Keep Own Fief
🟡 Updated this yearPreview

🔍 Analysis
- 👍 2.0% endorsement rate — high engagement, a strong quality signal
- 🏆 #157 of 678 Gameplay mods in this game by downloads
📋 About This Mod
When you capture a fief.... it will be added to a Kingdom Vote for ownership.
The next morning the vote will be called and you will see the "menu" asking you to choose.
If you are the Leader of a Kingdom ...
You have the option to Grant the fief to yourself or one of your clan leaders.
If you are not the Leader of a Kingdom ...
And you have some influence to spend you can keep the fief (influence set in config).
If you pass or do not grant the fief the game will go to a normal kingdom vote. *
In the config file you can choose between having the menu popup out-side or in-side fief.
Its one or the other for less spam if you are waiting before making a certain decision.
If you are a Vassal / Merc then once you pass on spending the influence you may not be able to enter/exit the fief so the kingdom will vote on the decision.
Currently you can view the grant screen anytime you leave the fief while the vote is still pending.
The grant screen will also popup if you are outside a fief when the vote is called.
The Config
Config and Log file in "Mount & Blade II Bannerlord\Modules\KeepOwnFief\ModuleData\" will be created when the mod first runs.
Turn on basic logs in the config file if you are having problems with the mod.
Save Game Safe
This mod is lightweight and only reacts to in-game events.
You can add and remove this mod at any time. It does not save any data to the save file.
It can be added to an existing game.
Conflicts
The mod uses the following event handlers in the TaleWorlds API...
"CampaignEvents. KingdomDecisionAdded"
"CampaignEvents. AfterSiegeCompletedEvent"
"CampaignEvents. AfterSettlementEntered" or "CampaignEvents. OnSettlementLeftEvent"
"CampaignEvents. KingdomDecisionConcluded"
Any other mod that interferes or uses something like Harmony to replace these functions will effect this mod.
This Mod does not need updating when the game updates as it uses hooks that exist in the tale worlds API.
If the mod was previously working and no-longer does... please follow the details in this article for submitting a "Bug".
Version Functionality Changes
You can close the grant fief option box and it will re-open when you enter the captured settlement as long as a vote has not passed. This will allow you time to look at your kingdom's clans before making a decision.
If the normal vote time runs out then the game will force you to vote.
Moved the Grant screen from onEnter to onLeave settlement (there was a bug with the menu in settlements).
Added the option to turn on Reputation changes in the config file.
Reputation will decrease for those clans who did not get their vote and increase for the clan you grant the fief too.
Rep increase is calculated based on no. of existing towns / castles and the fiefs prosperity.
New mercenaries config option allows you to turn off mercenary clans from showing in your Lords list.
Mod will now read \Modules\KeepOwnFief\ModuleData\Language files.
This versions makes some core changes based on Tale worlds changes.
- Grant screen will not be shown if you are inside a settlement.
- Kingdom decisions are now shown at the end of the day, so the Grant screen wont appear immediately.
- Mod now handles existing decisions.
This should now work when loading games with existing decisions.
- Banner was removed from the Grant screen as it pushed castles off screen when clans had large names.
- Added a config option called "all".
false = default behaviour.
true = all decisions you are involved in will show the Grant screen.
As you may not be near the settlement in question this is a one time option.
It will still work when leaving a settlement.
* Due to the Vassal / Merc bug (occurs when granting while inside a settlement).
If you are inside a settlement when the Kingdom decision is raised you will not see the Grant o
Keep Own Fief lets you bypass the standard kingdom vote when capturing a fief in Mount & Blade II: Bannerlord. As a kingdom leader, you can grant it to yourself or a clan leader; as a vassal or mercenary, you can spend influence to keep it. It's configurable, save-game safe, and has 1,357 endorsements.
✨ Key Features
📊 Pros & Cons
✅ Pros
- Community-approved with 1,357 endorsements and 67,430 downloads.
- Lightweight and save-game safe—no permanent changes to your save.
- Configurable influence cost and menu placement for less spam.
⚠️ Cons
- Only works for fiefs you capture yourself—no effect on other kingdom decisions.
- If you pass as a vassal/merc, you may be locked out of the fief until the vote resolves.
- Uses specific event handlers that might conflict with other mods altering kingdom decisions.
For Bannerlord players who hate losing hard-earned fiefs to the AI vote. Clan leaders and vassals who want more control over their conquests will love this. Skip if you prefer vanilla kingdom politics or rarely capture fiefs.
💡 Beginner Tips
- Place the mod folder in your Bannerlord Modules directory and enable it in the launcher.
- Check the config file in ModuleData to adjust the influence cost and menu popup location.
- If you're a vassal, make sure you have enough influence before capturing a fief, or you'll lose it to the vote.
📊 Mod Details
- Game
- Bannerlord Mods
- Author
- Tanj
- Version
- 0.3.0
- Downloads
- 67,430
- Endorsements
- 1,357
- Category
- Gameplay
- Created
- 4/29/2020
- Updated
- 2/2/2026
🧩 Commonly Used Together
Users add these mods to the same collections — a real compatibility signal, not an AI guess.
🔧 How to Install Bannerlord Mods
Use Vortex or manual. Enable mods in launcher. Harmony required.
📖 Full step-by-step install guide for Bannerlord →
Visit the official mod page for specific installation instructions for this mod.
🎮 Need cheat codes or console commands? Check ur gaming wiki for Bannerlord commands, item IDs, and more.
Keep browsing — more Bannerlord mods await