Summary: As per title. I have 12 mods installed into the Modules folder.
- They ALL work individually.
- They ALL work with each other, as long as the total number of mods doesn't increase above 11.
- Even with the mods DEACTIVATED in the launcher, the game still crashes IF the total number of mod folders in \Modules\ is over 16 (11 mods, plus the 5 official module folders \CustomBattle\, \Native\, \Sandbox\, \SandBox Core\, \StoryMode\ )
- I CAN run the game with 11 mods installed, both ACTIVATED or DEACTIVATED. But once I move a new mod into the \Modules\ folder, whether I activate it or not, the game will not launch. I've tested this with different mods being included/excluded.
How to Reproduce: Copy 12 mods into the \Modules\ folder, and attempt to launch the game.
Quest/Settlement Name (if related):
Media (Screenshots & Video):
Version: e1.0.9
Computer Specs:
OS: Win10 Pro 64x 10.0.18362 Build18362
GPU: NVIDIA GeForce GTX 1060 6GB
CPU: Intel i5-6600K
RAM: 16GB
Motherboard: Gigabyte Z170XP-SLI
Storage Device (HDD/SSD): OS: Samsung SSD 850 EVO 250GB. Game: Crucial SSD CT525MX300SSD1 525GB
I can upload a DxDiag.txt file if needed.
Mods I've used to test this:
Autoblocker 1.2
AutoTrader 1.6.6
BannerlordTweaks 1.1.3
Beauties of Bannerlord 1.0.1
Better Quicksave 1.2.0
BirthdayTweak 1.0.1
CapMaxClanInfluence 10.1
Character Export Import 1.0.10
DeveloperConsole 1.3.1
Fast Dialogue 2.0
Forest Bandits Nerf 0.1.2
Noble Nobles 1.3
Sound The Alarm 1.0.1
Workshop Demystifier 1.0.1
The above mods all work for me, individually or in any arrangement of up to 11 mods, on version e1.0.9 of the game. Once I add a 12th mod, no matter which one it is, the game will not load.
AGAIN, THIS HAPPENS ALSO WHEN ALL MODS ARE DEACTIVATED IN THE LAUNCHER
I can reproduce this 100% of the time. If you have anything you'd like me to upload, or any procedure you'd like me to try out in the name of science, let me know. Otherwise I'll just pick my 11 favorite mods and use them.
- They ALL work individually.
- They ALL work with each other, as long as the total number of mods doesn't increase above 11.
- Even with the mods DEACTIVATED in the launcher, the game still crashes IF the total number of mod folders in \Modules\ is over 16 (11 mods, plus the 5 official module folders \CustomBattle\, \Native\, \Sandbox\, \SandBox Core\, \StoryMode\ )
- I CAN run the game with 11 mods installed, both ACTIVATED or DEACTIVATED. But once I move a new mod into the \Modules\ folder, whether I activate it or not, the game will not launch. I've tested this with different mods being included/excluded.
How to Reproduce: Copy 12 mods into the \Modules\ folder, and attempt to launch the game.
Quest/Settlement Name (if related):
Media (Screenshots & Video):
Version: e1.0.9
Computer Specs:
OS: Win10 Pro 64x 10.0.18362 Build18362
GPU: NVIDIA GeForce GTX 1060 6GB
CPU: Intel i5-6600K
RAM: 16GB
Motherboard: Gigabyte Z170XP-SLI
Storage Device (HDD/SSD): OS: Samsung SSD 850 EVO 250GB. Game: Crucial SSD CT525MX300SSD1 525GB
I can upload a DxDiag.txt file if needed.
Mods I've used to test this:
Autoblocker 1.2
AutoTrader 1.6.6
BannerlordTweaks 1.1.3
Beauties of Bannerlord 1.0.1
Better Quicksave 1.2.0
BirthdayTweak 1.0.1
CapMaxClanInfluence 10.1
Character Export Import 1.0.10
DeveloperConsole 1.3.1
Fast Dialogue 2.0
Forest Bandits Nerf 0.1.2
Noble Nobles 1.3
Sound The Alarm 1.0.1
Workshop Demystifier 1.0.1
The above mods all work for me, individually or in any arrangement of up to 11 mods, on version e1.0.9 of the game. Once I add a 12th mod, no matter which one it is, the game will not load.
AGAIN, THIS HAPPENS ALSO WHEN ALL MODS ARE DEACTIVATED IN THE LAUNCHER
I can reproduce this 100% of the time. If you have anything you'd like me to upload, or any procedure you'd like me to try out in the name of science, let me know. Otherwise I'll just pick my 11 favorite mods and use them.