on 1.4.2 apparently not working. King still on the list 17/17 times, can still get into negetive influence, is still the temparory holder of an undecided fief. The fact it loads into 1.4.3 probably means it never interacted correctly.
The fact that it's not crashing is outstanding to me, haha! I'll take a look at the new code one of these days (when uni allows it) and see if the mod has been made obsolete or not by the new changes by the devs. Last time they tried, they made things even worse, so we'll see 8)
Haha yes, thank you for your reply and no rush! Take time at uni to focus on your studies first. There is no rush to update it im sure plenty of mature non crybaby here would agree. I never quite really knew if this worked for me back when i used it under 1.4.1 as dehert of vlandia STILL always claimed almost everything minus the first and sometimes if lucky second castle vlandia conquered once i became a new vassal. At rare occasion other vassals also gained castles but never cities so it was still broken i believe but maybe it was slightly better. I went straight to 1.4.3 with the dev promise it would be fixed or be less brutal as they said it was slightly decreased for the greed i think. :)
Thank you for the work and time put into this despite the constant updates and errors due to the PR nature of the game!
Here is a list of my curent load order in my launcher of mods working and not working under 1.4.3! Have fun guys!
Diplomacy fixes (Not working) Better Exception Window Mod Configuration Menu V3 MCMv3 MBO/MCMv2 Integration MCMv3 Modlib v1/v13 Integration Modlib Alt Save Missing Module Fix Developer Console Community Patch (Not working but error log thing still does and help!) Detailed Character Creation (Not working) Settlement Icons Unlimited Mecenary Clans Cas' Kingdom Destruction Mod (Not working) Companion's Patrols (Not working) Health Rebalance Fix (Not working) Initialize Troop Lists Patch (Not working) JTPrisonerRecruitement Player Encounter Do Apply Result Patch (Not working) Vlandian Levy Fix AI Values Life (Not working) Another chance at Marriage (Not working) Banner Paste Better Party Limits Caravans Give Trade XP (Updated 1.4.3!) Companion Overhaul (not working) Custom Wanderers Enable Unit Skills (FIxed by 1.4.3 itself, no longer necesary) Equip Best Item (Not working) Fix at: https://www.nexusmods.com/mountandblade2bannerlord/mods/1996 Fighting Togheter Relationship (not working) Fix siege ai (Not working) Heroes must die (Not working) Heroes Missing Fix (Not working) Hideout Party Limit removed (Not working) Hideout Send troops (Not working - Never could test) Interesting Companions Just let me play (Not working) Less greedt Rulers (Not working) Merc Fix More Mecenaries Noble Nobles Party AI Overhaul and Commands (Updated for 1.4.3!) Party screen enhancements (Not working alone but fixed via optional file which does make it work!) Persuasion Less Brutal PLayer Execute Edit (Not working) Prisoner Influence Gain (Not working) Separatism (Not working) Sound the alarm True Prisoners (Updated 1.4.3!) Workshop Income Workshop Saver zCulturedStart (Updated for 1.4.3!) Bannerlord Tweaks (Not working) Kill Bandits Raise Relations (Not working) Lootlord (Not working)
Seems there's an issue with the code for how valid clans are calculated, primarily with the settlement defaulting to the ruling clan and then counting as one of the two fiefs to factor against distance; changing the default from the king's clan to the capturer clan drastically resolves this, but still benefits whomever is listed as "owning" the fief temporarily (possibly useful to counterbalance the insane +100 that the king's clan gets just for being ruler). If that's seen as unfair, perhaps generate a tier 1 clan with an inaccessible empty 'phantom' fief in every corner of the map (the very furthest corners) to own it temporarily on capture (having so many fiefs with no garrison in the furthest corners of the map will ensure it can't get extra, so every in-play clan has a fair chance against each other)? There's a kludge mod listed on the forums to set it to capturer here, but I have not the foggiest idea how to actually make it work (not a coder). https://forums.taleworlds.com/index.php?threads/issues-being-granted-a-town.427276/#post-9488108
"Seems there's an issue with the code for how valid clans are calculated, primarily with the settlement defaulting to the ruling clan and then counting as one of the two fiefs to factor against distance" Fixing this is the main purpose of the mod, as said in the mod's description. What my mod does is just avoid counting the settlement -at all- for the purposes of distance calculation. I think it's a better solution than temporarily giving it to the capturer, as that gives the capturer himself a gigantic, unfair boost to his chances. So I just remove the settlement entirely from the equation: Its existance benefits NO ONE for the purposes of closest owned settlement, with my mod.
In my playthroughs, caldog is still very greedy, any chance on an update? Dont think it is currently working as intended, he controls over 50 percent of the fiefs still, with no signs of stopping with all new conquests he gets all the fiefs / His name is also constantly coming up in all votes for fiefs. On 1.4.1
I just installed this and loaded a save just before the taking of Sibir by a Vlandian army which I am part of. In the original playthrough, without the mod, I received lots of support from other nobles and won the influence vote but Dethert (who had put himself up as a candidate) still took it. In the save, however, no nobles are adding additional influence to the vote - it's just me, Dethert, and Ecarand putting our names into consideration and throwing 100 influence behind it. Now, Dethert does have 382 influence going into the decision, so it's not invalid for him to get it once the vote pans out, but based on what I'm reading it sounds like Dethert shouldn't even be in the vote in the first place (he has 9 fiefs before the vote, the next highest is 2, and I have 0).
been trying to get a specific city for a while and the king keeps taking it after i win the seige and the mod isnt working as he is always a candidate and he always gets the same total as me but wins everytime
The selection for candidates is not decided by RNG at all, so trying again over and over again won't have an effect.
As for tiebreakers, the tiebreaker is always won by the king's preferred choice, every time, without any overruling involved.
If he's overruling a sufficiently big % difference very consistently, or if he's going into negative influence from doing it, that'd be cause for concern, but otherwise my mod is working properly, I believe. I did try to make it as balanced as possible.
A tip, though! If you really, really want that city: A clan cannot be a candidate for a clan if its leader is incapacitated at the moment of the vote. You can always delay the vote until someone else replaces your king as candidate (New clan joins your kingdom, or your king gets captured, etc)
55 comments
Is this mod working on 1.5.3?
Is it even still needed or did TaleWorlds fix this issue?
Is the mod still needed or is it obsolete with the latest e1.4.3 main patch?
Did they actually fix it?
Thanks!
King still on the list 17/17 times, can still get into negetive influence, is still the temparory holder of an undecided fief.
The fact it loads into 1.4.3 probably means it never interacted correctly.
Mod status: Not Crashing but should be obsolete after dev log of 1.4.3 fixing (hopefully) the kings issues!
Thank you for the work and time put into this despite the constant updates and errors due to the PR nature of the game!
Diplomacy fixes (Not working)
Better Exception Window
Mod Configuration Menu V3
MCMv3 MBO/MCMv2 Integration
MCMv3 Modlib v1/v13 Integration
Modlib
Alt Save Missing Module Fix
Developer Console
Community Patch (Not working but error log thing still does and help!)
Detailed Character Creation (Not working)
Settlement Icons
Unlimited Mecenary Clans
Cas' Kingdom Destruction Mod (Not working)
Companion's Patrols (Not working)
Health Rebalance Fix (Not working)
Initialize Troop Lists Patch (Not working)
JTPrisonerRecruitement
Player Encounter Do Apply Result Patch (Not working)
Vlandian Levy Fix
AI Values Life (Not working)
Another chance at Marriage (Not working)
Banner Paste
Better Party Limits
Caravans Give Trade XP (Updated 1.4.3!)
Companion Overhaul (not working)
Custom Wanderers
Enable Unit Skills (FIxed by 1.4.3 itself, no longer necesary)
Equip Best Item (Not working) Fix at: https://www.nexusmods.com/mountandblade2bannerlord/mods/1996
Fighting Togheter Relationship (not working)
Fix siege ai (Not working)
Heroes must die (Not working)
Heroes Missing Fix (Not working)
Hideout Party Limit removed (Not working)
Hideout Send troops (Not working - Never could test)
Interesting Companions
Just let me play (Not working)
Less greedt Rulers (Not working)
Merc Fix
More Mecenaries
Noble Nobles
Party AI Overhaul and Commands (Updated for 1.4.3!)
Party screen enhancements (Not working alone but fixed via optional file which does make it work!)
Persuasion Less Brutal
PLayer Execute Edit (Not working)
Prisoner Influence Gain (Not working)
Separatism (Not working)
Sound the alarm
True Prisoners (Updated 1.4.3!)
Workshop Income
Workshop Saver
zCulturedStart (Updated for 1.4.3!)
Bannerlord Tweaks (Not working)
Kill Bandits Raise Relations (Not working)
Lootlord (Not working)
Fixing this is the main purpose of the mod, as said in the mod's description. What my mod does is just avoid counting the settlement -at all- for the purposes of distance calculation. I think it's a better solution than temporarily giving it to the capturer, as that gives the capturer himself a gigantic, unfair boost to his chances.
So I just remove the settlement entirely from the equation: Its existance benefits NO ONE for the purposes of closest owned settlement, with my mod.
Is it compatible with the latest Stable version e1.4.2?
Thanks!
In my playthroughs, caldog is still very greedy, any chance on an update? Dont think it is currently working as intended, he controls over 50 percent of the fiefs still, with no signs of stopping with all new conquests he gets all the fiefs / His name is also constantly coming up in all votes for fiefs. On 1.4.1
As for tiebreakers, the tiebreaker is always won by the king's preferred choice, every time, without any overruling involved.
If he's overruling a sufficiently big % difference very consistently, or if he's going into negative influence from doing it, that'd be cause for concern, but otherwise my mod is working properly, I believe. I did try to make it as balanced as possible.
A tip, though! If you really, really want that city: A clan cannot be a candidate for a clan if its leader is incapacitated at the moment of the vote. You can always delay the vote until someone else replaces your king as candidate (New clan joins your kingdom, or your king gets captured, etc)