Get the mod from:
Bannerlord 1.3.9 - 1.3.13
Local server starts automatically at: http://localhost:4315/
MCM β AIInfluence β Settings:
http://localhost:4315/GPT-4, Claude, Gemini, etc.
β Best quality, requires API key
Local LLMs
β Free & offline, supports many models
Local AI chat models
β Good for lower-end PCs
MCM β AI Backend β Select provider β Enter API URL and Key if required
Tip: Better AI models = smarter characters
Go to platform.deepseek.com and create an account.
Add funds to your API account for usage.
Navigate to API Keys section and create a new API key.
In Bannerlord's MCM β AI Influence settings:
Answer: Check FAQ first, then use Discord for mod discussions.
Answer: AIInfluence is in BETA. Bugs, weird NPC behavior, and unexpected AI actions are normal. Report issues in appropriate channels.
Answer: MCM β AI Backend β Select provider (Player2, OpenRouter, etc.) β Enter URL and API key if required β Press "Test Connection" to validate.
Answer: MCM β Romance (BETA) settings:
Answer: AI analyzes dialogues and creates news, rumors, and political events. These spread between NPCs and can influence alliances, trigger wars, or peace agreements. β οΈ Some features are experimental.
Check AI backend settings in MCM:
http://localhost:4315/)β Tip: Press "Test Connection" button in MCM!
Consider these factors before interacting:
Situation: You want information from Korin, a merchant in Balgard.
Your Character: Wandering merchant/mercenary who served a Western Empire lord.
When NPCs don't believe your words, use asterisk actions to provide context:
Configure in MCM settings:
This tutorial explains how to enable conversations with multiple NPCs simultaneously, a feature not natively supported by the mod but possible through custom configurations.
Works with every version of Bannerlord/Warsails. It explores AI possibilities and prompt engineering techniques.
Go to MCM settings in-game:
Add the following rule to your world.txt file:
Gather NPCs in the same place (ideal for meetings). When speaking to the main NPC (settlement owner/meeting organizer), end your statement with:
β οΈ Important: Always name each NPC involved to maintain consistency.
Generating larger responses to complicated prompts can use more tokens from Player2. Report any bugs encountered while using the dual-conversation rule.
ChatSync is a submod for AI Influence that synchronizes conversations between selected NPCs. Once synced, characters share the same conversation context, making them aware of what has already been said and eliminating the need to repeat dialogue. This creates a true multi-NPC conversation experience instead of isolated one-on-one interactions.
Download: ChatSync on Nexus Mods
Hotkeys:
ChatSync automatically searches for AI Influence in ALL possible locations:
If you encounter "NPC not found" issues:
β Tip: ChatSync greatly enhances immersion by allowing NPCs to have shared memory and context, making group conversations feel natural and dynamic!
Player2's TTS system generates natural-sounding AI voices for every NPC in Bannerlord, replacing limited single-line voice acting with fully voiced dynamic conversations.
Answer: When the game starts, random Voice IDs are assigned. Sometimes wrong gender voices or languages are assigned. This is a Player2 generation code issue that the developer is investigating.
Answer: Find the NPC's "AssignedTTSVoice" in their .json file, copy the ID, and paste it into another NPC's file (same gender).
AI does something undesirable (e.g., Raganvad spamming war declarations on his own faction).
Have a save from before the problematic events. If not, proceed cautiously.
Navigate to mod installation folder (Nexus manual download recommended):
Use the JSON editing tutorial to find the specific character file.
Look for these sections in the JSON file:
Delete problematic sections from ConversationHistory. Leave it formatted with their last reply.
Copy the last line from ConversationHistory (without quotation marks or character name) and paste into "LastDynamicResponse" inside quotation marks.
Repeat for "LastAIResponseJSON" - paste in correct spot inside quotes.
Save the JSON file and reload your previous save game.
Quick Method:
Statements affect relationships between kingdoms.
If you are a KING/QUEEN:
Statements appear in BLUE on the campaign map π
AI will evaluate your actions β not just accept them.
Only NPCs you have talked to are fully driven by AI. Others do not know recent events until first interaction.
Too many initialized AI NPCs will cause lag or freezes. Recommended active limit: around 100 NPCs.
The system is still being rewritten β bugs and unexpected behavior are possible. Developer actively updates based on community feedback.
NPCs in AIInfluence can perform various actions: travel across the map, follow the player, attack enemies, besiege settlements, etc.
Multi-tasking actions: An NPC can perform multiple actions in sequence in one chain. For example, a player can ask an NPC to "visit city A, then city B, attack bandits and return" - and the NPC will complete all these tasks sequentially. Actions are combined with commas, creating a chain of tasks.
The actionrules.txt file allows you to add additional instructions for the AI that will be automatically added to the prompt in the "ADDITIONAL RULES FOR ACTIONS" section. This helps adjust AI behavior if it incorrectly uses actions or does something differently than you need.
What it does: NPC can perform multiple actions in sequence in one chain
Examples of chains:
NPCs can combine actions with commas, creating a sequence of tasks that will be completed one after another.
Important: Used only when the NPC AGREES to transfer money, not for offers or refusals.
Important: Used only after final price agreement, not during negotiations.
Available only to kingdom rulers and vassals in certain situations:
Rules are written in English in free form. They will be automatically added to the "ADDITIONAL RULES FOR ACTIONS" section of the AI prompt.
Rules should be written as instructions for the AI, explaining:
Answer: In the root of the AIInfluence mod folder (usually `Modules/AIInfluence/actionrules.txt`)
Answer: No, the file is automatically re-read on each dialogue. Just save the file.
Answer: There are no limits, but try not to make the file too large (recommended up to 100-200 lines).
Answer: Yes, rules apply to all NPCs in the game.
The actionrules.txt file is a powerful tool for configuring AI behavior when using actions. By adding custom rules, you can:
What: Calradia world description for the AI.
Why: The AI reads it on every dialogue for context.
How to edit:
What: Secret knowledge that NPCs may know.
Format:
How it works:
Fields:
What: Public, nonβsecret information.
Format:
Fields:
Differences from secrets:
What: Romantic traditions per culture.
Format:
Affects: Flirt style and relationship requirements.
Main fields:
| Field | What it does | Can edit |
|---|---|---|
| CharacterDescription | Personality description | β YES |
| KnownSecrets | Known secrets | β YES (sets a flag) |
| KnownInfo | Known information | β YES (sets a flag) |
| ConversationHistory | Dialogue history | β Automatic |
| DynamicEvents | Known events | β Automatic |
You can also see service fields:
After changing `KnownSecrets` or `KnownInfo`:
The `UserEdited: true` flag β the system will not touch this field.
Resetting flags: MCM β NPC Management β Reset UserβEdited Knowledge
What: Active world events.
Important fields:
Additionally, events have:
NPC link: The list of NPCs who know about an event is stored in each `NPC (id).json` in the `DynamicEvents` array. `DynamicEventsManager` automatically updates these fields and removes expired events from NPCs.
What: Kingdom rulers' statements.
Structure:
Storage: Last 15 statements over 50 inβgame days.
Editing: Not needed (automatic system).
All files below are in `save_data/[CAMPAIGN_ID]/` and are managed automatically by the diplomacy system.
Check when: NPC does not respond, Secrets are not loaded, Inβgame errors occur
These files are hotβreloaded automatically:
NPC files are reloaded on the next interaction.
If you edit `KnownSecrets` or `KnownInfo`:
| Aspect | Secrets | Info |
|---|---|---|
| File | `world_secrets.json` | `world_info.json` |
| Chance field | `knowledgeChance` | `usageChance` |
| Classification | `accessLevel` + `tags` | `category` |
| Purpose | Secrets, require trust | Public information |