Turmoil Across the Stars is an Star Wars mod based on SWC.

But before else, Credits for SWC Developers, since we owe everything to their efforts

Star Wars Conquest developers (From ModDb, Nexusmods and official credits ingame)











And heres a few addons from Developers shown on Nexus mods

TakiJap - models, textures, rigging

pagan - music
Wookiee Padawan - models, textures

Tyrinius - scene editing

Revan Shan - textures

Here are the ones shown in Credits

Original programming and Development:

Brian Tommasini

Main programming and Coordinator:

Ismael Ferreras

Senior Modeling and Contributors:

Tim Ramsay

Yiyang Cheng

Daniel Harrington

Josh (HappyStormtrooper)

Marosh (Geroj)

Music Composition and performance:

Vladan Zivanovic

Additional Ai programming:

Michael Richter

Additional gameplay programming:

Martin F.

Original Artwork and conceptualization:

Giordano Pranzoni

Benjamin Carre

Scene Editing:

Tim Ramsay

Miguel Angel Centeno

Additional modeling:

Dustin Matthew Blamey






Special Thanks:

Marco Tarini (Openbrf)

Jack (Mechwarrior24) And Alex (Panda666) Dialog Modernization and Proofreading

Luke Challand (IthillienRanger) For the annoying questions

Scott Reismanis(Intense!) ModDb is a better place (? no further explanation)

Creators of the included mods, snippets and enhancements

1866, Gangs of Glasgow, Mount&Shotgun, MAXHARDMAN, Rubik, Gutefiutek, Hapslash

Additional credits for assets used in Clone Wars Conquest and Turmoil Across the Stars

ThaneWulfgarns weapon pack (sorry man! forgot to add you here)

Faradons lightsaber hilts from Bear Force II project (lead-developers permission)

Trandoshan armor we have is a combination of 2 guys work, body is by ANDEWEGET, and head by Darth Shiftee

Dariels OS Star Wars Resource pack

Bear Force II Developer Artturis shields

Bear Force II Developer Highlanders Magnaguards and Electrostaff, also rotatory blaster.

Bear Force II Developer LittleLion's Wookiee models

Occasional advice from Bear Force Lead Developer BNS Marko and lead 3d artist Exima

Then to Business. What is this mod?

This module is a further modification of Star Wars Conquest, with its main aim to change the Era mod plays in from Imperial Era to Clone Wars Era. But not just that, our goals are to Enhance the galaxy, to update it visually and to add loads of new content over time and replace some. Much has been added, but the Galaxy is vast, and our numbers in 3d department are lacking.

In this mod you can

-Join Either the forces of Confederacy of Independent systems, Galactic Republic, or Hutt Cartel.

- You can wander the stars gaining wealth, fighting countless battles, conquering everything in your path, or helping a faction to rise to a state of galactic dominance

- Or, you can amass an army of your own and take controll of the galaxy to govern it as you see best fit

Current existant features

Module features:
# Freelancer modification incorporation
# Automatic blasters (Work-in-progress)
# Lightsabers
# Lightsabers deflection
# Force Powers
# Phase I clone armors
# Phase II clone armors
# Tens of civilians outfits & armors
# Re-done equipement slots system allowing use of different equipement across various outfits (Work-in-progress)

List of known issues:
# Invisible hands on some characters.
# Necessity to wear transparent footwear in combination with some armors & outfits if there is no equipement in the footwear slot. Every merchant on any spacestation have this item in their inventory.
# Inconsistency in weapon behaviour, damage values & troop abilities. Current troop trees are incomplete and subject to change.
# Legacy models are used for the player character when playing as aliens while NPCs are using new models.
# Player inventory & campaign starting equipement & items not adjusted for Alien races. It is recommended to play as human characters in this release.
# Ocassional audio & visual issues when firing fully automatic blasters.
# Animation blending issues.
# Obsolete, developement & broken items or weapons may spawn in troops inventories.
# Companions are currently still based on their original SWC version. Our story & lore department is working hard together with our artists to make unique companions and they will be released in the following versions.
# User Interface inconsistencies, native UI used in parts of the module.

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RSS Articles
An upcoming, early version release

An upcoming, early version release

News 5 comments

We are finally making an release, but before you get super excited, read what's below.

Finally Warband

Finally Warband

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So we are finally going to make the module for Warband. However, this will be taking a while. As the module has been previously built without Module System...

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Make Jedi Knight, Battlefront, Empire at War, and more even better with these Star Wars mods.

This Week In Mods: October 14 2018

This Week In Mods: October 14 2018


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RSS Files
Turmoil Across the Stars  0.42  Advanced Alpha Release

Turmoil Across the Stars 0.42 Advanced Alpha Release

Demo 50 comments

After a long delay, we are finally deploying the 0.42 Advanced Alpha Release. When we released the 0.35 version, we built on the foundations of the Star...

Turmoil Across the Stars   0.35   Alpha Release

Turmoil Across the Stars 0.35 Alpha Release

Demo 40 comments

We have released now an early version of this project that has been in works in one way or another from 2016, read below for more information.

Comments  (0 - 10 of 703)

Hello developpers, here's an idea on how you could perhaps improve the Deflection skill (because [1*]) :

Automatic Deflection (With no need of L-mouse button pressure)
This represents the fact the Jedi/Sith isn't completely focused on defense.

Active Deflection (L-mouse button pressure required)
This represents the fact the Jedi/Sith is really being careful about not being hit by blaster shots and more on the defensive.

Skill level (example values):
Level 1 : 10% Active Deflection, 0% Automatic Deflection
Level 2 : 20% Active Deflection, 10% Automatic Deflection
Level 3 : 30% Active Deflection, 20% Automatic Deflection
Level 4 : 40% Active Deflection, 30% Automatic Deflection
Level 5 : 50% Active Deflection, 40% Automatic Deflection
Level 6 : 60% Active Deflection, 50% Automatic Deflection
Level 7 : 70% Active Deflection, 60% Automatic Deflection
Level 8 : 80% Active Deflection, 70% Automatic Deflection
Level 9 : 90% Active Deflection, 80% Automatic Deflection
Level 10 : 99% Active Deflection, 90% Automatic Deflection

Why modifying the current Deflection skill system ?

[1*] The Jedi/Sith in my humble opinion sorely lack a passive defense system.
The unpressing LMB-pressing RMB moment (or the from defense to attack moment for AIs because obviously they are not pressing any button) make them a bit too vulnerable for what they are, and the guys they are sometimes fighting (Count Dooku or Yoda getting taken out by a bunch of pirates ?... Hmmm...). You guys can modify the values I've given above as you wish (I personally think they're quite balanced as they are, but you guys do as you wish), to make Jedi/Siths AI and player more or less vulnerable regarding what you think is a good game balancing, but you still can take that system so as to make Jedi/Siths a bit cooler and avoid them dying in the first seconds of the fight.

Later on, mastering Soresu , one of the lightsaber Forms that potentially will have been implemented in the mod could give you some bonuses on that skill ? Anyways, I'm digressing, giving you more ideas and suggestions...

With all my support,


Reply Good karma Bad karma+2 votes

When will you add baby rancors :((((

Reply Good karma Bad karma0 votes

Hi, in my game Magnaguards cannot shot with their rifles. I tried to order them to use ranged weapons but they can only attack with their electrostaff. Maybe you forgot to give them some ammo? I dont' know if upgraded versions work properly. Thank you for your work.

Reply Good karma Bad karma+1 vote

I put a good couple hours in and i just wanted to say thanks. this is an absolutely amazing mod, it has its bugs but i understand its still in alpha/beta. this is so far the best mod ive ever played on warband. and its in my top 10 ever played on any of my games. Any way i can help you guys? Preferably in helping make the mod. as i am only slightly broke lol. but again 100% worth the download, please don't give up on this. its amazing.

Reply Good karma Bad karma+2 votes

freelancer doesn't work and some of the villages you can't get to the village elder, or the bounty hunt quest character

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Having a couple problems, 1. Reinforcements don't spawn and enemy units only spawn in groups of 30 no matter how big the battle size making some battles take upwards of an hour, 2. Half the time I'm in a battle the game crashes and I have no idea why, I tried lowering troop count and all that and nothing helped, 3. Morale decays extremely fast, 4. On the courascaunt map on one side of the battle theres an invisible wall blocking passage into the rest of the map, other than that stuff great mod!

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Mods is pretty good my only gripe is that the amount of troops in war parties needs to be toned down. When CiS parties have a thousands troops a pop, fighting can take dozens of rounds and by then all my companions are dead and I have to leave it up to auto resolve. That's horrible, I rather clones and droids have similar stats than have to deal with thousands of droids while only having about 300 clones. If this was an actual star wars game I say bring it on but this is mount and blade and unless you want me to be like the other republic leaders sitting in some prison on a CIS planet or sitting in my battle station for eternity then please consider toning it down.

Reply Good karma Bad karma+1 vote

the garrisons on planets and the amount of troops the cis have really need to be turned down its the only thing stopping me from playing rn

Reply Good karma Bad karma+1 vote

All I gotta say is "where are those droidekas?!?"

Reply Good karma Bad karma+3 votes

Jedi are no match for droidekas *strange victory screeech*

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