BUG REPORT FORMAT: More info is better, but if at the very least this is not followed, your issue will be ignored.
Bannerlord Version: Mod Version: Issue: Reproduction Steps: Additional Info: Other Mods: Load Order: Followed Istallation Instruction:
INSTALLATION INSTRUCTIONS:
Upon download and unzip, you should have three modules: !CA_LoadAboveNative_Smoke, CA_BloodSmoke, and CalradiaAwakensItems.
Drag these three modules to the Mount & Blade II Bannerlord\Modules folder
!CA_LoadAboveNative_Smoke should be loaded above native modules. This means, it needs to be higher up in the load order than the base Bannerlord modules.
CalradiaAwakensItems can be loaded below the native modules.
The CA_BloodSmoke module should be loaded below any other modules that affect factions or troops.
Enable the module(s), and enjoy. If installing manually without vortex, follow the step below.
IF INSTALLING MANUALLY: You will need to perform this extra step:
Unblock DLL files
DLL files will need to be unblocked if installing manually by going to the CalradiaAwakensItems\bin\Win64_Shipping_Client, right clicking the DLL file, go to properties and press Unblock. If it is not there, it is already unblocked.
IF USING VORTEX: Simple download, install, enable, and follow the load order.
HOW TO UPDATE:
Download new version (or update via vortex)
Unzip new version
Delete existing old !CA_LoadAboveNative_Smoke, CA_BloodSmoke, and CalradiaAwakensItems folders
Move new !CA_LoadAboveNative_Smoke, CA_BloodSmoke, and CalradiaAwakensItems folders to your modules folder
LOAD ORDER EXAMPLE: Mods such as MCM, Harmony, ETC *CA* Important - Load At Top Above Native - Smoke Native Sandbox Core CustomBattle Sandbox StoryMode CalradiaAwakensItems Other Mods (if you're facing an issue, please remove these first) CA_BloodSmoke COMPATIBILITY:
Compatible with mods that do not alter the Empire, Vlandia, Battania, or Aseria Kingdoms / cultures.
Not compatible with Eagle Rising.
Not compatible with Realistic Battle Mod - Combat Module (It is compatible with the AI module)
Not compatible with mods that touch action_sets, action_types, or item_usages
CUSTOM BATTLES:
Custom troops cannot be used in Custom Battle. If you want to do this, you need a seperate mod.
If you want to use the troops in Custom Battle - download Enhancted Battle Test. Do not report issues for this mod here.
Implemented a bunch of variants of GulagEnabler's amazing Pfrondorf Masked Helm for the empire, make sure to check out their upcoming mod Burning Empires: https://discord.gg/CCngWgwXXM
Implementation was pretty rushed, so balance might be off but it should be fun, at the very least.
I also realize having handgonnes versus flintlock rifles is pretty wild - I'll correct it out eventually
1.1.8
Improved smoke particle effects - still WIP though
Imported and added ADamnSexyName's Swadian + Vaegir Armouries, however, these have yet to be implemented and added to troops (I was short on time).
Slightly reduced ranges for firearms.. this is still a very WIP, do leave feedback. (Ignore the first shot of a match, this is due to some scripts we add and is unavoidable).
Next update will see ADamnSexyName's implemented in the Federation (Vlandia) and the Dominion (Sturgia).
Altered Musculata + Greave textures.
1.1.6 + 1.1.7 - sorry for the double upload, I missed a unit
Minor fixes or adjustments
Fixed a few units having missing weapons (Battania elites + Federation musketeer)
1.1.5
New brass / iron greaves added to Empire units / lords / equipment start.
1.1.4
Empire lords have been equipped (may require a new game to be visible)
1.1.3
A lot of new armors for the empire - based around plate and the musculata
Equipped on empire troops
1.1.2
New bomb mesh
Two new hand cannon asset meshes
Two new blunderbuss items added, one blunderbuss unit added to the empire troop tree. A blunderbuss fire multiple projectiles.
3 New flintlock pistol assets
3 New flintlock rifle assets
New assets integrated into the empire
Switched up pistol sound
Different sound for flintlock muskets, they also reload about two seconds faster
Changed western Empire color to cream as primary and red as secondary
Small changes to starting equipment sets
Mostly an empire weapon update
1.1.1
Fixed imperial grenadiers not having a melee weapon
This will not be historically accurate - in fact any muskets added here are primarily being collected the eventual return to our fantasy mod.
This will not be based on real history - there will be armor, muskets, etc.
Weapons will be limited to matchlock or flintlock, but you may occasionally see fire arms that might belong more in something like Warhammer - a triple barreled pistol or something.
Consider this a low steampunk style game :)
Better stuff for those seeking historical accuracy will release by much more talented people, so be patient! :)
Long load times during first battle > No solution, it only happens once though, please just wait
Long load times during character creation > No real solution, I think it's the large number of assets being added. The work around is to either A. Wait or B. Disable mods, start a new game > exit > enable mods > start a new game. For some reason this solves the problem.
Sound cutting off during large battles > Not sure what the solution is here. If there are any sound people who wish to help, I'd love to have you.
Will be making the methods / animations / particle effects and stuff OSP soon.. I'm just crazy busy with work + moving soon. I also need to make a big update on Eagle Rising first.
I keep getting the error: d3d_device_context_->map ar rglGPU_device::lock_texture Failed The game freezes and i have to stop the process. I have tried dowclocking the gpu, disable the sharpening and the shader cache in the nvdia control panel, still the error accours. I don't have any othe mod installed and i am using the 1.5.8 version of the game, i have updated my drivers yesterday.
Any solution? Should i lower the graphic details of the game?
Edit: it happens during battles or if I am wondering inside villages
I'm not a modder so I'm not sure but as far as the issue with sounds slowly stopping as battles go on I'm pretty sure it's a result of the gunshot sound effects not properly stopping. I noticed that by changing the max simultaneous sounds options and then changing it back it makes the sounds work again temporarily as though the battle had just begun, I assume this is because it resets all the sounds and thus the amount of sounds being played reverts to 0 and the sound budget is free again. Again not a modder, but I'd assume the issue could be fixed by finding a way to periodically reset all sounds, either that or figure out why the gunshot sounds aren't ending properly (maybe somewhere in the code for the firearms where you have it set to trigger the sound whenever it's fired you might also have to define the end of the sound like a half a second later or something.)
More guns is always appreciate. Mods like these will get us closer to having an ultimate battle mod where all faction with specialize weapon trying to kill each other in a world map that look like planet earth. That would be my end goal.
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BUG REPORT FORMAT:
More info is better, but if at the very least this is not followed, your issue will be ignored.
Bannerlord Version:
Mod Version:
Issue:
Reproduction Steps:
Additional Info:
Other Mods:
Load Order:
Followed Istallation Instruction:
INSTALLATION INSTRUCTIONS:
IF INSTALLING MANUALLY:
You will need to perform this extra step:
IF USING VORTEX:
Simple download, install, enable, and follow the load order.
HOW TO UPDATE:
LOAD ORDER EXAMPLE:
Mods such as MCM, Harmony, ETC
*CA* Important - Load At Top Above Native - Smoke
Native
Sandbox Core
CustomBattle
Sandbox
StoryMode
CalradiaAwakensItems
Other Mods (if you're facing an issue, please remove these first)
CA_BloodSmoke
COMPATIBILITY:
CUSTOM BATTLES:
1.1.9
1.1.8
1.1.6 + 1.1.7 - sorry for the double upload, I missed a unit
1.1.5
1.1.4
1.1.3
1.1.2
1.1.1
1.0.0
Better stuff for those seeking historical accuracy will release by much more talented people, so be patient! :)
Are you the same person from our discord?
Sorry for the other modders who are waiting!
The game freezes and i have to stop the process. I have tried dowclocking the gpu, disable the sharpening and the shader cache in the nvdia control panel, still the error accours. I don't have any othe mod installed and i am using the 1.5.8 version of the game, i have updated my drivers yesterday.
Any solution? Should i lower the graphic details of the game?
Edit: it happens during battles or if I am wondering inside villages
It's worth a shot, I don't know what can be done to make the sound end though! I'll dig around, thanks for attempting to offer solutions!
Maybe one day a sound-dude will join us and help us find a better way to do the sounds, otherwise, I'm not seeing it :(