Mount & Blade II: Bannerlord
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Splintert

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manpapper

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159 comments

  1. bolgerboy99
    bolgerboy99
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    Is this supposed to remove the -3 owner culture settlement loyalty penalty?
    1. manpapper
      manpapper
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      If the settlement culture change to the culture of the one owning it yes
  2. mrsathletic
    mrsathletic
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    This mod is broken in 1.2.9. It will mess up with your save/load during mid game as soon as cultures start to shift during the wars.
    I removed it from my mods and hope it won't affect my further play. Luckily I was able to load my save without Dynaculture again...let's see if it works.
    1. Devisw0
      Devisw0
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      any update?
    2. manpapper
      manpapper
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      What do you mean by that ?
      Do you have more details to share ?
  3. bestmods168
    bestmods168
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    haven't tested gameplay, but did the time fast forward in campaign and the recruitable troops slowly change to the Khuzait.  Now I won't have to travel back to the east just to recruit khuzait troops.
  4. DontCopyXD
    DontCopyXD
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    does this fix the settlement changing issue from changing culture mod this one: https://www.nexusmods.com/mountandblade2bannerlord/mods/2453
    where when using with modded units and upon changing a settlement's culture it would spawn mixed with vanilla and modded?
  5. SolidWolfMods
    SolidWolfMods
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    Doesnt work for me :( ctds on startup, did what the description says
    1. manpapper
      manpapper
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      any logs ?
      Which version of the mod are you using ? Of the game ?
      Does it work without any mod ? Other than this one and its dependencies ?
  6. belvaroz
    belvaroz
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    Works with 1.2.9, thank you!
  7. sanjayraj85
    sanjayraj85
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    seems to have crash with Europe 1100 mod. more like incompatible.so sad. i really liked it in calradia playthrough. thanks for the mod.
    here is the report
    link
    1. manpapper
      manpapper
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      The problem seems to be the mod no more clone not europe 1100 nor dynaculture.

      There is a patch on hero creation (in the crash log):
      at Hero TaleWorlds.CampaignSystem.HeroCreator.CreateSpecialHero_Patch1(CharacterObject template, Settlement bornSettlement, Clan faction, Clan supporterOfClan, int age)
       
      And it seems to be no more clone which is patching this method :
      - TaleWorlds.CampaignSystem.HeroCreator.CreateSpecialHero
      - Prefixes
      - Owner: NoMoreClones; Namespace: NoMoreClones.CreateSpecialHeroPatch.Prefix;
      Can you try again with europe 1100 and dynaculture without no more clone ?
    2. sanjayraj85
      sanjayraj85
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      thanks for the reply mate. unfortunately i started a new game. will try again. if i get the crash, i will do as you said.
  8. FranzKattwinkel
    FranzKattwinkel
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    Thank you for your amazing mod, I really enjoy it. Could you update it to the new version (1.2.7), please?

    Is it compatible with Calradia Expanded?
    1. manpapper
      manpapper
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      Hi the version compatible with 1.2.0 should be compatible with 1.2.7
      I have no idea if it's compatible with Calradia Expanded
    2. Gott365
      Gott365
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      Hi, apparently it´s not working with 1.2.8 anymore, I get a crash whenever I hover over a city

      https://report.butr.link/54F09E
    3. manpapper
      manpapper
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      Hi If you are using game version 1.2.*, you have to update mod version to v1.6.3
  9. Amertheboss123
    Amertheboss123
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    Hey, Awesome mod man. I just wanted to let you know with the Huaxia kingdom mod, my Khuzait character has a kingdom with Huaxia troops selection troops inside my towns and villages even though Khuzait and Huaxia are two different cultures. Could you please add more compatibility with the mods? I still have Khuzait troops inside the villages and town, but mixed with Huaxia culture troops. I should have all Khuzait troops and no Huaxia troops. This only affects my kingdom though and the regular Khuzait faction has no Huaxia cultured troops inside its villages or towns. Please let me know if you're gonna fix this issue. Please and thank you.
  10. KaZuAKi2007
    KaZuAKi2007
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    Hello! This mod meets my requirements for role-playing, but I have a small suggestion, in the next update can you try to change the culture saving system? Just like pick out the name of the save instead of the name of the character?
    1. drago148
      drago148
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      The problem is that a lot of peoples use multiple saves files for a character. 
    2. KaZuAKi2007
      KaZuAKi2007
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      Oh,you re right
      I forgot this problem
    3. manpapper
      manpapper
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      I have found a way to change the saving system.
      I can get the actual save name, the problem is if the save name is for exemple "autosave" it could be used for multiple character.
      I'm wondering if I should use a mix like savename+charactername.

      EDIT :  nevermind I wasn't able to find a way to retrieve the name of the loaded savegame, so it won't be possible.