# Getting Started
# Important
Before proceeding, it is important to have a good understanding of the SubModule.xml file, as this file tells the game what it should be loading when your mod is selected.
# Tools
# C# IDE
- Microsoft Visual Studio (opens new window) (not required for basic mods)
# Text Editor
Any text editor will suffice, but one of these is recommended...
# Modding without C#
There are several aspects of the game you can mod without C#. This includes scenes, items, cultures, characters, Gauntlet UIs, and many more.
# Modding with C#
The module-based modding system makes modding in Bannerlord much easier than past games in the series and allows for much more complexity in your mods.
# Creating a Module
In Bannerlord an individual mod is called a Module and the only required part is the SubModule folder itself and a SubModule.xml
file which informs the launcher of your mod.
- Create a new folder in the
Modules
directory in your game files, the name of the folder must be the name of your SubModule. - Create a
SubModule.xml
file in your new folder. You can see an example here or find the full documentation here
# Next Steps
- Refer to the Folder Structure page for additional information on what additional directories to add depending on the intended content of your mod.
- Refer to the Basic C# Mod page for an example of how to set up, build and run code in Bannerlord.
- Refer to the Modding Gauntlet UIs Without C# page for information on how to mod Gauntlet UIs without using any C#.