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Please read the description closely, it tells you what is a known issue and other useful information.
Known Issues
No Rivers! 1.1.6 - Taleworlds changed something within the editor and now my rivers are gone. Sorry about that, will try and get it fixed. Its only a visual thing.
Being under the ground slightly -This issue was reported in beta and now that 1.5.5 is now 'stable' it seems the underground issue has come along with it. I am working on a fix for this issue. Fixed-ish a1.1.2 Some places you'll sink a little other places you'll float a little, best I can do for now. Siege Icons -
Spoiler:
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Sometimes when siege a castle or town some siege icons will not display, but then when sieging another time will display. This is a very strange bug and is being looked into. The icons are still clickable, so if you really want the icon that is missing pause the game and click about, range weapons are always at the front near the barricade while the siege towers and ram and further back.
Balance -
Spoiler:
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This most likely will not be balanced. Just look at the amount of extra towns the Aserai have for example, however, they still are limited by the amount of lords they possess and also the size of their Kingdom is their downfall, they have to travel so damn far. In every playthrough I have done they never expand at all and normally get double teamed by other Kingdoms.
Scenes inside of towns -
Spoiler:
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TaleWorlds attempted to make the interior of a village match the exterior location, roughly. As in, if you were visiting a village at the top of a hill and enter the village the village would be in a hilly area. This mod kind messed all that up in places, but it is something that I can fix and will in later releases. Same goes for Towns and Castles.
If you are making a bug report and fail to supply requested information within 7 days we will close the bug report.
If you have a crash when using this mod click the below spoiler and follow the instructions.
Spoiler:
Show
Please use the 'bugs' tab above and report it to us. If you already have Butterlib installed you should of had a nice error message pop up with loads of information. Click 'Upload Report as a Permalink' (top right) and it should give you a handy web address. Please paste that into your bug report along with information that could help, such as how far along the playthrough you are roughly and any other information you think might help.
Do not copy and paste the whole error report itself or add a screenshot of the error report.
If you don't already have it go and install Butterlib. Then when next you crash an error window will pop up, click 'Upload Report as a Permalink' and it will give you a web address that you can paste into your bug report.
IF YOU HAVE AN ISSUE/CRASHES AND HAVE KINGDOMS INSTALLED GO TO KINGDOMS AND WRITE IN THERE. Thanks <3 This comments section is just for the base Calradia Expanded.
Update a.1.1.6 Added in 11 new villages scenes that Taleworlds added in e.1.6.1 Fixed player owned trade caravans from having crazy flags when on the sea. Minor changes/additions to the vlandia area, just visual.
Update a1.1.5 Support for e.1.6.0 Horse fix for Vlandia and Sturigan horse producing villages Sound removal for a fountain Added some trees, woohoo,
-Navmesh: You can now sail pretty much anywhere you want. Those tiny islands to the west? Sure! The frozen north? Sure, go for it. Deserts and the South Western lands? Yup. If its not part of the skybox you can go there. All around the world are ports that you can enter and exit from. Unfortunately there isn't a way to allow you to just sail from wherever you want unless you really want to pretend your party is just carrying a ship with them wherever they go? Just run at a little port and onto the sea and you'll be transferred to a boat which will allow you to travel just like on land. -Ruins: We've now added 13 ruins to the world, there will be more in time. These ruins on CE are just visual to make the land more interesting, if you want them to do something its a feature in CEK. -Roads: The road network has been expanded functionally wise. More sections of the roads work as roads, so the NPC parties follow the roads as a priority rather than running through slower woods.
Issues: Going to the far edges of the world makes the camera angle go a bit wonky, sorry, we'll look at how to sort that in the future.
Future plans: Just putting this here as well. In the future the visual and functional roads network will be expanded along with adding in more little farms and visually interesting elements. We also are looking to recruit some sceners to make some custom scenes for the new villages, towns and ruins we have created.
ANEWplaythrough is recommended due to the huge update in the Navmesh. If you update to this version and play an old save parties could end up being stuck which can lead to game crashes and not being able to speak to some important NPC's if they are stuck. I know its a pain in the ass but such is life.
Great concept ,but sadly not playable at the current stage.
Works fine in the early game when you're only fighting small parties, but once you start leading and following armies it's just to messy.
AI has issues pathfinding. You will crash on more sieges than you will be able to play.. Even some normal battles close to towns/castles you will crash on. Performance is badly optomized. Somehow I am running on 50% of the frames im used to in a "vanilla playthrough". Doesn't matter if it's in the Map or in a battle scene.
CEK: troops still apear naked or without saddles sometimes.
Honestly this is a nice mod but I have to agree with what a lot of other people are saying below. Bad clipping, super sized villages large as entire towns, random floating junk sitting around the map; this mod is so needed yet nowhere near there yet.
The most egregious thing about this mod is the fact is seems to COMPLETELY break party pathing in some instances, where your party will walk away from enemy party for about two seconds before doing a 180 to chase.
If someone were to adopt this mod to fix all these issues (literal unconquerable Libertaris) it might be worth it again but def not atm.
I have a problem with unblocking the .dll file. There should be a button in the properties section to unblock it but there is non when I try to unblock it, can somebody help me?
So basically, look at who the "clan" is that owns it > send a messanger to the leader of said clan > convince them to betray the lord and join you. "DONT DO THIS^" It will further bug and constantly force you to walk towards liberartis...... And ruin your save permanently. TBH just uninstall this bullsh** mod.
Good mod but total lack of seriousness on the part of the author. Bugs that have been reported and dated several months (see years) have still not been fixed. It just announces it as "not a bug" when it literally comes from the mod in question. Repeated crashes: Liberartis is ALWAYS impregnable. The only way to take this city is to exchange it with the latest trade skill or pray that our lords will take care of it for us (which they obviously NEVER do). Another crash on the castle of Ain Baliq discovered just now. You will also have random crashes when you decide to just go in one direction with the card loading your game ended up crashing. Backups that last far too long (at the end of the game I found myself having to wait 15-20 seconds PER backup). I don't know if it's laziness or just a lack of interest in one's own creation, but it's clearly not serious. Don't just make your mod up to date and "compatible" in fact. Solve your bugs that are just annoying and sometimes force you to start over 10 min of game. I have other things to do than re-launch my game every four mornings. Sorry to be so bitter but it will quietly uninstall your mod at my next campaign and test things that work. It's a shame because you feel like there's work to be done. But now I just feel like I'm being mocked. The terms have been said. Good luck.
Does anyone have a clue about why my game is crashing when I besiege the island in the middle of the map? It runs perfectly fine till I decide to siege the city. https://report.butr.link/F121DF
EDIT: It seems after a little looking that Liberartis is unfortunately unsiegeable and as such I will just watch it till the day I can siege it.
2011 comments
No Rivers! 1.1.6 - Taleworlds changed something within the editor and now my rivers are gone. Sorry about that, will try and get it fixed. Its only a visual thing.
Being under the ground slightly -
This issue was reported in beta and now that 1.5.5 is now 'stable' it seems the underground issue has come along with it. I am working on a fix for this issue.Fixed-ish a1.1.2 Some places you'll sink a little other places you'll float a little, best I can do for now.Siege Icons -
If you have a crash when using this mod click the below spoiler and follow the instructions.
Do not copy and paste the whole error report itself or add a screenshot of the error report.
If you don't already have it go and install Butterlib. Then when next you crash an error window will pop up, click 'Upload Report as a Permalink' and it will give you a web address that you can paste into your bug report.
Thanks <3
This comments section is just for the base Calradia Expanded.
Update a.1.1.6
Added in 11 new villages scenes that Taleworlds added in e.1.6.1
Fixed player owned trade caravans from having crazy flags when on the sea.
Minor changes/additions to the vlandia area, just visual.
Update a1.1.5
Support for e.1.6.0
Horse fix for Vlandia and Sturigan horse producing villages
Sound removal for a fountain
Added some trees, woohoo,
Ruins & Navmesh Update a1.1.4
Release trailer for 1.1.4 covering CEK and CE.
-Navmesh: You can now sail pretty much anywhere you want. Those tiny islands to the west? Sure! The frozen north? Sure, go for it. Deserts and the South Western lands? Yup. If its not part of the skybox you can go there. All around the world are ports that you can enter and exit from. Unfortunately there isn't a way to allow you to just sail from wherever you want unless you really want to pretend your party is just carrying a ship with them wherever they go? Just run at a little port and onto the sea and you'll be transferred to a boat which will allow you to travel just like on land.
-Ruins: We've now added 13 ruins to the world, there will be more in time. These ruins on CE are just visual to make the land more interesting, if you want them to do something its a feature in CEK.
-Roads: The road network has been expanded functionally wise. More sections of the roads work as roads, so the NPC parties follow the roads as a priority rather than running through slower woods.
Issues: Going to the far edges of the world makes the camera angle go a bit wonky, sorry, we'll look at how to sort that in the future.
Future plans: Just putting this here as well. In the future the visual and functional roads network will be expanded along with adding in more little farms and visually interesting elements. We also are looking to recruit some sceners to make some custom scenes for the new villages, towns and ruins we have created.
A NEW playthrough is recommended due to the huge update in the Navmesh. If you update to this version and play an old save parties could end up being stuck which can lead to game crashes and not being able to speak to some important NPC's if they are stuck. I know its a pain in the ass but such is life.
Credits to GOOGLEPOX for getting it up and running. +50 Drezavelt™ points.
Also I can't be bothered to update all the text on the above posts.. no real support given either btw.
Works fine in the early game when you're only fighting small parties, but once you start leading and following armies it's just to messy.
AI has issues pathfinding.
You will crash on more sieges than you will be able to play..
Even some normal battles close to towns/castles you will crash on.
Performance is badly optomized. Somehow I am running on 50% of the frames im used to in a "vanilla playthrough". Doesn't matter if it's in the Map or in a battle scene.
CEK: troops still apear naked or without saddles sometimes.
https://imgur.com/a/1BjvAOV
update: nvm, my bad
--solved
The most egregious thing about this mod is the fact is seems to COMPLETELY break party pathing in some instances, where your party will walk away from enemy party for about two seconds before doing a 180 to chase.
If someone were to adopt this mod to fix all these issues (literal unconquerable Libertaris) it might be worth it again but def not atm.
So basically, look at who the "clan" is that owns it > send a messanger to the leader of said clan > convince them to betray the lord and join you.
"DONT DO THIS^"
It will further bug and constantly force you to walk towards liberartis...... And ruin your save permanently.
TBH just uninstall this bullsh** mod.
https://report.butr.link/F121DF
EDIT: It seems after a little looking that Liberartis is unfortunately unsiegeable and as such I will just watch it till the day I can siege it.