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
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28 oct. 2022 à 7h44
14 déc. 2023 à 11h28
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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.
Discussions populaires Tout voir (22)
30
26 déc. 2022 à 11h49
Crash after loading save
rigff
5
16 mai à 5h31
v1.2.9 crashing [resolved]
Visi
11
22 déc. 2022 à 7h01
Culture inconsistency after giving a town to a companion (but not always)
Lluid
439 commentaires
ERKEK2000 16 sept. à 8h02 
This mod also changes the items sold in cities which I don't like. I want my Pugios for smithing even when I erase the Empire.
Invictus 10 sept. à 5h58 
is it possible that you add a option for changing player culture ?
Karbon 18 aout à 4h00 
It depends on load order and other mods. It works but there is conflict in the culture names. RoT handles it though. (The culture says Battania, but it's the North)
DrakenRolle 12 aout à 11h25 
Does anyone know if this mod is compatible with Realm of Thrones?
bettermumu 7 aout à 2h14 
Fabulous gary you should chance clan culture. Not hero culture
DKO 4 aout à 19h31 
Funciona con "Empire 1700"
La verdad, buen mod, bien hecho, consistente, solido, no tengo ni idea de como o que ha cambiado pero todo parece funcionar a la prefecion, cambie los ajustes de todas las formas posibles y funciona a la perfecion.
10/10 congrant legendary piece here.
Party Cockroach 31 juil. à 8h18 
If I have someone from a different culture own a fief will the fief keep my culture or switch to theirs?
Manpapper  [créateur] 18 juil. à 9h41 
Fabulous Gary,
I don't know what this command do, it probably change your current culture but not the one you choose at the start.

AdamRedXIV, crash log please, and even if the game crash only with this mod, it doesn't mean anything if you only remove all other mods on your current save, the mods you disabled might hjave already corrupt your save
If you start and play a campaign only with this mod (and dependencies) then it might be this mod or its dependencies
And to determine that , crash log are required.
AdamRedXIV 18 juil. à 8h00 
This mod causes my game to crash when I enter a smithy. I think it's this mod that does it because it did that while being the only mod I was using
Fabulous Gary 17 juil. à 10h26 
you can change a characters culture by a command ingame. The influences on citys didnt show aswell now they do. maybe it also takes some sessions to catch up