The tutorial settlements.xslt works by eliminating all the entries in the original Bannerlord settlements.xml. You still need to create your own settlements.xml to go with it. Equally, that settlements.xml must also match the settlements (towns, castles, villages and hideouts) by id and number in the campaign map or you will be unable to run the settlement scripts and calculate a new settlement_distance_cache.bin file which the campaign map ai uses for pathfinding.
So, use the settlements.xslt per documentation, create your own settlements.xml with say one less settlement, delete that settlement in the campaign map scene in the editor and re-run settlement position scripts in the editor.
Currently, a bug updates changes from the settlement position scripts to files in Sandbox\ModuleData rather than your mod’s ModuleData, so, needs you to copy your settlements.xml and settlements_distance_cache.bin to Sandbox\ModuleData, run the three settlements position scripts in order and then copy those updated files from Sandbox\Module data to your own ModuleData. I’m advised the bug has been fixed and will be corrected in a future patch, but it’s currently still there in v1.0.2
I am working in a custom worldmap. Since updating to e.1.6.0 the game crashes on load without a valid SettlementsDistance cache. While the settlements_scripts entity in my worldmap automatically runs the settlement scripts on saving the worldmap in the scene editor, they fail. Accordingly, they...
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