Mount & Blade II: Bannerlord

Mount & Blade II: Bannerlord

Distinguished Service 1.3+ Warsails
381 Comments
Howl  [author] 4 hours ago 
So during promotion it uses:
Dictionary<string, string> CultureMap = new Dictionary<string, string>
{
// Map modded/related cultures to vanilla cultures
{ "darshi", "aserai" },
{ "vakken", "sturgia" },
{ "calradian", "vlandia" },
{ "criminals", "vlandia" },
{ "criminals2", "vlandia" },
{ "criminals3", "vlandia" },
{ "pirates", "vlandia" },
{ "shift_sand", "aserai" },
{ "neutral_culture", "vlandia" },
// Bandit cultures
{ "steppe_bandits", "khuzait" },
{ "forest_bandits", "battania" },
{ "mountain_bandits", "sturgia" },
{ "sea_raiders", "sturgia" },
{ "desert_bandits", "aserai" },
{ "looters", "vlandia" },
{ "corsairs", "empire" },
{ "southern_pirates", "nord" }
// Add more mappings as needed
};
To say if the units culture equals a left values return the right value so "neutral_culture" is calradian, so if you make a troops culture calradian on retinues it should still be caught and changed on promotion.
Lyserus 21 hours ago 
May I know by "Cultures like calradian and all the bandit types have been changed to a major cultures so issues when gifting fiefs and vassals etc are resolved. " Did you check the troop culture and used script to change it? What I am trying to ask is if there are custom/mod troops (like Retinue mod) with those cultures, will they be promoted to major culture companions as well?
Xennon Dec 22 @ 7:58am 
Does this work for 1.3.10 and up? And if not will it be updated soon?
BasedGodTripp Dec 20 @ 7:02am 
@Grim_Reaper this worked for me as well, thanks.
Howl  [author] Dec 19 @ 3:20am 
I don’t think you should get any promotion prompts for parties that your not the designated leader for but I’m not 100% sure
Falafel-Tasche Dec 18 @ 4:12pm 
@Howl lmao, I can't read apparently. Thanks haha! Any known issues with stuff like Enlisted where you're in an army but not technically leading it?
Grim_Reaper Dec 18 @ 3:22pm 
after fixing it by locating files from the old mods. the game works again
Howl  [author] Dec 18 @ 8:36am 
i mean that just tells me nothing, the mod doesn't crash on start up so likely something else
thedawnguard48 Dec 18 @ 8:24am 
Crashing on start up, anything I might doing wrong/why this is happening?
Howl  [author] Dec 17 @ 3:25pm 
This is a standalone mod nothing else is needed other then mcm
Grim_Reaper Dec 17 @ 2:09pm 
question. are we only seposed to use this mod or does it have to be with an other mod of yours?
my game keeps activation the old ones aswell as this one
Howl  [author] Dec 17 @ 12:45pm 
if you read my literal last comment, i said i use retinues with it yes xD
Grim_Reaper Dec 17 @ 12:02pm 
@falafel
it always did for me
western knights mod and tier 6 like valkery
Falafel-Tasche Dec 17 @ 11:45am 
Does this work with custom troop mods? For example the "Retinues" mod
Howl  [author] Dec 17 @ 9:48am 
On my save i just won a siege with 6 different troops to choose from no crashes, my load order is as big salad said with the only retinues mod loaded after / lower on the list
predatorworld Dec 17 @ 8:59am 
one of the best mods. Its working on normal battles, sieges causes a crash that i am not sure about which mod it is. It crashes short before end of battle, so i could think its ds. But i havent it loaded as first mod. I try that again with a new load order.
veni vidi vici Dec 17 @ 8:11am 
I think that save&load solve my problem. Nice,
wombat93 Dec 17 @ 5:29am 
Great mod, thanks. I've had several soldiers promoted into companion status.
Big Salad Dec 16 @ 11:38am 
*Update from yesterdays post*
Downloaded and everything works fine. Use MCM from steam, make sure your load order is correct.
<Harmony
<Butterlib
<UIextender
<MCM
<all the base game stuff
<DS1.3
veni vidi vici Dec 16 @ 8:42am 
I made some companions through this mod but one of them missed in the encyclopedia. I just couldn't find them from the encyclopedia.
Howl  [author] Dec 15 @ 1:29pm 
fyi im playing a campaign in 1.3.12 with this mod and its good
Howl  [author] Dec 15 @ 1:28pm 
then post a crash log that shows its ds and i'll look so far no one has said anything useful
Killindar Dec 15 @ 1:26pm 
last update broke the game, keeps crashing, fyi it worked perfectly prior
Howl  [author] Dec 15 @ 1:21pm 
Everything still works perfectly well for me, im seeing a lot of complaints across the bannerlord workshops saying nothing is working rn, i dont know whats going on but people complaining harrmony, mcm are all broken, the mod hasnt been updated and is working for me right now
Big Salad Dec 15 @ 12:37pm 
So apparently something is broken? i'm going to make a pre DS 1.3 save and try it out when i get home from work. If it's broken i'll see what i encounter!
Grim_Reaper Dec 15 @ 6:50am 
yeah and i even tried the other mods versions but no go
now i cant play sadly
BasedGodTripp Dec 15 @ 6:22am 
I have the same problem as Grim_Reaper. Unsubscribing or deleting the workshop files does not work. If enabled in the launcher it does not show up in the options. However, there was a crash at the end of battles that ceased after uninstalling this; I assume that is when a a soldier would have been promoted.
Sinusas Dec 15 @ 1:25am 
one of my favorite mods.
Grim_Reaper Dec 14 @ 2:07pm 
how do i get the mod to work again.
the old mod 1.1.2 worked and now that mod or this one doesnt show up in options anymore
please help. this is the best mod in the game
GuntherFruit Dec 14 @ 8:32am 
I'll be honest, while I'd personally prefer them to be set as empire, vlandians as a culture of "adventurers" also make sense for the default mercenary troop culture and I can see other users prefering that option ^^
But I did forget about the cheatmode! That'll be the perfect solution for me actually, so tyvm <3 I'll also take a look at the retinues mod you mention.
Howl  [author] Dec 14 @ 7:57am 
Ultimately I think its not something I will change it feels a bit overpowered, Most Calradian cultures troops are mercenaries that have a distinct culture look to them, i think maybe i'll change calradian culture to be empire rather then vlandian but i probably wont add more selection boxes to this mod for culture.

I know obviously you can use cheat mode and campaign.set_hero_culture [name] [culture]

Otherwise theres a few mods, you could use retinues to change sword sisters to be the culture you want them to be before the promotion, i think its a great mod, i use it in my playthrough with DS and it works fine
GuntherFruit Dec 14 @ 7:26am 
I understand that it's a failsafe, but in such case, is it possible to allow for a manual "choice" of culture for the resulting companion? Or alternatively, if it's something you can't(or don't want to) do, any tips how I might go around setting this myself?
Howl  [author] Dec 14 @ 7:11am 
Calradian culture is set to automatically assign vlandian culture this is to stop the game crashing when you get a calradian culture companion and try to make them govenor or owner of a fief
GuntherFruit Dec 14 @ 7:09am 
Is it possible to allow for manually choosing culture of the companions in case of issues? I tried making companions out of the Sword Sisters, and got the "CAUTION: No wanderer template with culture Calradian available. Choosing randomly instead" message, and with my luck i ended up with four vlandian Sword Sisters in a row...
Which kinda makes it difficult to get a governor or party leader of the culture i need ^^
Howl  [author] Dec 14 @ 3:09am 
Well yeh that would be why then, ai lords can’t naturally hire companions so wanderer tweaks is spawning wanderers and they just sit there. If you use my mod there should really be no need for wanderer tweaks
\o/ Dec 13 @ 11:32pm 
@Howl, yea - I believe the AI is promoting them and they just sit around in the Tavern. I am also using this with Wanderer Tweaks - basically changes the spawn rate of Wanderers.
Howl  [author] Dec 13 @ 10:34pm 
Yes as it says on this mod page and in the title
mrodrigueziglesia Dec 13 @ 5:25pm 
It crashes when I promote a soldier. Do I need the DLC to use the mod or something?
Howl  [author] Dec 13 @ 4:11pm 
The After battle the menu to promote companions works fine as long as the criteria is met
Howl  [author] Dec 13 @ 4:09pm 
@SilverKnight yes I actually added it, but then removed it again when I saw UnlimitedCAP was updated
Howl  [author] Dec 13 @ 4:06pm 
@ghost yes I personally lowered them 5 rounds and 5 skills generally felt too powerful , in turn I also changed the stats they get on creation to be a bit better and more random
Howl  [author] Dec 13 @ 4:04pm 
@\o/ is that ai companions ?
Gabriel Mikey Dec 13 @ 12:17pm 
The mod says it was sucessfully loaded, but after battles it never shows the options to recruit soldiers and make them companions
VERDANTCHEVRON Dec 13 @ 9:35am 
Even after battles, it does not give the option to recruit solders to companions. Moved it higher in modlist and rest settings to default and does not work, but it says sucessfully loaded.
Ghost Dec 13 @ 6:56am 
Hey Howl, I think you have downgraded some skill selection and round numbers as well as selecting the companions more than 2 or 3. with your last version i was able to have 5 rounds and 5 skill sets for each companions now its limited to 3 skills with 2 rounds max. Is it possible for you to update the max allowance?
Coodie Dec 13 @ 5:29am 
This CRASH
Could you add that functionality? All the cap remover mods appear to be out of date, would be great to have a slider to define the max amount the player can have
\o/ Dec 13 @ 2:24am 
i have an interesting issue where the companions that are recruited are just appearing in taverns to be recruiting. It is getting to the point where each town as like 6-10 companions waiting.
Howl  [author] Dec 13 @ 1:04am 
It doesn’t
Does this remove the companion cap for the player?