r2.0.0 has now been released, with a lot more customisation options & support for e1.3.0/1.3.1. It may work on 1.4.0, but as usual there is no "official" support from my end regarding beta game patches/releases. As the beta branch goes live, this mod will be updated.
You can now change stuff on a per faction basis. You currently cannot adjust Merc occurrence on a per faction basis, as it was an oversight - this will be rectified in a patch. But you can adjust if factions use Eastern/Western and if Female Mercs are ever available.
Compatibility is currently up in the air. I've moved away from intercepting the BasicTroops Method, and I am now directly replacing (if the mod is enabled for this) the vanilla UpdateVolunteersOfNotables method. I basically copy-pasted the vanilla method and made changes, so nothing weird should happen (in theory). But if any other mods do this, things will probably break!
I'm reviewing what has been done so far, and may change tact in regards to where this all sits. This was done to get an update out sooner, and was a wee bit of a headache to get the desired effect.
Please note that only the stable branch is supported. This is because of the following reasons: - I play the stable branch, and I use a fair number of other mods which in a similar fashion generally only support the stable branch. - The experimental branch may make significant changes to the core code, or may introduce new DLLs, which means updates for experimental compat may require a separate build/release entirely.
As of version 2.0.0 ModLib is no longer a hard dependency, thanks to changes made on the ModLib side. Do note that all customisation is handled via the ModLib settings menu, or via MCM and/or equiv.
2.0.0 has not been play-tested extensively, so please let me know if you run into any issues. Planned support for Custom Spawns has not been added in this version, as the mod has not yet been updated.
If you are using 1.2.1, you should use Mod Version 1.2.0. Do note that this (old) version requires ModLib.
When I first installed this it was working okay, but I did not like some of the look of the units, mainly the helmets and scale armor. I went and changed the equipment set but now it does not work, mainly it crashes on starting a new game. Any help to fix this, or am I just SOL for now? I also changed the empire faces to be those of vlandia if that caused a problem or was a problem in doing?
Hi! is this compatible with Complete Troop Overhaul or does CTO overwrite the injections? I noticed that when using both I dont see the mercs in the recruit pools.
Hello, and thanks again for your MOD. Is there any chance to make this Mod compatible with Calradia at war (custom spawns)? When used together, it produces an error, indicating that there is lacking a submodule of customspawns.xml inside the Soldiers of fortune Module. Do you think this is possible for the next version? Are you planing a new version of the Mod?
Edit: I am sorry, I did not see that there was a thread about the same subject. I already saw your answerd and tried the solution. It works, but only for new games (But it is customspawns issue). Anyway, I leave this message only to remind you to check the compatibility with the other Mod if your can. ,Thankyou again.
Going to ride the wave here to say - any chance at compatibility with mods like Scum & Villainy? They use Adonnay's Troop Changer as a base, I think, so that's where the compatibility would have to go... I think.
I know people asking you stuff is not exactly pleasant, so thank you very much for your work on this mod!
I want to use this mod but before Bannerlord launches my game crashes. I already looked at the FAQ on the de description of this mod. I have no beta versions. I have the main 1.4.0 version and modlib enabled in the launcher. Any clue on what I could do to make it work?
Make sure the Soldiers of Fortune DLLs are unblocked. You can also, as an alternative, try launching Bannerlord with just ModLib, and if it launches successfully, then try again with Soldiers of Fortune only to see if one or the other is at fault.
If you're using 1.4.0, make sure you're not using the experimental/optional download. And are you currently using any other mods?
Ah-ha! Interesting. I've got an empty "Custom Spawns" folder in my mod, as I was going to add CustomSpawns support, but the mod was not up-to-date when I released 2.1.1. A temp fix in this case would be to navigate into the zSoldiersofFortune folder & then delete the "Custom Spawns" folder (presumably).
I'll finish up adding support with the next patch.
Hello, It seems like the only mercenary troops that are showing up in the hiring pool seem to be Eastern Hunters. This seems to be the case even after I changed the saturation settings, etc. via the Modlib Mod Menu.
Just released a patch. Won't need a new game, but might take a bit for things to start populating - should be a lot better now. Thanks for catching that & reporting! You'll probably want to reset to defaults and then re-adjust settings via the mod menu.
Please let me know how it goes! I checked Battania & Aserai, and they appeared to be populating as expected now.
The new version should be out today, all going well. Unfortunately ran into some road-bumps, wherein I wasn't able to do what I wanted within a decent timeframe, so I'm now replacing the vanilla method for updating what troops are available for hire in settlements.
So this may result in a soft-incompatibility with certain mods, wherein if they are trying to do anything with the "UpdateVolunteersOfNotables" function, their mod or my mod will override the other's changes. I'm not familiar with any that do this yet, but I don't believe it will be sustainable in the long run so will be looking into alternatives - once I get a working release out.
46 comments
You can now change stuff on a per faction basis. You currently cannot adjust Merc occurrence on a per faction basis, as it was an oversight - this will be rectified in a patch. But you can adjust if factions use Eastern/Western and if Female Mercs are ever available.
Compatibility is currently up in the air. I've moved away from intercepting the BasicTroops Method, and I am now directly replacing (if the mod is enabled for this) the vanilla UpdateVolunteersOfNotables method. I basically copy-pasted the vanilla method and made changes, so nothing weird should happen (in theory). But if any other mods do this, things will probably break!
I'm reviewing what has been done so far, and may change tact in regards to where this all sits. This was done to get an update out sooner, and was a wee bit of a headache to get the desired effect.
- I play the stable branch, and I use a fair number of other mods which in a similar fashion generally only support the stable branch.
- The experimental branch may make significant changes to the core code, or may introduce new DLLs, which means updates for experimental compat may require a separate build/release entirely.
As of version 2.0.0 ModLib is no longer a hard dependency, thanks to changes made on the ModLib side. Do note that all customisation is handled via the ModLib settings menu, or via MCM and/or equiv.
2.0.0 has not been play-tested extensively, so please let me know if you run into any issues. Planned support for Custom Spawns has not been added in this version, as the mod has not yet been updated.
If you are using 1.2.1, you should use Mod Version 1.2.0. Do note that this (old) version requires ModLib.
Is there any chance to make this Mod compatible with Calradia at war (custom spawns)?
When used together, it produces an error, indicating that there is lacking a submodule of customspawns.xml inside the Soldiers of fortune Module. Do you think this is possible for the next version?
Are you planing a new version of the Mod?
Edit: I am sorry, I did not see that there was a thread about the same subject. I already saw your answerd and tried the solution. It works, but only for new games (But it is customspawns issue). Anyway, I leave this message only to remind you to check the compatibility with the other Mod if your can. ,Thankyou again.
I know people asking you stuff is not exactly pleasant, so thank you very much for your work on this mod!
If you're using 1.4.0, make sure you're not using the experimental/optional download. And are you currently using any other mods?
I'll finish up adding support with the next patch.
It seems like the only mercenary troops that are showing up in the hiring pool seem to be Eastern Hunters. This seems to be the case even after I changed the saturation settings, etc. via the Modlib Mod Menu.
Edit: Appears to be a maths issue, so might've identified the problem. Did a silly.
Please let me know how it goes! I checked Battania & Aserai, and they appeared to be populating as expected now.
So this may result in a soft-incompatibility with certain mods, wherein if they are trying to do anything with the "UpdateVolunteersOfNotables" function, their mod or my mod will override the other's changes. I'm not familiar with any that do this yet, but I don't believe it will be sustainable in the long run so will be looking into alternatives - once I get a working release out.