Mount & Blade II: Bannerlord

Mount & Blade II: Bannerlord

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DynaCulture
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Game Mode: Singleplayer
Compatible Version: v1.2.7
File Size
Posted
Updated
540.703 KB
Oct 28, 2022 @ 7:44am
Dec 14, 2023 @ 11:28am
27 Change Notes ( view )

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DynaCulture

Description
Initial mod from Splintert
This is a reupload (with fixes mostly) of the mod on nexus mod (id 639)

From the creator of Change Settlement Culture comes this much requested* stand-alone expansion, DynaCulture.

To put it simply, this mod adds a dynamic simulation of settlement culture and influence based on the owning kingdom or clan and surrounding environmental factors. The primary effect is that expanding a kingdom's territory will expand their influence, affecting neighboring settlements and eventually causing them to flip to the kingdom's culture.

Configuration and Settings
DynaCulture offers the ability for everyone to tailor their experience to their preferred outcomes. The following settings are available through MCMv5:

Gradual Assimilation (on/off):
This allows you to control whether settlements should assimilate gradually. By default, settlements will take some time to shift to a new stable state based on surrounding influence factors.

Assimilation Resistance Factor (integer):
This allows you to control how quickly assimilation occurs. By default, I picked a value that will see settlements stabilize over a few days to a week of in-game time. A higher value will slow down assimilation.

Owner Kingdom Influence Strength (integer):
This allows you to control how strong the owner's influence is over a settlement. By default, the owner is given a sizable increase to influence but external factors are the greater force.

Settlement Influence Range (integer):
This allows you to control how close a settlement must be to influence its geographical neighbors. By default, the distance is set to include geographically close settlements within a few hours travel time.

Linked Settlements Cause Influence (on/off):
This allows you to control whether settlements are influenced by their trade partners. By default, towns and castles will spread influence to all of their associated villages.

Assimilate Player Kingdom Only (on/off):
This allows you to control whether AI kingdoms will be affected by the mod features. By default, all kingdoms are affected.

Change Notables Culture (on/off):
This allows you to control whenever you want notables (and so new volunteers) to change to the new settlement culture.
Notables who already changed culture will keep it. You can delete dynaculture save file if you want to reset notables who already changed culture (but keep in mind it will reset the culture of all settlements)

Governor Influence Player Settlement Only (on/off):
(Default true) Governor culture will only affect player settlement

Governor Influence Strength (integer):
(Default 0 (The governor culture doesn't influence the settlement culture)) Allow the governor culture to influence the culture of the settlement it's assigned to.
If you want to change city culture to the one of your governor you probably want a high value (30 to max) if the settlement is surround by settlements with the same culture (if you have high owner influence it might conflict)

Disclaimer: Splintert have primarily tested the default settings. Changing these settings may have unusual, unexpected, or unrealistic effects on culture in your save.

FAQ:
How do I tell if the mod is working?
A: Hold ALT and hover your cursor over a settlement. There will be an "Influences" section detailing the current spread of culture.

Is this mod compatible with my existing save file?
A: Yes.

Will this mod break my save if I want to remove it?
A: No. Culture will revert to Native defaults.

Are there any incompatibilities?
A: Any mod that changes settlement culture during a campaign will conflict with this mod.

What culture will my player kingdom spread?
A: The culture you picked on character creation.

How does the saving system work?
A: Culture is saved to an external file located in your My Documents/Mount & Blade II Bannerlord/Configs/DynaCulture directory. It keys off of your character name to make a unique save file, so don't use the same character name across campaigns unless you want cross contamination of your world map's culture states!

My launcher crashes!
A: You must have Harmony installed.

My game crashes on startup!
A: You must have Harmony above DynaCulture in the load order.

*Who actually asked for this?
A: no one

Reporting Crashes: Install Butterlib and paste a crash report (preferably a link to a pastebin). If you do not do this it will be difficult to help you.
Popular Discussions View All (22)
5
May 16 @ 5:31am
v1.2.9 crashing [resolved]
Visi
30
Dec 26, 2022 @ 11:49am
Crash after loading save
rigff
3
Apr 28 @ 11:38pm
maybe also update on nexus mods
US ZCX
407 Comments
Cheese May 21 @ 8:28pm 
This is definitely a great idea for a mod. Just one question though, is it at all possible for villages to be partially one culture? Like villages right on the border of Vlandia and Battania will have both types of recruits in it? If not is that at all possible?
Manpapper  [author] May 12 @ 12:26pm 
Hi it's weird though it should work on an existing save
Echo May 10 @ 4:00pm 
If it's helpful to the developer or any others trying the mod. I had to start a new game for it to work, but it is working great. Thanks for making this!
wigame May 9 @ 2:37pm 
The mods seems to working all fine but i found a little bug, if you go to a city tavern (inside) there is no one except ransom broker or recruiting soldiers who pop in front of you, so you can't do anymore the inn and out quest or enjoy tavern music x) (btw still a great mod thanks for you work)
Manpapper  [author] May 8 @ 10:17am 
Are you using the same character name ? If so change it or delete the save file of the mod.
Crash log would be appreciated
$TOOPIDMONKEY$$$ May 7 @ 4:50pm 
this mod is causing crashes I dont have any other mods that change culture but the mod manager says this mod is why my game crashes it always happens when im loading a new campaign
Manpapper  [author] Apr 29 @ 11:26pm 
Hi Classy yes it does work with the mod which enable achievements for modded games
Classy. Apr 29 @ 5:53pm 
i was curious if i could get confirmation that this mod works alongside mods that enable achievements for modded and sandbox games
Manpapper  [author] Apr 29 @ 12:02pm 
If mod settings appear in options it should work
Echo Apr 29 @ 11:50am 
Thanks for the quick reply. Yes "show influences in details" is selected. Is there another way to confirm if the mod is running?