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I feel like you'd have to recreate a whole new game to have an entire open world with thousands of armies walking around it.
Any "persistent world" sort of RPG server, like some that served Warband fans, would definitely have to wait until some time after the full release. I imagine TW is going to be patching long after Bannerlord's "Official Release. That would be somewhat disastrous for persistent world servers in terms of having to frequently update their mod. (ie: Frequently having to patch one's mod means people aren't playing it and very frequent restarts IF they do.)
As far as Open World or "free roaming" as you describe it, Bannerlord is already an "open world" game. There are no places you can't go and no mechanics that are limited to you other than needing basic RPG requirements. You can determine your own path, within the game's mechanics.
For the SP side of things, yes. . .you can freeroam however which way you want. M&B is one of the most unfettered RPGs around. So yeah, you can do whatever you want.
With the recent beta, you can even start a kingdom without going through the main quests. They added a button to kickstart your clan into kingdom mode (though, other kingdoms aren't overly happy about that, so you'll need to build up your clan before you pull that kind of power move).
As for mods - you won't be likely to find more freedom than is in the base game (because as I said, M&B is pretty restriction-free in what you can do). But likely after early access, plenty of mods will be released (a few are in development ATM, and that'll be made easier by the rather great modding tools that are due for release when the beta moves into the stable branch).
There are no Warband mods that do that. If you have seen one that claims to do that, it's lying...
The game engine is structured so that the campaign map layer basically just tells the game what "scene" to load for a battle. (Plus, some interaction objects the player can interact with to load other events, scenes, etc.) The campaign map also provides for navigation elements, allowing the player to move their avatar around and encounter "terrain." It's very much like any sort of "board game" environment in that respect.
Scenes are individual files. They are chosen to load during a battle based on the current terrain information of the position occupied by the player on the campaign map. They are not part of any kind of "seamless world map." They are individual "scene files" and are not dynamically generated, but are instead optimized and hand-worked to provide terrain for Bannerlord battles.
Seamless world maps can be exampled by games like Skyrim, Fallout, etc.. Neither Warband nor any of its mods nor Bannerlord nor the original Mount&Blade are games of that type. Bannerlord scene files are limited in number and none are designed to "connect." They are all designed as stand-alone game elements.
There is, to the best of my knowlende no way for the Bannerlord engine to dynamically generate terrain nor is there a way to "connect" the static scene files together in order to create a "seamless world." The game is not designed to do that at all.
Games that have seamless worlds generally use a "cell loading" method. As the player travels, usually in first/third/isometric camera view, cells are loaded where the character and interaction elements are currently located, cells may be preloaded nearby, cells that are no longer needed are unloaded. Scripts, trigger event data, etc, is stored containing all current states for quests, what changes have been made in a now unloaded cell, things that are tracked over time that the player has done (like kill monsters in a dungeon), etc..
In short, what you are asking is not possible at all with Bannerlord. That doesn't mean your question is stupid/ignorant or anything negative at all. You don't have to know this sort of stuff to be an awesome Bannerlord player. :) What it does mean, though, is a very hard "No." :)
That doesn't mean a game like that couldn't eventually be made, though. Even with a dated engine like that used for Skyrim, modders have made "Army" mods using instanced units. Other engines, like UE4-5, could be used to make such a game relatively easily with certain exceptions.
In general, though, players of these sorts of games like the "Strategic Layer" represented by a "Campaign Map." We can see that in IPs' that continue in popularity, like the Total War series. This "Strategic Layer" is so intimately connected with that kind of "strategy game" that it would be very difficult to remove.
Kenshi is a game that focuses on the Tactical Layer, but that also includes an World Map that can be directly interacted with in a sort of "Strategic Layer" of play, but one that is more focused on exploration than positioning game assets in a "war game."
If you want a seamless world sort of tactical, survival, combat, game, Kenshi is a good choice. The presentation in Kenshi is "reversed," with the seamless cell-loading Tactical Layer being the primary way the player interacts with the game. It's a hammered-together game, but it's a wonderful labor of love and despite its flaws and sometimes limited mechanics, it's an outstanding game experience.
PS: Sorry for the verbosity, but I think that it's helpful that any gamer understands how their game actually "works" to a certain extent. In fact, you shouldn't have lacked the information necessary to form such a question and Taleworlds should make a "New Player" presentation on how the game's engine works so that player are better informed.
I may have been under the false impression that "persistent kingdoms" was one open world?Were you still traveling around on the map layer in that mod? Never played it myself, only got a few glimpses in videos. That´s what I´d be interested in.
Whatever achieves the goal of, giving me the illusion of an open world. I didn´t come here to claim that the map layer can be removed.
Wish moderation would remove this kinda of post.