If you are getting a crash and the crash reporting window that says EXCEPTION_INT_DIVIDE_BY_ZERO when the raid is sent.
This should rarely happen, probably 1:100 chance, the cause is the mod initially spawn the raid squad to the target region border then trick the game into thinking that the squad is actually at the Camp, now there's that small chance that the game mark the squad as "actively raiding" (the burning raid Icon you see once they get into your region) before the squad is teleported away, that unexpected state cause unexpected input to the game logic, and yes there has been report of this happening on Vanilla.
Currenly this not fixable for two reason:
I can't find a way to simply teleport the squad immediately from the border because it seems like the game keep track of the previous position somewhere I don't know and I don't want to trace pointers either, .
I can't simply spawn the squad to the Camp because the AI for whatever reason doesn't want to command it to actively raid, so I have to trick the squad into walking to your region border by initially spawning them there.
I released the mod anyway because it seems to just be an issue in the Vanilla game, the raider will stay still awaiting orders when they are spawned by reloading save, so I will revisit this again on upcoming game patch.
Hey, love the mod! Quick Question: Is there a way to speed up or increase the amount of bandit camps popping up so that more than 1 bandit camp spawns per year? I have the cap to like 50 camps but by year 3 all of them have been cleaned up by either me or the AI lord.
For the rare crash issue you mentioned, do they go into "actively raiding" when teleported close to a building near the region border or some other reason like the shape of the region border and maybe going past a threshold beyond the border?
Maybe if it is a building distance thing you could teleport them to the furthest part of the region border away from a building?
Hey! Your mod spawns like 20-30 groups of 18 raiders at once, impossible to defend against. I like the idea of your mod. Maybe I am missing something? Thanks for the effort! Have a nice day!
Hey! Thanks for the quick response! Yeah I got wrecked by your mod a few times . Fun to watch tho lol. Am gonna try your mod again, i really like the idea behind it. Have a nice day!
bug_fix: Fixed a bug where the date was not guarded when the `Fixed potential crash when unloading the game` patch was introduced. Now it should not spawn indefinitely.
18 comments
(warning) This mod version require UE4SS version v3.0.1-355-gdab5e68
Changelogs:
Big thanks to my patrons for making maintenance and creation of my mods possible https://patron.psiae.fun/.
This should rarely happen, probably 1:100 chance, the cause is the mod initially spawn the raid squad to the target region border then trick the game into thinking that the squad is actually at the Camp, now there's that small chance that the game mark the squad as "actively raiding" (the burning raid Icon you see once they get into your region) before the squad is teleported away, that unexpected state cause unexpected input to the game logic, and yes there has been report of this happening on Vanilla.
Currenly this not fixable for two reason:
I released the mod anyway because it seems to just be an issue in the Vanilla game, the raider will stay still awaiting orders when they are spawned by reloading save, so I will revisit this again on upcoming game patch.
For now, save your game a day before the raid
(warning) This mod version require UE4SS version v3.0.1-355-gdab5e68
Changelogs:
Big thanks to my patrons for making maintenance and creation of my mods possible https://patron.psiae.fun/.
The spawn bandit camp limit setting of the game doesn't affect the spawn rate
Maintenance
This version is compatible with Manor Lords version 0.8.004 .. 0.8.024
Changelogs:
A Big thanks to my Patrons for keeping the mods updated
edit: 0.8.024 is compatible
Important:
Changelogs:
Can it be used with Adaptive Bandit Difficulty mod?
Maybe if it is a building distance thing you could teleport them to the furthest part of the region border away from a building?
Your mod spawns like 20-30 groups of 18 raiders at once, impossible to defend against. I like the idea of your mod. Maybe I am missing something?
Thanks for the effort!
Have a nice day!
Thanks for the quick response! Yeah I got wrecked by your mod a few times
Have a nice day!
Changelogs:
Now it should not spawn indefinitely.
Changelogs: