Important Note: Banners & Banner Colors for Rebels
When creating a new kingdom for the AI the way native code works, the potential colors need to have the IDs I gave them in the banner_colors.xml file in this mod. If you use other mods that add colors - PLEASE make sure they don't have those IDs. The reason is that there cannot be a gap in IDs between 0 and the colors I added via this mod. This is due to how vanilla assigns colors to new kingdoms - and I see no reason to patch that when it's easier to just not add colors with ID's under 250 via other mods for the player. (CC's Banners is compatible and encouraged!)
Thanks!
Additional note: There is a bug in vanilla's code when colors are added via mods... I can help you fix it, just hit me up wherever - discord, reddit or here.
Does this mod work with Banner Kings? And if so should it be above or lower than BK in the load order ?
Edit: figured out that BK has it's own succession feature, in that case any way I can disable that option from this mod and only use the Civil Wars one ?
I highly recommend to first check the version of the mod that you installed. As of the time that I'm writing this, the current version of the mod should be 3.0.0. This version is currently at the bottom of the main files. Also sorry for any mistakes in writing this is not my first language. I hope this helps :)
if anyone has time can someone tell me why i've not gotten a single civil war during the span of 2600+ days? im a vassal of the vlandians and have been fighting for them since the beginning of my campaign. our lands stretch from the west sea, northern parts of sturgia, the desert lands of the aseria and half of the western and northern empire. Its really boring without some interal wars and struggles, I've checked the factions whenever the message of a rebel faction rises (im using diplomacy mod) yet theres like only 1-2 factions that join and just leave only to repeat again after like 20 days and its been happening since day one lol, i used diplomacy first THEN this mod. I also added this mid campagin around 1400 days in
how often do leaders die? this mod only triggers civil wars on succession. For now anyways. If only a couple have died you might not get any wars. if every faction is on at least it's third leader than something is funky... no less than 1 in 5 successions should end in war - that said there are a lot of mods that might mess with that. If leaders are popular then succession rarely results in war. Vlandia and Sturgia get the most civil wars though usually
only the beginning faction leaders have all died, their heirs are becoming old aswell around 56+ age, morocon is my current king since derthert. Maybe its just because the clans are quite happy with their leaders so maybe some time? and also, since im using diplomacy mod with this, along with war and ai tweaks. should i mess around with the sliders for how civil wars can happen from the diplomacy mod? or just keep it as it is because right now all the percentages from how often clans start rebel factions to how often clans join rebel factions and how often civil wars can happen are around 55% the base percentage was 5-10% by the slider and also what should the mod loader be when using war and ai tweaks, along with this and diplomacy. Ive also noticed on your description it said that this mod prevents clans from going rogue til they die, and I also use a mod called "no more rogue clans" making the clans that lost their last fief to find the weakest kingdom to join in in 24 hours, could that be conflicting with this?
there is an xml included with this mod that you can raise discontent with. also using death for all, the mod, will help as it can take a long time for faction leaders to di otherwise. I like 7 with that mod, nice balance between realism and not ending up as a massive purge (vanilla sets the death factor to 50, which means a naked noble as a 2% chance of dying.)
i found the culprit, it was just adding to my save game so i created a new one and northern empire had 4 civil wars in the span of 15 years lol. finally having some civil wars now there will be endless warfare through out calradia, thanks for the mod!
Hi. With this mod, the civil war to change the king from the "Diplomacy" mod becomes useless. I joined the faction for the change of leader, we won the civil war. A window appeared that the leader would abdicate, but nothing happened. The icon for voting for the new leader did not appear. King Khuzait remained in his place. I tried to disable the mod and everything went fine, elections took place and a new leader was appointed. From the description:"This mod is now compatible with Diplomacy so rebel kingdoms from this mod so now those outside of the lines of succession can usurp thrones via factions and rebel kingdoms can seek alliances". What am I doing wrong?
Something probably changed since I made it compatible. A big update is coming with claimants, tyranny scores and such so compatibility will bea but down the list at the moment.
Curious about the note regarding color IDs. It is mentioned there that CCs Banners is compatible but when I look into the color IDs used, they use the same numbers (under 250s). Examples below. Is that a conflict and what could potentially happen with such conflict?
I also plan to use Historical Banner Icons and they seem to have the same color IDs as CCs Banners.
I've used both no problems. If you run into issues let me know and I'll look up what the issue was. The mod adds a more realistic color palette for new factions and sometimes if you use a mod that adds colors and remove that mod it can cause problems.
When the banner mods are lower, the rebel kingdom's color selection work properly now but the color palette from the banner mods (see image from the CCs banners page for comparison) isn't what the banner mods intended it to be:
Tested HBI and same issue as above, but nothing really game breaking. I used CC's banners for 1500+ days, it's just that rebel colors are gray which I can live with since they don't last too long anyhow. Cheers.
I think its because I used a "No More Rogue Clans" before, there are some of previous rebels running around. I guess they are forced to die by the game.
Enabling it back still gave me a crash https://report.butr.link/E427A4
There is a mod people use that blocks this mod's access to an important function from vanilla code. The mod is not part of my load order or part of my testing stack as I've never seen the crash in over 500 hours of testing. That said nothing in your load order looks problematic so I've added it to my list to investigate. I will be working and releasing new versions of half my mods in the coming months. A more immediate solution to your problem is to test your load order - this mod as a console command that starts with succession. to trigger successions for testing - you can use it while toggling mods in your load order. Diplomacy, Family Control, Barter Cheat and No Persuasion reject are possible mods to try. It's also possible it's an issue with Harmony - I don't update mods while I play so I am not on the latest versions of the core mods like Harmony and MCM.
That's too little to go on to know what it may be exactly but it's probably a mod conflict. This mod is super stable... I've run it through a number of lengthy playthroughs and a ton of testing
Yeah I use a few of your mods and they're all very stable, its only this one where i'm having issues and I very much doubt that its the mods code but as you said a conflict. Is there any particular place that this mod is recommended for in the load order?
You didn't include the exception but the other two times I've seen this crash submitted it's because another mod prevented this mod from checking who the dead faction leaders children are
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You can tweak succession laws there if you'd like - particularly if you want to update what new empire kingdoms use.
If you need help with that, have issues, suggestions - whatever - you can let me know on my Discord server.
Banners & Banner Colors for Rebels
When creating a new kingdom for the AI the way native code works, the potential colors need to have the IDs I gave them in the banner_colors.xml file in this mod. If you use other mods that add colors - PLEASE make sure they don't have those IDs. The reason is that there cannot be a gap in IDs between 0 and the colors I added via this mod. This is due to how vanilla assigns colors to new kingdoms - and I see no reason to patch that when it's easier to just not add colors with ID's under 250 via other mods for the player. (CC's Banners is compatible and encouraged!)
Thanks!
Additional note: There is a bug in vanilla's code when colors are added via mods... I can help you fix it, just hit me up wherever - discord, reddit or here.
Edit: figured out that BK has it's own succession feature, in that case any way I can disable that option from this mod and only use the Civil Wars one ?
Frame: void Succession.SuccessionEvents.HeroKilled(Hero victim, Hero killer, KillCharacterActionDetail detail, bool showNotification) (IL Offset: -1)HarmonyIssue: False
I highly recommend to first check the version of the mod that you installed. As of the time that I'm writing this, the current version of the mod should be 3.0.0. This version is currently at the bottom of the main files. Also sorry for any mistakes in writing this is not my first language. I hope this helps :)
I also plan to use Historical Banner Icons and they seem to have the same color IDs as CCs Banners.
From Succession:
<Color id="194" hex="0xff713944" player_can_choose_for_background="true" player_can_choose_for_sigil="true" />
<Color id="227" hex="0xffc9be8a" player_can_choose_for_background="true" player_can_choose_for_sigil="true" />
From CC's Banners:
<Color id="194" hex="0xfff8f9be" player_can_choose_for_background="true" player_can_choose_for_sigil="true" />
<Color id="227" hex="0xff1f2862" player_can_choose_for_background="true" player_can_choose_for_sigil="true" />
<Color id="241" hex="0xffcf95e3" player_can_choose_for_background="true" player_can_choose_for_sigil="true" />
From Historical Banner Icons:
<Color id="194" hex="0xfff8f9be" player_can_choose_for_background="true" player_can_choose_for_sigil="true" />
<Color id="227" hex="0xff1f2862" player_can_choose_for_background="true" player_can_choose_for_sigil="true" />
<Color id="241" hex="0xffcf95e3" player_can_choose_for_background="true" player_can_choose_for_sigil="true" />
https://postimg.cc/JGwHNN3x
https://postimg.cc/S2vCFHMb
https://postimg.cc/v4VPPLCm
https://postimg.cc/56Hp0S4m
When the banner mods are lower, the rebel kingdom's color selection work properly now but the color palette from the banner mods (see image from the CCs banners page for comparison) isn't what the banner mods intended it to be:
https://postimg.cc/jW8VY2WD
First color IDs that are read (above load order) take precedence?
https://report.butr.link/04EC8C
I think its because I used a "No More Rogue Clans" before, there are some of previous rebels running around. I guess they are forced to die by the game.
Enabling it back still gave me a crash
https://report.butr.link/E427A4
A more immediate solution to your problem is to test your load order - this mod as a console command that starts with succession. to trigger successions for testing - you can use it while toggling mods in your load order. Diplomacy, Family Control, Barter Cheat and No Persuasion reject are possible mods to try. It's also possible it's an issue with Harmony - I don't update mods while I play so I am not on the latest versions of the core mods like Harmony and MCM.
Maybe Im blind, but it would have been good to have this information on front page
- SuccessionCrises
- Method: static System.Void Succession.SuccessionEvents::HeroKilled(TaleWorlds.CampaignSystem.Hero victim, TaleWorlds.CampaignSystem.Hero killer, TaleWorlds.CampaignSystem.Actions.KillCharacterActionDetail detail, System.Boolean showNotification)
Any idea what may be causing it?Frame: void Succession.SuccessionEvents.HeroKilled(Hero victim, Hero killer, KillCharacterActionDetail detail, bool showNotification) (IL Offset: -1)
HarmonyIssue: False
You didn't include the exception but the other two times I've seen this crash submitted it's because another mod prevented this mod from checking who the dead faction leaders children are