Mount & Blade II: Bannerlord
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Tim

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AtomicTim

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  1. AtomicTim
    AtomicTim
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    INACTIVE MOD

    Please post any issues and feature requests to the mod github https://github.com/tbeswick96/BannerlordYetAnotherPartyOrganiser
  2. AtomicTim
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    Version 1.5.0 released. It is compatible with e1.5.1 beta, untested on e1.5.0,

    ModLib has been removed as a dependency. Make sure you delete the YAPO module folder before installing 1.5.0 to be safe.

    Harmony, Butterlib, UIExtender, and MCMv4 (Beta) have been added as dependencies. See the description for the requirement details. The load order of these is important!
  3. Neferata13
    Neferata13
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    Guessing that this has been abandoned now??
  4. MrSpooky027
    MrSpooky027
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    not working on 1.5.9 dont bother to download
  5. mcReus1
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    This is such a must have mod for me, does it need to be updated or can i fear no crashes on 1.5.6 stable?
    P.S. i think it worked on 1.5.5 but i had a lot of mods enabled and often had crashes with some of them related to UI stuff and 1 directly related to this mod when i tried to push this mod's "upgrade all" button while having no money and with default config that says it saves money for 3 days(it stopped crashing after i removed this option(put it to 0 days)), also on every launch of the game i need to set my preferred settings again and again for this only mod(every other mod saves it's settings).  I like this mod for it's every feature and im gonna try to enable it on existing save where i still had no crashes.
    P.P.S. so yeah i just turned it on and my game crashed after some time, nothing about the UI in crash report tho so i still have no idea if this mod caused it or not...
    Exception information
    Type: System.NullReferenceException
    Message: Object reference not set to an instance of an object.
    Source: TaleWorlds.CampaignSystem
    CallStack:

    • at TaleWorlds.CampaignSystem.Actions.MarriageAction.ApplyInternal(Hero firstHero, Hero secondHero, Boolean showNotification)
    • at TaleWorlds.CampaignSystem.SandBox.CampaignBehaviors.RomanceCampaignBehavior.CheckNpcMarriages(Clan consideringClan)
    • at TaleWorlds.CampaignSystem.MbEvent`1.InvokeList(EventHandlerRec`1 list, T t)
    • at TaleWorlds.CampaignSystem.CampaignEvents.DailyTickClan(Clan clan)
    • at TaleWorlds.CampaignSystem.CampaignEventDispatcher.DailyTickClan(Clan clan)
    • at TaleWorlds.CampaignSystem.PeriodicTicker`1.PeriodicTickSome(Single timeUnitsElaped)
    • at TaleWorlds.CampaignSystem.Campaign.Tick_Patch1(Campaign this, Single dt)
    • at TaleWorlds.CampaignSystem.Campaign.RealTick(Single realDt)
    • at TaleWorlds.CampaignSystem.MapState.OnMapModeTick(Single dt)
    • at TaleWorlds.Core.GameStateManager.OnTick(Single dt)
    • at TaleWorlds.Core.Game.OnTick(Single dt)
    • at TaleWorlds.Core.GameManagerBase.OnTick(Single dt)
    • at TaleWorlds.MountAndBlade.Module.OnApplicationTick_Patch2(Module this, Single dt)
  6. Talant
    Talant
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    My soul cried out in happiness when I saw this updated. My OCD organizing can rest now. I can rest now.
    1. AtomicTim
      AtomicTim
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      That's good to hear :)
  7. Ceebee13
    Ceebee13
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    Mod doesn't work for me on 1.4.3

    Doesn't show anything on the party screen to sort, or upgrade etc..., however shows the options menu in modlib to choose what to let the mod do.
    1. AtomicTim
      AtomicTim
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      Can I get a list of the mods you're using alongside? Have you tried running with just YAPO to check if it's a conflict with another mod?
    2. AtomicTim
      AtomicTim
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      Ok it looks like Mod Configuration Menu interferes with the library that does the UI part of this
      https://www.nexusmods.com/mountandblade2bannerlord/mods/612

      For some reason they've made a fork of the library and put it as part of their mod, and it is blocking the original from working correctly.
      I will talk to the author and see what they can do.

      I recommend disabling MCM for now, but that's up to you based on configuration for mods etc
    3. Ceebee13
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      Thanks for the reply, sorry just saw this now. Im using MCM for a bunch of other mods so sadly i'll wait to see if they are able to fix that. Thanks again!
    4. AtomicTim
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      This been updated to use MCM, so you can re-enable it now if you wish
  8. ranger021
    ranger021
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    Welcome back...
  9. AtomicTim
    AtomicTim
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    Mod has been updated for compatibility with Beta branch 1.4.3 only.
    I likely won't update for stable for now.

    Please note the formation saving feature has been removed as this is now handled by the game.

    I have only briefly tested that sorting etc works, so if you find any issues please report them on the github page linked in the other sticky (create an issue)
  10. MJNex
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    Like this mod a lot, Thank you! Seems not to be working with the latest update for me (7/6/20?). I do have many mods, but in case it broke something in this one FYI.

    Thank you
    1. Yoohooster
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      It isn't working for either with the latest update. In addition, I don't use many mods either and am bummed this one is down for the count at them moment
  11. YTYangbang
    YTYangbang
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    Hey boss, just tried the persistent group saving feature for the beta version and i can confirm that it doesn't work anymore. I tried ticking it off and on, reloading the the game, and yep, the groups all default to 1 for heroes.
    1. Varkom
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      Game Version 4.1.1. All formations are saved correctly both by heroes and troops. I use 20+ mods. Most likely the problem is on your side. I used 3 sorting mods on this version of the game, this mod is the only one that correctly preserves formations, at the moment I have two heroes and 70 fighters from different factions, which are divided into 6 groups of squads.
    2. YTYangbang
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      I'm assuming you mean game version 1.4.1, I'm no sure what 4.1.1 is. But have you checked if the formation groups are persistent when you exit and re-enter the game? I'm using maybe just 10 other mods, and none of those effect the party sorting. The only one i can think that maybe would effect the party sorting is "Dynaculture". The mod works fine for the sorting btw, it's just the persistent groups not saving. I saw below some others user had noticed this same issue.

      Edit: wow so i just found out that the groups actually do stay persistent but, visually on the party screen it does not correspond to the groups you set your troops at. I just tested putting heroes in random groups as well as normal troops, just to mess around. Left the game and came back but this time went into a battle. And sure enough, i had heroes in group 4, 6, 8 and and infantry in group 7 and archers in group 3. (just randomized them) So yes the custom grouping works and is save persistent, but visually it defaults the groups to their vanilla values and heroes at 1 in the party screen.
    3. Varkom
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      Yes, my friend, it certainly was a typo! I am using 1.4.1 =) I have nothing to do with the author of this mod, I just wanted to share my attitude to this mod. My English is very bad. excuse me ..I think I understand what you're talking about.The main thing is that in the battle the formation of the units are sorted, as expected. Thank you for your comment, I did not immediately notice this ...
    4. Varkom
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      I used a different mod and I really liked it, but now saving formations in it does not work. This mod is visually simpler, although it has fewer functions that I'm used to. For me, saving formation groups is the main function of such mods, as it is a tactical control victory! Therefore, today I consider this mod for sorting troops the best. This is just my opinion ...
  12. Greysion
    Greysion
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    Is there any chance to do split upgrades like one of the other party mods I've seen does it? Where the player can manually do CTRL+Click on an upgrade path to designate that as preferred?

    That would be really helpful :)