Sorry fot my English. Is it possible to find same mod that delete dead NPCs? Game encyclopedia has been opening lords page for few seconds, because are lot of dead NPCs here I think. Im afraid of what will happen in future.
Or maybe its possible to delete dead NPCs manually? But I dont know how to do it.
Ok, so basically this is for the loose rebelclans that is locked as "cityname rebel" in their clan. Those who's claim for freedome was squashed before the 30 day - but since they werent defeated in the final battle, or prior to it - they never despawned and thus roam around the lands until they get caught out and about and next time they should respawn is "lost" - often they get executed.
I had in my play the last in such a clan die roughly 750 days after the rest of the clansmembers was defeated.
So basically your mod do a check for those "rebel clan" and see if they still hold lands if not - boom gone.
I think the clans that goes from being rebels to a real clan is even worse, as they end up declareing war upon the map, never join a faction - or you cant ask them atleast (I've seen them join factions when they still had cities though)
But after that they just keep on being pestlords to all, and you cant really get rid of them unless you go execute and loose honor and relations and what not. Not to mention that they breed like rabbits aswell, so 2nd gen will be even more annoying..
I think the whole rebel thing is less than ideal, not fleshed out enough from TW tbh.(as so many other mechanics).
Rebel clans only convert to real clans (i.e. <Lord's name>'s Clan) when they succeed in their rebellion aka holding their settlement past that 30 or so day mark. I personally don't think that's a _terrible_ idea until the very late game if you have been exterminating kingdoms. If there are still ample kingdoms around, my personal observation is that these rogue clans end up joining a kingdom and that serves as a proper way to boost a kingdom's strength.
If a rebel clan loses its fief before the rebellion period, the only way in the base game that they will be destroyed is if all the members get taken prisoner (by you, not sure if by AI also works) or executed by the AI. At that point, it's up to pure chance whether they get captured and becomes "lost" or are forever rogue.
I'm wondering if this will work for players, I Ceceeded from my faction and it created a Rebel Clan which I'm the head of that still persists even after the rebellion was done.
From your screenshot, pretty sure it won't affect you. The rebel clans that are meant to be destroyed are auto-generated due to low-loyalty and should have name format of "<city name>'s Rebels".
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But can you also fix and update your own mods?
Thanks! haha
Or maybe its possible to delete dead NPCs manually? But I dont know how to do it.
thanks!
Edit: just tested it, it does work with separatism! :)
I don't use separatism, so I don't know. But I've made the mod as compatible as possible with everything (it doesn't even use Harmony).
Those who's claim for freedome was squashed before the 30 day - but since they werent defeated in the final battle, or prior to it - they never despawned and thus roam around the lands until they get caught out and about and next time they should respawn is "lost" - often they get executed.
I had in my play the last in such a clan die roughly 750 days after the rest of the clansmembers was defeated.
So basically your mod do a check for those "rebel clan" and see if they still hold lands if not - boom gone.
I think the clans that goes from being rebels to a real clan is even worse, as they end up declareing war upon the map, never join a faction - or you cant ask them atleast (I've seen them join factions when they still had cities though)
But after that they just keep on being pestlords to all, and you cant really get rid of them unless you go execute and loose honor and relations and what not.
Not to mention that they breed like rabbits aswell, so 2nd gen will be even more annoying..
I think the whole rebel thing is less than ideal, not fleshed out enough from TW tbh.(as so many other mechanics).
Rebel clans only convert to real clans (i.e. <Lord's name>'s Clan) when they succeed in their rebellion aka holding their settlement past that 30 or so day mark. I personally don't think that's a _terrible_ idea until the very late game if you have been exterminating kingdoms. If there are still ample kingdoms around, my personal observation is that these rogue clans end up joining a kingdom and that serves as a proper way to boost a kingdom's strength.
If a rebel clan loses its fief before the rebellion period, the only way in the base game that they will be destroyed is if all the members get taken prisoner (by you, not sure if by AI also works) or executed by the AI. At that point, it's up to pure chance whether they get captured and becomes "lost" or are forever rogue.
Let me know if you have an issue though.