Hi all, I had temporarily disabled the mod page as I noticed a game breaking bug in the game that forbids saving. If you had downloaded the mod before this mod page went down, please re-download again! The latest version includes the fix for this bug!
Hi all, I understand some of you guys are experiencing crashes. However I am unable to replicate the issue and my game is currently running fine for me. There is a possibility that there is a mod conflict, so I can only help you guys if I get an error log.
Could you please modify this mod, update it if you will, and make the option so that mercenary recruitment can be stopped ? So that the maximum number of mercs than can be found in taverns, any tavern, by the player and AI can be also 0 ?
Want to stop the AI from getting infinite number of mercs to make the game more balanced...
Cannot find any mod that does this, and recently found your mod but do not know how to edit the dll to make it happen...
Just want to stop the AI from finding mercs at all!
Thank you very much for the mod, however I have a favor to ask,
Would it be possible for you to add a slider for native troops that you find in taverns too? It would be nice to recruit big batches of mercenaries from both native and your mod.
Are the variables in the Faction.xml all you have access to, or are there more? Like having a variable spawning rate for each unit nad customisable price, etc.?
Hello! There are a few possibilties, do you have enough denars? The menus will not appear if you dont have enough, but they will still spawn in the tavern.
Go to this folder and look for a "error.txt" file. If the file is there, it means that there was an issue.Documents\Mount and Blade II Bannerlord\Configs\ModSettings\MoreMercenariesForMyTavern If the above 2 problems are not the issue, there is most likely a mod conflict. Best way to test this is to load this mod without any other mods and see if the recruit menu still appears.
привет! подскажите, удалось ли решить проблему с отображением наемников в меню? жаль,что пропустил мод раньше.сейчас скачал, вижу его в настройках MCM, но в таверне отображаются только наемники ванили. пробовал редактировать файл и оставить только 1 вид войск,чтобы проверить, в тавернах появляются войска, вообще не связанные с модом. пробовал версии 1.0.3 и 1.0.2h. в чем проблема? upd. запускал на ванили с отключенными модами, ситуация такая же.
Thank you for this. I have been checking to see if Custom Tavern Mercenaries would get updated for awhile now and the code was to complicated for me to understand and do it myself. Really missed that mod, thank you again.
After updating to the latest version I am unable to find any mercs at any tavern. Looking at the error.txt file in my Documents\Mount and Blade II Bannerlord\Configs\ModSettings\MoreMercenariesForMyTavern\Entities folder, I am getting a "[Error]; Troop ID provided is not found!" error for every troop. This includes troops from the default MinorTroops.xml. Not sure what is wrong or how to fix on my side...
Inner exception callstack: at MoreMercenariesForMyTavern.Behaviours.MoreMercsBehaviour.HireCustomMercenariesViaMenuCondition(MenuCallbackArgs args)at TaleWorlds.CampaignSystem.GameMenus.GameMenuOption.GetConditionsHold(Game game, MenuContext menuContext) at TaleWorlds.CampaignSystem.ViewModelCollection.GameMenu.GameMenuVM.Refresh(Boolean forceUpdateItems) at SandBox.GauntletUI.Menu.GauntletMenuBaseView.OnActivate() at SandBox.View.Menu.MenuViewContext.TaleWorlds.CampaignSystem.GameState.IMenuContextHandler.OnMenuActivate() at TaleWorlds.CampaignSystem.GameState.MenuContext.HandleStates() at TaleWorlds.CampaignSystem.GameMenus.GameMenu.SwitchToMenu(String menuId) at TaleWorlds.CampaignSystem.GameMenus.GameMenuOption.RunConsequence(MenuContext menuContext)Outer exception callstack: at System.RuntimeMethodHandle.InvokeMethod(Object target, Object[] arguments, Signature sig, Boolean constructor)at System.Reflection.RuntimeMethodInfo.UnsafeInvokeInternal(Object obj, Object[] parameters, Object[] arguments) at System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture) at TaleWorlds.Library.Common.InvokeWithLog(MethodInfo methodInfo, Object obj, Object[] args) at TaleWorlds.Library.ViewModel.ExecuteCommand_Patch1(ViewModel this, String commandName, Object[] parameters) at TaleWorlds.GauntletUI.Data.GauntletView.OnCommand(String command, Object[] args) at TaleWorlds.GauntletUI.BaseTypes.Widget.EventFired(String eventName, Object[] args) at TaleWorlds.GauntletUI.BaseTypes.ButtonWidget.HandleClick() at TaleWorlds.GauntletUI.BaseTypes.ButtonWidget.OnMouseReleased() at TaleWorlds.GauntletUI.EventManager.MouseUp() at TaleWorlds.GauntletUI.UIContext.UpdateInput(InputType handleInputs) at TaleWorlds.ScreenSystem.ScreenManager.Update() at TaleWorlds.ScreenSystem.ScreenManager.Tick_Patch1(Single dt, Boolean activeMouseVisible)
41 comments
Could you please modify this mod, update it if you will, and make the option so that mercenary recruitment can be stopped ? So that the maximum number of mercs than can be found in taverns, any tavern, by the player and AI can be also 0 ?
Want to stop the AI from getting infinite number of mercs to make the game more balanced...
Cannot find any mod that does this, and recently found your mod but do not know how to edit the dll to make it happen...
Just want to stop the AI from finding mercs at all!
Thanks a lot!
Thank you very much for the mod, however I have a favor to ask,
Would it be possible for you to add a slider for native troops that you find in taverns too? It would be nice to recruit big batches of mercenaries from both native and your mod.
Thanks in advance!
EDIT: troop would only spawn if globalspawn is set to true in the XML even if the settlement culture matches
Are the variables in the Faction.xml all you have access to, or are there more? Like having a variable spawning rate for each unit nad customisable price, etc.?
i can find mod setting in mcm
tried creat new campaign but still doesnt work
:(
Go to this folder and look for a "error.txt" file. If the file is there, it means that there was an issue.
Documents\Mount and Blade II Bannerlord\Configs\ModSettings\MoreMercenariesForMyTavern
If the above 2 problems are not the issue, there is most likely a mod conflict. Best way to test this is to load this mod without any other mods and see if the recruit menu still appears.
подскажите, удалось ли решить проблему с отображением наемников в меню? жаль,что пропустил мод раньше.сейчас скачал, вижу его в настройках MCM, но в таверне отображаются только наемники ванили. пробовал редактировать файл и оставить только 1 вид войск,чтобы проверить, в тавернах появляются войска, вообще не связанные с модом. пробовал версии 1.0.3 и 1.0.2h. в чем проблема?
upd. запускал на ванили с отключенными модами, ситуация такая же.
at TaleWorlds.CampaignSystem.ViewModelCollection.GameMenu.GameMenuVM.Refresh(Boolean forceUpdateItems)
at SandBox.GauntletUI.Menu.GauntletMenuBaseView.OnActivate()
at SandBox.View.Menu.MenuViewContext.TaleWorlds.CampaignSystem.GameState.IMenuContextHandler.OnMenuActivate()
at TaleWorlds.CampaignSystem.GameState.MenuContext.HandleStates()
at TaleWorlds.CampaignSystem.GameMenus.GameMenu.SwitchToMenu(String menuId)
at TaleWorlds.CampaignSystem.GameMenus.GameMenuOption.RunConsequence(MenuContext menuContext)Outer exception callstack: at System.RuntimeMethodHandle.InvokeMethod(Object target, Object[] arguments, Signature sig, Boolean constructor)at System.Reflection.RuntimeMethodInfo.UnsafeInvokeInternal(Object obj, Object[] parameters, Object[] arguments)
at System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture)
at TaleWorlds.Library.Common.InvokeWithLog(MethodInfo methodInfo, Object obj, Object[] args)
at TaleWorlds.Library.ViewModel.ExecuteCommand_Patch1(ViewModel this, String commandName, Object[] parameters)
at TaleWorlds.GauntletUI.Data.GauntletView.OnCommand(String command, Object[] args)
at TaleWorlds.GauntletUI.BaseTypes.Widget.EventFired(String eventName, Object[] args)
at TaleWorlds.GauntletUI.BaseTypes.ButtonWidget.HandleClick()
at TaleWorlds.GauntletUI.BaseTypes.ButtonWidget.OnMouseReleased()
at TaleWorlds.GauntletUI.EventManager.MouseUp()
at TaleWorlds.GauntletUI.UIContext.UpdateInput(InputType handleInputs)
at TaleWorlds.ScreenSystem.ScreenManager.Update()
at TaleWorlds.ScreenSystem.ScreenManager.Tick_Patch1(Single dt, Boolean activeMouseVisible)