Mount & Blade II: Bannerlord

Mount & Blade II: Bannerlord

DynaCulture
462 Comments
Mushi Apr 18 @ 9:53am 
this is just a cosmetic issue, but some mods use the original factions as templates for new factions they create (like EOE). In the tooltip that shows influence on the town, if you change it to use the culture name field instead of culture ID, it could show the "right" faction names.
Rathan Apr 14 @ 5:26am 
still work 1.2.1.2 ?
✟ Ulman Begović Apr 13 @ 2:29pm 
awesome mod! thanks a lot, friend :Vodka:
Richard Ramirez Apr 7 @ 12:20pm 
Great mod for preventing rebellions. There is 2 options for culture influences, either the owner's kingdom or the local governor determines the culture. Unfortunately there is no 3rd option for the owner's clan leader determining the culture which is the most useful.
SteuerVerbrecher Feb 4 @ 1:02pm 
Will the Culture Change affec twich tropps are recruitable there?
好大一铲子 Jan 31 @ 9:09pm 
Can it still work on v1.2.12 ?
Manpapper  [author] Jan 29 @ 9:09am 
Hi Zeloraz,

You can try to delete the mod save file
Reinstall the mod, load the save, save exit deinstall the mod again
Zeloraz Jan 28 @ 1:32pm 
hey I removed the mod but most of the cultures are still vladia. I had removed as once I installed it for whatever reasons tons of villages were vladia culture despite not being owned by vladia. How do I fix this?
CamaradaDiego Jan 22 @ 10:07am 
does this work with eoe 1100?
PekLaLaLa Jan 14 @ 7:31am 
@BoneDaddy

yes,it does
BoneDaddy Dec 29, 2024 @ 2:17pm 
Dpes this mod work on realm of thrones?
Argon Dec 22, 2024 @ 1:58am 
Love this mod.
If you could merge two cultures so that you can recruit units from both cultures, the mod would be awesome 😅
VladRendrax Nov 18, 2024 @ 12:31pm 
Hi!

No I don't change any parameter, at least not voluntary, but I will check it.

Thank you for the advice, I think that I will try to let other faction conquest the city and then reconquest it again, maybe i will reset.

The strange poin its that works in the rest of the others cities and castle but something happen in Sargot. Thank you again!

Amazing mod btw!
Manpapper  [author] Nov 18, 2024 @ 10:27am 
Thanks.
Just a little question did you set this parameter to off ?

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)
VladRendrax Nov 18, 2024 @ 8:57am 
Sorry for the dealy, thare are.

https://i.imgur.com/i9cFH9C.png

https://i.imgur.com/FvTVy3b.png

Thank you Manpapper! If need something more just tell me.
Manpapper  [author] Nov 11, 2024 @ 3:28pm 
Yes please send a picture
VladRendrax Nov 11, 2024 @ 12:47pm 
Hi @Manpapper,

Nop, the lords still being battanian, if you want I can share with you the save or a picture, the city have the culture of Vlandia (98%) but 5/6 gangs from city only train battanian soldiers.
Manpapper  [author] Nov 10, 2024 @ 1:38pm 
Hi @VladRendrax,
How can the landowners still be battanians if you conquer it back ?
The landowner should be the culture you choose at the start of the game or of the faction you are in if you are a lord.
Then the culture of the city should change gradually to change to Vlandian at some point (depending of the surrounding cities)
VladRendrax Nov 10, 2024 @ 12:47pm 
Hi @Manpapper! I have a problem The Battanians conquered Sargot, I'm from Vlandia culture and have conquered it back.

The problem is that the villages don't give Vlandia troops anymore, only Batanians because the landowners are Batanians, is there any way to fix it? By commandos or something? Thanks in advance!
Nov 6, 2024 @ 6:38am 
still useful in 1.2.10?
Manpapper  [author] Oct 17, 2024 @ 10:29am 
Hi Sir Spoony , I think the mod do what you want
By default it affect every city
But you can enable it only for you by default it's everyone
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.
Sir Spoony Oct 16, 2024 @ 11:39am 
So this does not say it directly and only for the A.I., but does this mod also allow the player to hire your own kingdoms troops from conquered areas that were not your kingdoms culture originally?

I been searching for a mod that assimilates newly conquered areas into your troop type that can be hired. It has always been the dumbest thing in M&B and now Bannerlord that your enemies troops stay in conquered areas forever; which is the dumbest thing ever in a game based on heavily on morale.
NixLigna Oct 5, 2024 @ 6:35am 
Hello. I don't know why, but this mod causes the game to crash when moving on the global map after a few seconds, if you move in any direction. The game simply closes without a crash report. Disabling it helps. I play with other mods, but even completely disabling them with this mod running doesn't help.
ERKEK2000 Sep 16, 2024 @ 8:02am 
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 Sep 10, 2024 @ 5:58am 
is it possible that you add a option for changing player culture ?
Karbon Aug 18, 2024 @ 4:00am 
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 Aug 12, 2024 @ 11:25am 
Does anyone know if this mod is compatible with Realm of Thrones?
bettermumu Aug 7, 2024 @ 2:14am 
Fabulous gary you should chance clan culture. Not hero culture
DKO Aug 4, 2024 @ 7:31pm 
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.
Scarecrow Jul 31, 2024 @ 8:18am 
If I have someone from a different culture own a fief will the fief keep my culture or switch to theirs?
Manpapper  [author] Jul 18, 2024 @ 9:41am 
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 Jul 18, 2024 @ 8:00am 
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 Jul 17, 2024 @ 10:26am 
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
Manpapper  [author] Jul 17, 2024 @ 1:51am 
What do you mean changing culture mid game ?
Fabulous Gary Jul 16, 2024 @ 3:21pm 
i changed culture mid game but im vlandian now and my kingdoms laws are vlandian
Manpapper  [author] Jul 16, 2024 @ 10:07am 
Hi normally the loyalty penalty should disappear, are you sure you selected vlandia culture at the start of your game ?
Fabulous Gary Jul 16, 2024 @ 9:55am 
So my settlement in the aserai terretory changed to vlandia culture(mine) but i still get the loyalty penalty for not being aserai. Does it just take some more time or is it all that i can recruit Vlandian soldiers there now?
Manpapper  [author] Jul 13, 2024 @ 7:51am 
A crash log would be appreciated
Rynin Jul 13, 2024 @ 6:18am 
With cultured start mod activated, the game would crash after loading and I started moving on the map. made a new save and the same issue. started a new game and as soon as you start moving the game will stop, close. not sure if load order in mods.
themobgobbler Jul 12, 2024 @ 6:08pm 
So while I had the cultured start mod activated, the game would crash after loading and I started moving on the map. Now, I don't know why and I can't seem to figure it out, but its working now. If it happens again, i'll post here but so far so good :steamhappy:
Manpapper  [author] Jul 11, 2024 @ 10:11am 
I started a new game with calradia extended and this mod (and all dependencies) I don't have any crash so far
Manpapper  [author] Jul 11, 2024 @ 10:02am 
What doesn't work with Calradia
Does it crash ? Does it even start ? Or the mod does nothing ?
themobgobbler Jul 10, 2024 @ 11:48am 
This doesn't work with Calradia Expanded
Lluid Jul 8, 2024 @ 11:09am 
Yeah it's been working on 1.2.10.
Changing the compatible version tag requires to update the mod fully, even when there's nothing to change, and occasionally it breaks the mod for people still playing on previous versions. That's why sometimes we just don't bother.
Manpapper  [author] Jul 8, 2024 @ 8:59am 
Update for what ? It should be working with 1.2.10
AzoorFox Jul 7, 2024 @ 4:57pm 
UPDATE WHEN????????
Manpapper  [author] Jun 28, 2024 @ 3:00pm 
If you don't have too many mods which use a huge amount of disk space sure
Lluid Jun 28, 2024 @ 2:21pm 
Oh ok, I suggest adding "if you turn it off" in the description then. ;)
If I see that case again where the village and its notables don't have the same culture, are you interested in getting a save ? (I didn't keep a save of my previous case)
Manpapper  [author] Jun 28, 2024 @ 1:52pm 
When I say Notables who already changed culture will keep it
It's in the case where you enable notable changing culture then some change culture and you disable it again
In that case they will remain in the culture they have at the moment when you disable the option
Lluid Jun 28, 2024 @ 1:34am 
But as you say in the description, "Notables who already changed culture will keep it." I don't understand why, and it's weird that it doesn't apply to all notables. Anyway deleting the save file as described above worked well.