Make sure to post any additional details when you report issues. Just saying "it doesn't work on X and X" is not helpful for debugging purposes.
If you report a crash, upload an error report generated by Better Exception Window at the very least. (If you don't have BEW, install it; you can search it on Nexus Mods.) Otherwise I have nowhere to start looking for issues.
FAQ (as if the description doesn't exist...): Q: My game crashed when my hero's age is under 18! A: Check your age model. If you use MCM, go to the mod options. If you don't, edit the settings at /<Bannerlord Game Directory>/Modules/CharacterCreation.config.xml.
For anyone wanting to use DCC or DCC - Additional Sliders with a custom texture or skin.xml settings just copy/paste the necessary text from the DCC's skins_reference files and whatever other Skin.xml settings to the Skins.xml file in the Native folder.
@Designer225 The DCC - Additional Sliders xslt file causes double sliders for everything except Age, Weight, Build and Height. *Specifically only when doing the above steps I posted.
*Added both xslt files back, had double sliders. Removed xslt from DCC - Additional Sliders, fixed double sliders. I think the main DCC xslt file just changes how certain customization items/features look? Default female had a slightly different face i think but otherwise no conflicts I could immediately see.
Thanks for the mod, but when my children turned two and I try to pick their paths, I keep crashing. Is there a fix for this? I'm getting "File Read failed, please verify your installation"
The only thing that I could think of interfering is the "Amazon Body Mod"
As the error suggests, try verifying your installation. By the way, does the game crash afterwards or not?
If still not, check your mods to make sure they are also not corrupted in some way. If that doesn't work, try running without suspect mods to see if it still happens. DCC is fairly lightweight, except for the sliders part in the Additional Sliders addon.
If ABM packs its own sliders that might also cause issues if they are done by replacement/XML merge (XML, whatever TaleWorlds is thinking about it) rather than by transformation (XSLT).
Hello, I am using this with Custom Troops. I'm not sure which mod is the problem, but when I customize the appearances of the custom troops, it keeps reverting back to its original appearance. Is there a way to fix this problem?
There are reports that Custom Troops causes troop edits to get rolled back on save load. I suspect it's because Custom Troops is reloading its own appearance data and that gets applied after DCC.
I suppose you can try loading DCC in a different order (i.e. if after, try before, or vice versa) and see if it changes. But unless events occur in a deterministic order I can't guarantee it will work.
"I suppose you can try loading DCC in a different order (i.e. if after, try before, or vice versa) and see if it changes. But unless events occur in a deterministic order I can't guarantee it will work."
Thanks for the response. Unfortunately, it did not fix the problem. Thanks for trying.
I encountered a crash while editing a "my little warband' unit appearance. I am using DCC and Character reload and the crash report says the two are conflicting. When I disabled character reload I could alter the appearance of the unit again. The moment of crashing happened after I alter some units appearance (doesn't necessarily have to be my little warband) and hit done.
Oh yeah, since the troop editor update, DCC technically has a conflict with CR whenever troops get edited. This stems from CR trying to update the age of the hero of the edited character object. Without DCC, only heroes can be edited so this does not cause problem. With DCC, however, troops can be edited, and since troops don't have an associated hero, well...
This can be fixed on Ko4evnik's end by adding a null check on the access to CharacterObject.HeroObject. (FYI I pretty much treat all returned objects in Bannerlord's API as potentially null since it appears TaleWorlds did not turn on nullability analysis.)
Hello, would it be possible to update the mod for version 1.2.9? Since the update, it's impossible to play with your mod, and it's really inconvenient. Thank you ;-)
Heya! Thank for this mod! Do you ever plan on making a version with extreme sliders, so we can create some real abominations? I just want to create a crazy ass massive dude for a rot campaigh. Thank you in advance!
That requires editing NPC character files. You might get away with it by copying the NPC while in character creation, then pasting it elsewhere (in character creation or on a text document or something).
I do get "error value cannot be null" error when ever i go to a character in encyclopedia. It cause game to shut down like alt tab but doesnt close the game or give any crash .
thank you for the answer brother, i fixed by removing detailed character creation and only keeping character reload and additional sliders. it seems mods were conflicting
1.2.8 but it might be true tho, to use additional sliders i downloaded so many different versions of the mod. but its fixed now . I am using your sliders with character reload
3908 comments
Additional Sliders have been updated to v1.5.3.112 with an attempted fix to a longstanding bug. You can download in the Files section or here on GitHub. It is now also available on Steam Workshop.
Make sure to post any additional details when you report issues. Just saying "it doesn't work on X and X" is not helpful for debugging purposes.
If you report a crash, upload an error report generated by Better Exception Window at the very least. (If you don't have BEW, install it; you can search it on Nexus Mods.) Otherwise I have nowhere to start looking for issues.
FAQ (as if the description doesn't exist...):
Q: My game crashed when my hero's age is under 18!
A: Check your age model. If you use MCM, go to the mod options. If you don't, edit the settings at /<Bannerlord Game Directory>/Modules/CharacterCreation.config.xml.
Specifically:
<deform_key id="TorsoBelly" key_time_point="2048" name="Belly Size" group_id="0">
<bone_scales>
<bone_scale bone_type="biped_spine_1" axis="x" key_min="0.9" key_max="1.2" />
<bone_scale bone_type="biped_spine_1" axis="y" key_min="0.9" key_max="1.2" />
<bone_scale bone_type="biped_spine_1" axis="z" key_min="1" key_max="1" />
</bone_scales>
</deform_key>
<deform_key id="TorsoHips" key_time_point="2049" name="Hip Size" group_id="0">
<bone_scales>
<bone_scale bone_type="biped_abdomen" axis="x" key_min="0.98" key_max="1.12" />
<bone_scale bone_type="biped_abdomen" axis="z" key_min="0.97" key_max="1.05" />
</bone_scales>
</deform_key>
<deform_key id="TorsoButt" key_time_point="2049" name="Butt Size" group_id="0">
<bone_scales>
<bone_scale bone_type="biped_abdomen" axis="y" key_min="0.94" key_max="1.15" />
</bone_scales>
</deform_key>
<deform_key id="Thigh" key_time_point="2050" name="Thigh Size" group_id="0">
<bone_scales>
<bone_scale bone_type="biped_thigh_l" axis="x" key_min="0.9" key_max="1.25" />
<bone_scale bone_type="biped_thigh_l" axis="y" key_min="0.9" key_max="1.35" />
<bone_scale bone_type="biped_thigh_l" axis="z" key_min="1" key_max="1" />
<bone_scale bone_type="biped_thigh_r" axis="x" key_min="0.9" key_max="1.25" />
<bone_scale bone_type="biped_thigh_r" axis="y" key_min="0.9" key_max="1.35" />
<bone_scale bone_type="biped_thigh_r" axis="z" key_min="1" key_max="1" />
</bone_scales>
</deform_key>
<deform_key id="Calf" key_time_point="2051" name="Calf Size" group_id="0">
<bone_scales>
<bone_scale bone_type="biped_calf_l" axis="x" key_min="1" key_max="1.2" />
<bone_scale bone_type="biped_calf_l" axis="y" key_min="1" key_max="1.2" />
<bone_scale bone_type="biped_calf_l" axis="z" key_min="1" key_max="1" />
<bone_scale bone_type="biped_calf_r" axis="x" key_min="1" key_max="1.2" />
<bone_scale bone_type="biped_calf_r" axis="y" key_min="1" key_max="1.2" />
<bone_scale bone_type="biped_calf_r" axis="z" key_min="1" key_max="1" />
</bone_scales>
</deform_key>
<deform_key id="Foot" key_time_point="2052" name="Foot Size" group_id="0">
<bone_scales>
<bone_scale bone_type="biped_foot_l" axis="x" key_min="1" key_max="1.2" />
<bone_scale bone_type="biped_foot_l" axis="y" key_min="1" key_max="1.2" />
<bone_scale bone_type="biped_foot_l" axis="z" key_min="1" key_max="1" />
<bone_scale bone_type="biped_foot_r" axis="x" key_min="1" key_max="1.2" />
<bone_scale bone_type="biped_foot_r" axis="y" key_min="1" key_max="1.2" />
<bone_scale bone_type="biped_foot_r" axis="z" key_min="1" key_max="1" />
</bone_scales>
</deform_key>
<deform_key id="TorsoX" key_time_point="2053" name="Torso Width" group_id="0">
<bone_scales>
<bone_scale bone_type="biped_spine_2" axis="x" key_min="1" key_max="1.15" />
</bone_scales>
</deform_key>
<deform_key id="TorsoY" key_time_point="2053" name="Torso Depth" group_id="0">
<bone_scales>
<bone_scale bone_type="biped_spine_2" axis="y" key_min="1" key_max="1.15" />
</bone_scales>
</deform_key>
<deform_key id="TorsoZ" key_time_point="2053" name="Torso Height" group_id="0">
<bone_scales>
<bone_scale bone_type="biped_spine_2" axis="z" key_min="1" key_max="1.15" />
</bone_scales>
</deform_key>
<deform_key id="ThoraxX" key_time_point="2054" name="Thorax Width" group_id="0">
<bone_scales>
<bone_scale bone_type="biped_thorax" axis="x" key_min="1" key_max="1.2" />
<bone_scale bone_type="biped_thorax" axis="z" key_min="1" key_max="1.02" />
</bone_scales>
</deform_key>
<deform_key id="ThoraxY" key_time_point="2054" name="Thorax Depth" group_id="0">
<bone_scales>
<bone_scale bone_type="biped_thorax" axis="y" key_min="1" key_max="1.2" />
<bone_scale bone_type="biped_thorax" axis="z" key_min="1" key_max="1.02" />
</bone_scales>
</deform_key>
<deform_key id="Neck" key_time_point="2055" name="Neck Size" group_id="0">
<bone_scales>
<bone_scale bone_type="biped_neck" axis="x" key_min="1" key_max="1.15" />
<bone_scale bone_type="biped_neck" axis="y" key_min="1" key_max="1.15" />
<bone_scale bone_type="biped_neck" axis="z" key_min="1" key_max="1" />
</bone_scales>
</deform_key>
<deform_key id="HeadWidth" key_time_point="2056" name="Head Size" group_id="0">
<bone_scales>
<bone_scale bone_type="biped_head" axis="x" key_min="1.00" key_max="1.12" />
</bone_scales>
</deform_key>
<deform_key id="HeadDepth" key_time_point="2056" name="Head Width" group_id="0">
<bone_scales>
<bone_scale bone_type="biped_head" axis="y" key_min="1.00" key_max="1.12" />
</bone_scales>
</deform_key>
<deform_key id="HeadHeight" key_time_point="2056" name="Head Length" group_id="0">
<bone_scales>
<bone_scale bone_type="biped_head" axis="z" key_min="1.00" key_max="1.12" />
</bone_scales>
</deform_key>
<deform_key id="Shoulders" key_time_point="2057" name="Shoulder Size" group_id="0">
<bone_scales>
<bone_scale bone_type="biped_shoulder_l" axis="x" key_min="0.9" key_max="1.075" />
<bone_scale bone_type="biped_shoulder_l" axis="y" key_min="0.9" key_max="1.15" />
<bone_scale bone_type="biped_shoulder_l" axis="z" key_min="1" key_max="1" />
<bone_scale bone_type="biped_shoulder_r" axis="x" key_min="0.9" key_max="1.075" />
<bone_scale bone_type="biped_shoulder_r" axis="y" key_min="0.9" key_max="1.15" />
<bone_scale bone_type="biped_shoulder_r" axis="z" key_min="1" key_max="1" />
</bone_scales>
</deform_key>
<deform_key id="UpperarmSize" key_time_point="2058" name="Upperarm Size" group_id="0">
<bone_scales>
<bone_scale bone_type="biped_upperarm_l" axis="x" key_min="0.9" key_max="1.15" />
<bone_scale bone_type="biped_upperarm_l" axis="y" key_min="0.9" key_max="1.15" />
<bone_scale bone_type="biped_upperarm_l" axis="z" key_min="1" key_max="1" />
<bone_scale bone_type="biped_upperarm_r" axis="x" key_min="0.9" key_max="1.15" />
<bone_scale bone_type="biped_upperarm_r" axis="y" key_min="0.9" key_max="1.15" />
<bone_scale bone_type="biped_upperarm_r" axis="z" key_min="1" key_max="1" />
</bone_scales>
</deform_key>
<deform_key id="ForearmSize" key_time_point="2059" name="Forearm Size" group_id="0">
<bone_scales>
<bone_scale bone_type="biped_forearm_l" axis="x" key_min="0.9" key_max="1.15" />
<bone_scale bone_type="biped_forearm_l" axis="y" key_min="0.9" key_max="1.15" />
<bone_scale bone_type="biped_forearm_l" axis="z" key_min="1" key_max="1" />
<bone_scale bone_type="biped_forearm_r" axis="x" key_min="0.9" key_max="1.15" />
<bone_scale bone_type="biped_forearm_r" axis="y" key_min="0.9" key_max="1.15" />
<bone_scale bone_type="biped_forearm_r" axis="z" key_min="1" key_max="1" />
</bone_scales>
</deform_key>
<deform_key id="HandSize" key_time_point="2060" name="Hand Size" group_id="0">
<bone_scales>
<bone_scale bone_type="biped_hand_l" axis="x" key_min="0.9" key_max="1.15" />
<bone_scale bone_type="biped_hand_l" axis="y" key_min="0.9" key_max="1.15" />
<bone_scale bone_type="biped_hand_l" axis="z" key_min="1" key_max="1" />
<bone_scale bone_type="biped_hand_r" axis="x" key_min="0.9" key_max="1.15" />
<bone_scale bone_type="biped_hand_r" axis="y" key_min="0.9" key_max="1.15" />
<bone_scale bone_type="biped_hand_r" axis="z" key_min="1" key_max="1" />
</bone_scales>
</deform_key>
Place underneath this line in the Skins.xml in Native for each "body type" (man, woman, toddler, teen etc) you want to affect:
<deform_key id="eyebump" key_time_point="59" key_min="1" key_max="1" name="eyebump" group_id="-1" deforms_hair="1.0" />
Delete and do not use the skins.xml files or skins.xslt files that come with these mods if you do this method because it might cause CTD.
Note that if the skin mod patches skins.xml similarly to what DCC does (i.e. uses a skins.xslt), just leave it alone unless the game breaks from it.
*Specifically only when doing the above steps I posted.
*Added both xslt files back, had double sliders. Removed xslt from DCC - Additional Sliders, fixed double sliders.
I think the main DCC xslt file just changes how certain customization items/features look? Default female had a slightly different face i think but otherwise no conflicts I could immediately see.
The only thing that I could think of interfering is the "Amazon Body Mod"
If still not, check your mods to make sure they are also not corrupted in some way. If that doesn't work, try running without suspect mods to see if it still happens. DCC is fairly lightweight, except for the sliders part in the Additional Sliders addon.
If ABM packs its own sliders that might also cause issues if they are done by replacement/XML merge (XML, whatever TaleWorlds is thinking about it) rather than by transformation (XSLT).
I suppose you can try loading DCC in a different order (i.e. if after, try before, or vice versa) and see if it changes. But unless events occur in a deterministic order I can't guarantee it will work.
Thanks for the response. Unfortunately, it did not fix the problem. Thanks for trying.
Crash report link: https://report.butr.link/F7AC85
This can be fixed on Ko4evnik's end by adding a null check on the access to CharacterObject.HeroObject. (FYI I pretty much treat all returned objects in Bannerlord's API as potentially null since it appears TaleWorlds did not turn on nullability analysis.)
There may be another mod that does what you need.
I can no longer stand those ugly macdonald vlandians...