anyone else have a CTD when exiting the training camp ? This is the only active mod, i didn't make any change on it Im trying to make 3 new kingdoms also is the new kingdom maker in picture 2 @phakscion ready cuz i think im doing something wrong lol
Thank you i was like i followed the steps but couldnt figure out what was going on ill wait till phakscion realeses the update since they are smarter then i am
hi, didn't find a way, i just did my own kingdom/Culture/Clan/lord/etc... by looking at the game files, it's actually not that hard, you can still dl this mod and check what .xml is used and try to adapt it
Are you also getting TypeLoadException: Could not load type 'TaleWorlds.Core.MBObjectBase' from assembly Taleworlds.Core, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null'.?
How do you create just a mercenary band, so far I have only got kingdoms and can add mercenary to them but is there a way to make them freelancer? Also how to make female?? I create body type base on a female and when it loads the kingdom there all males.
Ok has anyone got there own band to work, I can make the mongol file with no problem but any time I try to create a new one the game crashes on new game.
Was wondering, is it possible from this template to makes one of this kingdom ruled by the player at the game start ? So it could provide a nice framework for some customs starts, like starting a game with already a kingdom and customised (banners/partytemplate/portraits/names...) clans with high relationship
I donwloaded this dll and no it cant do that, there are some problems in his xml or either i dont understand this. Basically to make a faction playable for the player you must be able to change the main Cultures in game wich you cant (the game will just crash if you overwrite the culture parameters because there are tons of templates and npc 's etc bound to that culture all spread across 7 different xml's). I was hoping to create a new Faction with new culture and own settlements etc's with his dll's help. Couldnt make it run for now might be the load order but its a pain in the ass finding the right load order between 8 differentt xml's.
isn't there a template for culture too? Like the custom culture shows up in the encyclopedia, it's just not applied to any of the factions at the start
So after doing alot I started my early playtesting and every new game, all the clans either join other kingdoms or just straight up leave the faction lmfao... Any idea how I can fix that? I tried making the faction so they are no longer allied with any other kingdom since reputation is supposedly a major factor to whether clans defect or not but didn't help at all. All the clans leave to form their own actual factions leaving the original faction with just the owning clan lels... Now I don't know if they are actual full working factions or if they just became independent clans somehow since they don't have a new entry in the encyclopedia
I can also do the neretz quest with some of them by talking with them apparently, but it doesn't actually count towards the quest completion O.o
If the Clan doesn't have an entry in the Encyclopedia, there's a problem. Another thing to test is whether the game crashes when you talk to one of the NPC's you've added. It's easy to mess up XML's, and they fail without giving a reason.
Oh no the clan still has their entry it's just they leave the main clan and become independent or join other factions. It's just I've never seen a clan become completely independent without a super faction. And I can talk to them fine and it's crash free it's just all the clans leaving shortly after the game starts. I'm wondering if it's because the superfaction doesn't have any fiefs so the clans are displeased by being fiefless and leave.
so the thing with the clans is because the base clans are listed as minor factions, or mercs. If you remove that line they'll act as normal clans.
I added more fiefs by changing the town/castle owner in the base sandbox settlements file, ofc you should create a backup if you mess with that though. At first i thought it was bugged since my clans did have land and they were still leaving, but yeah they're mercenary clans. It's also why the default band of hunters clans leave too, which is actually pretty nice having a couple extra merc bands for hire.
Hi, I create two new kingdoms and both show up during the game, but when I click on the portrait the game crashes, but it only does it to my creations and not the ones that come along.
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This is the only active mod, i didn't make any change on it Im trying to make 3 new kingdoms also is the new kingdom maker in picture 2 @phakscion ready cuz i think im doing something wrong lol
My question is: the vanilla clans/lords etc continue to exist after reasigning the settlements to the custom lords. How do you erase them?
anyone else have a CTD when exiting the training camp ?
This is the only active mod, i didn't make any change on it
Version Beta 1.3
Thanks
Or have you found a way to correct it?
TypeLoadException:
Could not load type 'TaleWorlds.Core.MBObjectBase' from assembly Taleworlds.Core, Version=1.0.0.0, Culture=neutral,
PublicKeyToken=null'.?
Also how to make female?? I create body type base on a female and when it loads the kingdom there all males.
Was wondering, is it possible from this template to makes one of this kingdom ruled by the player at the game start ?
So it could provide a nice framework for some customs starts, like starting a game with already a kingdom and customised (banners/partytemplate/portraits/names...) clans with high relationship
All the clans leave to form their own actual factions leaving the original faction with just the owning clan lels... Now I don't know if they are actual full working factions or if they just became independent clans somehow since they don't have a new entry in the encyclopedia
I can also do the neretz quest with some of them by talking with them apparently, but it doesn't actually count towards the quest completion O.o
I added more fiefs by changing the town/castle owner in the base sandbox settlements file, ofc you should create a backup if you mess with that though. At first i thought it was bugged since my clans did have land and they were still leaving, but yeah they're mercenary clans. It's also why the default band of hunters clans leave too, which is actually pretty nice having a couple extra merc bands for hire.