Creating new Kingdoms

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Hey there!

Has anyone found a way to add new kingdoms so far? I've come across 5 XML's so far that seem to manage it but not sure if there are more that need to be referenced.

So far came across:
clans
heroes
kingdoms
lords
settlements

Anyone who has successfully created a new Kingdom in the game please hit us up!

Cheers!
 

Caravans contains all my notables (I'll be renaming that file eventually.)

Seems like mine's still crashing on Lords Conversations ?

Any idea why this could be happening?

[12:49:38.7012562] loading strings.xml:

[12:49:38.7022562] opening ../../Modules/SandBox/ModuleData/conversations.xml

[12:49:38.7202560] loading conversations.xml:

[12:49:38.7272562] opening ../../Modules/SandBox/ModuleData/lord_conversations.xml

[12:49:38.7332564] loading conversations.xml:


<##########################################################################################>

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#clr.pdb@{E16236387BBA42B8BADB0BF9F64764EA} (2): 0:4585
#clr.pdb@{E16236387BBA42B8BADB0BF9F64764EA} (2): 0:4635
#clr.pdb@{E16236387BBA42B8BADB0BF9F64764EA} (2): 0:4645
@unknown_module@unknown_source (unknown_line): unknown_function
@unknown_module@unknown_source (unknown_line): unknown_function
@unknown_module@unknown_source (unknown_line): unknown_function
@unknown_module@unknown_source (unknown_line): unknown_function
@unknown_module@unknown_source (unknown_line): unknown_function
@unknown_module@unknown_source (unknown_line): unknown_function
@unknown_module@unknown_source (unknown_line): unknown_function
@unknown_module@unknown_source (unknown_line): unknown_function
@unknown_module@unknown_source (unknown_line): unknown_function
@unknown_module@unknown_source (unknown_line): unknown_function
@unknown_module@unknown_source (unknown_line): unknown_function
@unknown_module@unknown_source (unknown_line): unknown_function
@unknown_module@unknown_source (unknown_line): unknown_function
@unknown_module@unknown_source (unknown_line): unknown_function
@unknown_module@unknown_source (unknown_line): unknown_function
@unknown_module@unknown_source (unknown_line): unknown_function
@unknown_module@unknown_source (unknown_line): unknown_function
#clr.pdb@{E16236387BBA42B8BADB0BF9F64764EA} (2): 0:8702
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#Rgl.pdb@{324844A1EDA4452B953FBED6A30CF2F4} (1): 0:4472796
#Rgl.pdb@{324844A1EDA4452B953FBED6A30CF2F4} (1): 0:4408917
#Rgl.pdb@{324844A1EDA4452B953FBED6A30CF2F4} (1): 0:4264951
#Rgl.pdb@{324844A1EDA4452B953FBED6A30CF2F4} (1): 0:4264219
#Rgl.pdb@{324844A1EDA4452B953FBED6A30CF2F4} (1): 0:4267575
#ucrtbase.pdb@{A90164F7788144CD9392D8286C6F20F6} (1): 0:134770
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-----------------------------------------------
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#TaleWorlds.CampaignSystem.pdb@{29683EE471DE4DF3BE8667039E9CC3DB} (1): 100672981:66
#TaleWorlds.CampaignSystem.pdb@{29683EE471DE4DF3BE8667039E9CC3DB} (1): 100664229:13
#TaleWorlds.CampaignSystem.pdb@{29683EE471DE4DF3BE8667039E9CC3DB} (1): 100664809:15
#TaleWorlds.CampaignSystem.pdb@{29683EE471DE4DF3BE8667039E9CC3DB} (1): 100664364:19
#TaleWorlds.CampaignSystem.pdb@{29683EE471DE4DF3BE8667039E9CC3DB} (1): 100663906:0
#TaleWorlds.CampaignSystem.pdb@{29683EE471DE4DF3BE8667039E9CC3DB} (1): 100664017:49
#TaleWorlds.CampaignSystem.pdb@{29683EE471DE4DF3BE8667039E9CC3DB} (1): 100664018:325
#StoryMode.pdb@{C6D90F33BBD54634A5705E6EE27B7D0B} (1): 100663300:8
#TaleWorlds.Core.pdb@{51B463BD2E9344D5BCBC1AF647169157} (1): 100664643:131
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#TaleWorlds.Core.pdb@{51B463BD2E9344D5BCBC1AF647169157} (1): 100664475:220
#TaleWorlds.MountAndBlade.pdb@{E79EF7A4044845F0B6DE6C075AF2DF8B} (1): 100668471:15
#TaleWorlds.Core.pdb@{51B463BD2E9344D5BCBC1AF647169157} (1): 100664572:41
#TaleWorlds.MountAndBlade.pdb@{E79EF7A4044845F0B6DE6C075AF2DF8B} (1): 100670835:149
#TaleWorlds.DotNet.pdb@{75772D94297940D5B52DE65E13BA7E34} (1): 100663414:56
 
Upvote 0
Seems like mine's still crashing on Lords Conversations ?

Any idea why this could be happening?

[12:49:38.7012562] loading strings.xml:

[12:49:38.7022562] opening ../../Modules/SandBox/ModuleData/conversations.xml

[12:49:38.7202560] loading conversations.xml:

[12:49:38.7272562] opening ../../Modules/SandBox/ModuleData/lord_conversations.xml

[12:49:38.7332564] loading conversations.xml:


<##########################################################################################>

#kernelbase.pdb@{72AFCB6A7AD8DF33ABE4D3B1AE4331C9} (1): 0:239705
#clr.pdb@{E16236387BBA42B8BADB0BF9F64764EA} (2): 0:4585
#clr.pdb@{E16236387BBA42B8BADB0BF9F64764EA} (2): 0:4635
#clr.pdb@{E16236387BBA42B8BADB0BF9F64764EA} (2): 0:4645
@unknown_module@unknown_source (unknown_line): unknown_function
@unknown_module@unknown_source (unknown_line): unknown_function
@unknown_module@unknown_source (unknown_line): unknown_function
@unknown_module@unknown_source (unknown_line): unknown_function
@unknown_module@unknown_source (unknown_line): unknown_function
@unknown_module@unknown_source (unknown_line): unknown_function
@unknown_module@unknown_source (unknown_line): unknown_function
@unknown_module@unknown_source (unknown_line): unknown_function
@unknown_module@unknown_source (unknown_line): unknown_function
@unknown_module@unknown_source (unknown_line): unknown_function
@unknown_module@unknown_source (unknown_line): unknown_function
@unknown_module@unknown_source (unknown_line): unknown_function
@unknown_module@unknown_source (unknown_line): unknown_function
@unknown_module@unknown_source (unknown_line): unknown_function
@unknown_module@unknown_source (unknown_line): unknown_function
@unknown_module@unknown_source (unknown_line): unknown_function
@unknown_module@unknown_source (unknown_line): unknown_function
#clr.pdb@{E16236387BBA42B8BADB0BF9F64764EA} (2): 0:8702
#Rgl.pdb@{324844A1EDA4452B953FBED6A30CF2F4} (1): 0:4474934
#Rgl.pdb@{324844A1EDA4452B953FBED6A30CF2F4} (1): 0:4472796
#Rgl.pdb@{324844A1EDA4452B953FBED6A30CF2F4} (1): 0:4408917
#Rgl.pdb@{324844A1EDA4452B953FBED6A30CF2F4} (1): 0:4264951
#Rgl.pdb@{324844A1EDA4452B953FBED6A30CF2F4} (1): 0:4264219
#Rgl.pdb@{324844A1EDA4452B953FBED6A30CF2F4} (1): 0:4267575
#ucrtbase.pdb@{A90164F7788144CD9392D8286C6F20F6} (1): 0:134770
#kernel32.pdb@{5A77DE8CE8D58731F0EA38F1C92F48D8} (1): 0:97236
#ntdll.pdb@{FB60D3E08B5E4960376A4E73BD35F24E} (1): 0:446161
-----------------------------------------------
#TaleWorlds.DotNet.pdb@{75772D94297940D5B52DE65E13BA7E34} (1): 100663397:8
#TaleWorlds.CampaignSystem.pdb@{29683EE471DE4DF3BE8667039E9CC3DB} (1): 100672978:0
#TaleWorlds.CampaignSystem.pdb@{29683EE471DE4DF3BE8667039E9CC3DB} (1): 100672981:66
#TaleWorlds.CampaignSystem.pdb@{29683EE471DE4DF3BE8667039E9CC3DB} (1): 100664229:13
#TaleWorlds.CampaignSystem.pdb@{29683EE471DE4DF3BE8667039E9CC3DB} (1): 100664809:15
#TaleWorlds.CampaignSystem.pdb@{29683EE471DE4DF3BE8667039E9CC3DB} (1): 100664364:19
#TaleWorlds.CampaignSystem.pdb@{29683EE471DE4DF3BE8667039E9CC3DB} (1): 100663906:0
#TaleWorlds.CampaignSystem.pdb@{29683EE471DE4DF3BE8667039E9CC3DB} (1): 100664017:49
#TaleWorlds.CampaignSystem.pdb@{29683EE471DE4DF3BE8667039E9CC3DB} (1): 100664018:325
#StoryMode.pdb@{C6D90F33BBD54634A5705E6EE27B7D0B} (1): 100663300:8
#TaleWorlds.Core.pdb@{51B463BD2E9344D5BCBC1AF647169157} (1): 100664643:131
#StoryMode.pdb@{C6D90F33BBD54634A5705E6EE27B7D0B} (1): 100663387:313
#TaleWorlds.Core.pdb@{51B463BD2E9344D5BCBC1AF647169157} (1): 100664475:220
#TaleWorlds.MountAndBlade.pdb@{E79EF7A4044845F0B6DE6C075AF2DF8B} (1): 100668471:15
#TaleWorlds.Core.pdb@{51B463BD2E9344D5BCBC1AF647169157} (1): 100664572:41
#TaleWorlds.MountAndBlade.pdb@{E79EF7A4044845F0B6DE6C075AF2DF8B} (1): 100670835:149
#TaleWorlds.DotNet.pdb@{75772D94297940D5B52DE65E13BA7E34} (1): 100663414:56

Seems testing @Shadowclaimer 's mod, the kingdom that owns "Winterfell" is still Sturgia and not "The North". Culture changes and name chages but still under clan Gundaroving.

I modified the base game files while loading the mod to give ownership of "Winterfell"/Vercheg to clan stark (clan_stark_1) and it loaded in with ownership to the starks. Ownership of basegame files takes precedence over module ownership of settlements?
 
Upvote 0
This is a known issue, the game for some reason reverts the ownership. If I change the core settlements.xml to be owned by the correct one it'll be correct.

Entering cities with the custom culture also crashes the games it seems :cry:

[15:34:46.1284917] PushScreen

[15:34:46.1284917] SandBox.View.Map.MapScreen::HandlePause

[15:34:46.1284917] SandBox.View.Map.MapScreen::HandleDeactivate

[15:34:46.1284917] TaleWorlds.MountAndBlade.View.Screen.MissionScreen::HandleInitialize

[15:34:46.1284917] -------MissionScreen-OnInitialize

[15:34:46.1284917] TaleWorlds.MountAndBlade.View.Screen.MissionScreen::HandleActivate

[15:34:46.1284917] TaleWorlds.MountAndBlade.View.Screen.MissionScreen::HandleResume

IMono_MBMission::create_mission : 0.003400
Loading xml file: $BASE/Modules/SandBoxCore/SceneObj/sturgia_town_c/scene.xscene.
Loading xml file: $BASE/Modules/SandBoxCore/SceneObj/sturgia_town_c/atmosphere.xml.
rglTerrain_shader_generator::handle_mesh_blend_state : 0.060667
Placed flora count: 499
Placed flora count: 3947
Placed flora count: 3266
Placed flora count: 4690
Placed flora count: 5286
Placed flora count: 18
Placed flora count: 2831
Placed flora count: 6616
Placed flora count: 19233
Placed tree count: 18049
Placed tree count: 13201
Placed flora count: 35833
Placed flora count: 2430
Placed flora count: 43664
Placed flora count: 1493
Placed flora count: 9083
Placed flora count: 11520
Placed flora count: 8783
Placed flora count: 76381
Placed flora count: 34785
Placed flora count: 119270
Placed flora count: 141644
rglShader_manager::read_compressed_shader_cache_package : 0.000226
Disabling invalid particle system under entity(prt_small_fire_sparks)Disabling invalid particle system under entity(prt_small_fire_sparks)Disabling invalid particle system under entity(prt_small_fire_sparks)Disabling invalid particle system under entity(prt_small_fire_sparks)Disabling invalid particle system under entity(prt_small_fire_sparks)Disabling invalid particle system under entity(prt_small_fire_sparks)Disabling invalid particle system under entity(prt_torch_fire)Disabling invalid particle system under entity(torch_fire_sparks)Disabling invalid particle system under entity(prt_torch_fire)Disabling invalid particle system under entity(torch_fire_sparks)Loading xml file: ../../Modules/Native/Atmospheres/Interpolated/semicloudy_field_battle.xml.
tree_high_sycamore_a
Validating all resources in loading queue...
validate_all_resources_in_loading_queue finished
rglResource_manager::validate_all_resources_in_loading_queue() : 0.000016
3337 of 4357 are converted to oros.
0 entities are not optimized because of mesf1 params.

3337 entities are oroed
[15:34:54.3807885] ----------Mission-AddTeam-Defender

[15:34:54.3817897] ----------Mission-AddTeam-Attacker

[15:34:54.3817897] ----------Mission-AddTeam-Attacker


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#Rgl.pdb@{324844A1EDA4452B953FBED6A30CF2F4} (1): 0:4408917
#Rgl.pdb@{324844A1EDA4452B953FBED6A30CF2F4} (1): 0:4264951
#Rgl.pdb@{324844A1EDA4452B953FBED6A30CF2F4} (1): 0:4264219
#Rgl.pdb@{324844A1EDA4452B953FBED6A30CF2F4} (1): 0:4267575
#ucrtbase.pdb@{A90164F7788144CD9392D8286C6F20F6} (1): 0:134770
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#ntdll.pdb@{FB60D3E08B5E4960376A4E73BD35F24E} (1): 0:446161
-----------------------------------------------
#TaleWorlds.DotNet.pdb@{75772D94297940D5B52DE65E13BA7E34} (1): 100663397:8
#TaleWorlds.CampaignSystem.pdb@{29683EE471DE4DF3BE8667039E9CC3DB} (1): 100663504:0
#TaleWorlds.CampaignSystem.pdb@{29683EE471DE4DF3BE8667039E9CC3DB} (1): 100663502:0
#TaleWorlds.Core.pdb@{51B463BD2E9344D5BCBC1AF647169157} (1): 100663339:31
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#TaleWorlds.CampaignSystem.pdb@{29683EE471DE4DF3BE8667039E9CC3DB} (1): 100664869:58
#TaleWorlds.CampaignSystem.pdb@{29683EE471DE4DF3BE8667039E9CC3DB} (1): 100664410:20
#SandBox.pdb@{8D5FF5AD1FB1460084B0E163C7819F73} (1): 100664140:33
#SandBox.pdb@{8D5FF5AD1FB1460084B0E163C7819F73} (1): 100665351:127
#TaleWorlds.MountAndBlade.pdb@{E79EF7A4044845F0B6DE6C075AF2DF8B} (1): 100669725:181
#TaleWorlds.MountAndBlade.pdb@{E79EF7A4044845F0B6DE6C075AF2DF8B} (1): 100668679:81
#TaleWorlds.MountAndBlade.pdb@{E79EF7A4044845F0B6DE6C075AF2DF8B} (1): 100668664:34
#TaleWorlds.Core.pdb@{51B463BD2E9344D5BCBC1AF647169157} (1): 100664572:41
#TaleWorlds.Core.pdb@{51B463BD2E9344D5BCBC1AF647169157} (1): 100664414:25
#TaleWorlds.Core.pdb@{51B463BD2E9344D5BCBC1AF647169157} (1): 100664468:70
#TaleWorlds.MountAndBlade.pdb@{E79EF7A4044845F0B6DE6C075AF2DF8B} (1): 100670835:200
#TaleWorlds.DotNet.pdb@{75772D94297940D5B52DE65E13BA7E34} (1): 100663414:56
 
Upvote 0
Hey there, I have been experimenting on this topic quite heavily lately. I have managed to create a kingdom without any issue. Kingdom is functioning %100. No problems. You can invite other lords, declare wars, etc so if you are looking for a reference you can check out my mods's source code hosted on GitHub.

I will also be updating this github repo as I update my mod itself so that everyone can get an up to date references on how to dynamically create kingdoms.

Only issue here is;
After the new beta patch game crashes after 5-6 minutes with the mod enabled. I couldn't find out the issue really. This seems to be the only problem stopping us, modding community, from dynamically creating kingdoms. This is the error I am getting


Edit: My idea is that, which is just a guess;
Now I am not using any arrays on my code so this is purely related to the integration of the mod itself to the game code. Somewhere in the code base; game has an array of kingdoms(as i said above, THIS IS JUST A GUESS.) and this array is probably being initialized from some xml file. Mod creating a new kingdom might be causing some issues because arrays can not be appended. I am not sure at this at all as this is just a guess BUT this shouldn't be the case since storing kingdoms in an array doesn't make any sense from a developer perspective. It destroys the entire dynamic power of the system. Arrays should be used only when you are %100 sure that you don't need to append and in a game where you emphasize a lot on modding creating one of the most important aspects of your game in a non appendable way does not make any sense. Therefore, this is why I believe that this is not the cause of the issue but also this is the only reason I can think of atm.

What do you lads/ladies think about this issue?
 
Last edited:
Upvote 0
This guy is the leading edge of what I've seen so far in "kingdom alteration". Not sure if that help but I've been testing this mod since it cam out yesterday and it work fine so far.

 
Upvote 0
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