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You've got the usual steps of making sure your mods are all compatible with the game version you are running.
Are you getting a crash report? That should tell you what modules are involved. It doesn't mean the mod is at fault, but may point you in the right direction. Mod authors usually want a crash report so they can determine the cause.
Yeah like I said i think the "collection" is still going through steam's moderation thing. should be available soon I hope. And for the crash reports it's giving me the send report window I try to send which I figured is what compiles it and saves it in the game files, and it just gets stuck. the Watchdog crash reporter on Bannerlord has literally never worked for me even vanilla.
As for mod compatibility. It's never really posed much issue in the past. playing with the most recent patch only is like 48 total mods. most of the older mods one or two patches behind have always worked fine no hitches and don't seem to ever get updated. going back to an old build also mean anything that has been updated to the new build will now potentially cause issues. The Europe mod IS current, caused the crashes to be more frequent....so, that's why I asked here as the patch build seems to have very little to do with actual compatibility.
I'm thinking; Is there a mod with a dependency not listed? is there a mod that's corrupt or didn't download a file? Is it possible TW patched a weapon that had the name changed somehow? Are there remnants of old mods in a folder somewhere that are still affected the base game?
My guess, because I'm pretty certain that this is a fresh install as in I reinstalled ages ago but don't remember playing since then, that it's the last one and not any of my workshop mods. I've had this issue before where Nexus would mess up games on which I switched from vortex to workshop
If you did any of these your game will likely crash at some point.
Best practice (2300h played, 80% time moded, on average 20-40 mods) is to came up with list of essential mods you want to install, then trim it down - less is better for stability. Most important -rtfm for each and make sure you follow it (mod order, dependencies, conflicts etc etc), install them in correct order, few at the time and stress test stability of mods in new sandbox at high speed. And then once you find stable list of mods do not change anything about that configuration.
https://www.reddit.com/r/Bannerlord/comments/10coqm3/first_time_getting_a_crash_report_any_chance_at/
Pulled this screenshot of reddit. Are you getting this window? If you are, looking in the Involved Modules section will point to what's crashing.
If you really want to be sure, you should activate mods one at a time. Load up the game, make sure things are working - do something the mod is supposed to affect. If things appear to be working, load up the next. When you get crashes, you've found an issue. This may not be the only issue.
It's certainly possible you're missing a dependency. You would have to go through all your mods to find they're requirements and make sure they're correctly installed. If you're using an older mod, a newer game version could be an issue. TW renamed a perk a few patches back and that caused issues with some mods.
You should go one at a time to see when you start running into crashes.
Yeah I think so. The culprit I thought it was, Would have been Open Source Armory, But I just got the crash again. I don't think it's necessarily the prizes, as they always seem to be vanilla prizes and I get the sense that it would crash the second the game determines the prize yet I'm not getting it until moving onto one stage or another of the tournament itself.
The problem now is that both mods that affect the weapons in game (as far as I'm aware) were removed, I can't think of anything else on my list that adds any equipment at all... I will certainly have to do a fully vanilla run and go through the hassle of restarting a tournament as many times as it takes to cause a crash.
I don't have any tournament mods though. after removing the armory and weapon mods I'm at a loss for what's going on. Something in some mod is renaming an equipment or weapon but it's seemingly unrelated. My best guess after the armor and weapon mods is MAYBE relentless smith because it does deal with weapons in some capacity, though it shouldn't be adding forged weapons as tournament gear.