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.
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.
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?
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
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 ?
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.
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?
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.
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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.
Do you have more details to share ?
where when using with modded units and upon changing a settlement's culture it would spawn mixed with vanilla and modded?
Which version of the mod are you using ? Of the game ?
Does it work without any mod ? Other than this one and its dependencies ?
here is the report
link
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 ?
Is it compatible with Calradia Expanded?
I have no idea if it's compatible with Calradia Expanded
https://report.butr.link/54F09E
I forgot this problem
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.