We made it to our 1-year anniversary! Huge congrats to everyone involved with the mod! Honestly, I never would have thought we would be as far as we are. Onwards to the updates for this month!
Please vote for our mod for Mod of the Year for 2025 on Mod DB
Link: Tales from the Age of Men mod for Mount & Blade II: Bannerlord - ModDB
TAOM Discord
3D Environment, Kitbashes, Prefabs - Gondor + Mordor
KEYforce and Solus have knocked out a Gondor and Mordor individual assets that make up an environment. We have imported these models into Bannerlord and the team is hard at work creating kitbashes and prefabs for sceners to use to create scenes.
There has been a lot of questions on this process, so let's step through it below:
==========================================================================
COMPLETE 3D WORKFLOW: ASSETS → KITBASH → PREFAB → SCENES
==========================================================================
STEP 1: MODEL INDIVIDUAL ASSETS
---------------------------------
📐 Blender/Maya/3ds Max
Create individual models:
walls.fbx
towers.fbx
doors.fbx
windows.fbx
props, decorations, etc.
Total: 50-100+ individual assets
Time: 2-3 months
↓ ↓ ↓
STEP 2: EXTRACT & KITBASH
---------------------------------
🔧 Mix & Match Existing Pieces
Take pieces from your environments and recombine:
Example:
Tower base (from Gondor walls)
+ Windows × 3 (from houses)
+ Roof (from small tower)
+ Door (from barracks)
= NEW Watchtower Variant
Create 20-50 new unique combinations from existing assets
↓ ↓ ↓
STEP 3: SAVE AS PREFABS
---------------------------------
💾 Convert to Reusable Templates
Turn kitbashed creations into prefabs:
- Prefab_Watchtower_01
- Prefab_House_Variant_05
- Prefab_Outpost_Small
- Prefab_Corrupted_Building_03
Total: 20-50 reusable prefabs
↓ ↓ ↓
STEP 5: RAPID ENVIRONMENT BUILDING
---------------------------------
⚡ Drag & Drop New Locations
Use prefab library to build new scenes FAST:
- Osgiliath ruins
- Border forts
- Villages
- Battle maps
Hours instead of weeks per new location!
==========================================================================
TIME COMPARISON:
❌ Without This Workflow:
Building 5 different locations from scratch = 10-12 months
✅ With This Workflow:
Initial setup (Steps 1-2): 4-5 months
Building 5 different locations (Steps 3-5): 1 week
==========================================================================
THE POWER: Invest time upfront to create a reusable asset library that lets
you generate new content quickly.
==========================================================================





(Kysaro loves rocks so KEYforce made him rocks and trees)


Scenes
A huge shout out to Timber, Legolas and Kysaro who spent a lot of time understanding the process to get custom scenes into the mod. It isn't an easy process or a well-documented process. A lot of hair pulling was accomplished but now we are able to have custom scenes on our campaign map and in our custom battle.
Battle Scenes:
Dead Marshes
Black Gate
Fords of Isen
Rohan Plains
Gondor Village Battle Scene
Town/Castle Scenes:
Goblin Town
Not implemented yet, Kingdom not created
Scener: Comprehend
Lossarnach (WIP)
Scener: Comprehend
East & West Osgiliath (WIP)
Scene: Kysaro
Pelargir
Scener: Comprehend
Dol Amroth
Scener: Comprehend
Generic Gondor Town A
Scener: Comprehend
Minas Tirith
Scener: Swan
Minas Morgul (WIP)
Scener: Swan
Isengard/Orthanc
Scener: Hart
Cair Andros
Scener: Comprehend
Generic Gondor Castle A
Scener: Comprehend









Fell Wargs
Kronos has created fell wargs for the mod. We are still in the process of implementing them into the game.


Race Updates - Dwarf
Adding some things into the mod for Dwarves like female version, beards, hair and civilian clothes. Dwarves have a custom skeleton that we implemented. This means that they have to have their own armor for everything that is rigged to their custom skeleton.





Elf Basemesh
Working on hammering out the Elf basemesh/race. KEYforce is priming it up.

Creatures
Working on adding some creatures. This is work done by KEYforce and Nova! This is just basemeshes. Animations is a whole other issue.



3-D Armor & Weapons
Custom Elven Lord Weapons - Solus

Mordor Nazgul Unique Armor - Mattia

Mordor Orc Armor - 3D Smiths

Mordor Horse Armor - Sorush

Mordor Orc Shields - Artanno_Evelord

Umbar Kingdom Concepts
Concepts by Joshua






December - February Focus
Patreons have recently voted for the focus of December to February development cycle and have chosen the following:
Kitbashes
Scenes

The Future:
KEYForce
Rhun Kingdom Armor
Dwarven Kitbash
Solus
Mordor Kitbash
Cleanup/Fine-tuning
Mirkwood Kitbash
Dale Kingdom armors
Leovsilva
Mirkwood Kingdom Armor
Lothlorien Kingdom Armor
Swan
Map revamps
Planning 1.3.X new map
Remaking the map to be significantly smaller
Our map is 16X the size of vanilla.
Timber
Rohan Kitbash
Rivendell Kitbash
TBD
Scenes
Huge shout out to Kysaro who has been a pioneer in this arena for the team
Significant shout out to ComprehendNubnes who constantly lends his talents and knowledge to the team
Shout out to Legolas who is always looking to help/improve the mod
Gondor Scenes
Mordor Scenes
Field Battles
Coding
Stability
Animations
Zekes - Harad and maybe Spider
When will the mod move to 1.3.X?
Whenever Taleworlds decides to stop updating their new DLC. It makes NO sense to spend all of the resources to upgrade to 1.3.X and then continuously fix it as Taleworlds is constantly pushing out patches. I'd rather do it once rather than consistently. Our mod works pretty well on 1.2.12 and we will remain on that version until Taleworlds finishes with their updates.
Additionally, I have heard many reports from modders that the modding tools are not what was desired. Many not working as intended.
Community Release
I have addressed this point quite a bit. The next community release is to be determined. I wanted to shoot for the end of December; however, we need to focus on making the mod as stable as possible. That may not be able to be accomplished in this time period.
Our team spends a lot of their time and resources helping the community out with their problems. We tend to have to answer the same 5 to 10 questions numerous times no matter what we do. Many people in the community do very little to use search features in discord or troubleshoot on their own.
I feel that releasing a semi-stable mod anytime in the near future is a disservice to the time of our team members who will have to take on more (during holiday seasons) in order to answer old, current and new questions/crashes/bugs. The great thing about this is you now will have even more content to enjoy when it is released to the community.
If you wish to gain access to the development build or even to support the mod, please grab a membership from Patreon.
We appreciate the love and support.
God Bless.