MOD AUTHORS take note! Game version e1.5.4 going main branch changed id "soln_item_usages" to "soln_item_usage_sets", update your project.mbproj file accordingly or your animations won't work!
I found a similar issue as yours from using Realistic Battle Mod (RBM) (see above) You may not be using RBM, but it is an animation inclusive mod.
I found it by disabling all mods and enabling 4 at a time till I found it. Try enabling this mod and running the game without any other mods and see if you crash. If you dont, enable mods gradually and start the game on top of this mod and see which mod is incompatible.
hey, those mods that don't work (DCC and others) are the ones that are using the mbproject files, I looked into your mod list and not even one mod (that you enabled) use mbproject file.
it seems there's a lot of misunderstanding about this mod. This mod only works if you have those type of files that I mentioned, what this mod does is merge those mbproject files into one. But this mod has a requirement that is to not include the line <base> -------mod content----- </base> in the mbproject file. That's why DCC, RBM, and others crash the game. So I would recommend you to deactivate this mod on that mod order because this mod does nothing.
I found an incompatibility with Realistic Battle Mod (RBM). My game crashes when launching if I load your XML mod with the 2 modules of RBM. Tried putting your mod before and after there mod but it still crashes after launching the game(after selecting mods and before main menu of game appears).
I see that they have added a project.mbproj file, but I dont see any reference to "soln_item_usages" or "soln_item_usage_sets" in their mod.
Any chance you can have a look and see what may be the issue?
Thanks in advance and I understand if you cant do it.
On the one hand, merging XML documents could fix some mod compatibility issues. On the other hand, improperly merged XML documents could introduce new mod compatibility issues. Interesting mod nonetheless, could use better instructions and an example though.
I'm working on a mod that allows XML patching a la RimWorld, but it's been on the back-burner due to IRL reasons, so this might be the next best thing. Although I do plan on my mod to work with not just project.mbproj-defined files.
I recon using "BannerLord Mod Launcher" to load it up, and then put it on very first top among any other mods. It works for me, but haven't done any durability tests yet.
Hey there! I don't know why even having checked dll files and installed this mod I'm not able to use most of mods. I'm suffering from this from 1.5.3 Would you mind to give me some tips? Thanks a lot!
Will crash client on start, if mod is not placed at last in mod order, should correct description as it seems to matter
Heres list of mods currently using with this fix, without any issues: https://i.imgur.com/y0QjC42.jpg Mod seems to be also save game compatible. Will later try to add more mods (that I know, weren't compatible before.)
I updated the description concerning the load order, will investigate later. And yes, this doesn't save any data so it's completely safe to remove at any time.
Note that some mods may not work as well until they specifically update their files to work with this mod.
19 comments
You may not be using RBM, but it is an animation inclusive mod.
I found it by disabling all mods and enabling 4 at a time till I found it.
Try enabling this mod and running the game without any other mods and see if you crash.
If you dont, enable mods gradually and start the game on top of this mod and see which mod is incompatible.
From my testing, this is my mod list for e1.5.4 Main, that is compatible with XML Compatibility Fix:
Bannerlord.Harmony
Bannerlord.ButterLib
Bannerlord.UIExtenderEx
BetterExceptionWindow
Bannerlord.MBOptionScreen
Bannerlord.MBOptionScreen.MCMv3
Bannerlord.MBOptionScreen.ModLib
* Native
* SandBoxCore
* CustomBattle
fixyourdamnbanners
* Sandbox
* StoryMode
BannerLib
HarmonySummary
SettlementIcons
TheSturgianBridge
ExitSettlement
ImprovedGarrisons
CaravansGiveXPRedux
KillBanditsRaiseRelations
LootedVillageInteractions
PartyAIOverhaulCommands
AutoTrader
BetterTime
AIValuesLife
EquipBestItem
reinsAnimation
PlayerExecuteEdit
UsefullCompanions
JTPrisonerRecruitment
PartyScreenEnhancements
RealHorses
ImprovedSmithing
Northern Bear Pelt Cape
PlayerDeathPatches
WarbandCasualtyLog
ConsiderMyKingdom
TournamentFairArmour
OnlyNormalQualityLoot
CapeFix
xxWoundXP
EvilNoblemanExecutionerEdit
CraftedItemCopyright
HVsPriceBalance-Armor
HVsPriceBalance-HorsesWithTroopHorses
ItemEncyclopedia
EquipmentInEncyclopedia
DiplomacyFixes
AllegianceOverhaul
SaveBattleFormation
Dismemberment (Plus)
Aragas.AltSaveMissingModuleFix
zzBannerlordTweaks
Not compatible:
Detailed Character Creation (DCC)
Feel The Hit
Magic Holsters
Realistic Battle AI Module
Realistic Battle Combat Module
Thanks!
it seems there's a lot of misunderstanding about this mod. This mod only works if you have those type of files that I mentioned, what this mod does is merge those mbproject files into one. But this mod has a requirement that is to not include the line
<base>
-------mod content-----
</base>
in the mbproject file. That's why DCC, RBM, and others crash the game. So I would recommend you to deactivate this mod on that mod order because this mod does nothing.
I found an incompatibility with Realistic Battle Mod (RBM).
My game crashes when launching if I load your XML mod with the 2 modules of RBM.
Tried putting your mod before and after there mod but it still crashes after launching the game(after selecting mods and before main menu of game appears).
I see that they have added a project.mbproj file, but I dont see any reference to "soln_item_usages" or "soln_item_usage_sets" in their mod.
Any chance you can have a look and see what may be the issue?
Thanks in advance and I understand if you cant do it.
RBM mod:
https://www.nexusmods.com/mountandblade2bannerlord/mods/791?tab=description
I'm working on a mod that allows XML patching a la RimWorld, but it's been on the back-burner due to IRL reasons, so this might be the next best thing. Although I do plan on my mod to work with not just project.mbproj-defined files.
Heres list of mods currently using with this fix, without any issues: https://i.imgur.com/y0QjC42.jpg
Mod seems to be also save game compatible. Will later try to add more mods (that I know, weren't compatible before.)
Noneless, thanks for the fix
Note that some mods may not work as well until they specifically update their files to work with this mod.