009, 01:47:58 pm
I found that some settlements do not have camps like 4 of them. How can i fix that?
IP: logged
 Re: Custom Settlements  » posted by wickedshot on Jan 20, 2009, 07:41:21 pm
They're currently empty, hence the names like Empto.
They'll be gradually filled up in newer versions.
IP: logged
 Re: Custom Settlements  » posted by Szobi on Feb 21, 2009, 01:14:02 am
Best mod idea so far, ant wait until its "finished". Greatest idea.
IP: logged
 Re: Custom Settlements  » posted by bremg on Feb 22, 2009, 05:27:12 am
There are no normal towns/villages etc.

Is this normal? I only get the empty camps at beginning...
IP: logged
 Re: Custom Settlements  » posted by wickedshot on Feb 22, 2009, 01:01:46 pm
Everything should be camps except Custow at the beginning.
Note that EmptXXX settlements are unfinished, so do not use them as your home settlement, use one like Ettlesen or Braemar, etc (non-EmptXXX named)
IP: logged
 Re: Custom Settlements  » posted by Liquidninja on Mar 09, 2009, 05:20:24 pm
This is a fantastic mod! And a great new update! Kudos to you ;)!
IP: logged
 Re: Custom Settlements  » posted by Pianista on Mar 10, 2009, 11:18:25 am
how I can hire a hero in this version??
IP: logged
 Re: Custom Settlements  » posted by wickedshot on Mar 10, 2009, 04:06:52 pm
You need two times their level in relation with them.

So someone like Ymira you just need 2 relation with.

But for someone like Scarlett you need 60 relation with.
IP: logged
 Re: Custom Settlements  » posted by Pianista on Mar 11, 2009, 05:22:27 am
IP: logged
 Re: Custom Settlements  » posted by Lifewraith on Mar 13, 2009, 11:33:33 am
Great mod! Not noticed any real bugs at mo. cant wait to see future versions!
IP: logged
 Re: Custom Settlements  » posted by Cornielius on Mar 14, 2009, 04:25:21 pm
Don't know if anyone else has this but...
Is it supposed to be that the only faction is that of the stettlements, bandits and adventureres? I mean that the other factions, nord and swadians alike, aren't there.
So if I could get some info about this, that would be great.
IP: logged
 Re: Custom Settlements  » posted by wickedshot on Mar 15, 2009, 01:19:07 am
After a few days Custow will start up its own kingdom, one of the original native kingdoms.

Also, any other settlement to become a Castle Town can start up its own kingdom as well.
IP: logged
 Re: Custom Settlements  » posted by columbus on Mar 22, 2009, 12:50:19 am
is there a sort of hero limit? i can only recruit 2 from peasant, also, how to reconcile with faction like bandit and peasant? cause i raid all the village available from the start
IP: logged
 Re: Custom Settlements  » posted by columbus on Mar 22, 2009, 12:52:42 am
is there a hero limit? i can recruit 2 from peasants, also how to reconcile with faction? i got everyone on my tail after i raid all nearby village
IP: logged
 Re: Custom Settlements  » posted by AvaRice on Mar 29, 2009, 03:05:55 am
Great, innovative mod. Too bad I took a pass on the .66 version thinking that it wouldn't be worth starting a new game.
IP: logged
 Re: Custom Settlements  » posted by bremg on Apr 01, 2009, 06:23:45 am
It won't start..

Customsettlemetents.brf ERROR..

Wrong upload maybe?

Downloaded it 3 times so it either my computer or the upload has a flaw in it..
IP: logged
 Re: Custom Settlements  » posted by wickedshot on Apr 01, 2009, 08:30:24 pm
you need the OSP Add-on by AvaRice.

simply download it and place its contents (several files and two folders: resources, textures) into the custom settlements 0.67 folder and let it overwrite
IP: logged
 Re: Custom Settlements  » posted by Dryke on Apr 02, 2009, 02:27:48 pm
How can I combine this mod with Brutality Mod? Brutality only messes with some map textures, sounds and has caracter death.
Showing comments 21 to 40 of 85 Showing Page 2 of 5  <  1  2  3  4  >  Last » 

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