Mount & Blade II: Bannerlord
0 of 0

File information

Last updated

Original upload

Created by

joopdiddly

Uploaded by

doonkuswoonkus

Virus scan

Safe to use

Tags for this mod

About this mod

OG MOD AUTHOR: helokero13
This mod works the exact same as the original; I just added the YiTi, Summer Islander, and Skagosi clans (added in ROT 5.0).

The settings are set to only affect the player faction/kingdom, you can change that in the config.json file in ...\Mount & Blade II Bannerlord\Modules\ChangingCultures

Requirements
Permissions and credits
THIS MOD WORKS WITH THE NEW VERSIONS (BEYOND 5.0) OF ROT AS WELL.

To load your CampaignSave folder: load into a new game/load into a existing save, make a new "Save As" save, exit the game, and reload.

Your CampaignSave folder can be found in ...\Mount & Blade II Bannerlord\Modules\ChangingCulturesROT5\bin\Win64_shipping_client.

OG MOD DESCRIPTION:

Each campaign will have a respective xml file to record clan and settlement culture, and will be loaded when campaign start.
If you want the mod to work with other custom culture mods, then you need to read Culture Volunteer Section.

No new game needed. Before updating the mod, BACK UP your CampaginSave First
Culture Requirement:
  • is Main Culture, Can Have Settlement
  • Culture have to match the above requirement in order to be change to / change from

Change Kingdom Culture: Default is OFF
  • Change the culture of kingdom if the majority of the clan within the kingdom
    are not matched with the kingdom culture from time to time. 
  • Player must be Kingdom Leader
  • For example: 
  • Empire have 3 clans, 1: Empire with 3 lords; 2: Empire with 2 lords; 3: Vlandia with 2 lords
  • Then the kingdom culture rating will then move towards Empire: 71 rating, Vlandia: 29 rating
  • If there are more Vlandia clan in the kingdom, which raise the Vlandia rating to over 50
  • Then the kingdom culture will change to Vlandia

  • If you want to change it manually, see the configuration section, enableManuallyChangePlayerKingdomCulture.

Change Clan Culture: Default is ON
  • Change the culture of clan if the clan's culture are not matched with kingdom culture from time to time.
  • If clan's culture are not matched with Kingdom culture, it will increase
    the rating of the kingdom culture daily. (Default: 1 point per day) 
  • Player clan will have an option to accept or reject
  • Usage: The lord will spawn with the kingdom culture troops.
  • For example, the clan culture is Empire, while the kingdom culture is
    Vlandia, it takes about 51 days for the clan to change to the culture Empire in default.
  • If you want to change it manually, see the configuration section, enableManuallyChangePlayerClanCulture.

Change Settlement Culture: Default is ON
  • Change the culture of settlement(town & village) if the settlement's
    culture are not matched with owner clan culture from time to time.
  • If settlement's culture are not matched with owner clan culture, it will
    increase the rating of the owner clan culture daily. (Default: 1 point per day) 
  • Usage: The recruit of town and village will spawn with the clan culture troops.
  • For example, the clan culture is Empire, while the settlement culture is
    Vlandia, it takes about 51 days for the settlement to change to the culture Empire in default.


Configuration:

config.json located in ..\Mount & Blade II Bannerlord\Modules\ChangingCulture\bin\Win64_Shipping_Client

  • enableManuallyChangePlayerClanCulture: Default is OFF
  • Allow player to change player clan culture in keep menu, it will ignore the
    config enablePlayerClanChangeCulture. BUT still if player clan culture is not the same with kingdom culture, it will change to kingdom culture from time to time, unless enablePlayerClanChangeCulture is set to off. 

  • enableManuallyChangePlayerKingdomCulture: Default is OFF
  • Allow player to change player kingdom culture in keep menu, but it will still
    effects from change kingdom culture. If the composition of your kingdom is all foreigners (i.e. other culture), you may have to press this button over some time until all the clans becomes the kingdom culture.

  • enableChangeKingdomCulture: Default is OFF
  • Allow changing kingdom culture based on the culture of clan within the kingdom.
  • enableChangeClanCulture: Default is ON
  • Allow changing clan culture based on kingdom culture.
  • "enablePlayerClanChangeCulture": Default is ON
  • Player clan will change culture or not, true: player clan can change culture, vice versa.
  • "playerClanAskChangingInterval" : Default Is 120 days
  • When player clan is about to change culture, it will ask the willingness of
    the player, if rejected, the interval time for asking again.
  • "enableChangeSettlementCulture": Default is ON.
  • Allow changing settlement culture based on owner clan culture. 

  • "dailyChangeMode": Default is true (Daily mode)
  • true is daily mode, false is weekly mode 
  • "affectPoint": Default is 1
  • If the culture is different, it takes about 51 days / weeks to change the settlement to desired one.
  • "eliteTroopProb": Default is 30 (Min: 0, Max : 100)
  • If troop is avaliable for recruit, the spawn rate of elite troop aka noble troop, 
  • 0: no elite troop will spawn; 100: all elite troop
  • "playerFactionOnly": Default is OFF.
  • If set to true, only culture of player faction will be changing, 
  • But already changed culture of other faction will not revert to origin culture. 

Culture Volunteer:
  • "cultureVolunteerId": 
  • For having correct troop for culture to recruit. (1.5.2+). 
  • For example: {"cultureId": "empire", "troopIds": ["imperial"]}
  • Empire culture id is empire, troop available for Empire town to recruit must contain imperial in troop string id

  • For Custom Culture, e.g. Custom Culture From CustomTroop
  • You can just add {"cultureId": "custom", "troopIds": ["custom"]} to cultureVolunteerId. 
  • Cause the id of Custom Culture is custom, and all the troop of Custom culture
    has the word custom in their troop string Id, then you will get custom troop recruitable from town with custom culture
  • Also, you can add multiple id into troopIds
  • Let's say you have a custom culture name Imperial which two main troop tree
  • Then, you can find those common string of those troop tree and add into troopIds, e.g. imperial_footman, emipire_footman 
  • That is, {"cultureId": "imperial", "troopIds": ["imperial", "empire"]}.
Default: "cultureVolunteerId": [
    {"cultureId": "empire", "troopIds": ["imperial"]},
    {"cultureId": "aserai", "troopIds": ["aserai"]},
    {"cultureId": "sturgia", "troopIds": ["sturgian"]},
    {"cultureId": "vlandia", "troopIds": ["vlandian"]},
    {"cultureId": "battania", "troopIds": ["battanian"]},
    {"cultureId": "khuzait", "troopIds": ["khuzait"]},
    {"cultureId": "custom", "troopIds": ["custom"]}
  ]