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How to Start Modding Mount and Blade Warband

A Tutorial for Mount & Blade: Warband

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Setting up and Configuring
You might be really excited about beginning, but you can't begin without any tools. Or well, you can, but it's not as easy. I'll show you two ways of doing it.

Beginning:
Before you can start the modding itself, you have to set up the mod. To do that, head to your Warband folder and open the Modules folder in it. If you have previously installed any mods, you probably already know what this folder is for. For those who don't know, the Modules folder is the place to put all the mods you've installed and/or created yourself. If you haven't installed any mods before, you should only have the Native module. The Native module is the original Mount & Blade: Warband.

To make a new mod, simply create a new folder in the Modules folder and name it whatever you'd like. For example: MyNewModule.

After you've done that, go to the Native module and copy-paste all the files into your new module. That's pretty much how you set up a new mod. To test out if it works, run Mount & Blade: Warband. In the game launcher there is a line just below the Mount & Blade: Warband title on the top. It says "Current Module:" and should be set to Native. Click on the box/button thingy (Where it says Native) and it should open a small pop-up menu, showing all the mods you have. Then choose your new module and click Play Mount&Blade. If you got to the main menu, everything should be working just fine.

Now to begin the modding.
(It is recommended to close the game before you start modding).
Modding without Tools
Here I'll show you one way of modding the game. This section will show you how to do it without downloading any tools from any website. But just using the .txt files from the module folder.

Factions:
You have probably already figured out what this file is for, by reading the title. Yep, it's the file for the factions.

In your module folder, open the factions.txt file. Now, you'll probably notice a lot of numbers and weird letters, words, texts and so on. This is where it gets complicated, and is also why it's easier to do it with tools.

Just ignore all the numbers and so on (Do NOT delete any of them!). Just leave them alone and let them live their beautiful life. What you want to mess around with here is the few lines hidding between all the numbers. At the top, there's a line saying "fac_no_faction No_Faction 0 11184810". Once again, ignore the numbers and focus on the actual words.

Here's what each thing means:

fac_no_faction: The "fac" indicates that it's a faction. The "no_faction" is the ID used of the faction. In Python it's a 'public' which means that it can be used in other files and scripts. The ID makes the modder and Taleworlds able to say that "no_faction" is supposed to do this and that, or put them in a quest or make an NPC say the name (the name thing is what it's used for the most). You do not want to mess around with the "fac_no_faction".

"No Faction": "No Faction" is the name of the faction that you'll be able to see in-game. You can edit this to whatever you like, but I prefer to keep it like this, as it's not really useful or anything you see a lot.

If you scroll down in the txt file, you'll notice some more lines, for example: "fac_innocents Innocents," "fac_player_faction Player Faction," and more.

If you scroll even more down, you'll notice the real factions/kingdoms popping up. Those are the ones you'd want to mess with. Let's take Kingdom of Swadia for example:

fac_kingdom_1: Is the ID of the faction, and indicates that it's the first faction and so on.

"Kingdom_of_Swadia": Is the name of the faction. The underscores are there because you can't use spaces in the files. If you use spaces it won't work. Let's take the line and edit it from:

fac_kingdom_1 Kingdom_of_Swadia
to
fac_kingdom_1 Kingdom_of_Lollipop_Land

Then save the file and hop into the game once again, and launch the mod of course. Then create a save and scroll over the castles, cities and so on of the good old Kingdom of Swadia. You'll then notice that it's edited to whatever you edited it to in the txt file.

You can play around with the factions.txt as much as you want and create the factions and kingdoms for your mod.

(I will guide you through how to create a new faction/kingdom later on, when we move onto the more advanced stuff).

Parties:
The parties file is mostly for villages, castles and cities. In here you can edit the names of all the villages, castles and cities in the game.

Let's open the parties.txt file and get started!

Once again there's a lot of numbers and so on. You shouldn't mess with them this time either. You pretty much never should... Anyways, if you scroll down a bit, you'll notice some names. If you've played Warband before (you probably have,) you'll most likely remember some of the names. Now let's get started!

Let's use Sargoth as an example:

p_town_1: This is the ID of the city. The "p" indicates that it's a party (parties file,) the "town" indicates it's a town and the "1" indicates that it's the first town. Once again, the ID is mostly used for when an NPC is going to say a name of something. In the script for it you'd put in the "p_town_1" and the NPC would say "Sargoth".

Sargoth: Is of course the name of the city.

To begin with, we'll ignore the "p_town_1" and head for the "Sargoth". This is very easy to do actually. Just edit the "Sargoth" to whatever name you'd like for the city to have. Let's edit it -

p_town_1 Sargoth
to
p_town_1 Lollipop_Land_Capital

Then save the file and open the game again. I prefer to make a new save to not mess anything up, and make sure it actually works. So make a new save and hover your mouse over the good old Sargoth. If you can't find it, it's the capital of Kingdom of Nords, which is in the top left. Remember that you cannot use spaces, use underscores instead.

Now you can play around with the file and change all the names to weird names and just have fun with it :)

Party Templates:
The party_templates.txt file is for all the parties such as the Manhunters, Tundra Bandits, Steppe Bandits, Raiders and so on.

Let's go ahead and open the party_templates.txt file. In this file it's a bit harder to spot the actual words you want to mess with. Just look at the left and read from left to right, and you'll be able to spot them. Let's use Looters as an example:

pt_looters: Once again it's the ID. The "pt" indicates that it's from the party_templates file, and the "looters" indicates that it's the Looters. Yep.

Looters: The name of the party. Again, this is what you'll want to edit.

Once again, we'll ignore the "pt_looters," and instead go for the "Looters". Let's go ahead and edit it.

pt_looters Looters
to
pt_looters Lollipop_Thieves

Save the file, hop into the game, new save, find the good old looters, and notice the new name. You can play around with this file as much as you want, as long as you don't mess anything up...

Troops:
The troops.txt file is the file I call "The Master File". This file saves all the troops, lords, kings, ladies, companions, arena fighters and more. I'll keep it short and tell you that this file contains all the NPC's used in the game.

Let's open the troops.txt file and scroll down till we find King Ragnar and then use him as an example in our little experiment here.

trp_kingdom_4_lord: The ID. "trp" indicates it's from the troops.txt file. "kingdom_4" tells which kingdom/faction he's in. In this case we have Kingdom 4, which is the Nords. "lord" indicates he's a King. Yes, I know. It's weird... They called the kings "Lords" and the lords "Knights"...

Let's go ahead and edit this:

trp_kingdom_4_lord King_Ragnar
to
trp_kingdom_4_lord King_Lollipop

You can edit it to whatever you'd like. I'll just stick to the topic of lollipops. You can play around with this file and edit the names of the merchants, lords, ladies, kings, troops, arena fighters, companions and more.

Items:
The item_kinds1.txt file is the file that contains all the items in the game (armor, weapons, horses and so on).

Now, let's open item_kinds1.txt and use the second first item (the spear) as an example.

itm_tutorial_spear: Again, it's the ID. The "itm" indicates it's an item from this file. "tutorial" indicates it's a weapon from the tutorial (I think this is the thing where you fight off that one person and then the Merchant of whatever-town-you're-in pops up). "spear" indicates it's a spear.

Spear: The name of the item. You can change this to whatever you want to.

Let's edit it.

itm_tutorial_spear Spear
to
itm_tutorial_spear Lollipop

As it's from the tutorial, you won't be able to find the weapon and see it's name. But you can edit whatever weapons or armor or horses or whatever you'd like and test it on them.
Modding with Tools
Now let's use some tools! I can assure you that it's a lot easier than doing it manually without any tools.

(NOTICE! WHEN YOU'VE EDITED AN NPC, CITY OR ANYTHING LIKE THAT, REMEMBER TO SAVE IT BY CLICKING THE UPDATE BUTTON ON THE TOP RIGHT! BEFORE CLOSING AN EDITOR, REMEMBER TO CLICK THE SAVE CHANGES BUTTON!)

(Before you begin, you'll want to read the first section of how to set up the mod).

There are a lot of modding tools out there, but I and a lot other modders recommends and prefers Morgh's M&B WB/WFAS Editor. This tool is for the basics of modding the game. It contains what I'm teaching you, which is the troops.txt, factions.txt, parties.txt, party_templates.txt and item_kinds1.txt.

You can download it from here http://forums.taleworlds.com/index.php?topic=105928.0

When you've downloaded it, open it. When we open it, we have to configure the settings first. We have three options. Module System (Warband only!), Text compiled files, Both: MS and TXT.

As I haven't gotten Module System and Both: MS and TXT to work yet, we'll go with the middle one - Text compiled files. Press the circle next to it, and it should open up for a box down below, saying "Text compiled files configuration" and "Module directory:". Click the Browse button and find your module folder. When you get the the Modules folder in Warband, click your new module folder, and click "OK". Then click the Save configuration button below, and it'll save it. A new tab thing should then open up.

Here we can only use the Troop editor, Parties editor, Party templates editor, Factions editor and the Item editor. Which is exactly what we want.

Troops:
Click the Troops editor button, and it'll open up a new box with a lot of things in it. On the left side, we have a loooooong list with the names of all the NPC's in the game.

Let's go down and find King Ragnar. The line should say "trp_kingdom_4_lord (King_Ragnar). Click on it, and it'll open up King Ragnar's name, the faction he's in, his proficiencies, skills and so on.

For now, we'll change his name. In the top there's some text saying "Names" (It's just below "Troop". Below "Names" we have 3 tabs. Troop ID, Single and Plural.

Troop ID: Just ignore it.

Single: Here you can change his name. You don't have to make the underscores yourself. Morgh has been so clever that he made the editor turn spaces into underscores automatically.

Plural: When it's normal troops, this is what it'll be called when there's more than one of them. But since we don't have more than one King Ragnar, we're going to use it for his 'nickname' or just a short of his name.

You can play around with all those NPC's. It's the file I've been editing the most so far.

Parties:
At the editor menu, choose Parties editor. This file contains the names of all the villages, castles, cities and places you can go.

Let's use Sargoth as an example, because I'm too lazy to scroll further down. Click "Sargoth" and it should open Sargoth's file in the big box.

As we're in the basics right now, we'll use the Names at the top, and not go into details with the others just yet.

Party ID: Leave this alone.

Name: This is the name of the city. Change this to whatever you'd like.

You can play around with all the villages, castles, cities and so on.

Party Templates:
Back in the menu, click the Party templates editor. This file contains all the small parties such as the Looters, Manhunters, Steppe Bandits, Sea Raiders, Tundra Bandits and so on.

We'll use the Looters as an example. Find the looters file and click it. Again, we'll use the name thing only.

PT ID: Leave it alooooooooone.

PT Name: The name of the party. Change it to whatever you'd like.

Factions:
Back on the menu, click the Factions editor. The name is pretty self-explanatory. It contains all the factions/kingdoms and a few others. We'll use Kingdom of Nords as an example.

Click the fac_kingdom_4 (Kingdom of Nords). This time we'll edit the names AND the color of the faction.

Faction ID: Don't mess with it.

Name: Edit this to whatever you want to call the faction.

Down below there's a big box with a light-blue-ish color. This is the color of the faction (What color the faction's cities, villages, cities, troops, lords and so on will have). Just mess around with that until you've found the color you want.

Items:
Back on the menu, open the Items editor. This one is also pretty self-explanatory. It contains all the weapons, armor, horses and so on. We'll just use the first one.

Click the itm_tutorial_spear (Spear). We'll just change the names here. And go into details when we're moving onto the advanced stuff.

Item ID: Don't mess with it :)

Single: The name of the item when you've only got one of them. Edit this to whatever you'd like.

Plural: The name of the item when you've got more than one of them. But because this is Mount & Blade, and because you can't stack weapons, we don't follow the rule. Just call this what you called the Single one.

(REMEMBER TO SAVE ALL THE PROGRESS BEFORE YOU CLOSE ANY FILES!)
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