BL Coding Possible to have differents troops recruitable in differents kingdoms of the same culture?

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TeenBrunette

Recruit
Hello, the question of today is:
By xml and xslt is may possible to recruits different troops for 2 different kingdoms of the same culture.
I explain myself better: suppose we have the western empire and the southern empire, they have they same culture, but I want to recruits a different troop trees in the Western Empire.

Asking myself if it is possible, maybe is more easy than create another culture.
I seek on the forum but I did not find anything relevant about that.
Dunno if somene made the same questione before.
 
Currently, each culture only allows for one noble and one basic troop tree (ignoring mercenaries). TW have discussed the possibility of more, but it might never happen or be some time until it happens. So, ATM each Kingdom can only have a single culture and multiple clans. However, clans do not need to be the same culture as the kingdom they belong to. Accordingly, regional troops are possible by creating a regional culture, with regional troop trees and assigning that to a clan owning a regional settlement or settlements set to that new culture. Unfortunately, AFAIK this regional culture still needs to be set up as a Major Faction with all the attendant notables, equipment sets etc. as per the custom kingdom guide.
 
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Good to know, was wondering the same thing, it would be good to have some minor differences between the 3 empire factions
As the 3 empire factions in Calradia are each separate kingdoms, you can just create separate cultures (and troop trees) for each of them. Giving the clans (or groups of clans) separate cultures allows multiple troop trees within the same kingdom/faction (i.e. allowing say Empire West to have its standard and noble troop trees and regional standard and noble troop trees for certain clans).
 
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I'm trying but I'm stuck since one week. I have checked various guide, checked the work from other mods, I had repeated the process 3 times.
Everything does works, ( gang leaders, tournament, merchants, townfolks) excepted wanderer, every time there is no wanderer of the culture I made, and I dunno what is wrong, I check 10 times and I do not fined the problem, sigh
 
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I'm trying but I'm stuck since one week. I have checked various guide, checked the work from other mods, I had repeated the process 3 times.
Everything does works, ( gang leaders, tournament, merchants, townfolks) excepted wanderer, every time there is no wanderer of the culture I made, and I dunno what is wrong, I check 10 times and I do not fined the problem, sigh
Sorry, IDK much about new wanderers. AFAIK you just need to set up the templates similar to those in spspecialcharacters.xml and reference them in the notable_and_wanderer_templates section of your spcultures.xml. They will also need dialogue strings, which I believe need to be loaded via code. This guide on wanderer strings might help: https://www.nexusmods.com/mountandblade2bannerlord/articles/13
 
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No is not this, because I've seen other mods, and people just created new culture with the wanderer of the new culture, and they did not done anything of this.
I made some custom wanderer for the culture already exist, and they work.
For the conversation strings, the wanderers say just " missing string" in the text, but they does work, you can hire them, the problem is the new culture, where I assign the wanderers for this, and nothing appears.
So I'm missing something, but I dunno what.
 
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No is not this, because I've seen other mods, and people just created new culture with the wanderer of the new culture, and they did not done anything of this.
I made some custom wanderer for the culture already exist, and they work.
For the conversation strings, the wanderers say just " missing string" in the text, but they does work, you can hire them, the problem is the new culture, where I assign the wanderers for this, and nothing appears.
So I'm missing something, but I dunno what.
Have you set up equipment sets for your new culture for use by its wanderers? Presumably your wanderer templates are specifically for your new culture.
BTW mods like ROT use string loading dlls to get their wanderer strings into the game.
 
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I set up all the sets, and equipments, in fact gang leaders, merchant and various npcs are present.
For the wanderer I made classic wanderers, like in the other cultures, but no one appears, I am still looking fo the problem.
I don't want copy and just paste the work of other, or I'm going to not understand where is the issue also for the future.
For the custom waderers, they appears in the othe culture ( not always, they behave like a normal one ) bu appaears, other wise for the custom one no one time, not custom not classic🤷‍♂️
 
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I've already solved it, giving more difference and skills to differents units, from this point of view I have a clear vision.
I'm adding to custom wanderer, with custom comment strings.
What I would care will be also the interaction with various npc, description of the cities ecc.
I've already modified also the lines of all classic wanderers.
Too many times also in famous mods as "Realm of Throne or the Old Realms", you hear things like Vlandia, Battania, ecc. That has no sense for me.
 
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I've already solved it, giving more difference and skills to differents units, from this point of view I have a clear vision.
I'm adding to custom wanderer, with custom comment strings.
What I would care will be also the interaction with various npc, description of the cities ecc.
I've already modified also the lines of all classic wanderers.
Too many times also in famous mods as "Realm of Throne or the Old Realms", you hear things like Vlandia, Battania, ecc. That has no sense for me.
TW should have set up faction/clan/etc names as variables inside dialogue strings rather than static words that need manual replacement.
 
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TW should have set up faction/clan/etc names as variables inside dialogue strings rather than static words that need manual replacement.
Yes I know. Already did-
I have another little issue, rarely happens that custom wanderer ad doubled, each one should be unique, but sometimes at a new game system create 2 wanderer with the same name, any idea how to prevent it?

thx
 
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Yes I know. Already did-
I have another little issue, rarely happens that custom wanderer ad doubled, each one should be unique, but sometimes at a new game system create 2 wanderer with the same name, any idea how to prevent it?

thx
AFAIK the forenames are just randomly selected from the list in each culture, relying on numbers to reduce the instances of duplicate combinations. Increasing the number of names won’t rule out duplicates, merely reduce the probability. I believe C# coding would be required to track combinations and reserve already deployed combinations.

Mods have massively extended name lists to increase variety and reduce the likelihood of duplicates: https://www.nexusmods.com/mountandblade2bannerlord/mods/4905
 
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No this is not the problem.
Because I made a custom wanderer. With name and surname, and the game duplicate it, all of it.
Dress, items, apparence. so other wise being 1 Robyn Hood for example there are 2
So it mades a copy of the same "ID" wanderer that should be unique.
 
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