hello, even though I deleted the mode, the kingdoms are still standing, savem is not returning to the old map, will I get an error if I continue to play the game, or is this normal
Can you clarify what the issues are, exactly? I just tried it on 1.2.9 - new campaign, new sandbox, and loading a save - and everything seems to be working fine.
Appreciate you posting this, this is what I was trying to find. Hopefully some compatability in the future. I think I might opt for this and diplomacy instead of BK though as much as I have been enjoying BK. If Seperatism worked with BKings Id maybe go that route. Just need something to prevent blobbing. As someone else below has said, I have similar issues of Vlandia/Sturgia blobs taking over the map quickly.
That's the very definition of conflict. What I'm saying is that the crash reported is occurring in BK source code, not in the source code for PK. It appears that it is making some assumptions about the game state that don't hold true with PK, so the fix would have to be on their side.
When i join a kingdom as a mercenary, the wages are reduce for some reason. When recruiting mercenaries from cities, their cost are way to low. I test it on the v1.2.8.
The mod doesn't muck around with that, so it's likely that the stock formulas that determine the wages and troop costs are just that affected by the size of the kingdom.
Amazing mod, thank you so much. It works with the diplomacy mod in 1.2.8. I cannot play Bannerlord without it now. Vlandia taking over the map so quickly in vanilla and factions disappearing mid-game was really annoying me but your mod does much more than preventing that, it makes the campaign very engaging. Thank you !
testing now, close to what i am looking for, ROTK XIII's hero gathering mode and small kingdoms starting out on even ground
probably unrelated looks like after major kingdom dissolved on fresh start. there is a chance of invalid character object culture detected error. didn't crash the game. just a message in chat window. I did add all the minor factions i can find on nexus, no major overhauls or map overhauls that add kingdoms.
I haven't really played Bannerlord for some time now so I'm not up to date on where the Separatism mod is today. When someone asked this question more than a year ago, this was the answer:
(well, and, perhaps, better color allocation for the new kingdoms)
FWIW I wasn't aware of the Separatism mod when I made mine. This one was originally just a simple script for my C# Scripting mod that I thought gave results interesting enough to repackage as a proper mod, so it's simple and mostly reflects my preferences, while Separatism is more extensive and configurable. I'd say try both and see which works better for you.
Is anything broken for you on 1.1.0? I haven't looked at final 1.1.0 release yet but there were no issues (that I know of) when it was in the beta branch.
Yes i am having problems when starting a new sandbox or campaign on 1.1.0. Petty kingdoms is the only mod i have active. I can load into main menu, but i can not create a new game.
Thank you for the confirmation. I think that I can repro, assuming that I'm hitting the same issue you did - the crash happens if there's any fief with no garrison when fief redistribution occurs. I'll try to get a fix in soon.
I updated the mod to run with Bannerlord v1.2.7. No crashes in Sandbox anymore either (not for me at least!). Please let me know if there are any other issues.
139 comments
Frame: void BannerKings.Behaviours.BKTitleBehavior.OnDailyTick() (IL Offset: 561)HarmonyIssue: False
simple and effective for new player like me learning to play. and hopefully easier to eliminate first opponent and hold the ground.
probably unrelated
looks like after major kingdom dissolved on fresh start. there is a chance of invalid character object culture detected error. didn't crash the game. just a message in chat window. I did add all the minor factions i can find on nexus, no major overhauls or map overhauls that add kingdoms.(well, and, perhaps, better color allocation for the new kingdoms)
FWIW I wasn't aware of the Separatism mod when I made mine. This one was originally just a simple script for my C# Scripting mod that I thought gave results interesting enough to repackage as a proper mod, so it's simple and mostly reflects my preferences, while Separatism is more extensive and configurable. I'd say try both and see which works better for you.