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Medieval Overhaul Integrated CE Gunners
Medieval Overhaul Integrated CE Gunners Adds seven firearm specialists to Medieval Overhaul factions using weapons from Local's CE Antiques I.
Medieval Overhaul Integrated CE Gunners
Adds seven firearm specialists to Medieval Overhaul factions using weapons from Local's CE Antiques I. Each specialist has a distinct battlefield role and equipment loadout. The goal is to make early firearms feel like a natural extension of Medieval Overhaul's military structure rather than a separate unit pack.The Specialists
Handgonneer Role: Early gunpowder infantry Armor: Archer and arbalester equipment Weapons: Handgonne, blunderbuss, triple matchlock pistol, and hand mortar A flexible early firearm specialist whose weapon pool ranges from direct-fire handgonnes and blunderbusses to volley pistols and hand mortars. Pyrelancer Role: Close-range shock trooper Armor: Footman and billman equipment Weapons: Fire lance A lightly armored assault specialist intended to close distance and deliver the fire lance's short-ranged attack at decisive range. Arquebusier Role: General-purpose line gunner Armor: Mercenary equipment Weapons: Matchlocks, wheellocks, niaoqiang, and matchlock revolvers A professional firearm infantryman with a varied pool of dependable medium-range weapons. Pistolier Role: Mobile close-range skirmisher Armor: Mixed mercenary and footman equipment Weapons: Matchlock, flintlock, dragon, duck's-foot, knife, and axe pistols A mobile short-range fighter equipped with pistols, multi-barrel weapons, and combination arms suited to aggressive skirmishing. Wallgonner Role: Heavy defensive gunner Armor: Armored footman equipment Weapons: Jezails, artillery carbines, wall guns, odzutsu, and nock guns A heavily equipped firearm specialist built around powerful long guns, defensive positions, and settlement warfare. Schutze Role: Elite marksman Armor: Heavy mercenary equipment Weapons: M1777 muskets, Baker rifles, Ellis Jennings rifles, and air rifles A rare, expert marksman carrying some of the most advanced and accurate long guns available to medieval factions. Pyreman Role: Incendiary assault specialist Armor: Footman and billman equipment Weapons: Cheirosiphon A close-range incendiary specialist used to break clustered enemies, deny ground, and bring fire into fortified fighting.Specialist Loadouts
Each specialist receives:- Ammunition appropriate to its primary weapon
- A medieval one-handed sidearm
- A role-specific equipment budget
- Combat Extended backpack support
Faction Integration
Medieval Overhaul
The specialists are added to the combat and settlement pools of all four Medieval Overhaul noble houses. Each house receives a different weighted mix, allowing its raids and settlements to retain a distinct firearm profile without replacing native troops.House Roxmont
Optional integration gives House Roxmont a defensive old-powder profile centered on Handgonneers, Pyrelancers, Wallgonners, and Pyremen. Wallgonners are especially prominent in settlement forces, while Handgonneers may also appear as caravan guards.Vanilla Factions Expanded: Medieval 2
Optional integration assigns specialists according to faction doctrine. Civil kingdoms favor professional gunners and marksmen, rough and savage kingdoms favor assault and incendiary troops, and the Merchant Guild employs Arquebusiers, Pistoliers, and Schutze as soldiers and guards.Requirements
Mod Status Harmony Required Combat Extended Required Medieval Overhaul Required Local's CE Antiques I Required House Roxmont Optional Vanilla Factions Expanded: Medieval 2 OptionalRequired Mods
Harmony Combat Extended or Combat Extended - Dev Snapshot Medieval Overhaul Local's CE Antiques ICompatibility
This mod uses additive PawnKind and faction-pool integration. It does not replace Medieval Overhaul's native troop definitions.- A new save is not required.
- The mod can be added to an existing save. Newly generated raids, settlements, traders, and pawns can use the specialists; existing pawns and already-generated content are not retroactively changed.
- Removing the mod from an active save is not recommended after its PawnKinds have generated.
- Required dependencies and load order are declared in the mod metadata. Optional integrations activate only when their corresponding mods are loaded.
- No direct incompatibilities are currently confirmed. The faction injection path has also been tested with World Domination settlement generation.
Known Issues
When reporting a problem, please include these if possible:- Full Player.log
- Complete mod list
- Affected faction or settlement
- Specialist PawnKind involved
- Whether it occurred during world generation, settlement generation, a raid, or direct spawning