Valorlord (Mount & Blade 2 Bannerlord mod list)

Valorlord

A curated Mount & Blade II: Bannerlord modlist by Valtarien (ACE).

Built for v1.4.7 (build 117484) with the War Sails 1.2.7 DLC.

141 mods plus the seven official modules, ordered for stability first, performance second, feature richness third. The game still plays like Bannerlord — no overhauls, no fantasy content, no overpowered troop trees or items.

Playable in Sandbox (the default) or Campaign. Both use the same module list; only four settings differ.

Valorlord is an independent derivative of Vanilla 1.4.7 Plus Modding Notes by TadasTheLithuanian, treated here as upstream — not a fork awaiting a merge, but a separate list, separately maintained, that draws on upstream and continues to track it as a reference.

Relationship to upstream

Upstream supplied the foundation: the divider-based load-order structure, the ownership philosophy that assigns each gameplay system to exactly one mod, and most of the MCM values reproduced here. That work, and the credit for it, is TadasTheLithuanian's.

What "derivative rather than fork" means in practice:

  • Changes flow one way, selectively. Valorlord reads upstream's changelog and adopts what fits. It does not mirror upstream, and nothing here is submitted back.
  • Divergences are settled decisions, not drift. Every entry in §8 is a deliberate choice with a stated reason. Where the two lists disagree, Valorlord is not out of date — it reached a different answer.
  • The selection criteria differ. Valorlord is ordered strictly stability first, performance second, features third, and it defaults to Sandbox play but supports Campaign; the four settings that change between them are collected in §7. Upstream carries neither constraint.
  • Support is separate. Problems with this list are not upstream's to answer, and this document should not be cited when reporting an issue against upstream's guide or against any mod author.

Last reconciled against upstream as of its 27 July 2026 update. The thirteen points of divergence are listed in §8.


Contents

  1. Before you start
  2. Game client settings
  3. Launcher
  4. Installing the mods
  5. Load order
  6. Mod configuration
  7. Starting a new game
  8. Divergence from upstream
  9. Known issues
  10. Maintaining the list
  11. Changelog

1. Before you start

You need a clean 1.4.7 install — not 1.4.6 or earlier. Verify the build number in the bottom corner of the main menu.

Update your graphics drivers, then delete these two directories:

%USERPROFILE%\Documents\Mount and Blade II Bannerlord
C:\ProgramData\Mount and Blade II Bannerlord

The first holds saves, mod settings and logs; the second holds compiled shaders. Both regenerate on next launch. Back up any saves you want to keep first — they will not be compatible with this list anyway.

Launch the game once with the official launcher before installing anything, to recreate the configuration files the list depends on.

Extract every mod with 7-Zip. Windows' built-in extractor can leave DLLs blocked, failing to load silently. If you already extracted with something else, right-click each DLL → Properties → Unblock.

Mods install to:

...\Mount & Blade II Bannerlord\Modules\<ModuleName>

Each archive contains one folder that goes directly there.

A note on updates

Mod versions move constantly, so rather than pin them here — wrong within a week — the approach is:

  • Track every mod on its source page so you get update notifications
  • Read changelogs before applying updates; a "fix" in one mod is often a behaviour change that collides with another
  • Update in small batches and verify with Harmony Patch Scanner before committing to a campaign

The core libraries are worth pinning here, because everything depends on them and mismatches are silent:

Library Known-good
Harmony 2.4.2.225
ButterLib 2.10.4
UIExtenderEx 2.13.2
Mod Configuration Menu 5.12.0

Some mods list a required MCM version that does not exist on the download page — authors sometimes quote the NuGet package number, which runs slightly ahead. Install the newest published release and ignore the discrepancy.


2. Game client settings

These prevent engine-level crashes in a heavily modded install. Set them before installing anything.

Video

  • Disable Force VSync in Menus
  • Frame Limiter → 89

Performance

  • Shader Quality → Medium — higher settings can produce stretched textures with exported shaders
  • Number Of Corpses → High (125)never Unlimited, this reliably causes battle crashes
  • Number Of Ragdolls → 10
  • Disable Motion Blur
  • Sound Channels → Medium (256)

NVIDIA Control Panel → Manage 3D Settings → Program Settings → bannerlord.exe

  • Low Latency Mode → Ultra
  • Max Frame Rate → 90
  • Power management mode → Prefer maximum performance
  • Vertical sync → Off

3. Launcher

Valorlord uses Novus Bannerlord Launcher, which supports saved presets and named divider entries. The dividers (divCore, divUtil, and so on) are cosmetic grouping entries — they load nothing, they just make a long list navigable.

Do not use Vortex. Beyond general reliability problems, it has a documented history of writing a module string the engine resolves differently, producing symptoms as bizarre as bandits rendering as children. If something looks wrong, verify that the launcher's module string matches your intended order before suspecting a mod.

Do not use Steam Workshop mods alongside this list. Automatic updates mean changes land without you reading the changelog.


4. Installing the mods

Work down the table in §5 in order. For each entry:

  1. Download the archive from the linked page
  2. Extract with 7-Zip into Modules\
  3. Confirm the extracted folder name matches the Module ID column

Some mods ship multiple builds on their download page — pick the one for game version 1.4.7. Where a mod offers an MCM and a non-MCM variant, take the MCM variant.

Enable everything in Novus in the order shown, save the preset, then launch once and check the log at:

C:\ProgramData\Mount and Blade II Bannerlord\logs\rgl_log_<pid>.txt

Search for Assembly load result. Every entry should read SUCCESS. Anything else means a blocked DLL, a missing dependency, or a mod built for the wrong game version.

Four entries are not on Nexus:

  • Encyclopedia Extender is distributed on GitHub — take the release from the repository
  • The three Artem mods (Core, Nostalgic Conversations, Lively Animations) are Patreon downloads. Artem Core is a dependency for the other two
  • Stealth Flag Fix is not a standalone mod. It is a file hosted on the Files tab of the upstream guide's own mod page

Two entries have a near-identical sibling on Nexus — take the one linked:

  • Dynamic Looks Change — the link points to the 1.3.X build by geraltofpiss232, which is the one the upstream guide adopted. An earlier, separate mod of the same name also exists and uses the same module folder
  • World Events Announcer — the link points to the "Updated for 1.3.15" build. The original standalone release is a different mod page

The div* entries are supplied by Dividers – Mod List Load Order Organizers. Install it first if you want the same visual grouping; the author of the upstream guide also posts a refreshed divider file in that mod's comments section. Novus only.


5. Load order

Order matters. Harmony resolves same-priority patches by registration order, which follows load order, so moving a mod can silently change which of two competing patches wins.

Improved Garrisons sits in Diplomacy and economy rather than Large gameplay mods below, because Harvest And Production's author requires it to load first — the position follows that dependency, not the thematic grouping.

# Module ID Mod
1 Bannerlord.Harmony Harmony
2 BetterExceptionWindow Better Exception Window
3 Bannerlord.ButterLib ButterLib
4 Bannerlord.UIExtenderEx UIExtenderEx
5 Bannerlord.MBOptionScreen Mod Configuration Menu (MCM)
divCore Core — official modules
6 Native (official — enable in launcher)
7 SandBoxCore (official — enable in launcher)
8 Sandbox (official — enable in launcher)
9 StoryMode (official — enable in launcher)
10 CustomBattle (official — enable in launcher)
11 BirthAndDeath (official — enable in launcher)
12 NavalDLC (official — enable in launcher)
divUtil Utilities, fixes and quality of life
13 HarmonyPatchScanner Harmony Patch Scanner
14 AttributePointFix Attribute Point Fix
15 BanditVoiceFix Bandit Voice Fix - v1.3.x
16 BannerFix Banner Fix
17 BetterSaveLoad Better Save and Load
18 Butter_Fix Butter Icon Fix
19 CharacterReload Character Reload Fix
20 FixForRaidingCultureInfluence Fix For Raiding Cultures Influence Loss
21 SavePortraitFix Save Menu Portrait Fix for 1.4.7
22 TroopSort Troop Sorting
23 TrueCulturalNames True Cultural Names
24 UnitSpawnPrioritizationForAI Unit Spawn Prioritization For AI
25 UsefulSkips Useful Skips
divUI User interface
26 HighSellPrice Alert on High Selling Price
27 BannerEditor Banner Editor
28 BestTradePrice BestTradePrice - Smarter Trading
29 BetterHideoutTroopSelection Better Hideout Troop Selection
30 BetterPortraitsLite Better Portraits for Heroes
31 Bannerlord.EncyclopediaExtender Encyclopedia Extender — GitHub
32 EquipmentUIHelper Equipment UI Helper
33 HistoricalBannerIcons Historical Banner Icons
34 AIBannerIcons AI Banner Icons
35 HorseCounter Horse Counter (and Manager)
36 InventoryFilter Inventory Filter
37 ItemQualityVisuals Item Quality Visuals
38 KillCounters Kill Counter
39 NoRelation No Relation
40 LevelUpNotifications Notifications for Level Up
41 ShowCompanionRequirements Show Companion Requirements for Issues
42 ShowMilitaryPower Show Military Power
43 ShowSkillLimit Show Skill Limit
44 PartyLowFood Warning on Party Low Food
45 WorldEventsAnnouncer World Events Announcer - Updated for 1.3.15
divGameplay Gameplay
46 ArtemCore Artem Core — Patreon
47 ArtemsNostalgicConversation Artem's Nostalgic Conversations — Patreon
48 AskWhereALordIs Ask Where A Lord Is
49 BanditBlackHole Bandit Black Hole
50 BanditsDontDropEpicLoot Bandits Don't Drop Epic Loot
51 BannerlordExpanded.CompanionExpanded Bannerlord Expanded - Companion Expanded
52 BannerlordExpanded.SettlementInteractions Bannerlord Expanded - Settlement Interactions
53 CompleteQuestsToGainSkills Complete Quests To Gain Skills
54 Docks Docks
55 HoldCourt Hold Court
56 Horses Horses
57 MorePrisonerInteractions More Prisoner Interactions (reloaded)
58 SkillMastery Skill Mastery
59 Overfleet Overfleet
60 PlayerExecuteEdit Player Execution
61 ImprisonScumbags Town Magistrates
62 TrueController True Controller
63 TrueRelations True Relations
64 VassalBarons Vassal Baron - Creation of Vassals
divPersistent Persistent adjustments
65 BetterCore Better Core
66 BetterAttributes Better Attributes (maintained fork)
67 BetterHUD Better HUD
68 MinimumLearningRate Minimum Learning Rate
69 ShadowTweaks Shadow Tweaks
divCombat Combat
70 DefendYourself AI Defend Yourself
71 AIKickNBash AI Kick N Bash
72 ArtemsLivelyAnimations Artem's Lively Animations — Patreon
73 AllHeroesAreVisibleInBattle All Heroes Are Visible In Battle
74 CatapultGuide Catapult Guide
75 RTSCamera RTS Camera (War Sails compatible)
76 RTSCamera.CommandSystem RTS Camera - Command System
77 BreakablePolearms Breakable Polearms
78 HealingOnKillBasedOnMedicineSkill Healing On Kill Based On Medicine Skill
79 HeroesMustDie Heroes Must Die
80 ImmersiveBattlefields Immersive Battlefields
81 ImmersiveCombat Immersive Combat
82 KnockedDownHeroesInfluencesTroops Knocked Down Heroes Influences Troops
83 LT_Nemesis Nemesis
84 FrontlineMod Organized Frontline Mod
85 PerfectFireArrows Perfect Fire Arrows
86 PickupMeleeWeapons Pick Up Melee Weapons
87 RaiseYourBanner Raise Your Banner
88 RaiseYourTorch Raise Your Torch
89 NoMoreStuckProjectilesRedux No More Stuck Projectiles Redux
90 RealisticBlood Realistic Blood
91 RealisticCombatAdjustments Realistic Combat Adjustments
92 RealisticWeaponMastery Realistic Weapon Mastery
93 SiegeAIFix Siege AI Fix
94 StaminaSystem Stamina System
95 TrainingBattles Training Battles
96 TroopsDropAllWeapons Troops Drop All Weapons
divItemsTroops Items and troops
97 PracticalHolsters Realistic Practical Holsters
98 RCM Realistic Combat Mod
99 Retinues Retinues - Custom Clan and Kingdom Troops
divCrafting Crafting
100 BetterSmithingContinued Better Smithing Continued
101 CraftingPieceSorter Crafting Piece Sorter
102 Bannerlord.BannerCraft BannerCraft (Updated)
103 VisibleSmithingStaminaWhileWaiting Visible Smithing Stamina While Waiting
divNPC NPCs
104 AliveScenes Alive Scenes
105 AmazingNpcs Amazing NPC Lords
106 CultureDiversityMod Culture Diversity Mod
107 MoreNotables More Notables
108 UsefulWanderersv12 Truly Useful Wanderers
109 DressTheWandererv8 Dress The Wanderer
110 WanderersInParties Nobles and Wanderers In AI Parties
divWMapStatic World map — static
111 AIExecutioner AI Executioner
112 AIValuesLife AI Values Life (NPC Surrender and Death)
113 Memoria Memoria
114 RealisticPrisoner Realistic Prisoner
divWMapCont World map — continuous
115 AutoBestRole Auto Best Role (Companion Role Auto-Assign)
116 AutoResolveRebalanced Auto Resolve Rebalanced
117 ChildrenGrowFasterRedux Children Grow Faster Redux
118 ComplexCharacters Complex Characters
119 DynamicLooksChange Dynamic Looks Change - 1.3.X
120 GarrisonDoSomething Garrison Do Something
121 GovernorsHandleIssues Governors Handle Issues (Updated)
122 LordsGear Lord's Gear
123 NoLordFreeTroops No Lord Free Troops - Realistic AI Spawning
124 RealisticWeather Realistic Weather
divScenes Scenes
125 Arenas_extended Arenas Extended
126 Cutscenes_Extended Cutscenes Extended
127 GrassDistance Grass Distance
128 SiegeEngines_Extended_Vanilla+ Siege Engines Extended
divTourney Tournaments
129 ArenaOverhaul Arena Overhaul Redux
130 BalancedTournamentArmor Balanced Tournament Armor
divClans Clans and factions
131 ExtraClans Extra Clans
132 ExtraClansAIBannerIcons Extra Clans AI Banner Icons
133 ExtraClansWS Extra Clans Warsails
134 VanillaMinorFactions Vanilla Minor Factions
divDiplo Diplomacy and economy
135 Bannerlord.Diplomacy Diplomacy
136 BellumCivile Bellum Civile
137 ImprovedGarrisons Improved Garrisons
138 HarvestAndProduction Harvest And Production - Economy Overhaul
139 ImprovedEconomyForAILords Improved Economy For AI Lords
divBM Large gameplay mods
140 BanditMilitiasRedux Bandit Militias Redux
141 Fourberie Fourberie (Cunning)
142 JomsborgPirates Jomsborg Pirates For War Sails DLC
143 Ludus Ludus Nova
144 Nepotism Nepotism
145 PlayerSettlement Player Settlements
divGraphics Graphics
146 KingdomBorders Kingdom Borders
147 WarSailsBannerSails War Sails Banner Sails
divAudio Audio
148 MordhauVoices Mordhau Voices In Battle
149 RealisticCombatSounds Realistic Combat Sounds
150 MedievalMusic Medieval Music Addon
151 IB_Addon_UCH Ulfkarl Cultured Horns (Immersive Battlefields addon)
divPatches Compatibility patches
152 zzzUniversalPatch Universal Patch
153 StealthFlagFix Stealth Flag Fix — Files tab of the guide page
divCheat Cheat (empty)
divTest Test (empty)

6. Mod configuration

Every setting below is applied through the Mod Configuration Menu, reachable from the main menu (Options → Mod Options) unless noted otherwise. Mods not listed here need no configuration.

Settings are grouped in load order so you can work down the list once.

Utilities

Bandit Voice Fix

  • Debug Logging → off (the default). Only enable it if you find a silent bandit and intend to file a report.
  • The author recommends placing it near the bottom of the load order; Valorlord keeps it at position 15, near the top instead — see §9 before changing it.

Fix For Raiding Cultures Influence Loss

  • Misc → Non Raiding Culture Influence Change → -10

Unit Spawn Prioritization For AI

  • Main Settings → AI Spawn Prioritization Mode → Homogeneous
  • Set the matching option in the game's own Gameplay settings too

User interface

Horse Counter (and Manager)

  • Disable Handle Horses Hourly

Item Quality Visuals

  • General → Visual Style → Colored Icons
  • Enable the Tier 5, Tier 6 and Tier 7 icons

Gameplay

Bannerlord Expanded — Companion Expanded

  • Disable Wanderer Join Request
  • Disable Enable Companion To Sibling Conversation
  • Disable Enable Companion To Son/Daughter Conversation
  • Disable Additional Companion Slots

Bannerlord Expanded — Settlement Interactions

  • Disable the Inn module. It throws a null reference in InnBehavior.SetupInn() when a quest forces a programmatic settlement entry, most reproducibly the "Extortion by Deserters" quest, because Settlement.CurrentSettlement and LocationComplex.Current are transiently null at that point. Everything else in the mod is safe. Re-check after any update.

True Relations

  • Relations → Radius of Impact → 100
  • Relation Change Chance → 50%

Vassal Baron

  • Costs → Denars Cost → 100000

Persistent adjustments

Better Attributes

  • Disable Player Only everywhere — 22 separate checkboxes
  • Disable Crush Through Chance
  • Disable Healing Rate Bonus
  • Disable Slice Through Chance
  • Enable Support for more Bonuses (at the very bottom)

Use the maintained fork linked in the table — the original build silently fails to register 14 of its 16 patch classes on 1.4.7, because of a renamed parameter in DefaultBattleRewardModel.CalculateRenownGain, with no error message; the mod simply does almost nothing.

Better HUD

  • Disable Enemy Info

Shadow Tweaks

This mod exposes over 900 settings; Valorlord uses three of its features and switches off the rest, since most of what it offers is already owned by another mod in the list.

  • Leave enabled: XP Tweaks → Hero → Battle, and Character Development → Learning → Learning Rate
  • Disable Party Wage Tweaks — Harvest And Production owns wages
  • Disable Party Speed Tweaks — Harvest And Production owns party speed
  • Disable Workshops Tweaks — Harvest And Production owns workshops
  • Disable Smithy Tweaks — Better Smithing Continued and BannerCraft own smithing
  • Disable Tournaments Tweaks — Arena Overhaul owns tournaments
  • Disable Settlement → Town Mason — Improved Economy For AI Lords owns construction

The mod registers its Harmony patches regardless of whether the features are switched on — expected, and it costs essentially nothing; only the enabled features change behaviour.

Combat

AI Kick N Bash

  • Injured Animations → HP Threshold → 10

Heroes Must Die

  • Player Death → Enable Use Probability
  • Player death chance → 0.03, use surgeon skill → on
  • Leave Use Probabilities For NPCs off and all NPC death chances at 0 — this keeps the mod from overriding AI Values Life, which owns NPC battle death
  • Hero Protection → off in Sandbox, on in Campaign — see §7. In Sandbox there is no story to break; leaving protection on blocks succession, executions and rebellion, a large part of what the rest of this list does.

Knocked Down Heroes Influences Troops

  • Enable Disable Hero Knockdown Sounds

Siege AI Fix

  • Defaults are fine to start — the mod adds casualty-based retreat, army disbandment and cohesion loss on failed sieges. Fight one siege as attacker and one as defender before adjusting anything.
  • It spawns cover and replacement ladders into siege scenes at runtime — if another mod alters siege scene props, watch for misplaced geometry during the wall-breach phase.

Crafting

Visible Smithing Stamina While Waiting

  • Additional options → Enable [Town] Show current stamina percent

NPCs

Culture Diversity Mod

  • Disable the civilian and notable clothing overhaul. Dress The Wanderer owns wanderer and notable clothing in this list, and running both produces inconsistent results.
  • The mod's body-type corrections apply to newly generated characters, so install it before starting a campaign rather than partway through.

Truly Useful Wanderers

  • General Settings:
    • Disable Use 6 Attribute Templates For All Heroes
    • Enable Enable Wanderer Level Scaling
    • Disable Enable Skill prefixes
    • Enable Age scaling for wanderers
    • Enable Age-based skill count for wanderers
    • Wanderer Max / Min Skill → 200 / 50
    • Minor Lords Max / Min Skill → 200 / 50
    • Children Max / Min Skill → 250 / 20
    • Disable Enable Elders & Smiths
    • Disable Enable Ordinary Lords

Dress The Wanderer

  • Misc → Enable Disable equipment for Main Hero
  • Maximum Tier → 3, Minimum Tier → 1
  • Takes effect on new games only

Nobles and Wanderers In AI Parties

  • General:
    • Disable Only Clan Leaders Can Hire Wanderers
    • Enable Recruit Same Culture
    • Buy Missing Equipment Chance → 0% — Lord's Gear owns AI equipment purchasing
    • Upgrade Equipment Chance → 0%
    • Disable Enable Tavern Spawns — Companion Expanded owns tavern spawns
    • Disable Enable Companion Limit Options
    • Disable Enable 'Make Family' Dialogue
    • Disable Enable 'Make Noble' Dialogue

World map

AI Executioner

  • Hero Protection → off in Sandbox, on in Campaign — see §7.

AI Values Life

  • Surrender Notifications → Enable Surrender Banners
  • Disable Player Faction Only
  • Death % → 0.03
  • Death Protection → off in Sandbox, on in Campaign — see §7.

Realistic Prisoner

  • Player → Max Loss % → 0.80
  • Enable Surrender w/ Honor
  • Disable Stealth Too
  • Disable Civilian Too

Auto Best Role

  • Battle & Army → disable all three options. Enable Battle Auto Assignment is the important one — Immersive Battlefields owns battle formation assignment
  • Auto Assign Messages → Disabled
  • Enable Skip Player Party
  • Assignment Check Intervals → 24 hours

Garrison Do Something

  • Vanilla Patrols → Enable Enabled
  • Disable Patrols — vanilla patrol behaviour is more stable, and Harvest And Production and Improved Garrisons both add parties of their own

Lord's Gear

  • AI Gear Purchase:
    • AI Gold Spending Percentage → 0.20
    • Disable AI Restrict Weapon to Culture
    • Clan Shop Visit Chance → 5%
    • Clan Gold Spending Percentage → 0.20
    • Enable Clan Restrict to Culture
    • Disable Clan Restrict Weapon to Culture

No Lord Free Troops

  • Interface → Disable Show spawn messages
  • Enable Remove troops on new game start
  • Initial troop count → 7

Items and troops

Retinues

  • Leave Maximum Troop Tier at its default. The mod can raise the cap to tier 10 for use with overhauls, but nothing else in Valorlord expects tiers above the vanilla range.
  • Leave Keep Custom Troops Out of Tournaments enabled (the default) — otherwise clan troops flood tournament brackets, which already have two other mods shaping them.
  • The console command retinues.scrub_save cleans corrupted saves and orphaned troops. The author's own advice is not to run it unless you need it. Back up first.

Tournaments

Arena Overhaul Redux

  • Tournament settings → Maximum bet → 1500
  • Disable Enable high quality prizes
  • Reward for the won round → 200

Balanced Tournament Armor

  • Change Armor → Troop Tier → 3

Diplomacy and economy

This is the one area where two large mods overlap, so the ownership split matters.

Bellum Civile owns war and peace, rebellion, court politics, succession and marriage. Diplomacy owns everything else — alliances, non-aggression pacts, messengers, influence and corruption, and kingdom elimination.

This follows upstream, and matches what Bellum Civile itself expects: disabling its war/peace engine to hand control to Diplomacy produces recurring error messages from Bellum Civile in play. The two are not symmetrically swappable, whatever the settings screens suggest.

Diplomacy

  • Civil Wars → set all three to 0%:
    • Daily Chance To Start Rebel Faction
    • Daily Chance To Join Rebel Faction
    • Daily Chance To Start Civil War
  • War Exhaustion → Disable Enable War Exhaustion
  • Disable Enable Fief Repatriation
  • Minimum War Duration → 0 days
  • Declare War Cooldown → 0 days
  • Kingdom Diplomacy → Disable Delay Fiefless Kingdom Elimination

Bellum Civile

  • Marriage → Male Minimum Age 18, Female Minimum Age 18, Female Maximum Age 45
  • Enable War/Peace Logic Revamp — this is the engine the Diplomacy settings above are cleared for
  • Enable War Score Map Widget — the campaign-map readout for that engine
  • Leave Dynamic Relation Drift enabled at weekly drift 1.0
  • Leave Strategic Marriage Logic and Strategic NPC Marriages Only enabled

Do not run both war engines. Enabling Bellum Civile's revamp while leaving Diplomacy's war exhaustion and war-duration timers active gives two systems a vote on the same decisions, and the result is incoherent. Turning Bellum Civile's revamp off to hand war and peace to Diplomacy is the configuration that generates the error messages described above. Take upstream's split as written.

Harvest And Production

  • Defaults are correct — do not change them until you have played a campaign with it.
  • This mod cannot be removed mid-campaign — removing it crashes on load, because custom workshops, items, item categories and party components can no longer resolve. Install it before you start, or not at all.
  • Leave its debug log switched off unless you are investigating something — it costs frames.

Improved Economy For AI Lords

  • Town Settings → Disable Enable Towns Denars Increase — Harvest And Production owns town economy

Compatibility patches

Universal Patch

  • Disable Armor Standardization
  • Disable Debug (at the bottom)

7. Starting a new game

Sandbox or Campaign

Valorlord defaults to Sandbox. Campaign works with the identical module list — StoryMode is already enabled at position 9, so nothing is installed, removed or reordered. Four settings change.

Setting Sandbox (default) Campaign
Heroes Must Die → Hero Protection Off On
AI Executioner → Hero Protection Off On
AI Values Life → Death Protection Off On
Diplomacy → Enable Storyline Protection Either — inert On

Why Campaign needs them. The main quest requires specific nobles to remain alive, and several mods in this list can kill them: AI Values Life and Heroes Must Die in battle, AI Executioner and Bandit Militias Redux through executions, Bellum Civile through post-war executions and treason purges. With protection off, a Campaign run can quietly become unfinishable: no warning, no error, the quest simply cannot be completed. Set these before starting, because turning protection on later will not bring anyone back.

What Campaign costs you. Protection covers seventeen faction rulers and claimants, enforced at the kill action itself, so none of them can die by any route. That makes several systems inert for those characters: Bellum Civile's partition succession and heir selection, its post-war executions and confiscations, Nepotism, and Bandit Militias Redux's execute-a-captured-leader option. Succession still works normally for every clan outside that seventeen.

Player death is separate. Heroes Must Die is configured for a 3% chance per knockdown in both modes, unaffected by the protection toggles; in Campaign that will eventually end a run or hand it to an heir. Set the player probability to 0 if you would rather it did not.

All four are ordinary MCM settings and can be changed at any time, but the protections only prevent deaths that have not happened yet.

Game options

Set these in the game's own settings, not MCM:

Setting Value
Unit Spawn Prioritization Homogeneous
Auto Save Interval 60
UI Scale 0.75
Report Casualties Enabled
Player Received Damage Realistic
Third Person Camera Distance 1.10
Show Attack Direction Disabled
Friendly Troops Banner Opacity 0.50 (0.00 for no banners)
Always Show Friendly Troops Banner Indicators Enabled
Show Formation Distance Texts Enabled
Troop Highlight (Character Mode) No
Troop Highlight (RTS Mode) No

Suggested keybinds: Fast Forward → Up Arrow, Toggle HUD → ], take/release ship helm → F5.

Governors Handle Issues — must be redone every campaign

This mod's settings only appear once a save is loaded, and they reset on every new playthrough. Configure it immediately after starting:

  • Enable AI Clan Governors Handle Issues
  • Disable Handle Constructions — Improved Economy For AI Lords owns construction
  • Enable Governor Skill Check
  • Disable Auto Resolve Issues That Cannot Be Solved By Companions
  • Issue Cooldown → 30 days
  • Enable Relation Change Notifications, Renown Notifications, Trait XP Notifications, Show Success Chance
  • Disable Grant Trait XP To Player
  • Enable NPC world recruitment and NPC prisoner recruitment
  • Maximum NPC recruitment threshold → 1000
  • Enable NPC garrison training, maximum training tier → 6
  • Enable World recruitment enabled by default, threshold default → 2500
  • Enable Training enabled by default, training tier default → 6
  • Enable Guards can recruit prisoners by default

Session hygiene

Exit to desktop between loading saves — do not return to the main menu. Several mods re-register their Harmony patches when a campaign initialises, and going back to the menu and loading again stacks a second copy of those patches on top of the first, with the effects compounding over a session.


8. Divergence from upstream

Each entry below is a decision, not an outstanding difference to be reconciled. If you are working from upstream's notes alongside this document, these are the points where the two part company, and why.

Change Reason
Hero Protection off in Heroes Must Die, AI Executioner and AI Values Life Valorlord defaults to Sandbox, where upstream's own instruction exempts these; leaving protection on blocks succession, executions and rebellion. Campaign play restores all three — see §7.
Reinforcement System removed Throws a MissingMethodException on Mission.GetFormationSpawnFrame at every field battle load on 1.4.7. The method no longer exists in the engine.
Bannerlord Trainer Plus removed Holds sole-prefix overrides on clan income and was involved in three medium-severity patch conflicts. Cheat functionality is not needed.
Troop Sorting used instead of Troop Sorter Redundant pair; the older mod is the more stable of the two.
Peasant Revenge removed Null reference in PeasantRevengeBehavior.AddRaidingParties where a bandit party lacks a valid hideout owner. Save-blocking. Re-evaluate on future releases.
Tier Visual removed (twice) Causes a deterministic 0xC00000FD stack overflow when the encyclopedia enumerates troop widgets, traced by decompilation to RepaintTierColor in TierPatchMethods.cs recursing through the widget hierarchy with no depth guard. Removed once for this defect, reinstated on a version whose changelog claimed a fix, then removed again when the crash reproduced identically. A bug report with the decompiled root cause was sent to the author, with no promise of reinstatement. Item Quality Visuals still covers tier colouring — only the tier-suffix text and per-tier icon theme are lost.
Siege AI Fix added Not in the upstream guide. Breaks infinite-siege loops and improves attacker and defender AI. Adds a single Harmony patch with no conflicts.
Culture Diversity Mod clothing overhaul disabled The feature postdates the guide and collides with Dress The Wanderer.
Battle Boosts not installed Adds a capability — HP/morale boost overlays in battle — rather than tuning one that already exists. Out of scope for a list that adjusts mechanics rather than adding new ones.
Item and armory asset packs removed Bahamut's Weaponry, EOE Flavour Pack, Norman Armory, Open Source Armory, Rus Helmets, Terra Armarium, Anno Domini, Enhanced Troops Reforged. Removed for load time and memory; the list plays fine without them.
Better Time and Weather Indicator not installed Both mods write to the shared NewMapBar.xml UIExtenderEx prefab, and running either alongside this list's UI stack silently dropped the bottom-left HUD element. Removed together rather than debugging a two-mod prefab collision for a pair of non-essential utilities.
Various removed Universal Auto Equipment, Smart Item Culture Assigner, Mixed Gear Visual Fix, Cultural Drift, ARTEMIS, Discord Presencelord — removed for performance, redundancy, or missing dependencies.
Additions outside the guide Attribute Point Fix, Bandit Voice Fix, Encyclopedia Extender, World Events Announcer, the Artem mod family, Docks, Overfleet, Shadow Tweaks, Immersive Combat, BannerCraft, Alive Scenes, Dynamic Looks Change, Nepotism, Player Settlement, Stealth Flag Fix, Training Battles.

9. Known issues

Live defects in this list at time of writing. None are crashes on startup; all are reachable only through specific actions.

Do not offer peace to Jomsborg Reaver lords — it crashes with a null reference in PeaceBarterable.GetUnitValueForFaction. Their lords are generated at runtime from line-troop templates and lack the ruler, fief and tribute plumbing vanilla peace barter assumes. Nothing in the list patches that method.

Fourberie pit fights may crash on load. An open, unresolved report against the current version. Avoid pit fights or treat them as a deliberate test.

Encyclopedia unit pages can stack-overflow. Opening the encyclopedia page for certain low-tier troops from the party upgrade screen can produce a 0xC00000FD stack overflow, uncatchable by .NET — no crash window, no log entry, the game simply vanishes. The cause appears to be a cycle in a troop upgrade tree. Retinues ships a fix for duplicate "ghost" troops and a retinues.scrub_save console command that clears orphaned entries; run the latter if you hit this.

Patch-ordering caution — Realistic Combat Mod. Realistic Blood and Stamina System both register short-circuit-capable prefixes ahead of Realistic Combat Mod on Agent.HandleBlow and MissionCombatMechanicsHelper.DecideWeaponCollisionReaction. If either earlier-registered prefix ever returns false, RCM's damage model is bypassed silently. No misbehaviour has been observed, but it is worth knowing about if combat ever feels wrong.

Bandit Voice Fix vs Bandit Militias Redux. Both postfix DefaultVoiceOverModel.GetSoundPathForCharacter — exactly the collision the Bandit Voice Fix author warns about, since the mod is only incompatible with something that "also patches Bannerlord's voice-over resolver." Postfixes at equal priority run in registration order, so with Bandit Voice Fix at position 15 and Bandit Militias Redux at 140, Bandit Militias Redux currently has the last word on any bandit voice path both mods touch. The author's own advice to load Bandit Voice Fix near the bottom would reverse that. It is add/remove safe and writes no save data, so the change costs nothing to test, but there is no need if bandit voices already sound correct.

Open medium-severity patch conflicts. These are documented rather than fixed, because in each case both mods are wanted:

Method Mods
WarPartyComponent.OnFinalize AI Values Life, Garrison Do Something
ArenaPracticeFightMissionController.StartPractice RTS Camera, Arena Overhaul
ChangeRelationAction.ApplyPlayerRelation Character Reload, Governors Handle Issues
MissionScreen.UpdateCamera Artem's Nostalgic Conversation, Hold Court
KillCharacterAction.ApplyInternal Heroes Must Die, Bandit Militias Redux

10. Maintaining the list

Scan in-campaign, not from the main menu. Harmony Patch Scanner only sees patches actually registered, and over a hundred register only when a campaign or mission starts, not at load — 106 in a measured comparison, concentrated in Bandit Militias Redux (46), Harvest And Production (21), Shadow Tweaks (11), Diplomacy's campaign instance (8) and Organized Frontline Mod (8). A main-menu scan reports them as absent and understates your conflict count. Load a save, fight one field battle, then scan.

For reference, an in-campaign scan of this list on 26 July 2026 returned 2,875 patched methods and 52 cross-mod conflicts (0 high, 8 medium, 44 low). Roughly 62% of the patch count is Retinues' blanket try/catch crash-guard wrappers, by design. Treat that figure as a point-in-time reading rather than a target — it moves with every mod update, so what matters is the diff against your own last known-good scan, not the absolute number.

Do not trust launcher version strings. Novus reads RequiredVersion from each mod's SubModule.xml, and many authors never update it. Verify by DLL timestamp, or by checking whether a mod's expected patches actually appear in a scan.

Diagnostic workflow when something breaks:

  1. Better Exception Window report, if one appears
  2. rgl_log_<pid>.txt and rgl_log_errors_<pid>.txt from that session
  3. Harmony scan diff against your last known-good baseline
  4. Mod toggling, guided by which mods updated most recently
  5. Windows Event Viewer for crashes that produce no log at all — stack overflows in particular

Back up before every update batch, and before running any save-repair command.


11. Changelog

Dated record of changes to this list. Entries before 24 July 2026 predate structured record-keeping in this format and are not reconstructed here.

2026-08-03

  • Removed two stale rows from the load-order table (§5) no longer matching the tracked preset — TierVisual and PeasantRevenge — and renumbered all entries to match Valorlord.xml exactly, verified programmatically.
  • Corrected the mod count in the introduction (147 → 140 third-party mods at this point in the day).
  • Removed the orphaned Tier Visual MCM block from §6 and its stale cross-reference in the Retinues note.
  • Documented Tier Visual's removal history in §8 with the decompiled root cause.
  • Split Better Time and Weather Indicator out of the general "various removed" divergence entry into their own row, naming the specific technical cause.
  • Added a specific rationale for Battle Boosts' exclusion in §8, replacing the placeholder "Discretionary."
  • Corrected the Peasant Revenge divergence entry's wording from "disabled" to "removed," matching its actual absence from the preset.
  • Corrected two stale position references — Bandit Voice Fix (§6, §9) and Bandit Militias Redux (§9) had drifted from #17/#155 as the list grew and shrank around them.
  • Updated the divergence-point count in the document header from eleven to thirteen.
  • Added this Changelog section, initially flagging two pending items — Training Battles' absence from the tracked preset, and an unapplied Improved Garrisons load-order fix.
  • Both pending items were confirmed and applied the same day:
    • Added TrainingBattles to Valorlord.xml between Stamina System and Troops Drop All Weapons, matching the already-verified-stable live install; added to §5 and the "Additions outside the guide" row (§8).
    • Moved ImprovedGarrisons out of the Large Gameplay Mods block to sit between Bellum Civile and Harvest And Production, satisfying Harvest And Production's documented load-order requirement, and noted the reason in §5.
    • Updated the mod count a second time this same day to its final figure (141 third-party mods) to reflect the Training Battles addition.
  • Condensed prose throughout the document for readability, no factual changes. Caught and corrected one stale figure along the way: §3 described Novus's list as "175-line," which predates several since-removed rows; changed to a non-numeric description rather than replacing it with another figure likely to drift.

2026-07-31

  • Tier Visual was reinstated on a version whose changelog claimed to fix a known encyclopedia crash, then found to reproduce the identical 0xC00000FD stack overflow. Decompiled the DLL, isolated the fault to unguarded recursion in TierPatchMethods.RepaintTierColor, filed a bug report with the author citing the exact code path, and removed the mod a second time.

2026-07-28

  • Applied a batch of mod updates following changelog review: Harvest And Production, Knocked Down Heroes Influences Troops, All Heroes Are Visible In Battle, Bellum Civile, Siege AI Fix, Culture Diversity Mod, Bandit Militias Redux, Realistic Blood, and Retinues (the last for its ghost-troop fix, relevant to the encyclopedia stack-overflow investigation).
  • Reverted Bellum Civile's War/Peace Logic Revamp to enabled (upstream's configuration) after errors surfaced with Diplomacy configured to own war and peace instead, confirming the two engines are not symmetrically swappable, per §6.
  • Narrowed Shadow Tweaks to its three currently-used features and disabled Settlement → Town Mason, which Improved Economy For AI Lords already owns.
  • Renamed the project from ACEVP (ACE Vanilla Plus) to Valorlord.

2026-07-26

  • Substituted Better Attributes from upstream-linked #3434 to maintained fork #11811, after forensics showed the original silently failed roughly 14 of its 16 patch classes on 1.4.7 — a renamed parameter in DefaultBattleRewardModel.CalculateRenownGain that produces no error, just inert patches.
  • Removed Bannerlord Trainer Plus after scan analysis showed 52 patches, 94% prefix density, seven conflict blocks, and two sole-prefix overrides — on clan income and inventory capacity — silently distorting balance with no error signal.
  • Removed Troop Sorter (#12163) per upstream's own changelog rationale (daily-tick world-map cost), and re-added Troop Sorting (#3596), confirmed as the distinct, zero-patch mod it actually is and not the daily-tick offender.
  • Added Extra Clans AI Banner Icons.
  • Declined Battle Boosts: it adds a capability rather than tuning one, out of scope for a vanilla-plus build. (Reason formalised into §8 as of the 2026-08-03 entry above.)
  • Identified Siege AI Fix as a wave-2 addition.

2026-07-25

  • Removed Bellum Civile after diagnosis linked it to child-sized hero rendering on multiple independent save loads; the mod's own author had flagged the installed version as a save-incompatible beta rewrite. Started a new campaign. (Later superseded — see 2026-07-28: the root cause was subsequently isolated to a two-factor interaction with Culture Diversity Mod, and Bellum Civile was reinstated once CDM shipped a corrected build.)

2026-07-24

  • Removed Reinforcement System: a deterministic MissingMethodException on Mission.GetFormationSpawnFrame, a 1.4.7-incompatible engine API call, confirmed via a Better Exception Window crash report at every field-battle load.
  • Removed Better Time and Weather Indicator together after diagnosing a UIExtenderEx prefab conflict over the shared NewMapBar.xml, which silently dropped the bottom-left HUD element whenever either was active.
  • Removed all item and armory asset packs for load time and memory — Bahamut's Weaponry, EOE Flavour Pack, Norman Armory, Open Source Armory, Rus Helmets, Terra Armarium (both variants), Anno Domini Dark Ages — along with their dependents, Enhanced Troops Reforged, Smart Item Culture Assigner, Universal Auto Equipment, and Mixed Gear Visual Fix.
  • Removed ARTEMIS ReShade and Discord Presencelord for performance and patch-surface economy. Removed Grass Distance, then re-added it with a hand-authored SubModule.xml after confirming the mod itself was sound.
  • Removed Cultural Drift after a missing-dependency error.
  • Authored a SubModule.xml for Medieval Music to enable Novus tracking.

Credits

Upstream: Vanilla 1.4.7 Plus Modding Notes by TadasTheLithuanian. The load-order structure, the single-owner-per-system philosophy and most of the configuration values in §6 originate there. Valorlord would not exist without it, and upstream remains the reference this list is measured against — but it is a separate project and its author bears no responsibility for anything here.

Modding documentation at bannerlordmodding.lt by LitauenLitauen.

All credit for the mods themselves belongs to their authors, linked in §5.


Valorlord is maintained by Valtarien (ACE) and published in case it is useful to others. It carries no warranty and no support commitment, and it claims nothing over the mods it lists — those belong to their authors under their own terms. Read §8 before adopting any divergence wholesale; several follow from Sandbox being the default, and upstream's choice may be the better one for you.


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