CapMaxClanInfluence mod's prevents clans from getting too much influence (inflation) in the endgame. It caps the influence limit at 5000 for every clan in a kingdom, in an effort to prevent inflation and hopeless cases where the player have 200 influence and the existing top clans in the kingdom(s) have 40000 - 50000 influence.
Permissions and credits
Credits and distribution permission
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
Upload permissionYou are not allowed to upload this file to other sites under any circumstances
Modification permissionYou must get permission from me before you are allowed to modify my files to improve it
Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
Asset use permissionYou must get permission from me before you are allowed to use any of the assets in this file
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are not allowed to earn Donation Points for your mods if they use my assets
Author notes
This author has not provided any additional notes regarding file permissions
File credits
Thanks to Jes on Discord for help with figuring out the right methods to call, and thanks to Bannerlord for such an amazing game.
Donation Points system
This mod is not opted-in to receive Donation Points
Changelogs
Version 1.0.1
Drastically removed size by changing how references work. In english: Unescesarry DLL's are no longer part of the download.
Version 1.0.0
Initial Version, hardcoded 5000 Influence cap.
The influence cap for each clan is for now hardcoded to be 5000.
There are some few cases where clans will show up in your kingdom screen with more than 5000 influence (usually around 5050, or 5020 etc). This is because there are other parts in the game code that increases their influence value. My mod barely reverts it to 5000 on a regular basis, if it should be above 5000.
This is my first mod, and there are probably better ways to do this, so any feedback is welcome. The way the mod works, is that it add a eventlistener to campaign.DailtyTickClanEvent and that method is simply checking if the clan have above 5k influence.
The mod should be savegame compatible and work from fresh campaign starts, but any reports of bugs appreciated.
Installation of mod:
Unzip, and drag and drop folder into your modules folder.