AI Influence makes Bannerlord's NPCs talk with an AI model. They remember your conversations and react to world events. Out of the box it thinks every world is vanilla Calradia, so in a total conversion the NPCs feel off. A context pack fixes that: a set of text files that tells the AI what world it's in.
Links
- AI Influence on Nexus Mods
- AI Influence Discord (setup help, community packs)
- Mod Configuration Menu (MCM): required, even though the mod page doesn't list it
Download: Middle-earth pack for TAOM
Download the TAOM context pack (.zip)
For AI Influence running on Tales from the Age of Men. Tested on TAOM 2.0.27, Bannerlord 1.4.7, AI Influence 6.0.2. It includes:
- Lore files: realms, cultures, rules for battles, events and kingdom statements, and secrets, all written for the late Third Age
- 1,200 NPC profiles: one for every lord in TAOM, built from the mod's own character data, with ages that fit each race
- A player description template: you write your own character
- A deploy script: copies everything into the right campaign for you
- Generator scripts: rebuild the profiles if TAOM adds lords
- A faction ID map: TAOM reuses vanilla faction IDs, so
empireis not an empire. Read it before you edit anything
The README inside has the full install steps.
How AI Influence stores things
Knowing this saves a lot of pain:
- Each campaign has its own folder:
Modules\AIInfluence\save_data\<campaign id>\. NPC profiles sit in the root of that folder, and the lore files go inprompts\and itsworld_dataandrulessubfolders. - The folder only appears after you start a campaign and save once.
- Shared between all campaigns: the logs, the Mod Options settings, and the autosave slots. Make a named save before switching campaigns.
- Edits hot-reload. Change a file, and AI Influence picks it up without a restart.
Because data is per campaign, you can run a LOTR campaign and a Game of Thrones campaign side by side without mixing their memories. Just deploy each pack to the right campaign id. The deploy script lists your campaigns with their creation dates so you can tell them apart.
Getting it to load
Missing dependency crash. AI Influence uses MCM but doesn't declare it. If MCM is unticked you get "cannot load due to a dependency problem", then a crash. Tick MCM (or, on TAOM, TAOM.Dependencies, which includes it).
On TAOM: open Modules\AIInfluence\SubModule.xml and delete every line mentioning Bannerlord.Harmony, Bannerlord.UIExtenderEx, Bannerlord.ButterLib or Bannerlord.MBOptionScreen. Keep the standalone versions of those unticked. Put AI Influence last in the load order.
Pick one boss for wars. Total conversions often script their own wars. If AI Influence's diplomacy also declares wars, the two fight each other.
- On TAOM: turn off AI Influence's diplomacy in Mod Options. Let TAOM run the wars.
- On Realm of Thrones: turn off ROT's scripted wars and events in its settings.
Making a pack for any mod
The same approach works for any total conversion:
- Start a campaign with AI Influence and save, so the campaign folder exists.
- Open the files AI Influence created in
prompts\. These are the defaults you're replacing. - Rewrite them for your setting: what the world is, who rules what, how each culture talks, what people don't know yet.
- Pull names and IDs from the mod's own
ModuleDataXML so they match what the game uses. - Copy them into
prompts\, then talk to an NPC to test.
An AI agent like Claude Code or Codex is good at steps 3 and 4: point it at the mod's ModuleData folder and ask it to draft the files. See Make Mods Your Own for the full interview, research, draft, and check loop.
Credits
The TAOM pack's rule files are adapted from the Realm of Thrones AI Influence community pack. Faction, culture and character data comes from Tales from the Age of Men by Haterade22 and team. AI Influence is by MFive. No mod files are redistributed, only data derived from TAOM's public ModuleData.