Code Monkey home page Code Monkey logo

bannerlord-banner-kings's People

Contributors

apoxpaito avatar carrascodev avatar drsalzstreuer avatar googlepox avatar pyrolyzed avatar r-vaccari avatar uly-s avatar verlorenmind avatar yarion avatar

Stargazers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

Watchers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

bannerlord-banner-kings's Issues

EncyclopediaHeroPageMixin compatibility issue

Hi!
EncyclopediaHeroPageMixin has a compatibility issue with any other mod that also changes this page. As long as Banner Kings is not the only one or the last loaded mod that changes the EncyclopediaHeroPage, OnRefresh() method will be called multiple times.
Due to the fact that it unconditionally clears the base view model stats, but refills them only ones, that leads to the empty stat screen:

            heroPageVM.Stats.Clear();
            Marriage.Clear();
            Hero hero = (Hero)heroPageVM.Obj;

            if (!addedFields)
            ( . . .)

Info missing in encyclopedia

Have tried this with every mod combo possible, when Banner Kings is loaded with another mod that changes the encyclopedia, it removes segments from it including age and culture. No other mods, including those that change the encyclopedia, do this.

Crash on Donating Prisoners

When an NPC party tries to donate prisoners and the party does not have a clan or clan leader, the game crashes.
I don't think it's Bannerkings code that is causing it, I think it just happens more often because people seem to die often in Bannerkings.

I fixed it by patching DefaultPrisonerDonationModel -> "CalculateRelationGainAfterHeroPrisonerDonate"
change the statement:
if (!donatedHero.MapFaction.IsKingdomFaction || !donatedHero.IsFactionLeader)
to
if ((!donatedHero.MapFaction.IsKingdomFaction || !donatedHero.IsFactionLeader) && (donatedHero.Clan != null && donatedHero.Clan.Leader != null))

Since this is an underlying game bug and not BK I don't know if you'd want to include it in your Fixes section or not.

Reason for EscortMerchantCaravanIssueBehavior.ConditionsHold(Hero) Crashes

Sorry for not coming up with a fix this time, but I have managed to figure out why this crash happens. I don't know how they are generated in the first place, I've scoured the source code and couldn't really see anything wrong with the only existing notable creation patch, but sometimes there will be Merchant notables in Villages that causes the crash. When the game tries to check issueGiver.CurrentSettlement.Town.Security, the game will throw a NullReferenceException, since the Merchants are located in Villages and naturally their CurrentSettlement is a Village and hence Town == null. I had written a simple cheat fix to remove these Merchant notables as they are generated myself, but maybe a better fix would be removing them daily or better yet, figuring out why they are generated in the first place and fixing that.

Image below should be an example to it.
20220416225501_1

Leis de Gênero

  • [] Agnática: Preferência masculina;
  • [] Cognática: Mulheres herdam igualmente.

Construções em Vilas

Adicionar nova aba de projetos em vilas. Imitar código fonte de UI / buildings mas manter flexibilidade. Diferentes projetos de acordo com tipo de vila e cultura. Exemplo:
Manor house: O centro da vila. Possibilita uma nova party na vila, a retinue, pequeno grupo de soldados semi-profissionais/profissionais.
Construções para melhorar produtividade.
Palisade: Muros de madeira primitivos, reduzem velocidade de saque da vila.

Village Income Bug When Usurping Title

I was experiencing a repeatable bug where I had established my own kingdom by taking a castle. After the peace I tried to usurp the titles to avoid 0% stability. When I usurped the title for a village, but not the corresponding castle, I would stop receiving income from that village until I also acquired the title for the castle.

Having to knight people I shouldn't

Idk if intended but I don't think that it is intended for me to have to knight my wife and other in law family. Maybe an Oversight?

1.2.5.9

  • Standard
  • Numeric Version: 1.2.5.9

ErrorLog.TXT Mod works mostly fine.

Mod runs with minimal crashes, but no notables in castles, no book sellers, and no estate management. Here is the UNIQUE exceptions that are being thrown, will attach entire ERRORLOG for reasons.

Exception in EstateData class.
at BannerKings.Managers.Populations.Estates.Estate.CreateNotableEstate(Hero notable, PopulationData data) in C:\Users\Rodrigo\source\repos\bannerlord-banner-kings\BannerKings\Managers\Populations\Estates\Estate.cs:line 28
at BannerKings.Managers.Populations.Estates.EstateData.<>c__DisplayClass15_0.b__0() in C:\Users\Rodrigo\source\repos\bannerlord-banner-kings\BannerKings\Managers\Populations\Estates\EstateData.cs:line 153
at BannerKings.Utils.ExceptionUtils.TryCatch(Action method, String className, Boolean notifty) in C:\Users\Rodrigo\source\repos\bannerlord-banner-kings\BannerKings\Utils\ExceptionUtils.cs:line 17

Exception in BKGentryBehavior class.
at TaleWorlds.CampaignSystem.CampaignBehaviors.DisbandPartyCampaignBehavior.OnPartyDisbanded(MobileParty disbandParty, Settlement relatedSettlement)
at TaleWorlds.CampaignSystem.MbEvent2.InvokeList(EventHandlerRec2 list, T1 t1, T2 t2)
at TaleWorlds.CampaignSystem.CampaignEvents.OnPartyDisbanded(MobileParty disbandParty, Settlement relatedSettlement)
at TaleWorlds.CampaignSystem.CampaignEventDispatcher.OnPartyDisbanded(MobileParty disbandParty, Settlement relatedSettlement)
at TaleWorlds.CampaignSystem.Actions.DestroyPartyAction.ApplyForDisbanding(MobileParty disbandedParty, Settlement relatedSettlement)
at BannerKings.Behaviours.BKGentryBehavior.FinishParty(WarPartyComponent party, Estate estate) in C:\Users\Rodrigo\source\repos\bannerlord-banner-kings\BannerKings\Behaviours\BKGentryBehavior.cs:line 94
at BannerKings.Behaviours.BKGentryBehavior.<>c__DisplayClass4_0.b__0() in C:\Users\Rodrigo\source\repos\bannerlord-banner-kings\BannerKings\Behaviours\BKGentryBehavior.cs:line 79
at BannerKings.Utils.ExceptionUtils.TryCatch(Action method, String className, Boolean notifty) in C:\Users\Rodrigo\source\repos\bannerlord-banner-kings\BannerKings\Utils\ExceptionUtils.cs:line 17
Exception in BKGentryBehavior class.
at TaleWorlds.CampaignSystem.CampaignBehaviors.DisbandPartyCampaignBehavior.OnPartyDisbanded(MobileParty disbandParty, Settlement relatedSettlement)
at TaleWorlds.CampaignSystem.MbEvent2.InvokeList(EventHandlerRec2 list, T1 t1, T2 t2)
at TaleWorlds.CampaignSystem.CampaignEvents.OnPartyDisbanded(MobileParty disbandParty, Settlement relatedSettlement)
at TaleWorlds.CampaignSystem.CampaignEventDispatcher.OnPartyDisbanded(MobileParty disbandParty, Settlement relatedSettlement)
at TaleWorlds.CampaignSystem.Actions.DestroyPartyAction.ApplyForDisbanding(MobileParty disbandedParty, Settlement relatedSettlement)
at BannerKings.Behaviours.BKGentryBehavior.FinishParty(WarPartyComponent party, Estate estate) in C:\Users\Rodrigo\source\repos\bannerlord-banner-kings\BannerKings\Behaviours\BKGentryBehavior.cs:line 94
at BannerKings.Behaviours.BKGentryBehavior.<>c__DisplayClass4_0.b__0() in C:\Users\Rodrigo\source\repos\bannerlord-banner-kings\BannerKings\Behaviours\BKGentryBehavior.cs:line 79
at BannerKings.Utils.ExceptionUtils.TryCatch(Action method, String className, Boolean notifty) in C:\Users\Rodrigo\source\repos\bannerlord-banner-kings\BannerKings\Utils\ExceptionUtils.cs:line 17
Exception in BKGentryBehavior class.
at TaleWorlds.CampaignSystem.CampaignBehaviors.DisbandPartyCampaignBehavior.OnPartyDisbanded(MobileParty disbandParty, Settlement relatedSettlement)
at TaleWorlds.CampaignSystem.MbEvent2.InvokeList(EventHandlerRec2 list, T1 t1, T2 t2)
at TaleWorlds.CampaignSystem.CampaignEvents.OnPartyDisbanded(MobileParty disbandParty, Settlement relatedSettlement)
at TaleWorlds.CampaignSystem.CampaignEventDispatcher.OnPartyDisbanded(MobileParty disbandParty, Settlement relatedSettlement)
at TaleWorlds.CampaignSystem.Actions.DestroyPartyAction.ApplyForDisbanding(MobileParty disbandedParty, Settlement relatedSettlement)
at BannerKings.Behaviours.BKGentryBehavior.FinishParty(WarPartyComponent party, Estate estate) in C:\Users\Rodrigo\source\repos\bannerlord-banner-kings\BannerKings\Behaviours\BKGentryBehavior.cs:line 94
at BannerKings.Behaviours.BKGentryBehavior.<>c__DisplayClass4_0.b__0() in C:\Users\Rodrigo\source\repos\bannerlord-banner-kings\BannerKings\Behaviours\BKGentryBehavior.cs:line 79
at BannerKings.Utils.ExceptionUtils.TryCatch(Action method, String className, Boolean notifty) in C:\Users\Rodrigo\source\repos\bannerlord-banner-kings\BannerKings\Utils\ExceptionUtils.cs:line 17
Exception in BKGentryBehavior class.
at TaleWorlds.CampaignSystem.CampaignBehaviors.DisbandPartyCampaignBehavior.OnPartyDisbanded(MobileParty disbandParty, Settlement relatedSettlement)
at TaleWorlds.CampaignSystem.MbEvent2.InvokeList(EventHandlerRec2 list, T1 t1, T2 t2)
at TaleWorlds.CampaignSystem.CampaignEvents.OnPartyDisbanded(MobileParty disbandParty, Settlement relatedSettlement)
at TaleWorlds.CampaignSystem.CampaignEventDispatcher.OnPartyDisbanded(MobileParty disbandParty, Settlement relatedSettlement)
at TaleWorlds.CampaignSystem.Actions.DestroyPartyAction.ApplyForDisbanding(MobileParty disbandedParty, Settlement relatedSettlement)
at BannerKings.Behaviours.BKGentryBehavior.FinishParty(WarPartyComponent party, Estate estate) in C:\Users\Rodrigo\source\repos\bannerlord-banner-kings\BannerKings\Behaviours\BKGentryBehavior.cs:line 94
at BannerKings.Behaviours.BKGentryBehavior.<>c__DisplayClass4_0.b__0() in C:\Users\Rodrigo\source\repos\bannerlord-banner-kings\BannerKings\Behaviours\BKGentryBehavior.cs:line 79
at BannerKings.Utils.ExceptionUtils.TryCatch(Action method, String className, Boolean notifty) in C:\Users\Rodrigo\source\repos\bannerlord-banner-kings\BannerKings\Utils\ExceptionUtils.cs:line 17
Exception in BKGentryBehavior class.
at TaleWorlds.CampaignSystem.CampaignBehaviors.DisbandPartyCampaignBehavior.OnPartyDisbanded(MobileParty disbandParty, Settlement relatedSettlement)
at TaleWorlds.CampaignSystem.MbEvent2.InvokeList(EventHandlerRec2 list, T1 t1, T2 t2)
at TaleWorlds.CampaignSystem.CampaignEvents.OnPartyDisbanded(MobileParty disbandParty, Settlement relatedSettlement)
at TaleWorlds.CampaignSystem.CampaignEventDispatcher.OnPartyDisbanded(MobileParty disbandParty, Settlement relatedSettlement)
at TaleWorlds.CampaignSystem.Actions.DestroyPartyAction.ApplyForDisbanding(MobileParty disbandedParty, Settlement relatedSettlement)
at BannerKings.Behaviours.BKGentryBehavior.FinishParty(WarPartyComponent party, Estate estate) in C:\Users\Rodrigo\source\repos\bannerlord-banner-kings\BannerKings\Behaviours\BKGentryBehavior.cs:line 94
at BannerKings.Behaviours.BKGentryBehavior.<>c__DisplayClass4_0.b__0() in C:\Users\Rodrigo\source\repos\bannerlord-banner-kings\BannerKings\Behaviours\BKGentryBehavior.cs:line 79
at BannerKings.Utils.ExceptionUtils.TryCatch(Action method, String className, Boolean notifty) in C:\Users\Rodrigo\source\repos\bannerlord-banner-kings\BannerKings\Utils\ExceptionUtils.cs:line 17
errorlog.txt

Unenable to access village project menu

Describe the bug
Not sure if this is a bug or just my own confusion, but I cannot see any way to access village projects. I own a castle and two villages, though I not yet the De Jure lord of either of them, if that makes a difference. I've gone through every part of the Demense management in the castle and checked the submenu carefully in both the villages and the castle. I also spoke to all the notables in case it was possible to access through a conversation menu. I even tried buying an estate at one village just on the offchance that was necessary to unlock it.

Is there some unlisted requirement? How is this village project menu supposed to be accessed, if not through the submenu? Or, alternatively, do you have to be the de jure lord as well as de facto, because in that case I think it's a bit confusing.

Mod Version

  • Standard version
  • Numeric Version: 1.2.6.6

Evidence
Tell me where it should be, and I'll happily provide screenshots of it not being in that menu (unless, as I hope, I am just missing something).

Knights?

Describe the bug
Is there a way to disable to Knighthood for NPCs ?
After a large battle there are a lot of NPCs to capture that almost always lead to crash.
Very annoying that I have to restart the same battle again and recapture them and crash before even done...
hope you get it ^^

Mod Version

  • Standard version
  • Numeric Version: 1.2.6.5

Chicken and goose infestation

Upppon starting a new game I have found too many of chicken and goose are be being generated by villages and towns which appreas to be upsetting the economy of other items.

Crash on MenuEstatesManageCondition

My Fix:

private static bool MenuEstatesManageCondition(MenuCallbackArgs args)
{
args.optionLeaveType = GameMenuOption.LeaveType.RansomAndBribe;
if (Settlement.CurrentSettlement != null) // <--Added null check
{
var settlement = Settlement.CurrentSettlement;
var data = BannerKingsConfig.Instance.PopulationManager.GetPopData(settlement);
return data.EstateData != null;
}
return false;
}

Populações - Culturas

Expandir o sistema de culturas / assimilação. Possibilitar várias culturas presentes ao mesmo tempo, competindo entre si. Armazenar dados em nova classe para ter persistência e garantir comportamentos.

Complicar o processo de assimilação. Duas etapas: aceitação de cultura e assimilação de cultura. A assimilação é multiplicada pelo fator aceitação, então qualquer aceitação abaixo de 100% (o máximo) afeta negativamente o processo de assimilação (que já é lento). Aceitação ocorre por fatores indiretamente no controle do jogar:

  • Não estar em guerra com uma facção da mesma cultura que o settlement;
  • O settlement estar estável (e logo, próspero). Assimilação é um dos fatores para definir prosperidade, então por definição este é um fator relativamente difícil;
  • Baixos impostos / isenções;
  • Outros fatores a definir.

Populações - Terra & Comida

Adicionar stats ligados à terra e seu uso. Quantidade de acres, terra arável, etc. Os stats determinam a produção de comida. Refazer sistema de comida em cidades e castelos para refletir diretamente a comida presente ali (atualmente 2 sistemas separados). Fazer vilões transportarem comida para castelos.
Branch populations-expansion.

Corte

Adicionar nova feature, cortes. A corte são os 'funcionários' de um nobre (royal courts). Cada nobre com terra tem uma única corte. A corte possui alguns cargos. Cargos podem ser ocupados por notables ou personagens autogerados (por um preço). Funcionários trazem ônus e bônus. Cargos são executados melhor a depender das skills de quem o ocupa.

Crash on start

The mod crashes when I start. I checked version and verified if the sub-requirements are the problem. They are not. It's just this mod. I can't get it working.

Crash on same date

Describe the bug
Everything was fine but now the game crashes at the exact same date all the time. don't know if its a coincidence or not but I am claiming a title of the castle I own and my claim finishes at that same day.

Mod Version

  • Standard
  • Numeric Version: 1.2.6.1

Evidence

  • [No] The mod is present in the callstack;
  • [Cant Test] The issue only happens with the mod activated;
  • [Yes] You tested it with the least amount of other mods as possible.

Crash Report
If the issue is a crash, not posting a report or callstack is wasting everyone's time.
dfcdc1835479bd139534976e60f26efd

ExplainedNumbers & Localização

Após features estarem completas, adicionar hints em campos numéricos de UI. Alterar modelos para retornarem ExplainedNumber ao invés de números. Adicionar implementação de strings e gametexts para localização.

CTD When Entering Character Menu after Uninstall

After Uninstalling Banner Kings Clicking on the Character Menu causes CTD
this is on the Current 1.0.2 Bannerlord Build as of 1/1/23 & the Current Banner Kings Build (last updated 12/21/22)

The perk magnum opus has some bugs

Describe the bug
After unlocking the perk, most of my skill level stop to increase. But my One Handed level and Athletic level both increase from about 40 (reaching the limit) to more than 500 level. And it does not change my level limits and increase the experience which I get. For example, when I study scholarship with the bookseller, I only get 10 experiences per hour(my scholarship is 275) and the learning rate decrease from 6.88 to 6.75 when my scholarship reach 276 level. But it shows that my level limit is 315(90+150+75). And I also can get 10 experiences per hour when my scholarship reaches 276. Then I continue to study scholarship. Each time I check the experience, I find that it only increase 40(4 hours learning). So I think that there are some problems with the perk.

Mod Version

  • Standard version
  • Numeric Version: 1.2.6.1

Evidence

  • [N] The mod is present in the callstack;
  • [Y] The issue only happens with the mod activated;
  • [Y] You tested it with the least amount of other mods as possible.

BannerKingsConfig - crash on init

The first time the ConfigHolder is called it crashes.
If fixed it by adding a static constructor:

static BannerKingsConfig()
{
ConfigHolder.CONFIG = new();
}

Game crashes when clicking on demesne hierarchy in town menu

Describe the bug
Game crashes when clicking on any options in the Banner Kings menu.
Weird thing is that the banner king menu does not show up UNLESS I craft something.

Mod Version

  • Standard version
  • Numeric Version: 1.2.6.1

Evidence

  • The mod is present in the callstack;
  • The issue only happens with the mod activated;
  • You tested it with the least amount of other mods as possible.

Crash Reports
https://report.butr.link/270721.html (clicking on demesne hierarchy)
https://report.butr.link/3F5D7C.html (clicking on demesne management)

Exact moment where the crash happened:
image

Update to 1.1

Hi and thanks for this great mod.

Could you update BK to 1.1 ?

I'm waiting your module for go back to Bannerlord with latest patch.

Thanks

CTD when castle is given after capture

Playing as battania, on several occassions, different saves, sturgian castle and western empire castle (separate saves) 1.0.0 to 1.0.2, when the castle is "handed out"(i think) a day after capture, game crashes. (Other NPC castles in other kingdoms, unrelated to Player had been captured fine before. Possible Battania/player issue?).
All instances happened when serving as a soldier in the army that captured it, with Serve As a Soldier mod, involved modules only list Banner Kings however, but worth to mention it, however it crashes even if army is abandoned and AI takes it themselves, and the Serve mod is uninstalled before. Tried with several versions of Banner Kings, having Banner kings early, and Last in load orders.

Here are 2 of the crash reports with regular exception window
https://report.butr.link/0F9C7E.html :: https://report.butr.link/C3C966.html

Copy of the callstack of better exception


Inner exception callstack:
No inner exception was thrown
Outer exception callstack:
at TaleWorlds.CampaignSystem.GameComponents.DefaultSettlementValueModel.CalculateSettlementValueForFaction(Settlement settlement, IFaction faction)
at BannerKings.Models.Vanilla.BKSettlementValueModel.CalculateSettlementValueForFaction(Settlement settlement, IFaction faction) in C:\Users\Rodrigo\source\repos\bannerlord-banner-kings\BannerKings\Models\Vanilla\BKSettlementValueModel.cs:line 12
at TaleWorlds.CampaignSystem.Election.SettlementClaimantDecision.CalculateMeritOfOutcome_Patch1(SettlementClaimantDecision this, DecisionOutcome candidateOutcome)
at TaleWorlds.CampaignSystem.Election.KingdomDecision.NarrowDownCandidates(List1 initialCandidates, Int32 maxCandidateCount) at TaleWorlds.CampaignSystem.Election.KingdomElection.Setup() at TaleWorlds.CampaignSystem.Kingdom.AddDecision(KingdomDecision kingdomDecision, Boolean ignoreInfluenceCost) at BannerKings.Behaviours.BKTitleBehavior.OnDailyTickSettlement(Settlement settlement) in C:\Users\Rodrigo\source\repos\bannerlord-banner-kings\BannerKings\Behaviours\BKTitleBehavior.cs:line 326 at TaleWorlds.CampaignSystem.MbEvent1.InvokeList(EventHandlerRec1 list, T t) at TaleWorlds.CampaignSystem.CampaignEvents.DailyTickSettlement(Settlement settlement) at TaleWorlds.CampaignSystem.CampaignEventDispatcher.DailyTickSettlement(Settlement settlement) at TaleWorlds.CampaignSystem.CampaignPeriodicEventManager.PeriodicTicker1.PeriodicTickSome(Double timeUnitsElapsed)
at TaleWorlds.CampaignSystem.CampaignPeriodicEventManager.PeriodicDailyTick()
at TaleWorlds.CampaignSystem.CampaignPeriodicEventManager.TickPeriodicEvents()
at TaleWorlds.CampaignSystem.Campaign.Tick()
at TaleWorlds.CampaignSystem.GameState.MapState.OnMapModeTick(Single dt)
at TaleWorlds.CampaignSystem.GameState.MapState.OnTick(Single dt)
at TaleWorlds.Core.GameStateManager.OnTick(Single dt)
at TaleWorlds.Core.Game.OnTick(Single dt)
at TaleWorlds.Core.GameManagerBase.OnTick(Single dt)
at TaleWorlds.MountAndBlade.Module.OnApplicationTick_Patch1(Module this, Single dt)


A problem about smithing

Describe the bug
If you let you companion to forge, craft or refine. They can finish the work instantly. For example, it will take myself 1.0 hour to use 2 Haedwood to create 1 Charcoal, but it only take my wife 0.0 hour to finish this work, which means you can get the Charcoal immediately instead of waiting a hour. Both of us have 0 smithing skill level
Mod Version

  • Standard version
  • Numeric Version: 1.2.6.1

[Feature Request] Filters for Crafting tab in Smithy

The problem: without any mods it's very hard to find a specific piece of armor/item you need. If you add, say, OSA, it will be close to impossible to find anything.

The solution: filters for crafting tab.

There's a mod that has this implemented, Banner Craft.

Could you please see if that can be done?

Disable new skills

Hi,

Simple request, does it possible to disable new skills ? I love your mod but I dont like to have new skills.
I know it's a part of your mod but maybe it's can be a perk or buff.

Thanks

Crashing late game after going near Lageta

I'm in the year 1101, didnt have this problem all game, visited the entire map aside from Aserai territory. After I get near Lageta it instantly causes the game to crash no matter what direction I go. If I can add anything else to help lemme know. Thanks for any help!

In the crash it says:

Involved Modules:
BannerKings
Method: static System.Void BannerKings.Patches.TownMarketDataPatches::GetPricePostfix(TaleWorlds.CampaignSystem.Settlements.TownMarketData __instance, System.Int32& __result, TaleWorlds.Core.EquipmentElement itemRosterElement, TaleWorlds.CampaignSystem.Party.MobileParty tradingParty, System.Boolean isSelling, TaleWorlds.CampaignSystem.Party.PartyBase merchantParty)
Frame: int TaleWorlds.CampaignSystem.Settlements.TownMarketData.GetPrice_Patch1(TownMarketData this, EquipmentElement itemRosterElement, MobileParty tradingParty, bool isSelling, PartyBase merchantParty) (IL Offset: -1)
HarmonyIssue: False

Exception:
Exception information
Type: System.NullReferenceException
Message: Object reference not set to an instance of an object.
Source: TaleWorlds.CampaignSystem
CallStack:
at int TaleWorlds.CampaignSystem.Settlements.TownMarketData.GetPrice_Patch1(TownMarketData this, EquipmentElement itemRosterElement, MobileParty tradingParty, bool isSelling, PartyBase merchantParty)
at void TaleWorlds.CampaignSystem.TournamentGames.TournamentManager.GivePrizeToWinner(TournamentGame tournament, Hero winner, bool isPlayerParticipated)
at void TaleWorlds.CampaignSystem.TournamentGames.TournamentManager.ResolveTournament(TournamentGame tournament, Town town)
at void TaleWorlds.CampaignSystem.TournamentGames.TournamentCampaignBehavior.ConsiderStartOrEndTournament(Town town)
at void TaleWorlds.CampaignSystem.TournamentGames.TournamentCampaignBehavior.DailyTickSettlement(Settlement settlement)
at void TaleWorlds.CampaignSystem.MbEvent.InvokeList(EventHandlerRec list, T t)
at void TaleWorlds.CampaignSystem.CampaignEvents.DailyTickSettlement(Settlement settlement)
at void TaleWorlds.CampaignSystem.CampaignEventDispatcher.DailyTickSettlement(Settlement settlement)
at void TaleWorlds.CampaignSystem.CampaignPeriodicEventManager+PeriodicTicker.PeriodicTickSome(double timeUnitsElapsed)
at void TaleWorlds.CampaignSystem.CampaignPeriodicEventManager.PeriodicDailyTick()
at void TaleWorlds.CampaignSystem.CampaignPeriodicEventManager.TickPeriodicEvents()
at void TaleWorlds.CampaignSystem.Campaign.Tick()
at void TaleWorlds.CampaignSystem.GameState.MapState.OnMapModeTick(float dt)
at void TaleWorlds.CampaignSystem.GameState.MapState.OnTick(float dt)
at void TaleWorlds.Core.GameStateManager.OnTick(float dt)
at void TaleWorlds.Core.Game.OnTick(float dt)
at void TaleWorlds.Core.GameManagerBase.OnTick(float dt)
at void TaleWorlds.MountAndBlade.Module.OnApplicationTick_Patch1(Module this, float dt)

Cultural Assimilation Loyalty will never progress with different culture Clans and Kingdom

To be more specific with this, Clans that aren't the same culture with the Kingdom they are in will never get positive modifiers from assimilation of the settlements they have been assigned with. "How?" you might ask, because

//BKLoyaltyModel.cs, line 142 on repo by the time I've submitted this issue
float assim = data.CultureData.GetAssimilation(town.Owner.Culture); //town.Owner points to the party owning the settlement, not the actual Hero who owns the town
//PopulationData.cs, line 413 on repo by the time I've submitted this issue
if (cultureData.Culture != settlementOwner.Culture && cultureData.Assimilation > 0.01)
   toDelete.Add(cultureData);

This means that if the dominant culture ever goes over 1% assimilation AND the clan owning the settlement doesn't have the same culture as the dominant culture, the culture will simply get snapped away. Combine this with the fact that the Faction culture is factored into Cultural Assimilation, and you will have -4 Cultural Assimilation (if you are lucky maybe something lower than -3.6) because there is no Culture in the settlement that can provide a high Assimilation modifier. This is also a big problem if you convert a settlement and then give it away to one of your different culture vassals, as they will immediately cause the CultureData to be deleted and you will get a constant penalty ranging around -4 and -3.6. Now I dunno how this is supposed to be fixed or if it is intended, but I guess this is a nice heads-up.

P.S. Also from what I can gather, anyone but the player character will add their culture to a settlement. This means that there is no real assimilation going on on a newly conquered settlement by other lords.

//PopulationData.cs, line 342
public Hero SettlementOwner
{
    get => this.settlementOwner;
    set
    {
        this.settlementOwner = value;
        if (!this.IsCulturePresent(settlementOwner.Culture) && settlementOwner == Hero.MainHero)
        {
            if (this.settlementOwner.Culture == this.DominantCulture)
                this.AddCulture(settlementOwner.Culture, 1f, 1f);
            else this.AddCulture(settlementOwner.Culture, 0f);
        }
    }
}

UI - Populações

Expandir UI com novas features. Criar UI específica para castelos. Expandir opções para vilas.

Formas de Herança

Primogenitura: Filho(a) mais velho capaz de herdar;
Ultimogenitura: Filho(a) mais novo capaz de herdar (a partir de adolescente);
Senioridade: Membro mais velho do clã, independente de sangue.

Add assets install location to readme

The installation guide is too quiet I had to really work to hear it, and I'm sure a number of people have the same question that should be answered in the readme: Where do the assets go, in the mod folder or overwriting the base install? I'm assuming the folder but it's quite unclear. Also I don't see the assets in the Deployment folder so it's confusing as to where they're even kept -_-;;

Features para Lançamento

Coisas a se fazer antes da publicação.

  • Notificações de mapa (opcional): Já vi como lançar a notificação, porém requer um registro da classe difícil de entender (autogerado no nativo).
  1. Novos stats: Implementar novos stats associados à posse de títulos, como número máximo de vassalos.
    • Definir stats. Número de vassalos pode ser influenciado por nível de clã, nível do título mais alto, e tipo de governo;
  1. Direitos & Deveres: Implementar os impactos de direitos e deveres.
    • Cobrança de impostos (quase pronto em modelo de finanças de clã);
    • Jogador ter de presenciar exércitos quando chamado;
    • Alguma forma de burlar eleições para direito de conquista e direito absoluto (conquistar sozinho vs já ter o título da terra);
  1. Formas de Herança: Implementar diferentes formas de definir quem herda o clã após a morte do líder.
    • Primogenitura: Filho(a) mais velho capaz de herdar;
    • Ultimogenitura: Filho(a) mais novo capaz de herdar (a partir de adolescente);
    • Senioridade: Membro mais velho do clã, independente de sangue.
  1. Leis de Gênero: Implementar diferentes formas de definir quem herda o clã após a morte do líder.
    • Agnática: Preferência masculina;
    • Cognática: Mulheres herdam igualmente.
  1. Formas de Sucessão: Implementar diferentes formas de definir o clã que herda a facção. Tudo / maioria pode ser feito em KillCharacterAction.
    • Monarquia Hereditária: O líder da facção sempre será o próximo líder do clã soberano, independente da forma de herança;
    • Monarquia Eletiva (High Kingship): Sucessão padrão;
    • Sucessão Republicana (se possível implementar república): Preferência por líderes mais velhos e de famílias de prestígio;
    • Sucessão Imperial: Imperador escolhe o sucessor.
  1. Formas de Governo: A forma de governo é independente da forma de sucessão e outras leis. Porém, pode mudar as opções disponíveis. Cada governo teria seus efeitos passivos (traits, como culturas).
    • Feudal: Focado na distribuição de poder e posse legal da terra. Bônus em produtividade;
    • Tribal: Focado em combate e glória. Bônus associados a conquista;
    • Imperial: Concentra poder. Decisões do imperador têm mais peso que opiniões de lordes. Prestigioso.
    • República: Focado no apelo popular (stability). Eleições anuais (aqui a dificuldade em implementar).

My personal feedback

Hi, im loving the mod thank you :)

After playing a while got few suggestions/issues:

-I got problems with ATC - ATC related mods, since BK adjusts noble in settlements, seems that both dont get along very well. Most villages have only 2 types of recruits instead of all that are suppoused to be.

-Religion: would be nice if we had more info in the wiki, as what we can do, npc involved and so on so forth.

-Lifestyle: They are nice but way to slow for me. Would be nice if we could adjust in MC percentages or how much is gained. Also if its possible for an npc or player to use lifestyles of other cultures.

-Villages: could be posible to have a Townhall or some building with scene that the lord of uses when is around, I have seen some nobles spend a lot of time in their villages. And expand village system further so it behaves more like a town: Able to "get inside it", rest inside it, even build walls at the cost of having less revenue, having taverns and so on.

Mod Version

  • CE
  • 1.0.3

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    🖖 Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. 📊📈🎉

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google ❤️ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.