Frequently Asked Questions - Does a faction's initial battle state/diplomacy matters for the simulated years? No. - I'm getting "Cannot load SandboxPlus.dll" error It means you need to unblock your .dll files. Google it or use Novus launcher that can unblock them for you. - Why borders don't change too drastically? Because I don't want to mess the balance in the game that is already kinda tied to a thin balance. If you are downloading the mod for crazy factions, huge border changes, don't. There are other mods out there which does that already. - I found a bug and I have a report, how to get a resolution? Explain what you were doing and how the bug caused crash. Don't forget to mention version of the game and other mods you are trying with. Also try to launch the game without other mods and see if it's still crashing. If it is, create a bug report. Check if the bug report exists already. - It was working great but x many years have passed and it crashed. What to do? Unlikely that this is related to this mod. Unless you have strong evidence. Because this mod does modifications only during startup. So if you somehow managed to play it for a certain amount of game years, it will work just fine (assuming that Native game doesn't have bugs already). - Can I play this with ABC mod? No idea. Try and let us know in posts. Say "I tried with ABC with XYZ version and it works great." - Can I ask if I can play with ABC mod? As long as you don't ask it to me, I don't care. Here is a template for you to use: "Hey folks, can I play this with ABC with version XYZ? Anyone tried that?"
Changelog for v1.0.1 Added ability to start as a noble. Meaning that you will start as a member to Kingdom with your culture (This can be random, if there are multiple Kingdoms with same culture) Added ability to start the game with a spouse. Changed calculation on NPC stats. This was causing them to have bad stats. Now they have more variety and interesting skill sets. Changed the new Kingdom clan system a bit, now every new Kingdom comes with more than one clan - and sometimes they bring other clans from their originated Kingdoms as well. Fixed an issue that was causing a crash when you have strange family members that are generated from non-noble characters. Fixed an issue that was causing NPCs to have their Mother's swapped with Father role in the Encyclopedia. Fixed an issue that was causing new Kingdoms to be using very similar colors. Tested a few times and seems to be working as expected now.
Love the mod, so thank you! Found a small issue though. When you get random family members, sometimes the kids are almost the same age as the parents. Easy enough to change with character reload or something similar but just a heads up. Peace.
Thank you for this wonderful mod, it adds so much to the immersion and genre. Though I have an issue that sometimes the game crashes after ticking in what I want, and sometimes it's working flawlessly. So it's sort of hit or miss. I am of course playing with a lengthy modlist, so keep that in mind.
Sadly I'm crashing whenever I tried to load a new campaign with both mods enabled.
Since Custom Spawn litteraly spawns minor clans with leaders and Sandbox+ also generates new leaders/family members when fast forwarding the campaign at start, there is a conflict.
I'm currently asking this question on every mods page related to this (Custom Spawn, Calradia At War, Calradic Invasion and now Sandbox+), hopefully someone will share some insight, maybe there is a way to tweak Sandbox+ or Custom Spawns files to make this happens.
My idea is to enjoy Sandbox+ new features (new leaders, kingdoms and civil wars), while still having random minor clans spawning parties and massive armies sometimes so the map will looks very alive.
Finally tried this mod out yesterday. With a modded up vanilla-like game as well as setting up for a Eagle Rising total conversion. Surprised it worked for the latter considering how much it changes.
I appreciate the variety the mod brings instead of the same static start.
I've noticed a bug where parents and their children are almost the same age, which doesn't make sense. For example, a 35-year-old father and his 31-year-old son. I've seen this with a lot of clan members. I had to fix it manually using the 'Character Reload' mod. I hope it gets fixed.
System calculates next generation based on their age, so a 35-year-old father and his 31-year-old son shouldn't be possible unless mom is 48 or something like that. Or could be a mistake in some corner cases too but this is not the common scenario as far as I can see
131 comments
- Does a faction's initial battle state/diplomacy matters for the simulated years?
No.
- I'm getting "Cannot load SandboxPlus.dll" error
It means you need to unblock your .dll files. Google it or use Novus launcher that can unblock them for you.
- Why borders don't change too drastically?
Because I don't want to mess the balance in the game that is already kinda tied to a thin balance. If you are downloading the mod for crazy factions, huge border changes, don't. There are other mods out there which does that already.
- I found a bug and I have a report, how to get a resolution?
Explain what you were doing and how the bug caused crash. Don't forget to mention version of the game and other mods you are trying with. Also try to launch the game without other mods and see if it's still crashing. If it is, create a bug report. Check if the bug report exists already.
- It was working great but x many years have passed and it crashed. What to do?
Unlikely that this is related to this mod. Unless you have strong evidence. Because this mod does modifications only during startup. So if you somehow managed to play it for a certain amount of game years, it will work just fine (assuming that Native game doesn't have bugs already).
- Can I play this with ABC mod?
No idea. Try and let us know in posts. Say "I tried with ABC with XYZ version and it works great."
- Can I ask if I can play with ABC mod?
As long as you don't ask it to me, I don't care. Here is a template for you to use: "Hey folks, can I play this with ABC with version XYZ? Anyone tried that?"
Added ability to start as a noble. Meaning that you will start as a member to Kingdom with your culture (This can be random, if there are multiple Kingdoms with same culture)
Added ability to start the game with a spouse.
Changed calculation on NPC stats. This was causing them to have bad stats. Now they have more variety and interesting skill sets.
Changed the new Kingdom clan system a bit, now every new Kingdom comes with more than one clan - and sometimes they bring other clans from their originated Kingdoms as well.
Fixed an issue that was causing a crash when you have strange family members that are generated from non-noble characters.
Fixed an issue that was causing NPCs to have their Mother's swapped with Father role in the Encyclopedia.
Fixed an issue that was causing new Kingdoms to be using very similar colors. Tested a few times and seems to be working as expected now.
When you get random family members, sometimes the kids are almost the same age as the parents.
Easy enough to change with character reload or something similar but just a heads up.
Peace.
Sadly I'm crashing whenever I tried to load a new campaign with both mods enabled.
Since Custom Spawn litteraly spawns minor clans with leaders and Sandbox+ also generates new leaders/family members when fast forwarding the campaign at start, there is a conflict.
I'm currently asking this question on every mods page related to this (Custom Spawn, Calradia At War, Calradic Invasion and now Sandbox+), hopefully someone will share some insight, maybe there is a way to tweak Sandbox+ or Custom Spawns files to make this happens.
My idea is to enjoy Sandbox+ new features (new leaders, kingdoms and civil wars), while still having random minor clans spawning parties and massive armies sometimes so the map will looks very alive.
Thank you for the info, I hope there will be a patch at some point.
I appreciate the variety the mod brings instead of the same static start.