Mount & Blade II: Bannerlord
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ALFREDFELIXOVICH

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AlfredFelixovich

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49 comments

  1. LyXLoK
    LyXLoK
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    I'll wait an update of this mod then start a new game, can't play Bannerlord without Timelord :(
    All the best in finding your job!
    1. Milan11298
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      Me too. The whole dynasty feature is useless without this mod.
    2. drewiey
      drewiey
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      man I just want 90 day season like in warband . It's nice to know people like this mod for different reasons then mine.
    3. horsedancingwithcrow
      horsedancingwithcrow
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      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.
  2. drewiey
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    temporary fix until he updates this https://www.nexusmods.com/mountandblade2bannerlord/mods/6416/
    1. LyXLoK
      LyXLoK
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      Amazing work my friend!
  3. drewiey
    drewiey
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    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?
  4. drewiey
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    Ok jsut tested it in 1.2.8. The year is set to 4600 but the season and everything else doesn't work. You get the standard vanilla seasons.
  5. ImSnorri
    ImSnorri
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    So... it work on v1.2.7+?
    1. drewiey
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      It sets the year to 4000, and I think it messes the save.
  6. horsedancingwithcrow
    horsedancingwithcrow
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    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.
    1. drewiey
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      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
  7. kirazara
    kirazara
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    1.28 请起来。如果时间 90 天游戏从 4000+年开始。如果时间 7day 游戏游戏从 300+year 开始
    1. drewiey
      drewiey
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      Yeah same problem. Year 4000 something
  8. 6135
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    I've spotted a crash with timelord in v1.2.4.

    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.
    1. AlfredFelixovich
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      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.
    2. luadog
      luadog
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      Can you show exactly what you changed to what? I've pulled up the Taleworlds.MountAndBlade.Agent file and this is what I see:

      public void WieldInitialWeapons(Agent.WeaponWieldActionType wieldActionType = Agent.WeaponWieldActionType.InstantAfterPickUp, 
      Equipment.InitialWeaponEquipPreference initialWeaponEquipPreference = TaleWorlds.Core.Equipment.InitialWeaponEquipPreference.Any)
       
    3. 6135
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      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.
    4. BoyUnderTrees
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      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. 
    5. BoyUnderTrees
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      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. 
    6. AlfredFelixovich
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      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.
    7. AlfredFelixovich
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       But if you have a solution to all the problems that will take 5 minutes, here is the link to the mod author's Github.
      Link
    8. Serrage
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      Any luck? Or err.. @6135 Did you want to give it a shot uploading what you have as a patch possibly?
  9. Milan11298
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    Will there be an update to version 1.2.7?
    1. AlfredFelixovich
      AlfredFelixovich
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      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.
    2. Milan11298
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      Ok, take your time. Thanks for the quick response.
    3. Vonbalt
      Vonbalt
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      Thanks for your time and work trying to solve this for all of us, this mod is a must have and i hope you have success in fixing it!
  10. rude4ier
    rude4ier
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    what does the Custom Skill Growth (Children) setting do? how do children in your clan dynamically get skills as they age?