Question: "Can this mod be added mid-campaign?" Answer: Users have reported that you can add the mod into the middle of your campaign, though since it saves data you won't be able to remove it.
Question: "Does it work with Fourberie?" Answer: Yes, the mod does work with Fourberie, they complement each other well.
Question: "Does the mod work with x total conversion?" Answer: Users have reported that the mod does work with Realm of Thrones. You have to test it for yourself.
Question: "Are you planning to add a translation file?" Answer: Yes, I'm currently working on the localization file for this mod.
Question: "I've encountered x bug/crash" Answer: If you experience any issues, be sure to report them under the "Bugs" tab
Question: "Can you add x, change x, do x?" Answer: This mod has been written during my journey of learning to code in C#. Since then I've learned alot more. There are some systems present here which have been written in a very unuser-friendly way, like for example picking your target, doing any option requiring - 5 relation and much more. The more I learn, the more I aim to refine the mod.
So I had a look under the hood of this mod to see why my expensive assassin fails so damned often 1/20 success rate in my current playthrough
For the assassin the chance of success is ran through a random number generator between 1 and 121 The selected number has to be higher than 91 to successfully kill the target, which makes it a theoretical 23% chance of success regardless of any skills or factors
The keyword here is theoretical, the random number generator actually drifts more towards middle number so hitting either end is actually rarer than central values Effectively the chance is less than 20% in practice with 2 events that can trigger a war with a theoretical 10% combined chance
I've modded this for my own self to change the rates and make it more reasonable for a high roguery character, especially since who on earth sends an assassin who knows who their employer is or with a clearly incriminating sigil? (roguery 101, obfuscate, obfuscate, obfuscate)
I like this mod overall, and have no intention of removing it from the current playthough, but the fourberie assassinations while less glamorous are more reasonable With the increased chance it is now a nice compliment to fourberie, where I can run 2 schemes through Four and a separate assassination with this mod But please, make the chances more reasonable or make it configurable for the masses, not everyone is going to dive into the code and modify it themselves
As a side note: I went through all the different events since I now skip most of them, and honestly these band of criminals are the worst there ever was, and I love it
Ex. 1: A raider steps in cow manure and is far too embarrassed to carry on the kidnapping XD Ex. 2: Defeated by angry geese, almost impressive
@HLC Yeah, essentially the code is really a mess since I was figuring stuff out and this was my first C# project ever. I'll get around to polish it up more eventually, but other projects interfered that I'm working on currently.
@Reactive4080 Huh I never heard ArtemYouTube being notorious for abandoning his mods, since he does post regular updates to all of his doings modwise on his YouTube channel, on his Discord channel, on his Patreon Page aswell as on the official Mount & Blade Modding Community and sometimes even Reddit. I do everything for free and can't work on 2-3 projects simultaneous since I have a real job and life that needs attention.
I'll leave the update to you then my friend I like the code structure personally, just made life a bit harder for yourself unnecessarily
Let me know if you are ok with me making a temp submod in the meantime to address the chances since it seems a common request If not I'll just keep it personal :)
I'm in your discord channel and believe your patreon too. But can definitely say he does post regularly on his discord the only time I've seen him go "dark" is december because of the holidays and he SHOULD go dark around that time and spend time with his family. Many of these people are modding games for the first time and for this being his first time modding all of his mods have came out extremely impressive. They aren't slaves, and believe me the wait can get frustrating especially when you're excited about one (Feast mod lol). But to say he abandons them is just false, and disrespectful. I also think peoples memories are short, one reason why this mod hasn't been updated since July of last year is not because modders abandoned their mods, but because the developers seemingly abandoned the game for some time. 6 or 7 months for that one update to drop
¿Qué puedo hacer si estoy usando 2 mods y uno de ellos elimina los diálogos del otro? Ejemplo: hablar con un prisionero en la mazmorra. ¿Hay alguna manera de conservar tanto las modificaciones como los textos?
that has a 50-50 chance of happening without mods its random and based on a write error the game will have it will blame mods but from my own testing it is nothing to do with any of them consider it like the old warband mem leak after a set time its something in the way steam will say you have write access to your game files but then it locks them to read only and wont allow the game to edits its own files
186 comments
Answer: Users have reported that you can add the mod into the middle of your campaign, though since it saves data you won't be able to remove it.
Question: "Does it work with Fourberie?"
Answer: Yes, the mod does work with Fourberie, they complement each other well.
Question: "Does the mod work with x total conversion?"
Answer: Users have reported that the mod does work with Realm of Thrones. You have to test it for yourself.
Question: "Are you planning to add a translation file?"
Answer: Yes, I'm currently working on the localization file for this mod.
Question: "I've encountered x bug/crash"
Answer: If you experience any issues, be sure to report them under the "Bugs" tab
Question: "Can you add x, change x, do x?"
Answer: This mod has been written during my journey of learning to code in C#. Since then I've learned alot more. There are some systems present here which have been written in a very unuser-friendly way, like for example picking your target, doing any option requiring - 5 relation and much more. The more I learn, the more I aim to refine the mod.
1/20 success rate in my current playthrough
For the assassin the chance of success is ran through a random number generator between 1 and 121
The selected number has to be higher than 91 to successfully kill the target, which makes it a theoretical 23% chance of success regardless of any skills or factors
The keyword here is theoretical, the random number generator actually drifts more towards middle number so hitting either end is actually rarer than central values
Effectively the chance is less than 20% in practice with 2 events that can trigger a war with a theoretical 10% combined chance
I've modded this for my own self to change the rates and make it more reasonable for a high roguery character, especially since who on earth sends an assassin who knows who their employer is or with a clearly incriminating sigil? (roguery 101, obfuscate, obfuscate, obfuscate)
I like this mod overall, and have no intention of removing it from the current playthough, but the fourberie assassinations while less glamorous are more reasonable
With the increased chance it is now a nice compliment to fourberie, where I can run 2 schemes through Four and a separate assassination with this mod
But please, make the chances more reasonable or make it configurable for the masses, not everyone is going to dive into the code and modify it themselves
I went through all the different events since I now skip most of them, and honestly these band of criminals are the worst there ever was, and I love it
Ex. 1: A raider steps in cow manure and is far too embarrassed to carry on the kidnapping XD
Ex. 2: Defeated by angry geese, almost impressive
Ex. Assassins now almost always succeed in killing, but suck in other tasks...
Raiders excel in kidnapping...
If you're interested in the sub mod I might make it public on nexus
Artemyoutube is notorious for abandoning his mods right after release so it's highly unlikely he'll implement any of your ideas or suggestions
@Reactive4080 Huh I never heard ArtemYouTube being notorious for abandoning his mods, since he does post regular updates to all of his doings modwise on his YouTube channel, on his Discord channel, on his Patreon Page aswell as on the official Mount & Blade Modding Community and sometimes even Reddit. I do everything for free and can't work on 2-3 projects simultaneous since I have a real job and life that needs attention.
I like the code structure personally, just made life a bit harder for yourself unnecessarily
Let me know if you are ok with me making a temp submod in the meantime to address the chances since it seems a common request
If not I'll just keep it personal :)
Ejemplo: hablar con un prisionero en la mazmorra.
¿Hay alguna manera de conservar tanto las modificaciones como los textos?
El mod exactamente es: CaptivityEvents
?
'
this mod is not compatible with no time limit mod