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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: 145,183 Size: 93.49 MB
Views: 207,750 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 3 of 5)
IP: logged
 Re: Custom Settlements  » posted by Dryke on Apr 03, 2009, 12:42:44 pm
In Ettlesen when i try to recruit train a man, after the 8 hours it shows a "Nothing" unit in my village, he is naked and doesnt show the next troop tier, is this normal?
IP: logged
 Re: Custom Settlements  » posted by wickedshot on Apr 04, 2009, 09:28:48 am
i take it you chose "Custom Culture"?

the custom culture has empty troops that people can edit the text files to make their own custom troops that they make

i recommend choosing another culture unless you like the empty naked people heh
IP: logged
 Re: Custom Settlements  » posted by Dryke on Apr 04, 2009, 11:16:54 am
Ok thanks, im using unofficial Troop Editor, if i usa the program to change "Nothing/Nothin" units name, will they still be recruitable under custom culture?
Also how do i create new units with Unofficial Troop Editor? Or some other program.
IP: logged
 Re: Custom Settlements  » posted by wickedshot on Apr 04, 2009, 10:28:12 pm
theres a guide on the custom settlements forum that explains it better than i can in this post, i recommend checking it out and asking questions there.

but for the nothings, so long as you leave the trp tag the same (the "trp_custom_recruit") and add your new troops to the end of the file and update the number of troops at the beginning of the file, it should all work.

but i recommend reading the more indepth guide since i know it can be tricky
IP: logged
 Re: Custom Settlements  » posted by Soccermum on May 13, 2009, 09:00:17 pm
Hey, I downloaded your mod because it sounds like a great idea, but when I try to run it, I get an errors which says "Unable to open file Modules\Custom Settlements .67\resource\CustomSettlements.brf"
IP: logged
 Re: Custom Settlements  » posted by MadNutter on May 22, 2009, 04:35:13 pm
I think ill try to combine this and another mod, and hope it doesnt bind and create a terrible worm, wish me luck! :-D
IP: logged
 Re: Custom Settlements  » posted by wickedshot on May 24, 2009, 01:28:24 pm
Thats the error you get if you don't have the OSP properly setup. Make sure you've gotten the OSP Add-on by AvaRice and have properly installed it.
IP: logged
 Re: Custom Settlements  » posted by wickedshot on May 24, 2009, 01:31:22 pm
Good luck heh.
IP: logged
 Re: Custom Settlements  » posted by Yliax on Jun 02, 2009, 02:09:33 am
So how do I get the settlers to actually gather resources? I gave them all jobs and waited several days in the game and they never collected anything. I received about 10 gold and that's all. How do I get merchants. I need to buy more food and equipment also. I was also wondering how you take over nearby settlements. Maybe I'm missing something. :p

I love the idea for this mod though. I found one town that doesn't work though...all the peasants spawned off the map and it said it couldn't load the scene. I'll let you know which one it is later when I load the game back up.
IP: logged
 Re: Custom Settlements  » posted by wickedshot on Jun 02, 2009, 09:42:40 pm
You'll gain your profits and resources once a month, so you'll likely need to wait longer. Higher prosperity helps your profits, but you need higher productivity to gain more resources.

For peasants spawning off the map, that was an Empty settlement I'm guessing, i.e. the ones whose names start with EmptXXX.
IP: logged
 Re: Custom Settlements  » posted by checkitout on Jun 08, 2009, 07:52:30 pm
i downloaded it and installed it and everything. but when i open it, a rgl error appears saying unable to open file: Modules\Custom Settlements 0.67\resource\customsettlements.brf pls help me prive message me pls
IP: logged
 Re: Custom Settlements  » posted by wickedshot on Jun 08, 2009, 10:49:24 pm
You need to download the OSP Add-on by AvaRice, its linked above.
Make sure you install it properly, as the error you are getting means its either not installed or not installed properly.
IP: logged
 Re: Custom Settlements  » posted by Lareth on Jun 16, 2009, 09:04:38 am
Hey, great idea this mod is, well done.


I'm took over this village in the far east
side of the map.

Every time I enter the "camp" I fall 3 metres with my horse, then all the guys that are on the spot of land are outside the map ("leave area" area) and I cant get to them. The it displayes an error message

"Unable to load scene objects! scn_custom_settlement_e0m0_35".

If you need any help with anything at all pm me, I dont know modding that much but jsut some dirtywork your too fed up to do.

IP: logged
 Re: Custom Settlements  » posted by Miika270 on Jun 19, 2009, 01:54:47 pm
How can i get resources for my village? (exept money)
IP: logged
 Re: Custom Settlements  » posted by wickedshot on Jun 21, 2009, 03:33:14 pm
Settlements with names like "Emptauk" are Empty and have no scenes yet. They are there for scenemakers to use to make the scenes for each level of the settlement themselves for even more customization.
You should never use an EmptXXX settlement for your own if you simply want to play without using the editor.
IP: logged
 Re: Custom Settlements  » posted by wickedshot on Jun 21, 2009, 03:35:08 pm
You'll get resources once a month.

To improve the amount you get, train your peasants to professions like Lumberjacks, Quarrymen, or Farmers. Also raise your Productivity.
IP: logged
 Re: Custom Settlements  » posted by ghggjhgjgj on Jun 28, 2009, 11:49:02 am
idk how to do this like were do i put mods i cant find the mod folder so i wuld like some1 to private mssg me and explain it
IP: logged
 Re: Custom Settlements  » posted by wickedshot on Jun 28, 2009, 05:28:51 pm
look for your Mount&Blade folder, and then inside that open the "Modules" folder, thats where you put mods (you'll often have to unzip it first)

to use the mod after youve placed it in the "Modules" folder, open the Mount&Blade launcher and then switch "Native" to the mod name, in this case "Custom Settlements 0.675"
IP: logged
 Re: Custom Settlements  » posted by Miika270 on Jul 02, 2009, 06:24:16 am
With this version i allways get a error message: Get object failed for texture. Whats the problem :?:
IP: logged
 Re: Custom Settlements  » posted by wickedshot on Jul 02, 2009, 12:05:23 pm
when do you get this error and is that the full error?

might be better to ask on custom settlements forum
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