I think this is similar to the concept of Longer days for RDR2.. can't play without it for sure. My sincere wishes to for your project and job. Thanks for what you shared, very altruistic.
Hi, I read your description. I've been trying to patch it myself or at best create a mod that just makes seasons last 90 days. I've had more luck with making the mod of 90 days seasons. Problem is, I noticed that my mod changes the campaign start time and also ages everyone by 800 years. Are you having similar problems with your updated mod?
Quite interesting mod, it reminds me the Sacred Graal of RDR2, "longer days" impossible to play it without it. Maybe the author could concede the code to Tale Worlds or even to another modder so that this stuff could be introduced in the vanilla software in the future or kept up to date. It's quite interesting to have more than 2 minutes lenght for a day in this game... I might start to think it's excessive such speed as a standard.
Of course on a map one maybe doesn't want days to last 1 hour.. but changing things a bit could be interesting ... without over complicating the possibilities.. just making a day \night cycle longer. Personally I would love to have more than ... few days per season, and a day last a bit longer.. but anyway the distance covered should be much lesser, and the map or encounters "scaled" in a different way.. so these things are very delicate or they can break the entire "Flow" of a the game. This stuff requires taste.
Sure.. such a mod already is complex as it has to interact with SO many factors.
I don't know what you're saying dude but all I want is to be able to play the game without lords dying of old age before I meet them. I want like in warband
I fixed it on my side by doing a quick change on the function in question, just adding the second argument like so __instance.WieldInitialWeapons(Agent.WeaponWieldActionType.InstantAfterPickUp, Equipment.InitialWeaponEquipPreference.Any); that seems to work haven't had any more crashes. Crashed in sieges and battles against lords.
Thank you for the precise technical information. At this stage, I am gathering information about bugs and conflicts with other mods. The resolution of these issues will occur after the official release of the game version 1.2. I kindly ask the community for understanding in this matter, as I am currently occupied with other projects.
You change the code in the Timelord.dll, the path to the function is TimeLord.Patches.AgentPatch.UpdateSpawnEquipmentAndRefreshVisuals, there you should find the call __instance.WieldInitialWeapons There you change what i mentioned above, adding the argument Equipment.InitialWeaponEquipPreference.Any)and compiling it.
How do you do that? I've tried looking it up in dotpeek but i cant edit it so I exported to project so that i could edit it but then I cant recompile it, i tried to build it again using sharpdevelop4.4 but it pops up endless errors and things and wont let me recompile the doc. I wish i knew more about modding, I know this is probably simple but i've been banging my head against this stupid file edit for like 3 hours now and nothing works to get the dang file to be edited and compiled. It seems like such an easy fix i wish the dev would just patch this it'd probably take them 5 minutes. Another campaign bricked due to mods it looks like.
pretty annoying that 6135 literally showed you how to fix this a month ago and im sure it would take you all of 5 mins to fix but instead its just been broken all this time. I've tried all night to get this mod to recompile with the fix implemented but I'm too ignorant to get it to work. So frustrating. I hope its fixed officially soon.
Dear people! Let me explain once again. At this stage, I am working on getting a job, and for this purpose, I am creating my own personal project (not related to Mount & Blade). I don't even have the game installed on my PC. Despite this, after the release of version 1.2.0, not beta, but the FULLY FUNCTIONAL WORKING VERSION, I will install the game and start updating the mod. Moreover, I am not the author of the mod. I am merely providing technical support on my own initiative. The errors described in the comments above are directly related to the logic of the mod. Therefore, fixing them will require the installed game with all the modifications you are interested in. After that, it will be necessary to update the modification to the current version of the game. And only then start fixing these errors. In other words, POSSIBLY REWRITING SOME MECHANICS FROM SCRATCH, debugging their interaction with each other and other modifications. After that, of course, everything needs to be tested. All the above will take as much time as I simply do not have physically right now. So, once again, I repeat: I am waiting for the release of version 1.2.0, setting up the game, and then starting the above-described actions.
I have installed the game and updated the mod version to match the current version of the game libraries. Unfortunately, I must report that none of the mechanics are functioning correctly. A complete rewrite of the modification's logic and mechanics will be necessary. Therefore, at this stage, I recommend refraining from using the modification in your playthroughs. A quick resolution is not to be expected, but I will work on fixing the current situation as much as possible, as time and resources permit.
49 comments
All the best in finding your job!
My sincere wishes to for your project and job. Thanks for what you shared, very altruistic.
Maybe the author could concede the code to Tale Worlds or even to another modder so that this stuff could be introduced in the vanilla software in the future or kept up to date. It's quite interesting to have more than 2 minutes lenght for a day in this game... I might start to think it's excessive such speed as a standard.
Of course on a map one maybe doesn't want days to last 1 hour.. but changing things a bit could be interesting ... without over complicating the possibilities.. just making a day \night cycle longer. Personally I would love to have more than ... few days per season, and a day last a bit longer.. but anyway the distance covered should be much lesser, and the map or encounters "scaled" in a different way.. so these things are very delicate or they can break the entire "Flow" of a the game. This stuff requires taste.
Sure.. such a mod already is complex as it has to interact with SO many factors.
I fixed it on my side by doing a quick change on the function in question, just adding the second argument like so
__instance.WieldInitialWeapons(Agent.WeaponWieldActionType.InstantAfterPickUp, Equipment.InitialWeaponEquipPreference.Any);
that seems to work haven't had any more crashes. Crashed in sieges and battles against lords.https://we.tl/t-jjU02OkyKv crash report, or https://report.butr.link/94402B.
public void WieldInitialWeapons(Agent.WeaponWieldActionType wieldActionType = Agent.WeaponWieldActionType.InstantAfterPickUp,
Equipment.InitialWeaponEquipPreference initialWeaponEquipPreference = TaleWorlds.Core.Equipment.InitialWeaponEquipPreference.Any)
There you change what i mentioned above, adding the argument__instance.WieldInitialWeapons
Equipment.InitialWeaponEquipPreference.Any)
and compiling it.Link