I need this mod to be updated to 1.7.1 No matter how many lords I defeat they return instantly with 500+ armies while if I am defeated I have to start from scratches. If someone else would like to take over this mod is fine but is a must-have mod.
Update the mod, I beg you, factions are always attacking in thousandths a few minutes after they are destroyed. Or tell me how to change the number of spawn units of lords
They are much different form major faction lords in that they can get recruits from anywhere on the map, not just settlements. I just change how many troops they RESPAWN with, not how they get new ones.
AI Lords respawn at their fief, and take a part of garrison as their party, so they sometimes "spawn" with more troops. I tested a case, a defeated lord's castle had 94 garrison, when he respawned at that castle, his party was 52 men, and the number of garrison became 46, 52+46=94+3+1(himself), so this should be correct behavior.
So your mod work very good with this mod "Improved Garrisons"? Link: https://www.nexusmods.com/mountandblade2bannerlord/mods/688 A prisoner recruitment mod for castles and cities (also for AI)
Yup it does. I have both mods running on the stable branch 1.2.1 and I'm 80+ days in and it works well. However, you need to align improved garrisons settings with this mod. Meaning that you have to limit world recruitment for the AI and reduce the food bonuses in improved garrisons if you want AI lords to actually run around and recruit units after suffering a defeat. Else, they will simply draft men from their overcrowded garrisons that they got from the improved garrisons bonuses. So, tweak it till you're happy with the results.
The same goes if you're using "light's prosperity mod" along with this. It took me time to figure this out but "light's prosperity mod" enables nobles to spawn in castle garrison if the castle prosperity is high enough. What I got in my game is recently defeated lords spawning with 50 + top tier cavalry and able to takeout 100+ armies. Therefore, you need to edit light's prosperity mod to reduce the nobility respawn rate, castle prosperity threshold and raise the cost for recruiting nobles in castles. Hope it helps those people who want to use "light's prosperity", "improved garrisons" and this mod together. The end results will be glorious !
A shout to all those great modders out there who provide us with free joy :)
This is what I'm getting if it helps: Could not load file or assemly 'TaleWorlds.ObjectSystem,Version=1.0.0.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies. The system cannot find the file specified.
Please verify the integrity of the game. It looks like you are missing a file. It should be C:\Program Files (x86)\Steam\steamapps\common\Mount & Blade II Bannerlord\bin\Win64_Shipping_Client\TaleWorlds.ObjectSystem.dll
Strange, it seems that if you upgrade all the way up from 1.0.0 or download 1.3.0 directly, you would have different game files. How am I supposed to fix that...
Everyone, please check if C:\Program Files (x86)\Steam\steamapps\common\Mount & Blade II Bannerlord\bin\Win64_Shipping_Client\TaleWorlds.ObjectSystem.dll is present on your system. This is not my file, but one of the games' original DLLs. The crash is related to missing of this file, however I have this file even with clean reinstall, so I cannot fix if you don't have this file.
No, they've had this behavior since day 1 of early access. They all respawned with an assortment of t1-5 units, up to 55ish of them. Nothing has been changed in the partyTemplates.xml which is what defined the respawn party of the AI. IT might be possible that before the game came out on steam, AI lords respawned with nothing, and they changed it because their bandits are out of control, but since we've had the game, that's how it's been.
They also grab troops out of garrisons when they respawn, so they can emerge with 100 troops immediately after being defeated. However, if they eat through the garrison reserves, eventually they will only spawn with their respawn stack.
I assume this mod (I haven't looked at it), either sets the partytemplates to spawn with nothing, or, a very small "elite" retinue. I've played around with both, and ultimately, for the sake of enjoying the game, I went back to giving them about 50 troops on a respawn. The AI just gets donkey dicked by the bandit hordes if they don't have a decent sized stack when they respawn.
I had to make a C# mod and patched MobilePartyHelper.SpawnLordPartyInternal to make this work. The numbers in partyTemplates.xml are just for probability between different kinds of troops and don't affect the actual total number created (and thus the pitfall of version v1.2.0 of this mod which gives eneryone 50 tier 6 troops).
Are you absolutely sure about this? The first time the AI spawns at the start of a game, they spawn in with their max party size in ratio to what you've set in the templates. It's more difficult to determine exactly what they respawn with after they respawn in an ongoing campaign because they pull stuff out of garrisons immediately. However, the parties I see spawn in my mod, look close enough to the template I've set for them that I have no reason to believe they are not spawning with roughly what I set.
For example. I've run it with Sturgia only getting 20 units of their noble cavalry line. That's what stacks spawned with + a few recruits or whatever they pulled from a garrison or recruited. I'm not necessarily doubting, but I've been modding this file since literally day one of EA, and the results I've seen from it are close enough to what I've defined in the xml that it's been fine.
I said that because I took a look at the game code. They always respawn with a fix number (0.25*max party size). The game engine must give the lord that number of troops, and for each troop, partyTemplate determines the type by probably distribution.
55 comments
Update the mod, I beg you, factions are always attacking in thousandths a few minutes after they are destroyed. Or tell me how to change the number of spawn units of lords
started new campaign and it crashed, disabled all my mods and tracked to this mod.
Starting a new campaign with this mod and only this mod crashes client when starting new campaign. All other mods disabled or not loaded at all.
No error message, just CTD.
Does loading saves have the same problem?
Versions
Native: e1.3.1
SandboxCore: e1.3.1
Sandbox: e1.3.1
Storymode: e1.3.1
CustomBattle: e1.3.1
no saves have been created since i completely did a fresh install
You could try disable the mod, start the game, then enable the mod. It works mid-save.
Great mod btw!
Link: https://www.nexusmods.com/mountandblade2bannerlord/mods/688
A prisoner recruitment mod for castles and cities (also for AI)
The same goes if you're using "light's prosperity mod" along with this. It took me time to figure this out but "light's prosperity mod" enables nobles to spawn in castle garrison if the castle prosperity is high enough. What I got in my game is recently defeated lords spawning with 50 + top tier cavalry and able to takeout 100+ armies. Therefore, you need to edit light's prosperity mod to reduce the nobility respawn rate, castle prosperity threshold and raise the cost for recruiting nobles in castles. Hope it helps those people who want to use "light's prosperity", "improved garrisons" and this mod together. The end results will be glorious !
A shout to all those great modders out there who provide us with free joy :)
Could not load file or assemly 'TaleWorlds.ObjectSystem,Version=1.0.0.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies. The system cannot find the file specified.
How am I supposed to fix that...
They also grab troops out of garrisons when they respawn, so they can emerge with 100 troops immediately after being defeated. However, if they eat through the garrison reserves, eventually they will only spawn with their respawn stack.
I assume this mod (I haven't looked at it), either sets the partytemplates to spawn with nothing, or, a very small "elite" retinue. I've played around with both, and ultimately, for the sake of enjoying the game, I went back to giving them about 50 troops on a respawn. The AI just gets donkey dicked by the bandit hordes if they don't have a decent sized stack when they respawn.
For example. I've run it with Sturgia only getting 20 units of their noble cavalry line. That's what stacks spawned with + a few recruits or whatever they pulled from a garrison or recruited. I'm not necessarily doubting, but I've been modding this file since literally day one of EA, and the results I've seen from it are close enough to what I've defined in the xml that it's been fine.