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  1. Luizfabbr99

    Armors Bugged for Custom Troops(but only mine)

    So as you can see on the screenshots when the troops is on encyclopedia or another parties that is not mine(AI, SETTLEMENTS ETC) some of the equipments is bugged or even invisible. But when the troop is on my party in battle they are fine... Note that if in battle the same troop will present...
  2. Luizfabbr99

    Custom Culture With Settlement Crash on Start

    Contacting @TheREALHayster is a good idea. Also, make sure each of your new clans owns at least one settlement in Settlements.xml of the same culture.
    Only added 1 clan for test, also it owns a settlement but it seems that the settlement and notables (town and village) are not from the new culture, they keep theyre root culture.
  3. Luizfabbr99

    Custom Culture With Settlement Crash on Start

    Setting up a custom culture needs all of the dependencies to work without crashes. I suggest you look at this guide https://www.nexusmods.com/mountandblade2bannerlord/mods/3185
    I used this mod for the entire process, also trying to contact the author via discord to get some help.
  4. Luizfabbr99

    Custom Culture With Settlement Crash on Start

    - Reasons

    Source: TaleWorlds.CampaignSystem
    Object reference not set to an instance of an object.

    - Inner exception

    Source: No module
    No inner exception was thrown

    - Callstacks

    Protip: Use a debugger like dnSpy or Visual studio to trace the source of error, by stepping the program line by line. You can restart with dnSpy attached.
    Inner exception callstack:No inner exception was thrown
    Outer exception callstack: at TaleWorlds.CampaignSystem.GameComponents.DefaultPartyWageModel.GetTotalWage(MobileParty mobileParty, Boolean includeDescriptions)
    at TaleWorlds.CampaignSystem.Party.MobileParty.get_TotalWage()
    at TaleWorlds.CampaignSystem.CampaignBehaviors.RecruitmentCampaignBehavior.RecruitVolunteersFromNotable(MobileParty mobileParty, Settlement settlement)
    at TaleWorlds.CampaignSystem.CampaignBehaviors.RecruitmentCampaignBehavior.CheckRecruiting(MobileParty mobileParty, Settlement settlement)
    at TaleWorlds.CampaignSystem.CampaignBehaviors.RecruitmentCampaignBehavior.OnSettlementEntered(MobileParty mobileParty, Settlement settlement, Hero hero)
    at TaleWorlds.CampaignSystem.MbEvent`3.InvokeList(EventHandlerRec`3 list, T1 t1, T2 t2, T3 t3)
    at TaleWorlds.CampaignSystem.CampaignEvents.OnSettlementEntered(MobileParty party, Settlement settlement, Hero hero)
    at TaleWorlds.CampaignSystem.CampaignEventDispatcher.OnSettlementEntered(MobileParty party, Settlement settlement, Hero hero)
    at TaleWorlds.CampaignSystem.Actions.EnterSettlementAction.ApplyInternal(Hero hero, MobileParty mobileParty, Settlement settlement, EnterSettlementDetail detail, Object subject, Boolean isPlayerInvolved)
    at TaleWorlds.CampaignSystem.Actions.EnterSettlementAction.ApplyForParty(MobileParty mobileParty, Settlement settlement)
    at TaleWorlds.CampaignSystem.EncounterManager.StartSettlementEncounter(MobileParty attackerParty, Settlement settlement)
    at TaleWorlds.CampaignSystem.Settlements.Settlement.OnPartyInteraction(MobileParty mobileParty)
    at TaleWorlds.CampaignSystem.EncounterManager.HandleEncounterForMobileParty(MobileParty mobileParty, Single dt)
    at TaleWorlds.CampaignSystem.EncounterManager.HandleEncounters(Single dt)
    at TaleWorlds.CampaignSystem.Campaign.Tick()
    at TaleWorlds.CampaignSystem.GameState.MapState.OnMapModeTick(Single dt)
    at TaleWorlds.CampaignSystem.GameState.MapState.OnTick(Single dt)
    at TaleWorlds.Core.GameStateManager.OnTick(Single dt)
    at TaleWorlds.Core.Game.OnTick(Single dt)
    at TaleWorlds.Core.GameManagerBase.OnTick(Single dt)
    at TaleWorlds.MountAndBlade.Module.OnApplicationTick_Patch1(Module this, Single dt)
  5. Luizfabbr99

    Custom Culture With Settlement Crash on Start

    I'm getting the following, what am I missing? - Reasons Source: TaleWorlds.CampaignSystem Object reference not set to an instance of an object. - Inner exception Source: No module No inner exception was thrown - Callstacks Protip: Use a debugger like dnSpy or Visual studio to trace the source...
  6. Luizfabbr99

    What is the connection between the Bannerlord factions and Warband factions?

    Why not?

    It's certainly not the best fantasy map I ever saw, but also certainly not the worst. I'd say they did a decent job mixing elements such as desert, plains, forest and snow in one place while making the map stil look somewhat unique. Most fantasy games just copy-paste a part from real world (looking at A Song of Ice & Fire and Warhammer Fantasy).

    It's not Lord of the Rings, but better this than a copy of the Lord of the Rings map.

    I only wish we had different spawn locations depending on the culture chosen, like in Warband.
    Bro its literally Mediterranean europe/northafrica ffs they just sided scandinavia 90º
  7. Luizfabbr99

    Siege Tower Height and Ramp

    I miss the Warband tower. It has cover, stairs for easy navigation, plenty of space for troops to build up and charge once the ramp went down. Also you had a top area for archers to pelt the enemy at the wall to clear the way. It was great. Then Bannerlord just gives you a ramp on wheels or ladders on wheels where the enemy charges into it and one hits you as you climb the ladder completely vulnerable and you can go back down because others are climbing behind you. See the problem? Talesworld doesn't. That's another problem.
    You mean the multiplayer warband tower, right? The one navigated by People not IA, Cuz the single player one, was just a ramp with no details that you described.
  8. Luizfabbr99

    Siege Tower Height and Ramp

    This thread brings something in mind to me, ladders should be something not static into x positions of the siege scene. But free to choose where in the wall they will be deployed before and after the start of the battle, then some AI soldiers(4 max) can bring them into the selected position, being exposed all the way.

    Engineering and tactics skill could increase the amount of available stair in the siege.
  9. Luizfabbr99

    Campaign Map needs a reshade

    qeAhZMN.jpeg
    pcowet2bqtk41.png
    I want this map back, so ****ing bad. Just wish I had the modding abilities to do it.
  10. Luizfabbr99

    What is the connection between the Bannerlord factions and Warband factions?

    We have 6 Warband factions: Swadia, Rhodock, Nords, Vaegirs, Khanate, Sultanate.
    And 6 ( or 8 ) Bannerlod factions: Vlandia, Battania, Sturgia, Calradic Empire (Senate, Queen, Military), Khuzait, Aserai.

    Some continutiy is pretty clear:
    Vlandia is Swadia + Rhodock since Rhodock are Swadians rebels.
    Sturgia is a clear Nords.
    Khanate is Khuzait.
    Sultanate is Aserai.

    What about Battania, Calradic Empire and Vaegirs?

    Battania is clearly based upon the Celts/Brittons, they seem to have no counterpart in Warband, which may imply their people we assimilated and died out. Some would connect them with Vaegirs since they are the only ones left, but their locations don't match up and while Battanians seem to have a Celtic/Britton culture the Vaegirs seem to have an Eastern European culture with "Boyars" for their nobles' names.

    But again, the Battanias have Falxmen which were used by the Dacians so maybe they are a mix of cultures the Roman Empire/Calradic Empire considered barbarians? This is in tone with the Battanias' stance as natives of the land.

    Or the Vaegirs used to be the Battanians but then climate change happened? So they went from forest wooden people to snow wooden people.

    And the Calradic Empire, there seems to be no cultural continuity for them in Warband, did they all died out? Or were they assimilated by the Vlandia/Swadians?

    The factions' best troops also match up:
    Sultanate/Aserai -> Good cavalry.
    Vaegirs/Battanian -> Good archers.
    Khanate/Khuzait -> Good mounted archers.
    Nords/Sturgia -> Good infantry.
    Vlandia/Swadia -> Good cavalry. (Sorry Rhodocks, no good Spearmen)
    I imagine it like this.

    Vlandia northern nobility involves into Swadia. Southern vlandia common folk and merchants involve into Rhodoks rebelling against the northern side.

    Sturgia is Vaegir for all that is good, they do have some nord vibes, but all in all they are the future Vaegir! What I imagine for forming the Vaegir principality, It's that the northern empire started to hire Sturgian mercenaries as the civil war progressed eventually forming an elite group like the Varangian guard, over the time this personal group developed into a really strong faction within the Northern empire and after a major northern imperial succession crisis the vaegir installed a puppet ruler, over the time they took control and unified with their forefathers the Sturgians.

    Skolder and Searaiders are NORDS. Well the nords lore in warband goes for saying that they invaded northern calradia and settled there, I believe that some major event happened back in their homeland, and they had to migrated as a huge force. Arriving firs in Northern Vlandia and them to the other parts of the continent.

    Battania, they come to be subjugated by the Vlandians/Swadians and even by Nords. The assimilation factor is not present here, but yeah, forest bandits do the trick. If I went a little out of the line, I would compare them to Nord longbowman, but I don't like that idea.

    Aserai into Sarranids, well there is and predecessor Sarranid clan in the Bannerlord Aserai, so I believe they actually took over the aserai sultanate, or were able to take western/southern empire lands nd declared independence since in bannerlord the Banu Sarran Lore is consistent on saying they're not content with the ruling clan and have some bones to pick with another major clan.

    Khuzaits, well the Khergits are a Khuzait major clan, I believe they are the reason for the Calradic Empire downfall, as the Khuzaits decided to side with the empire as mercenaries or auxilia troops, the khergits could have revolted and invaded the empire causing its last breath.

    So that's basically it, most definitely will have a Nords DLC or future event with a major Nord Invasion.
    World map 2
    Anyway, it's messy to assimilate Bannerlord lore to Warband since TW really took some creative liberty on designing the new map, I personally prefer the 2016/2017 showed maps, it made much more sense to me.

    My felling on Bannerlord factions is that they are too "unique". Like kingdoms are divided by culture, I wished for something more diverse when it comes to kingdom's variety. Like 2-3 kingdom on Battanian highlands, many vlandian kingdom, many sturgians principalites and so on.
  11. Luizfabbr99

    Beta Patch Notes e1.6.4

    This will be fun to test out, but already see an issue with when the player wants to a take new fief to make a new clan (from companions) but is unable to own the fief do to "the game"'s election system and forced to give fiefs to already existing clans.
    WOW SUCH A BIG PROBLEM AIN'T IT? It almost feels like the ruling clan is not a constant option on settlement elections. Sacrifice a bit of you influence boi
  12. Luizfabbr99

    How many Days?

    EA has its perks, you know?
  13. Luizfabbr99

    Should this feature come back? And How?

    .. / -.-. .- -. .----. - / .-. . .- -.. / .. .----. -- / -.. -.-- ... .-.. . -..- .. -.-.
    .. / -.-. .- .- .- .- / -.-. -.-. -.-. .- -. - - - - - / -- -- --- / -- -- --- --- / -- -- -- / -- -- -- -- ..- .-. .-. / -- --- .-. / / ... . / .. / .- -- / .- .- -- / .- .- / ... - ..- - - ..- .-. . .-.
  14. Luizfabbr99

    Should this feature come back? And How?

    .. / .- --. .-. . . / - .... . / --. .- -- . / .. ... / .- / -- .- .--- --- .-. / ..-. .- .. .-.. ..- .-. . / .. / -.. --- -. .----. - / - .... .. -. -.- / .. / .-- .. .-.. .-.. / . ...- . -. / .--. .-.. .- -.-- / .. - / --- -. / ..-. ..- .-.. .-.. / .-. . .-.. . .- ... .
    .- .-. . / -.-- --- ..- / --. ..- -.-- ... / ..-. --- .-. / .-. . .- .-.. ..--.. / -- --- .-. ... . / -.-. --- -.. . / --- -. / - .... .. ... / ... .... . .. - .-.-.- .-.-.- .-.-.- / -.. .. -.. / -.-- --- ..- / .- - / .-.. . .- ... - / ...- --- - .
  15. Luizfabbr99

    Should this feature come back? And How?

    So this is probably something that already appeared as a solution, be it by the community or the devs. I'm nowhere near being a game developer or knowing anything related to how Bannerlord engine works. All the following are just ideas that come to mind, when thinking about this dropped village...
  16. Luizfabbr99

    SP - Quests A friend of a friend

    Place: Towns Given By: Gang leaders Time:20 days - A gang leader needs the player to escort a "merchant caravan" of his friend from town A to town B. A party spawn guarded by few Ruffians. - During the travel from A to B the following can happen Parties of rival gangs spawn and try to...
  17. Luizfabbr99

    SP - Quests Drunk Squires

    Place- Towns Given By: Lords and Ladies Time: 3 days -Some squires (T2 Noble troops) went out of the keep to have their escapades during the night, to the local tavern and are causing troubles in the streets. - The player goes to the tavern during the night looking for the squires. Upon...
  18. Luizfabbr99

    SP - Quests - Hunt Down Cult -

    Place: Towns and Villages Given By: Notables(Usually Merchant) Time: 12 Days - A cult is causing some problems on towns and villages around the area, affecting town security. The notable pays you to hunt down its members while they're in a meeting during the night. - You need to go to the...
  19. Luizfabbr99

    Actually managing villages is there any hope?

    I have seen some excellent mods though which provide a lot more purpose to villages.
    Can you recommend me any of those mods? Really looking for some deeper experience on this area.
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