Three contests. Endless possibilities on the high seas of Calradia.
Shape the naval frontier — and win prizes doing it.
Naval warfare has arrived to Calradia and we're inviting the modding community to shape it. Whether you build conversion mods, craft 3D models, or design scenes, there's a contest for you.
in prizes including community vote
After the submission period ends, all entries will be showcased here for the community to vote on. Cast your vote for your favourite submission in each contest.
Create total or partial conversion mods that utilize War Sails, taking advantage of naval campaign travel and exciting naval battles. Bring naval gameplay into different time periods, different worlds, or utilize the Native Base. Innovate & introduce new naval gameplay mechanics. Present a Mod Showcase of your released or unreleased mod on YouTube!
Your video should act as a concise showcase of your mod’s vision, features, and current state. A strong presentation typically includes:
Additional tips:
Both total and partial conversions are accepted in the competition.
A conversion does not need to overhaul the entire game, but it should meaningfully transform a coherent part of the game into something distinct. This could include converting a faction, setting, region, gameplay experience, or another substantial part of the base game.
A mod that simply adds or replaces individual assets or content such as an armor pack, weapon pack, troop pack, UI changes, or standalone utility features - will not be considered a conversion on that basis alone.
For partial conversions, we look at the project as a whole: the content should work together toward a recognizable converted experience, rather than being primarily a collection of additions or improvements to the native experience.
There will naturally be some edge cases, and those will be assessed based on the mod's overall scope and intent.
We are looking for mods that use or plan to use War Sails and its naval mechanics. Submissions can be at different stages of development:
All entries should demonstrate a clear intention to work with War Sails and naval gameplay. The level of completion at the time of submission will affect scoring, as outlined in the evaluation criteria.
Released and unreleased mods are evaluated using the same criteria. However, scoring is based on what is both demonstrated and publicly playable at the time of submission. Unreleased mods - including those in early development or concept stages - are eligible to participate, but they can only receive points for the Mod Showcase (concept, plan, and video presentation) if no publicly playable features are available.
The seas of Calradia are bustling with ships of all kinds, each with a unique story to tell. From swift raiding galleys and mighty warships that command the waves to sturdy merchant vessels braving the waters with precious cargo, these ships are more than just vehicles - they are symbols of power, trade, and adventure. In this contest, participants are invited to design and implement their own ships, showcasing creativity and skill in 3D modeling, texturing, and design, bringing to life the ships that will dominate the new naval frontier in War Sails.
You can download the Kit via Steam: Open Steam → go to Library → right-click “Mount & Blade II: Bannerlord” → Properties… → DLC → Install “Mount & Blade II: Bannerlord - War Sails Modding Kit”.
You can then open it via Steam: Open Steam → go to Library → launch “Mount & Blade II: Bannerlord - Modding Kit” → enable “War Sails” on the launcher’s “Mods” list → press “Play” → press “Editor” in the “Main Menu”.
Check our official modding documentation. See the “Ship Creation” page.
You have complete creative freedom. Your submission can be anything from primitive rafts to space ships. However, naval mission behaviours cannot be modified. Your ship model must remain compatible with the existing naval mission mechanics in War Sails.
Follow the above Ship Creation modding documentation. Make sure to "Publish" (a function within the Editor) your module with "Client" and "Editor" options enabled. Your final module should generally entail all of the following:
| Part | Required on your ship | Mesh type |
|---|---|---|
| Root Entity Setup | Required | Setup, not a mesh |
| Scripts | Required | Setup, not a mesh |
| Ship body (mesh_holder, base ship’s body) | Required | Custom mesh |
| Floater Volumes | Required | Re-use native (auto-generated via scripts) |
| Control Points | Required | Re-use native |
| Barriers | Required | Re-use native |
| Ship_target_point | Required | Re-use native |
| Kinematic_batch_entity | Required | Re-use native |
| Spawn Points | Required | Re-use native |
| Climbers | Required | Re-use native OR use a custom mesh |
| Attachment Machines | Required | Re-use native OR use a custom mesh |
| Oars | Required | Re-use native OR use a custom mesh |
| Sails | Required | Re-use native OR use a custom mesh |
| Rudder | Required only if ship uses one | Re-use native OR use a custom mesh |
| Shields | Optional | Re-use native OR use a custom mesh |
| Figureheads | Optional | Re-use native OR use a custom mesh |
| Battlements | Optional | Re-use native OR use a custom mesh |
| Braziers | Optional | Re-use native OR use a custom mesh |
| Deck Upgrade Pieces | Optional | Re-use native OR use a custom mesh |
Note: Submitting a custom mesh doesn’t mean replacing the whole subsystem, rather just utilizing a mesh that you’ve created.
Your custom meshes aren’t required to fit with native ships; they should just work on your own ship.
Providing LODs is not mandatory, but we recommend including three LOD levels for the ship’s base body. Omitting them may result in a lower Performance score. For custom upgrade parts, providing LODs is optional but will be considered a small advantage.
Here are some reference points for ship bodies (triangle counts) from native ships:
There are no strict limits, but a sensible maximum is 250,000 triangles. You may exceed this number, though doing so could negatively affect your Performance score. Triangle count should also be appropriate for the complexity of the mesh. For example, if a mesh can reasonably be created with 10,000 triangles, using 100,000 may result in a lower score.
Yes. You may use/reuse native game textures and materials in your submission where appropriate but there is no such requirement.
The overall visual appeal of the submission, including how well its shapes, features, and any custom ship upgrades work together to create a cohesive design.
The use of new and original concepts while designing your submission.
The efficient and appropriate use of triangle counts and texture-map resolutions, along with the quality and effectiveness of the LOD meshes.
Successful implementation of your ship into the game.
War in Calradia is no longer confined to land. In this contest, participants are invited to design Seaborne Village Raid scenes that capture the chaos and intensity of naval assaults on coastal villages. These scenes represent battles where armies arrive by sea and disembark under pressure to raid villages directly from the shoreline.
From rugged beaches and shallow coves to coastal hamlets caught off guard, submissions should focus on the natural flow from sea to land and the tactical challenges of an assault launched from ships. Terrain, layout, and atmosphere should support dynamic landings, contested disembarkation points, and believable coastal village environments.
You can download the Kit via Steam: Open Steam → go to Library → right-click “Mount & Blade II: Bannerlord” → Properties… → DLC → Install “Mount & Blade II: Bannerlord - War Sails Modding Kit”.
You can then open it via Steam: Open Steam → go to Library → launch “Mount & Blade II: Bannerlord - Modding Kit” → enable “War Sails” on the launcher’s “Mods” list → press “Play” → press “Editor” in the “Main Menu”.
Yes. Check our official modding documentation. See the “What Makes a Seaborne Raid Scene” page.
Yes. We recommend following the “What Makes a Village Scene” guide to create a coastal village, naming the level “land_raid”. Then, you can follow the “What Makes a Seaborne Raid Scene” documentation and create the “naval_raid” level as well.
Yes! Check the empire_village_x_navalraid scene located in the Modules/Sandbox/SceneObj folder.
No, use just Mount & Blade II: Bannerlord - War Sails when creating your scene.
No. You can use them in your scene while in the creation process, but make sure to break them up before sending the submission. The new prefabs aren’t transferred when opening a scene from a different computer!
How well the different scene features fit into each other, the composition of scene props, quality of ground texture and painting work, terrain realism, details and touches in different seasons.
How well the scene plays out in a Coastal Village Raid battle (includes evaluation of the ship landing points, usage of physical chokepoints, navmesh, entry points, walking distances, etc.).
The use of new and fresh concepts while designing the look, gameplay, and setting of the scene.
…\Modules\TheModuleYouSavedTheSceneTo\SceneObj…\Modules\TheModuleYouSavedTheSceneTo\SceneEditData
The organizer of the War Sails Modding Competition (“Competition”) is Taleworlds Entertainment Yazılım Teknolojileri A.Ş, Üniversiteler Mah. 1661. Cad. No:19, 06800, Hacettepe Teknokent, Çankaya/Ankara, Turkey (“TaleWorlds”). Participating in the Competition is only permitted in accordance with these terms (“Competition Terms”).
By entering a Contest, I accept and agree to the following Competition Terms.
Except for the “Conversion Mod Contest”, only individual Participants may submit Entries and take part in a Contest. Team submissions for the “Conversion Mod Contest” are subject to additional terms set out below in Section B.2.6.
By submitting an Entry as part of the Competition, each Participant grants TaleWorlds Entertainment a perpetual, irrevocable, non-exclusive, worldwide, royalty-free licence to use, reproduce, publish, distribute, display, communicate to the public and make reasonable technical or editorial adaptations to the Entry for the purposes of administering, publicising, advertising and promoting the Competition, its Participants and results, and TaleWorlds Entertainment and its related products, services, events and activities.
Except as set forth herein, all information submitted by Participant in the Competition will be treated according to TaleWorlds’ Privacy Policy (https://www.taleworlds.com/en/Privacy).
“Create total or partial conversion mods that utilize War Sails, taking advantage of naval campaign travel and exciting naval battles. Bring naval gameplay into different time periods, different worlds, or utilize the Native Base. Innovate & introduce new naval gameplay mechanics. Present a Mod Showcase of your released or unreleased mod on YouTube!”
The winners of the Conversion Mod Contest will receive the following prizes:
The winner of the Community Vote will receive the following prize:
The Entries will be evaluated, in TaleWorlds’ sole discretion, according to the following criteria:
To submit an Entry, each Participant has to take all of the following steps during the Competition Period:
The seas of Calradia are bustling with ships of all kinds, each with a unique story to tell. From swift raiding galleys and mighty warships that command the waves to sturdy merchant vessels braving the waters with precious cargo, these ships are more than just vehicles - they are symbols of power, trade, and adventure. In this contest, participants are invited to design and implement their own ships, showcasing creativity and skill in 3D modeling, texturing, and design, bringing to life the ships that will dominate the new naval frontier in War Sails.
The winners of the 3D Art Contest will receive the following prizes:
The winner of the Community Vote will receive the following prize:
The Entries will be evaluated, in TaleWorlds’ sole discretion, according to the following criteria:
To submit an Entry, each Participant has to take all of the following steps during the Competition Period:
War in Calradia is no longer confined to land. In this contest, participants are invited to design Seaborne Village Raid scenes that capture the chaos and intensity of naval assaults on coastal villages. These scenes represent battles where armies arrive by sea and disembark under pressure to raid villages directly from the shoreline.
From rugged beaches and shallow coves to coastal hamlets caught off guard, submissions should focus on the natural flow from sea to land and the tactical challenges of an assault launched from ships. Terrain, layout, and atmosphere should support dynamic landings, contested disembarkation points, and believable coastal village environments.
The winners of the Scene Design Contest will receive the following prizes:
The winner of the Community Vote will receive the following prize:
The Entries will be evaluated, in TaleWorlds’ sole discretion, according to the following criteria:
To submit an Entry, each Participant has to take all of the following steps during the Competition Period: