Mount & Blade II: Bannerlord
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helokero13

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helokero13

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About this mod

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.

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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)

Check Out My Other Mods~
Select All Kingdom Culture: Select Kingdom Culture exclude the requirement of owning settlement
Special Loot: Earn a special loot after a epic battle
Forge For Me:  Weapon forging and enhancement
Raise Relation With Town And Village: Raise some stat related to town, castle and village
Necromancy: Allow dead enemy troop to fight for you
Summoning: Use throwing weapon to summon defined unit