When creating kingdom, the available culture are limited to culture of clan and holdings. Now, it allows you to choose all six kingdom culture despites the limits.
Requirements
This mod does not have any known dependencies other than the base game.
Required if you want to Use New Cultures. Not required if you don't want to.
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
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Modification permissionYou are allowed to modify my files and release bug fixes or improve on the features so long as you credit me as the original creator
Conversion permissionYou can convert this file to work with other games as long as you credit me as the creator of the file
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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 allowed to earn Donation Points for your mods if they use my assets
Author notes
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Changelogs
Version v1.0.1
Enhance the function (Remove settlement limits: Thanks to mylittltetantan)
Version 1.0.0
Mod Comes Out
This my first mod, just try to make something that I want, using version 1.5.2, so I don't know if it would have any bugs or any other issues, use it at your own risks. Just a small mod that allows player to choose other culture when Creating Kingdom while ignoring the clan and holdings limits.
From 1.7.0, player need to create kingdom via conversation, from what I test, this mod is still working.
If you are getting annoyed by the error text str_faction_informal_name_for_culture
Can fix this by adding <string id="str_faction_informal_name_for_culture.(Culture ID)" text="(Culture Name)" /> into file "Modules/Native/ModuleData/module_strings.xml"
Mechanics: (Works on e1.5.2 - e 1.5.4) (Override the method GetAvailablePlayerKingdomCultures from TaleWorlds.CampaignSystem.SandBox.GameComponents.DefaultKingdomCreationModel) Original: get player clans culture + fief culture => list of available culture v1.0.0: get all clans fief culture => list of available culture v1.0.1: get in-game culture list => filter out the non-main culture[!(CanHaveSettlement & IsMainCulture)] => list of available culture (Thanks to mylittltetantan)