Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Provided the modder designed their mod correctly, a method there should work.
After doing that, you may also want to do a Verify to be sure Bannerlord files are checked.
If the mod required a .dll, you'll need to remove that as well - "Verify" only checks files in the vanilla game's manifest.
Usually mods tell you that in the description, read that first!!
AND TIP:
Always make a backup save with untested mods, esp if its a current running campaign your adding it to.
So u may also need to load an old save before that mod was used , if that is a the case.(that mod does not sound like one of these , so your prob ok to remove, but read description)
When u load a save game it tells you all the mods in that save and their versions.
Maybe u just need to configure it how u want
(you need the optional mod configuration menu mod to do this in game)
https://steamcommunity.com/sharedfiles/filedetails/?id=2884365680&searchtext=yell+to+imspire
Also
So that method is for manually installed mods , (so do it anyway , just in case you have mods installed here. with steam workshop ,you just need to unsub the mod to remove it.
(mods can be installed via steam or manually into the module folder)
ie Steam workshop uses a dif file location on your disk to store mods