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Perisno Mod Bug Reports

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I most probably didn't fuflil the recruitment requirements, given earlier I've taken them prisoner, but can't confirm if the relationship with Elintor is the same or how significantly I've progressed. The bug is that regardless of my check, the sentinels and wardens should be in either of the two lists, not magically disappear, as they were prisoners before, so should either be prisoners to me or be directly recruitable. It makes no sense to release troops I can't hire, but could otherwise sell for a good profit. Prisoners/enemy troops being "let go" is not a game mechanic AFAIK, neither a reported feature (to my knowledge). If the latter is true, how could I revert this, or could we have an option to use the old system? This makes household troops recruitability very hard and specialist troops are so much more trouble to gather and keep a stat-boosting population of.

Both this and the previous case that prompted me to place a report, I've been just by myself, not along other lords. When the bug was reported there was no SS and was fixed via HF, but I will try to take screenshots one of these days.
 
Cerber said:
I most probably didn't fuflil the recruitment requirements, given earlier I've taken them prisoner, but can't confirm if the relationship with Elintor is the same or how significantly I've progressed. The bug is that regardless of my check, the sentinels and wardens should be in either of the two lists, not magically disappear, as they were prisoners before, so should either be prisoners to me or be directly recruitable. It makes no sense to release troops I can't hire, but could otherwise sell for a good profit. Prisoners/enemy troops being "let go" is not a game mechanic AFAIK, neither a reported feature (to my knowledge). If the latter is true, how could I revert this, or could we have an option to use the old system? This makes household troops recruitability very hard and specialist troops are so much more trouble to gather and keep a stat-boosting population of.

Both this and the previous case that prompted me to place a report, I've been just by myself, not along other lords. When the bug was reported there was no SS and was fixed via HF, but I will try to take screenshots one of these days.

Since you have been playing Perisno since last version, I think you should be aware of this mechanic below but I just want to confirm that this is not the problem (since the bug you are mentioning is not observable in my game).  This is taken from the mod's main page:
3. On rescuing enemies' prisoners:
If your relation with a soldier's faction plus 3x of your persuasion skill >= 40, you can recruit a soldier of any level.
If your relation with a soldier's faction plus 3x of your persuasion skill >= 0, you can recruit all of those whose level is smaller than yours+2x*persuasion. Others (whose level is higher) will join you partially, depending on the difference between the levels. The rest of "friendly" soldiers will go away.
You should get the remaining hostile "rescued" soldiers as prisoners.
Exception 1: if you're at war with faction X but also have its culture in your kingdom, you will get half of rescued troops from this faction as troops and another half as prisoners.
Exception 2: if a faction is defeated, relation requirement is passed automatically (Falcons are an exception), only level requirement remains.
4. You can only recruit prisoners from your own party if your level is bigger than theirs and you have positive relation with their faction.

I really doubt that's the issue though, you should have enough levels to get all the sentinels at lvl 33, even if you have 0 persuasion, and at least 0 relation with Elintor.
I'll try out using all-blunt army later tonight and observe the prisoners (my char has lvl 35 and good persuasion/relation, I should be able to recruit everything that is not in negative relation with me).

BTW I scoured the bug report thread and didn't find any report that is similar to yours, so please do quote it if you manage to find it.
Alright I think I found it, this guy:
https://forums.taleworlds.com/index.php/topic,325551.msg8641466.html#msg8641466
Try his original solution to check if it's the same,  by firing all your companions.
Apparently the game back then registered them as Lords that take away prisoners.
And he reported it was fixed by HF7 of Perisno 0.8
 
Got a new (to me at least) bug, as soon as I looted/razed the village of Hesh Danlis I get this massive text overflow that is just the same error over and over, almost the entire Recent Messages tab was filled.

https://steamcommunity.com/sharedfiles/filedetails/?id=1582755064

No visible aftereffects yet, I meandered around for a few days and have had no additional tagalong messages, so probably not a huge issue.
 
willyflare said:
Since you have been playing Perisno since last version, I think you should be aware of this mechanic below but I just want to confirm that this is not the problem (since the bug you are mentioning is not observable in my game).  This is taken from the mod's main page:
3. On rescuing enemies' prisoners:
If your relation with a soldier's faction plus 3x of your persuasion skill >= 40, you can recruit a soldier of any level.
If your relation with a soldier's faction plus 3x of your persuasion skill >= 0, you can recruit all of those whose level is smaller than yours+2x*persuasion. Others (whose level is higher) will join you partially, depending on the difference between the levels. The rest of "friendly" soldiers will go away.
You should get the remaining hostile "rescued" soldiers as prisoners.
Exception 1: if you're at war with faction X but also have its culture in your kingdom, you will get half of rescued troops from this faction as troops and another half as prisoners.
Exception 2: if a faction is defeated, relation requirement is passed automatically (Falcons are an exception), only level requirement remains.
4. You can only recruit prisoners from your own party if your level is bigger than theirs and you have positive relation with their faction.

I really doubt that's the issue though, you should have enough levels to get all the sentinels at lvl 33, even if you have 0 persuasion, and at least 0 relation with Elintor.
I'll try out using all-blunt army later tonight and observe the prisoners (my char has lvl 35 and good persuasion/relation, I should be able to recruit everything that is not in negative relation with me).

BTW I scoured the bug report thread and didn't find any report that is similar to yours, so please do quote it if you manage to find it.
Alright I think I found it, this guy:
https://forums.taleworlds.com/index.php/topic,325551.msg8641466.html#msg8641466
Try his original solution to check if it's the same,  by firing all your companions.
Apparently the game back then registered them as Lords that take away prisoners.
And he reported it was fixed by HF7 of Perisno 0.8

I've been playing since at least 0.5 versions and didn't even notice it in the version where this same bug was reported and fixed in a HF. I have only realized it in this version. I am perfectly well aware of the recruitment mechanic and it is only in relation to whether former prisoners of a defeated party are recruitable or recapturable as prisoners, not whether I see them at all. My report is of troops entirely missing from either of those two options. Your link points to Leonion explaining this same mechanic as of 0.8, not of what a fix was to troops missing from that screen.

My issue is I'm entirely missing some of the soldiers and can't yet tell whether I've fulfilled the requirement, as I haven't really had too much experiments to track after my first report here.

Found the reference post that I had seen once before, but lost:
https://forums.taleworlds.com/index.php/topic,325551.msg8648988.html#msg8648988
Confirming it was reported as fixed in HF7 for 0.8, but never found the solution. Your link doesn't propose a solution and I'm really not looking forward to firing my companions and going through the tedious process of tracking them all down again. If it was fixed in a HF, then couldn't there be a HF for this version to correct this as well, without us messing our savegames/parties up?
 
Cerber said:
I've been playing since at least 0.5 versions and didn't even notice it in the version where this same bug was reported and fixed in a HF. I have only realized it in this version. I am perfectly well aware of the recruitment mechanic and it is only in relation to whether former prisoners of a defeated party are recruitable or recapturable as prisoners, not whether I see them at all. My report is of troops entirely missing from either of those two options. Your link points to Leonion explaining this same mechanic as of 0.8, not of what a fix was to troops missing from that screen.

My issue is I'm entirely missing some of the soldiers and can't yet tell whether I've fulfilled the requirement, as I haven't really had too much experiments to track after my first report here.

Found the reference post that I had seen once before, but lost:
https://forums.taleworlds.com/index.php/topic,325551.msg8648988.html#msg8648988
Confirming it was reported as fixed in HF7 for 0.8, but never found the solution. Your link doesn't propose a solution and I'm really not looking forward to firing my companions and going through the tedious process of tracking them all down again. If it was fixed in a HF, then couldn't there be a HF for this version to correct this as well, without us messing our savegames/parties up?

Cerber, I'm sorry if it was not clear enough, well that's where it starts, the guy (Bankoleva) later detailed his bug and it seems similar to yours. I asked if you could try firing your companions just to check if it is the same bug as back then, not to continue playing with that state.
Here :
Bankoleva said:
Solo battles. My Elite 100 custom merc army (Really Loving this feature BTW.... GREAT JOB :party:) versus 200+ armies of whatever. Just finished a battle with 37 wounded ankars out of 455. Only had 4 prisoners showed up.
Bankoleva said:
Wounded troops to prisoners on the other hand.... Definitely broken. Tested only solo battles... large solo battle. 100 v 200. ALOT.  Definitely only getting 1 unit per type.

Wondering if it's tied to my companions. Getting the feeling that their flagged early as lords and maybe registering as a "Strong ally". Gonna play around with it a bit and see if that's a link.

>Edit<  This is exactly what it is. :cool: Fired all my companions and did a test. Crap ton of prisoners. :shock: Christ the money I've missed not picking up on this bug.

Don't know which companion it is but the ones I have in party: Tamaris, Marcus, Siliventhiel, Dietrich, Tylen, Kara, Kengesh, Zaira, Agnare, Alindel, & Fazl.
And then :
Bankoleva said:
For prisoners... test with the new hot fix 7. Somehow it seemed to have fixed my problem.

Seems like Leonion back then couldn't reproduce the bug too so it was just magically solved by HF7(next page after your link):
Leonion said:
T.L.S. said:
I think you fixed it for majority of field battles
I didn't fix it, It fixed itself. :grin:
I can't even reproduce this bug, in sieges or in field battles.
If someone has 1.167 save file where this bug happens, I'll be grateful if you send it to me.
And the same for me, I cannot reproduce it. I kept eye on the number of certain prisoners (in my case, 6 Holy Crusaders, 4 Ankar Rangers) and they do show up fully recruitable afterwards. I had all companions and was helping King Torlian too.

What version are you using? I'm using the original (non anti CTD) +HF3. Warband 1.172.
I hope that your error is solved soon, it sounds really annoying. You can try uploading/send savegames for Devs to check.
 
Sure, I'll try. Just need to remember to track it before a battle and test it out. I'll keep a lookout when I engage single parties. For group parties it would be too hard to track. Once I remember to check for and capture a case with screenshots before and after, I'll upload here and will have a save/stats report ready if needed. :smile:


On a side note: My current playthrough has a lot of diplomacy. It's to the point that a single war declaration would lead to a cascade of 11 to follow. This is given 
pzNDFZk.png
. While it is incredibly interesting, it is highly unnatural for the game and diverts too much attention towards diplomacy just to have a war against one faction without being overrun by so many others at bad odds.

From the perspective of Elintor, they ended up from having 2 wars (vs Tolrania and Sut) to waging war against a total of 8 factions, out of 14 possible. World war Perisno is nothing I've seen around notes, so is it a unique low-chance development or the new standard? Just being a Tolranian lord to preserve their lands before the Zann invasion, I found they've been easily beaten without my help just because of a maintained alliance with Maccavia and the two factions constantly sandwiching the poor reds. I believe the previous versions (if anything has changed) were much more balanced, where alliances would be temporary and almost never long enough to lead to coordinated wars. Perhaps a check on renegotiating friendly terms is in order?

Update: found an almost defeated lord with a large prisoner train for me to test out my observations and the companion experiment:
Picture pre-battle:
14209466cdbcba12663c54a8c3bbd22820bdf2d3958ba919acf465975adeef8780800a7c.jpg

Maths:
Relationship with Eagle minor faction: -15
Player level: 31
Persuasion: 7
Eagle retainer lvl : 26
Knight of the eagle lvl: 42
Demon worshipper lvl: 25


Checking calculation for knights: -15 + 3*7 > 0. Relation check positive. Recruitability: 31+ 2*7 > 42
Result: I should be able to recruit all knights of the Eagle any any eagle troops below them.
Yet:
Picture post-battle with companions:
9645938594dd0743dc43faf7a1989545a2fcd003e44f4ddbaa4d8115f561627344cf09c1.jpg
Post-battle without companions:
604398791f2f07d7bc3acffded81ba817cea268e4f23c16d9c72a3f8781b00862fdd5059.jpg
Character sheet:
45946225851f0bf7d71c8ae501b8e0f967b3ab98679f3b79811fae83cb10ac36c9b2553a.jpg
Renown:
751328679a1b1de09a2c9a70a4f92f7da5bdfb11884ed19778daef9a2407018a8ab303b3.jpg
Game version:1.174

Results: Didn't get as many Eagle pilgrims as were in the prisoner train, without companions- 1 eagle retainer disappeared. In both cases, demon units would disappear, notably less without companions.

Let me know if you need more input. The losses are potential neutral party recruits and profits.

3rd point: If Bakhal giants are defeated and since their lords refuse to serve puny humans, why don't they seek service under the Sut? Shame to disable lords like that... Is this intended? I feel like it's not, hence why I write this here.
 
@Cerber
Apologies, it really doesn't happen here in my version:
Before Battle:
7V2BFBW.jpg
After Battle: (I am able to recruit them all, the captured prisoners are the enemies wounded on battle)
U1k7Xhu.jpg
UWwAIhW.jpg
And you tried without companions, didn't work too, which means it is different from the previous bug.

So.... I don't know. I know I'm no dev but I just want to help others having trouble around this mod.

What's your Perisno version? (Original+HF3 or Original+Anti CTD or new updated one from ModDB)

Does it happen on fresh new game too? Just try using cheat to make it quick when experimenting.

Maybe corrupted files? Try downloading again, rename your old module to "Perisno 0.9[Original]" and then copy your save to the new one to see if it is the same? (this only works if your version is the latest one from ModDB, I think)
 
Appreciate your help. I post here to ask for a fix and sadly don't have the time to run such excessive testing. I'm using the original + HF3, never got the CTD issue apart form the vanilla alt+tab crash.
 
This quest has a really annoying bug in it:
GEzPwRI.png

The Quest in question:
O16JRO8.jpg
After finishing this quest, i still have the quest in my notes, and because this quest is custom, i keep getting a pop-up for it.

And this pop-up keeps coming up every single day....
IYmNLUb.png

Any way to resolve this unholy issue?
 
It seems like the AI pathfinding in Leuven is wrong.
When you attack it all your units try to use the main door (which is locked) and you can't destroy it either.
You have to manually make them to use the ladders (which is easier said than done).
 
That was already reported I'm pretty sure. Anyway, it is a massive pain to attack that town, even if you use the backdoor near the mines your reinforcements will still go to the main gate :dead:
 
King Edric said:
That was already reported I'm pretty sure. Anyway, it is a massive pain to attack that town, even if you use the backdoor near the mines your reinforcements will still go to the main gate :dead:
And it's even more of a pain to defend it for the same reason, most defender go behind the main door and not to the walls.
 
I have a really annoying sound bug. Depending on my luck, I can attack or defend 2-4 castles/towns until my whole sound stops.
Even on my computer. I had this bug in previous versions too, but restarting m&b fixed that. Now I need to restart my PC.
 
Not sure if this was a bug or I was just really lucky!?
I completed the quest where the village is infested with Nobles or something, I can't remember who gave it.  After I defeated them the loot screen made me swear ...repeatedly !

I had virtually every high class armour in the game, 97 items in all half of them I can't use yet as none of my companions have the ST requirements  :fruity:  .  I had to leave about 80K worth of stuff as I just couldn't carry it all  :ohdear:

Is this amount of loot normal for this quest?
 
In tournaments sometimes Dwarves will have a much higher armor than humans, I am not sure if it's intended, and I also noticed the color bug that was reported a few pages earlier. Also when playing as a Giant I noticed that sometimes you get to keep your armor in the arena, so I wonder if it's a bug related to that (I imagine there were some shenanigans involved with getting the tournament armors to look right for the new races).
 
palewarrior said:
Not sure if this was a bug or I was just really lucky!?
I completed the quest where the village is infested with Nobles or something, I can't remember who gave it.  After I defeated them the loot screen made me swear ...repeatedly !

I had virtually every high class armour in the game, 97 items in all half of them I can't use yet as none of my companions have the ST requirements  :fruity:  .  I had to leave about 80K worth of stuff as I just couldn't carry it all  :ohdear:

Is this amount of loot normal for this quest?

I think I had something like that, but with head armors.
I remembered that before the battle I was setting up my Custom Mercs' Equipments and the last thing I changed was the Head Armor too.
So it may be related to that as well.
 
tolranin got conquered and 9 lords went to maccavin rest no where.  I find it hard to figure out why they would all go to the same faction.  Maccavin is now wreaking the dragon lords. Im only on day 112. At the rate Maccavin is taking over the dragon lords lands they will rivil zann when they show up easy.
 
palewarrior said:
Not sure if this was a bug or I was just really lucky!?
I completed the quest where the village is infested with Nobles or something, I can't remember who gave it.  After I defeated them the loot screen made me swear ...repeatedly !

I had virtually every high class armour in the game, 97 items in all half of them I can't use yet as none of my companions have the ST requirements  :fruity:  .  I had to leave about 80K worth of stuff as I just couldn't carry it all  :ohdear:

Is this amount of loot normal for this quest?

So I tried the quest again (you get it from the chaps who sell faction mercs btw) but using another character, same level just lower ST, 8 party looting skill instead of 5+1.
I tried the same questgiver twice and then the same quest but in two different faction cities.

The loot was mostly decent 2 hd swords (Ancient one, the wide bladed Zann one, Hakkon ones, Glasserian saw blade one...etc) and some random bits of armour.  This was more or less the same each time I did it, but I don't even use a 2hd sword or have one in my inventory ?  :roll:
Wish I knew the deciding factor for determining what loot drops.
 
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