Mount & Blade II: Bannerlord
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  1. Designer225
    Designer225
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    Steam Workshop version here.

    Feel free to include the patches in your mod (subject to the permissive MIT license).
  2. zerefmetatron
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    Is there a way to fix this?
    Hope someone can help.
    I try to use this mod https://www.nexusmods.com/mountandblade2bannerlord/mods/4888
    it seem like spawning wanderer cause a crash.
    Method not found: 'System.Collections.Generic.List`1 TaleWorlds.CampaignSystem.Hero.get_Children()'. 
    1. Designer225
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      I need your full log. Also, I don't think it's this mod.
    2. zerefmetatron
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      It isn't this mod. Just come to seek help. hope someone have a way to fix that kind of crash.
      https://report.butr.link/A1CCA3

      public void CleanUpDeadCompanions()
          {
            foreach (Hero hero in ((IEnumerable<Hero>) Hero.DeadOrDisabledHeroes).ToList<Hero>())
            {
              if ((hero.Children == null || hero.Children.Count == 0) && hero.IsDead && hero.IsHeadman)
                typeof (CampaignObjectManager).GetMethod("UnregisterDeadHero", BindingFlags.Instance | BindingFlags.NonPublic).Invoke((object) Campaign.Current.CampaignObjectManager, new object[1]
                {
                  (object) hero
                });
            }

      private void WeeklyTick()
          {
            if (GlobalSettings<MCMSettings>.Instance.autoRefreshEveryWeek)
              this.RefreshCompanions();
            this.CleanUpDeadCompanions();
          }

      Did Tw change some code for childern that make the code crash?
    3. Designer225
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      If you can hunt down the source code, install Visual Studio, and grab a decompiler like ILSpy or DotPeek or DnSpy, and you are willing to do the dirty work, you can fix it by replacing the missing methods/properties with appropriate ones. Because it looks like your mods need updating.
    4. LuckyForward
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      I had this crash awhile ago..
      In my case it was caused from "More Companions for my Tavern" conflicting with...?
      If I renember right it was conflicting with an old version of "No more Clones"..
  3. Dilapidation
    Dilapidation
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    Thanks for this mod! And also thank you for making this available open source. I was able to get this to work on the 1.2.4 beta by making the following change to EncyclopediaEntryFixPatches.cs#34:
    yield return AccessTools.Method(typeof(CharacterViewModel), nameof(CharacterViewModel.FillFrom), new Type[] { typeof(CharacterViewModel) });

    Basically, TW introduced an overload to CharacterViewModel.FillFrom() to accept BasicCharacterObject as well. Couldn't tell you why.

    Also - the wanderer spawning patch no longer works. Can provide a stack trace if needed.
    1. Designer225
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      Go ahead and make a pull request and/or make a bug report here or an issue report at GitHub. I'll take a look.
  4. 1Phase1
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    Does this still work on 1.1.3?
  5. PegasusKoga
    PegasusKoga
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    Does anyone know if the Bandit Fixes part of the mod still works on 1.1.0?
    1. Designer225
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      It should still work. I updated it for v1.1.0 today.
    2. PegasusKoga
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      Thank you kindly for that!
  6. LordIrontoe
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    This mod's great, but I get a weird issue when using it. I'm also using Bandit Variety  to flesh out all the bandit troop trees. Normally, without this mod, the bandit groups only have the 3 unit types, so early on, I'll see the normal bottom tier vanilla bandits along with a couple types of the lowest tier new bandits from the mod. As the game goes on, the bandit groups will start spawning higher tier vanilla bandits and the mod bandits gradually disappear from the world, since they never seem to spawn higher tier troops.

    So I was hoping this mod would solve this and let the bandits spawn with the full variety of troops, and it works. But only for Looters, not any other type of bandit.  The Looters are spawning with the full troop trees in the full range of tiers while the other bandit groups still seem to be stuck with the 3 troop limit.

    What's more, the Looter parties start to grow uncontrollably. I installed this midway in my playthrough and right away started to see groups of 100-200 running around. After about a week, I'm seeing groups of 300 . A couple more weeks and I'm seeing groups of 500-600. I'm worried that they'll continue to grow out of control until the game world's covered in giant unbeatable megastacks. All of the other bandits factions still behave like they do in Native with small parties of 3 troop types.

    Has anyone else experienced this issue? 
  7. KaptainCnucklz
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    I know there's no version for 1.1 yet, so I wasn't sure if reporting it as a bug was necessary. But I thought I'd still let you know the mod would need an update to work with the 1.1 beta. Crashed when I started a new campaign. The full crash report is uploaded here.

    Happy to say it was working fine with 1.0.3, though, for anyone hesitant to try.
    1. biomirth
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      Also confirming worked fine with 1.0.3. I'm testing 1.1 now so thanks for letting me know this isn't working yet.

      Very few mods updated for 1.1 though I hope we'll see more in the coming months.
  8. Adeno
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    Would it be possible to have a feature where all the NPCs, like villagers and the like, can be killed, just like in the old, discontinued More Raiding mod? Thanks!
    1. spacebro85
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      This would be great 
  9. TaleWorlds.CampaignSystem.SandBox.GameComponents.Map.DefaultPartyTrainingModel.GetEffectiveDailyExperience(MobileParty mobileParty, TroopRosterElement troop)    at TaleWorlds.CampaignSystem.MobileParty.DailyTick()    at TaleWorlds.CampaignSystem.CampaignPeriodicEventManager.PeriodicTicker`1.PeriodicTickSome(Double timeUnitsElapsed)    at TaleWorlds.CampaignSystem.CampaignPeriodicEventManager.PeriodicDailyTick()    at TaleWorlds.CampaignSystem.Campaign.Tick()    at TaleWorlds.CampaignSystem.MapState.OnMapModeTick(Single dt)    at TaleWorlds.CampaignSystem.MapState.OnTick(Single dt)    at TaleWorlds.Core.GameStateManager.OnTick(Single dt)    at TaleWorlds.Core.Game.OnTick(Single dt)    at TaleWorlds.Core.GameManagerBase.OnTick(Single dt)    at TaleWorlds.MountAndBlade.Module.OnApplicationTick_Patch1(Module this, Single dt)

    I get this Error with CTD now after i Install your Mod and play something like 1 Hour.Its constant always at the same time.As i dont get any direct message that is your mod doing this i search in the net to find some same Report and the only one i found was from another Modder that have try exact what do your Mod by Fixing the Spawn of more then 3 Bandit types.He write that he have try to do what your Mod do and it seams to run fine for some time but then he start to have  exact the same Problem that after some time his game start with this error Message to CTD maybe why he have done something wrong.So its possible that your Mod have the same Problem?As i have 189 Hour's in my actual Game Session and there was no CTD until i install your Mod and let it Run a little bit.
    1. dretreage
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      Did you ever figure this out? I have the same error, however I do not use either this mod or the other you mentioned.
    2. irulannaba
      irulannaba
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      that's from kaoses tweaks, most of the mod features were "broken" and the author don't give a shit. well, given the magnitude of the mod I understand how it was such a headache to troubleshoot most of the feature, I wouldn't suprised if the author just sort of compile it without testing it out before releasing it to the public. The only most worthy feature of the mod is working though (Kill Bandits raise relation) so that's enough for me.
    3. GladiusVictorius
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      To kaoses tweaks there is an update and fixed version i play always with that mod and i never ever had one Problem with it and i change a lot with that Mod.
      To the CTD the only fix i found was to deactivate this Mod after no CTD happen any more.It seams as i write before there is a problem with Mods that add or change some Troop Spawn or Troop class or let them upgrade  from alone after fights that are not Vanilla
    4. GladiusVictorius
      GladiusVictorius
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      By the way i start after a long time again Bannerlord and update all to 1.8.0 even this Mod and that come up after 2 Days ingame

      TaleWorlds.CampaignSystem.SandBox.GameComponents.Map.DefaultPartyTrainingModel.GetEffectiveDailyExperience(MobileParty mobileParty, TroopRosterElement troop)    at
      TaleWorlds.CampaignSystem.MobileParty.DailyTick()    at
      TaleWorlds.CampaignSystem.CampaignPeriodicEventManager.PeriodicTicker`1.PeriodicTickSome(Double
      timeUnitsElapsed)    at
      TaleWorlds.CampaignSystem.CampaignPeriodicEventManager.PeriodicDailyTick()   
      at TaleWorlds.CampaignSystem.Campaign.Tick()    at
      TaleWorlds.CampaignSystem.MapState.OnMapModeTick(Single dt)    at
      TaleWorlds.CampaignSystem.MapState.OnTick(Single dt)    at
      TaleWorlds.Core.GameStateManager.OnTick(Single dt)    at
      TaleWorlds.Core.Game.OnTick(Single dt)    at
      TaleWorlds.Core.GameManagerBase.OnTick(Single dt)    at
      TaleWorlds.MountAndBlade.Module.OnApplicationTick_Patch1(Module this,
      Single dt)

      Exact the same error again even in 1.8.0
    5. Designer225
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      Can you include the exception description, as well? Like, what exception was thrown?

      I can't exactly identify the issue with just the stack trace (though it is helpful given context).
    6. GladiusVictorius
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      Sorry can you not help any more with finding the Problem as i dont use this Mod any more as every game where i run it get at some point Fubar and i have to return to older Saves that are Hour's back
  10. DRunkCoWBoy
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    The actual bandit spawning fix is surprisingly still working for me in 1.0.  Thats all I care about using anyways.
  11. norik83
    norik83
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    Will this be updated to 1.8.0? Crahes to destop at start up for me.