Please, add all 12 winner hideouts from the contest not just three, they were already ported to other maps by other users, but they don't port these to vanilla because your mod exists
Hi, I originally planned to add the rest of the hideouts submitted in the contest, but it became apparent to me that some of the non-winners had bugs in them that prevented completing the hideout.
If there are any hideouts you specifically know are working and have a link to the latest version please reply to this message with them.
Nice update, you should take a look at Barbary Pirates, afaik there are only 2 hideouts that can crash your game. The rest works and i use them for quite some time now, i even added them to AD1259 continued for the next update.
This mod should be compatible with the latest version of the game based on my testing. However, I made a mistake when packaging it that caused its structure to not be recognized automatically by Vortex and ModOrganizer. Please try again with the latest version 1.2.1.1
An update should not be necessary based on my testing. However, I made a mistake when packaging this mod last release. Please try it again with the latest version 1.2.1.1
I'm not sure how long it's been like this, but for a while now I think you forgot to include the upper level folder of your mod. Either way, anyone who is confused: create a new folder anywhere, name it the same as the id value of the submodule.xml or SceneDesignContest-Hideouts, paste the contents in here and put it in your modules folder.
No. Hideouts refer to the bandit bases you can fight across the map. This mod adds new hideout "scenes" meaning the battlefield of the hideouts will be quite different.
Sorry for the basic question, but now that its in the xslt format...how do i install this? do i drag the entire contents of the download (both folders + the submodule xml file) into the modules folder? Thank you!
Put it all into a new created folder (name of mod or whatever)
Pretty sure this is what you do, but since this 1st guy I ever saw made mod download this way for this particular game, can't say for sure-> works like that for other games and makes sense.
is there a chance you can enable cloth physics in the hideouts? It seems like it's disabled exclusively in some of these areas edit: i think it's only the battanian burial mound. I'll keep checking
I am not sure but your mod might be conflicting with Scum and Villainy, at "hideout_steppe_20". This hideout is the own they use for the "Slave Market".
I might be wrong. I don't know if .xslt overwrites the .xml, even if the load order leaves Scum and Villainy at last.
The issue I am having is with "Rescue your Family" quest. The hideout chosen by "Radagos" is the same as the Slave Market, also the same ID as "hideout_steppe_20".
When trying to attack after selecting the troops I get stuck on the loading screen.
Unless there's a conflict with Fourberie mod, it changes the menu of hideouts.
I am not asking you to make patches for Scum and Villainy. I understand it's my risk to combine mods changing the same scene but if someone can point me in the right direction I may be able to patch it myself and see if stops conflicting.
That's pretty interesting. Have you tried removing the Fourberie mod to see if that was the conflict. You could also revert back to the previous version of my mod that uses xmls. As far as I know, xslt should not overwrite any xmls that come later in the LO, but you could check that by simply reverting to my older version.
I took a look at the scum and villainy mod and it seems like it is entirely incompatible with my mod. While loading Scum and Villainy after my mod were you able to play any of the hideout scenes my mod adds to the game?
@edbtzock, can you replace your xml file with this xslt instead? It should make it universally compaitble for all the map exension mods and mods that move map locations. It did not like me posting it here. I have uploaded it to replace my other xml overide I had for your project to support CE. . https://www.nexusmods.com/mountandblade2bannerlord/mods/5093
This mod should be able to be retired if you swap to the xslt version. The reason being that you don't actually edit anything other than the scene name.
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If there are any hideouts you specifically know are working and have a link to the latest version please reply to this message with them.
The rest works and i use them for quite some time now, i even added them to AD1259 continued for the next update.
Pretty sure this is what you do, but since this 1st guy I ever saw made mod download this way for this particular game, can't say for sure-> works like that for other games and makes sense.
edit: i think it's only the battanian burial mound. I'll keep checking
I am not sure but your mod might be conflicting with Scum and Villainy, at "hideout_steppe_20". This hideout is the own they use for the "Slave Market".
I might be wrong. I don't know if .xslt overwrites the .xml, even if the load order leaves Scum and Villainy at last.
The issue I am having is with "Rescue your Family" quest.
The hideout chosen by "Radagos" is the same as the Slave Market, also the same ID as "hideout_steppe_20".
When trying to attack after selecting the troops I get stuck on the loading screen.
Unless there's a conflict with Fourberie mod, it changes the menu of hideouts.
I am not asking you to make patches for Scum and Villainy. I understand it's my risk to combine mods changing the same scene but if someone can point me in the right direction I may be able to patch it myself and see if stops conflicting.
I took a look at the scum and villainy mod and it seems like it is entirely incompatible with my mod. While loading Scum and Villainy after my mod were you able to play any of the hideout scenes my mod adds to the game?
This mod should be able to be retired if you swap to the xslt version. The reason being that you don't actually edit anything other than the scene name.