they both install like regular mods : unzip them, put the folder in the folder modules and then activate them in the launcher patch goes under the two mods it patches
Hey, they should have a custom lance, it's strange that you don't have it seems I put a bad file in the mod, I'll reupload it as soon as I can (should be monday) but it won't be save compatible, I've been doing a cleaning of the mod's XML that removed troops in the mean time or if you don't want to lose your current save you can give them the one from the chevalier, replace "wipo_lance_cb" by "vlandia_lance_3_t5" in spnpccharacters.xml
I updated the mod and started fresh game,I am experiencing new weird issue and this mod is only one updated,sometimes entering tavern via city menu causes game to freeze,forcing me to quit it,I use this mod with warbandlord and camel armors and camel armor fix,i dont use "Elite recruits in castles",is there any way to catch a bug and report it to you since for whatever reason sometimes it happens sometimes not?
Hey, that's a pretty strange issue, haven't had any issue in taverns. the only thing this mod changes about the taverns is the mercenaries, which shouldn't have any performance impact Are you using one of the patch ? it is possible that the game is computing shaders for armour mods, in which case you may have to wait until the shaders are done compiling, it can take up to 5-10 minutes If you do and the mercs you can get are the mercenary swordman or the mercenary marksman then the issue is with the loading of SA's assets. You can remove the lines 872 to 963 from the wipo_patch.xslt file in the patch (the xsl:template related to these two troops)
If you could send you rmod list I could take a look at it but I have no idea of why it would do this
I ll try removing lines and wander around map for some time then enter taverns to see if it disappears,meanwhile here is mod list in loading order: Harmony,Butterlib,Uiextender,MCMv5,Native etc,Diplomacy,RBM(only ai module enabled,combat and tournament disabled),Realistic Weather,Surrender Tweaks,Balanced Tournament Armor,Camel armors168,YATO,Warbandlord(default config),Tutelage,More Trait info,Quick Nearby Tournaments,DynaCulture,Bannerfix,Raise your banner. Also thanks for dedication and helping me out,and I should mention that RBM was also recently updated with minor fix but even on old save before I deleted it I played with latest RBM without tavern bug(I said this mod was only one update,I apologize).Yea also I dont use armor mods or patches,so file is nonexistant.
Managed to narrow down the issue,i disabled most mods leaving Warbandlord,YATO and camel armors on and it wont ever enter tavern at Quyaz town(it always freezes the game) while it would enter Sanala without any problems,then i disabled these 3 mods and left all other on,made a new save and it enters Quyaz tavern without any issues.
Another interesting thing from fresh game with warbandlord,YATO and camel armors,here is screenshot of town tavern menu,mercenaries are not named and cost 140 gold https://postimg.cc/rzKdKh0K
Well you now trully have me at a loss, I have no idea of what could be causing it and can't replicate it on my end If you can try to do a game file check on your end and try again, if it doesn't work here is the mod without the mercs (so not savegame compatible) if this one doesn't work I have absolutly no way to help you out sadly
Yup,seems some mercenary unit is causing a prob or something there,I tested the zip without mercs you provided and entering tavern works fine and prices are normal. Still its just super weird behaviour.
I will leave bugreport just if it can help you with future releases somehow just incase,this was captured when trying to recruit mercs from tavern with default provided YATO(one with merc overhaul) https://report.butr.link/31F401. And thanks for all the help.
There is problem with camel armor original mod, at least the crash is showing right before starting sandbox game, I have used it with your fix on 1.15.
Bro, do you know if there is any way or mod to be able to customize all the troops in this mod? In "my little warband" it doesn't let me customize all the troops, only those of a specific tree... I mean being able to press shift plus click on any troop and be able to change his helmet, armor, whatever, and that is how it is established for anyone who recruits him
Well, could you tell me which is the lowest version that your mod is compatible with camel armor? I tried 1.1.1, now 1.1.5 and no solution either, I installed your optional mod that fixes the camel armor bug, I installed it under camel armor and activated it in the launcher but there is no way to make my game run . Your mod is one of the best I've seen but I can't believe it depends on another mod to work, if the other author decides to abandon his mod then yours will be obsolete? Bah
Every version works with it, but for games started after 1.1 you need the patch. load order being Camel armor patch this mod technically the mod can also work without it but you would have to edit the submodule.xml found within this mod, and it would also mean that aserai noble troops will have no horse armor
bro I mean can I play the latest beta version? 1.2 ? I just want to play your great mod, I don't care if the aserai don't wear armor on their horses, would you tell me how I should modify the file to play without the camel armor mod?
You want to delete the 15th line in submodule.xml, the one that says <DependedModule Id="Camel_Armors_BM168"/> however I highly doubt it's the source of your crash, as I used it in 1.2.0 without issue before
Bro thank you very much, I just did this and it solved my problem, I can now enjoy your great mod. Thanks again for this mod, the truth is something that completely changed the game for me, before it seemed that all the factions were the same, now I feel a little more that I am playing the great warband
Hey, nice troop overhaul. However, I can't make it work with Improved Garrisons, when creating a new garrison template this error pops up:
New Log Entry: 19:03:10 Sunday, 28 May 2023 >> There was an error in method PromptFilterForNewTroopsToAdd Exception: Object reference not set to an instance of an object. at TaleWorlds.CampaignSystem.ViewModelCollection.CampaignUIHelper.GetCharacterCode(CharacterObject character, Boolean useCivilian) at ImprovedGarrisons.SaveSystem.SaveData.DataManipulationManager.TrainingSettings.PromptFilterForNewTroopsToAdd(Town town, TrainingUIVM trainingDataSource)
Alright I found the solution, It's linked to how Improved garrisons defines each troop type (btw it doesn't seem to take into account horse archers ? strange ?) I'll Upload a patch very soon, the fix is very easy edit : Uploaded
The fix for this was very simple yet strange, you need to have a troop with the id aserai_vanguard_faris that is in the cavalry group (the patch just add an empty troop invisible in encyclopedia, you can just paste the troop in your mod) basically the mod doesn't know what is an infantry, ranged or cavalry type, so to know them it checks the group of the melee and ranged militia, as well as the aserai_vanguard_faris As long as your melee militia is of infantry type, your ranged militia ranged and you have an aserai_vanguard_faris as cavalry in the troop mod you should be fine with this issue
this patch should work on other mods as well, unless they have a aserai_vanguard_faris too but in this case there is no need for this patch I just never bothered to publish it properly (like many of the things I did in my game), as far as I can see it should solve this issue in any mod having it
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patch goes under the two mods it patches
seems I put a bad file in the mod, I'll reupload it as soon as I can (should be monday) but it won't be save compatible, I've been doing a cleaning of the mod's XML that removed troops
in the mean time or if you don't want to lose your current save you can give them the one from the chevalier, replace "wipo_lance_cb" by "vlandia_lance_3_t5" in spnpccharacters.xml
Are you using one of the patch ? it is possible that the game is computing shaders for armour mods, in which case you may have to wait until the shaders are done compiling, it can take up to 5-10 minutes
If you do and the mercs you can get are the mercenary swordman or the mercenary marksman then the issue is with the loading of SA's assets.
You can remove the lines 872 to 963 from the wipo_patch.xslt file in the patch (the xsl:template related to these two troops)
If you could send you rmod list I could take a look at it but I have no idea of why it would do this
If you can try to do a game file check on your end and try again, if it doesn't work here is the mod without the mercs (so not savegame compatible)
if this one doesn't work I have absolutly no way to help you out sadly
Still its just super weird behaviour.
And thanks for all the help.
try replacing this file in camel armor's moduledata folder, I'll upload it as a fix
the only thing that will change is the aserai having armor on their camels
I mean being able to press shift plus click on any troop and be able to change his helmet, armor, whatever, and that is how it is established for anyone who recruits him
Your mod is one of the best I've seen but I can't believe it depends on another mod to work, if the other author decides to abandon his mod then yours will be obsolete? Bah
Camel armor
patch
this mod
technically the mod can also work without it but you would have to edit the submodule.xml found within this mod, and it would also mean that aserai noble troops will have no horse armor
<DependedModule Id="Camel_Armors_BM168"/>
however I highly doubt it's the source of your crash, as I used it in 1.2.0 without issue before
New Log Entry: 19:03:10 Sunday, 28 May 2023
>> There was an error in method PromptFilterForNewTroopsToAdd Exception: Object reference not set to an instance of an object.
at TaleWorlds.CampaignSystem.ViewModelCollection.CampaignUIHelper.GetCharacterCode(CharacterObject character, Boolean useCivilian)
at ImprovedGarrisons.SaveSystem.SaveData.DataManipulationManager.TrainingSettings.PromptFilterForNewTroopsToAdd(Town town, TrainingUIVM trainingDataSource)
I'll Upload a patch very soon, the fix is very easy
edit : Uploaded
basically the mod doesn't know what is an infantry, ranged or cavalry type, so to know them it checks the group of the melee and ranged militia, as well as the aserai_vanguard_faris
As long as your melee militia is of infantry type, your ranged militia ranged and you have an aserai_vanguard_faris as cavalry in the troop mod you should be fine with this issue
EDIT: That fixed it! Really appreciate you taking the time to find this fix and share it.
It seems simple enough, but I'm not too familiar with the meat and potatoes of modding to know if there might be unexpected consequences.
I just never bothered to publish it properly (like many of the things I did in my game), as far as I can see it should solve this issue in any mod having it