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DeckardKain

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Everything posted by DeckardKain

  1. right now there is allot of problems with modlib and dependent mods, not all mods have updated yet to the latest version, check the update dates. if the dependent mod files are older than the modlib release there is a high chance that its not working atm. there has also been problems with taleworlds updates that seems to have failed for allot of people. verify your game files from properties in steam, and don't do it just once. I did it 3 times, first 2 times only 2 files failed to verify. the third time i did it I got 113 files that failed. after downloading them again i finally got all my mods to work. Edit : your mod order also looks a bit unstable. always keep the dependency mods such as modlib at top so they load first. modlib Bannerlord Tweaks also in case you don't know - all mods that contains dll files you need to unblock in windows if you are not using vortex. right click zip file - tick unblock box next to security.
  2. sadly I think this is in the top of the modding difficult scale, equipped weapons are even shown on the campaign map and there is allot of strings attached to this.
  3. Yes, im working on it but its going to take some time. its not as easy as it sounds, first of the game needs to start with double the amount of lords (especially women) or even more for a dynastic system to work, and there is allot of side effects with that, like larger armies, higher food consumption ect so there is lots of balancing and im not that kind of modder that does anything half assed.
  4. lots of modelers are working on stuff, but we can't import it into game yet without mod tools.
  5. yea you are getting attacked by a party that has failed to load and lost its reference (nullreferenceexception) maybe from some mod or an old mod you deactivated ? that party is going to be stuck in your save game, so if you can't figure out how to get it to load back in then I think you're screwed. maybe you can have some luck with the save missing module mod https://www.nexusmods.com/mountandblade2bannerlord/mods/282 never tried ti myself so not sure.
  6. this is what I think you did wrong - culture="Culture.Lutradia"> if you are going to add them to a new culture you need to create that culture as well (as defined in spcultures.xlm) and make a a path in submodule to your new culture file. you also might want to know that defining cultures for simple combat troops is not that important, you can set it to culture vlandia for example and you won't notice a difference. for combat troops its only used as an extra key to define NPC troop recruitment, useful when using tools like ATC for example. but they still need a defined culture else you get a empty call and a game crash when trying to load it. its also used for quests and to define spawns and more important for civilian and quest npc's and often used when creating dialogue. (for example if you like to create a sturgian townsman that speaks like a vlandian)
  7. yes, I can do that. was looking for ideas for some southern troops anyway for a faction mod that im working on. zulus sounds like fun and something I could do.
  8. sure thing, I love to help if i can. its not very hard to make a submodule. you can use this as a base, its a SubModule.xml I made to inject into partytemplates. <?xml version="1.0" encoding="UTF-8"?> -<Module> <Name value="My party templates"/> <Id value="zzzMyPartyTemplates"/> <Version value="v1.0.6"/> <SingleplayerModule value="true"/> <MultiplayerModule value="false"/> -<DependedModules> <DependedModule Id="Native"/> <DependedModule Id="SandBoxCore"/> <DependedModule Id="Sandbox"/> <DependedModule Id="CustomBattle"/> <DependedModule Id="StoryMode"/> </DependedModules> <Official value="false"/> <DependedModules/> <SubModules/> -<Xmls> -<XmlNode> <XmlName path="zzzMyPartyTemplates" id="partyTemplates"/> -<IncludedGameTypes> <GameType value="Campaign"/> <GameType value="CampaignStoryMode"/> </IncludedGameTypes> </XmlNode> </Xmls> </Module> the important part is this <XmlName path="zzzMyPartyTemplates" id="partyTemplates"/> where xmlname path is the name of your edited xlm, and the ID the name of the xlm where you want your submodule to inject into. you can setup multiple paths in the same submodule. btw another thing i was thinking off since you said you edited with notpad++ If you are new to xml editing its kind of easy to mess up when editing with just a text editor. you got to make sure you keep table structure intact and line breaks,spaces and tabs can mess it up. copy paste is your best friend and also make sure you set notpad++ to xml so you easier can see the xml tree structure.
  9. just a wild guess that it is because you are modifying the vanilla files directly (volatile modding) instead of making a submodule. pretty sure the save system needs to keep a consistent base structure of the xml tables.
  10. This seems to be a bug that sometimes happens when cleaning the nukaworld DLC in FOedit. Delete your nukaworld esm and re-download a fresh one and it should fix itself.
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