Mount & Blade II: Bannerlord

Mount & Blade II: Bannerlord

Allegiance Overhaul
72 Comments
Friends with Benedicts 24 Jan @ 8:16pm 
can i rebel from my kingdom with this mod?
artifixer  [author] 8 Nov, 2024 @ 3:33pm 
Yep.
Sir Charly 8 Nov, 2024 @ 5:11am 
can be added to an existing save?
aceboy_21 11 Oct, 2024 @ 6:13pm 
@artifixer, Thank you.
artifixer  [author] 11 Oct, 2024 @ 5:06am 
@aceboy_21, Improbable. Most likely they just want so much money you can' afford it. In that case they just auto-reject. It's vanilla.
aceboy_21 11 Oct, 2024 @ 1:02am 
Not sure if it's due to mod conflict but I can't seem to get clans to join my faction. As a matter of fact, they flat out reject any offers. Any help would be most appreciated.
Rhombrisk 15 Sep, 2024 @ 4:33am 
wait can someone explain to me how it works and liek what settings i need to have factions join my kingdom
artifixer  [author] 30 Aug, 2024 @ 1:54am 
Yes, should be compatible.
Chaos 29 Aug, 2024 @ 10:49pm 
Is this mod compatible with mods that change troops and kingdoms? Like Realm of Thrones?
Phobos 5 Jul, 2024 @ 12:29pm 
It's weird af to see Aserai Lords in Northern Sturgia
Phobos 5 Jul, 2024 @ 12:28pm 
Is there a mod that stops clans from joining Kingdoms of different cultures?
artifixer  [author] 15 May, 2024 @ 12:29am 
Yes, it was updated recently.
Mighty Zinger Box 12 May, 2024 @ 8:01am 
does this still work?
A_Gila_Monster 19 Dec, 2023 @ 6:18pm 
Often (but not always) crashes for me on 1.2.7, sadly.
Worrisome Possessor Austin 29 Oct, 2023 @ 1:47pm 
I'm hit with this error.
Initialization error - System.TypeLoadException: Could not load type 'TaleWorlds.CampaignSystem.ViewModelCollection.TooltipRefresherCollection' from assembly 'TaleWorlds.CampaignSystem.ViewModelCollection, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'.
at System.Reflection.CustomAttribute._CreateCaObject(RuntimeModule pModule, IRuntimeMethodInfo pCtor, Byte** ppBlob, Byte* pEndBlob, Int32* pcNamedArgs)
at System.Reflection.CustomAttribute.CreateCaObject(RuntimeModule module, IRuntimeMethodInfo ctor, IntPtr& blob, IntPtr blobEnd, Int32& namedArgs)
at System.Reflection.CustomAttribute.GetCustomAttributes(RuntimeModule decoratedModule, Int32 decoratedMetadataToken, Int32 pcaCount, RuntimeType attributeFilterType, Boolean mustBeInheritable, IList derivedAttributes, Boolean isDecoratedTargetSecurityTransparent)
matmaster123 18 Sep, 2023 @ 5:35pm 
i tried loading bannerlord in an earlier version and that seems to make it work, så the mof probaly needs to be updated so it is compatible with 1.1.6
matmaster123 18 Sep, 2023 @ 7:17am 
why does it keep saying "allegiance overhaul failed to load! see details in the mod log" whenever i start the game, tried reinstalling, but dosent change it.
Хьорх 20 Jun, 2023 @ 11:11am 
1.1.4?
MynameJeff 23 May, 2023 @ 6:25am 
How can I make it so lords are easier to persuade? I just get I am happy with my leige
SusanBrindle 24 Mar, 2023 @ 8:07am 
Not sure if related, but I've been consistently crashing during castle ambushes with this mod installed.
Rubber Ducky 14 Mar, 2023 @ 7:20pm 
compatible with kingdom politics expanded? I don't see anything that would be a major conflict as one changes voting and this changes vassal loyalty
Kharn the Bloody 3 Mar, 2023 @ 9:03am 
Thx m8 and thx for what you do.
artifixer  [author] 3 Mar, 2023 @ 8:51am 
@qavqavpr. No.

@EVPVP. No.

@Kharn the Bloody.The mod is compatible with Diplomacy. Suggested settings have "Suggested" preset for them. They are not hardcore. There should be no issues with v1.1.0.
qavqavpr 3 Mar, 2023 @ 5:52am 
is it possible to recruit individual lord instead of entire clan in the future?
J 2 Mar, 2023 @ 3:22pm 
CRASHES
Kharn the Bloody 2 Mar, 2023 @ 10:09am 
Also is this mod compatible w Diplomacy?
Kharn the Bloody 2 Mar, 2023 @ 10:06am 
Suggested settings? Played religiously during Early Access back in 2020. It's been so long since I've led an army and had to deal with Kingdom business. I'm not sure what all your settings do as I'm looking at them rn via Mod Manager in game. Suggested settings if I want a light version that's not too hardcore till i understand what's what?
Kharn the Bloody 2 Mar, 2023 @ 3:07am 
Greetings. Lost all campaigns with 1.1.0 update. Looking to refresh my mod selections since I lost a bunch and lost my campaig saves. Any issues with v1.1.0 that went live yesterday.
Tranderas 6 Feb, 2023 @ 12:13pm 
They're not migrating between kingdoms. I didn't know they were supposed to be allowed to join kingdoms at all. It's a frustrating mechanic that causes massive lord bloat and I thought the AI would simply execute any rebels they found even after becoming a "standard" clan (ie going from Seonon's Rebels to Tyl's Clan).
artifixer  [author] 6 Feb, 2023 @ 10:55am 
@Tranderas. TW do not let rebel clans to migrate either. I'm not sure, maybe if they win a rebellion. But while they are still counted as a rebel clans, they can't migrate. I have just re-checked that in game code today.
Tranderas 6 Feb, 2023 @ 10:50am 
@artifixer no you read my question correctly. I was so shocked that TaleWorlds would think it's a good idea to have rebel clans convert into normal clans that can join kingdoms that I thought it couldn't possibly have been them and went looking for what else might be doing it.
artifixer  [author] 6 Feb, 2023 @ 4:12am 
@Tranderas. Actually, no. I was not reading your question correctly, sorry. Rebel clans do not get to migrate between kingdoms and AO does not change that.

@Marcelx2x. Yes, it is.
Marcelx2x 6 Feb, 2023 @ 3:06am 
Is the mod compatible with Diplomacy?
Tranderas 5 Feb, 2023 @ 11:56am 
Ah thanks for the quick response. So having rebel clans become normal clans that can join the established kingdoms is intended behavior?! Disappointing to say the least. Well, campaign.kill command exists for a reason I guess.
artifixer  [author] 3 Feb, 2023 @ 11:06pm 
@Tranderas. The mod does not change how AI evaluates other kingdoms. So it can't and won't make your kingdom any more or any less attractive for AI. It does have a setting that allows AI to consider your kingdom though, cos vanilla exludes player's kingdom from the consideration.
Tranderas 3 Feb, 2023 @ 12:05pm 
Hey, I was wondering if this mod makes it more likely for clans formed when cities rebel to join an established kingdom. I saw an influx of those clans- for ex Seonon's Clan- joining one of the big kingdoms and I wasn't sure if that was part of the base game or this as I hadn't seen it much before 1.0.2, which is about the same time I started using this.
artifixer  [author] 20 Jan, 2023 @ 3:01pm 
Also (just a note), "all kingdoms" is a suggested setting coz it's fair for everyone and not just a player and you should be able to invite them once their service period / oath of fealty period is over.
artifixer  [author] 20 Jan, 2023 @ 2:57pm 
Can you send me a save file? Would like to see what's happening.
Reinar 20 Jan, 2023 @ 2:08pm 
Yes i do, sorry i meant my kingdom, they left my kingdom in a couple of days, which is weird, i can only keep them in my kingdom if i turn on the setting "all kingdoms" but it wont give me the option to invite anyone else
artifixer  [author] 19 Jan, 2023 @ 10:19pm 
Leave your clan? Do you actually have a kingdom?
Reinar 19 Jan, 2023 @ 4:08pm 
Yeah so i tried that, and this is the weird part, for ensured loyalty section, when i apply to "All kingdoms" as soon as they leave my clan, it wont give me the option to hire them again, but then when i put "kingdom rules by player" i can invite the mercenaries again, but if i leave it like that, they leave my clan in a couple of days
artifixer  [author] 15 Jan, 2023 @ 11:10am 
If you have not accidentally reduce it to some very low number, you may have a conflicting mod that prevetns AO from working.
artifixer  [author] 15 Jan, 2023 @ 11:09am 
@Reinar. Setting name: "Minimum mercenary service period". Setting tip: "Period in days after initiating mercenary service of kingdom, during which minor faction would not even consider leaving that kingdom. Default = 42 (half a game year)."
Reinar 15 Jan, 2023 @ 10:01am 
I'm sorry im noob to this but if you help me out, i can't figure out the settings to make my mercenaries stay with me forever or as long as possible, i tried adjusting a lot of settings and they still leave me after a couple of days, i would really appreciate it if you help me figure out the right settings for that, thank you
artifixer  [author] 9 Jan, 2023 @ 12:47am 
@Spartan3663. It's been a while since I looked into it. So I don't remember exactly, and they might have changed something. But it used to be the ratio of fiefs to commanding lords with some complex weights, culture, relations with the ruler, average relations with other clans, some other things. Don't think this actually accounts for the power score in the raw, rather some of the factors that the power rating is based on.
Spartan3663 9 Jan, 2023 @ 12:38am 
@artifixer I see and -- final question -- what values does it look at to determine if your kingdom is a good candidate? Power? Number of fiefs? Both and a lot of other values?
artifixer  [author] 9 Jan, 2023 @ 12:35am 
@Spartan3663. Yes, vanilla is random. But I have to say that it's not a dumbas "pick random kinggdom and migrate" random,, but much more natural one when AI chooses a random kingdom to look at and then evaluates if it's good enough to go to or leave for. So while a clan won't always go for the best kingdom it sees, it certainly won't go for any unworthy one. Personally, I think this is the best approach. It makes sense while leaving room for some variation.
Spartan3663 9 Jan, 2023 @ 12:10am 
@artifixer Re-reading the patch notes I now realize I misunderstood them. Faction leaders will offer you vassalage or mercenary contracts.

"... it defaults to vanilla"
What is the vanilla system? Random?
artifixer  [author] 8 Jan, 2023 @ 9:05pm 
@Spartan3663. ""Allow AI clans to request joining player, including mercenary ones". This is now in the game by default." - this is a false statement.

"How does this mod compare to the vanilla with AI clan decisions? Are the clan decisions still random and now just include the player?" - same as always. It defaults to vanilla, but can be changed in the mod settings to CMK style, where AI clans prefere the kingdom with the highest score.
Spartan3663 8 Jan, 2023 @ 11:56am 
"Allow AI clans to request joining player, including mercenary ones". This is now in the game by default, I imagine you just copy/pasted this form your old Nexus page. How does this mod compare to the vanilla with AI clan decisions? Are the clan decisions still random and now just include the player?