Mount & Blade: Warband

Mount & Blade: Warband

Custom Character Creation
Myll May 27, 2024 @ 11:57am
Current Bug list
If anyone playing wants to help compile known bugs in current CCC version, by all means add to what will be an incomplete list on my part.

A preface before starting my own list - these are not always CCC Mod bugs specifically, as they could be problems from the foundational Diplomacy mod that is part of CCC.

- Training by the Constable is bugged, only produces Infantry troop progression no matter which option you choose of Infantry, Archers, and Cavalry.

- Automatically giving "Everyone Charge" is not activating if the Main Character is knocked out during a Continuation fight, leaving the entire formation stagnant at last orders given. This really needs corrected because Continuation without auto-charge is deadly for groups without missile attacks against archers who simply kill them all in a face-off. Continuation is a nice feature, until unrealistic battle conditions play out.

- Permanent loss of wife in group if defeated in battle and wife is captured. If married, and wife joins Retinue, and you get defeated and your game-wife is captured and held in a castle or town, it is impossible to get her back in a normal state. Even if you siege the castle, take it, free her, the dialogue is as if you have a choice to capture her (like an enemy noble), but if you ask her to join the group, she declines, and for rest of game even if she appears in your court, will only offer a line as if a captured enemy (no normal dialogue options from there on). This is especially a problem if a player started a No-Save game on hardest mode (can't revert the game back).

- Companions on mission, when they try to rejoin group after working on mission to gain "Right to Rule"- if group is full, they will return the 2nd time with a red-font error message on screen (not sure if this is causing other systems to fail in game).

- Losing in a Tournament can sometimes result in the ambient/crowd noise continuing after you are no longer in the arena and back on the map (must restart game to get crowd noise to end).

- Call it a pet peeve and this may be a problem in base game also, but the Guild Master's quest to kill Looters disallows credit for combined fighting of Looters when another party initiates the battle, regardless if it's a noble or Manhunters, if you join the fight after the 3rd party starts it, you get no credit for the kill nor Guild Master reward money, and this leads to the inability to finish the quest. With Diplomacy and settings as they are in CCC mod, you also get Patrols that easily take on these Looters, so there needs to be a patch that credits the kill if you join late into the battle, just as you get credit for Troublesome Bandits quests outside of Towns (you can join those quest battles late yet still get credit, so there's potential to fix this).

- Troublesome Bandits quest has no credit if the mod's "Patrol" engages the bandits first and then the player joins the fight. The Nobles of any faction can engage these type of bandits and the player joining, even if late to the fight just before it's over - the player still gets credit for the quest. While the quest doesn't "fail" it results in "another group killed the bandits" message instead of giving credit.

- If serving as a Vassal, and you win a siege and "Do not ask for Rewards" there is no auto-fill of troops into the newly won castle/town.

- Main character cloning at Town. When you start your own kingdom and have a Town, and then conquer another Town and decide to Move Court to that other Town, and give away the first Town you captured, your Main Character begins to show up at the 2nd/new town inside the front door. You can even interact with your own self (which I dare not since it could break the game). When you view the Garrison, your clone also appears on the list for the Town. If this cloning bug appears with your Main Character at the door of your castle/town, your full playthrough may not complete itself to result in the Steam achievement that closes out the game, so you will want to reload an older save if possible, to avoid this bug.
Last edited by Myll; Jul 2, 2024 @ 9:20am
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Myll Jun 13, 2024 @ 10:38am 
There are a lot of bugs related to bringing your wife into the group ("join the Retinue") as the equivalent of a Companion:
- If you equip with a spear/lance, that weapon can end up as their in-battle weapon even though you replace it in the wife's inventory. This ghosted spear can be problematic if you want to shift back to a ground troop with bow or crossbow.
- The default dress can appear back on the wife after equipping gear.
- If the wife was adventurous with a brown leather coat, removing that armor can result in a default dress reappearing instead of normal armor.
- The +16 armor default boots can reappear on the wife after removing and selling them. Sometimes the only remedy is to use Inventory view and then discard/delete the item from Inventory.
- Overall you can burn through 2-3 sets of gear on your wife before the game finally settles out with gear that it doesn't auto-replace or ghost back in. Sometimes gear can disappear outright from inventory, as certain helmets, spears, and boots tend to do.
Myll Jun 30, 2024 @ 8:42am 
More of a flaw in design in the mods prior to Wulf compiling this one, there are Custom Troop Tree (CTT) errors.
- If a player does not want to play with CTT as part of their game, there is still CTT forced errors with the way the default game has certain bandits in the promotion line to undefined troop tiers. This results in nobles of all factions hiring these certain bandits and they end up as "A1 troop" or "A5 troop" that are just naked useless troops that cost a higher salary for their tier. It starts to look wonky in late game because you'll have naked enemy all over the place and while it's initially a laugh and comical, it isn't decent gameplay to have this continue.
- My own method of dealing with this is that if I do hire on a bandit with a CTT promotions path that is useless, I never promote them and put at top of my group order as cannon fodder.
- Some bandits have a path to an End troop that is satisfactory, such as Taiga Bandits becoming a Deserter, but Looters and most other bandits don't have this end point. As the game "promotes" these captured-then-hired troops, I think a fix would be to permanently code in all bandits to either have that open tier promotion spot filled with an applicable troop type, or delete the potential to promote the troop so it stays as-is for entire game. Sea Raider is a great example because the Sea Raider troops are formidable in themselves, so to have them turn into useless naked troops results in both allied Lords and enemy nobles having less capabilities than they should. As you also move Companions to Lord status as nobles, their Training skills can turn these troops into promoted troops also, which means they promote into useless troops - especially if in desperation you put bandits as guards in castles they will own.

So in summary, I'd ask Wulf to take a look at either capping off certain bandits to disallow promotion (and I think Sea Knight is valid for that option), or try to build a permanent path replacement for all the A and C CTT pathway promotions on other bandits. This way, the CTT on/off really isolates gameplay to either showing it's effects in the game, or preventing it from corrupting a game. Maybe a much larger fix/update to CTT is needed, but this at least would put a firewall against CTT's negative effects currently showing in a CCC modded game. Another flaw in the current presentation of CTT mixing in bandits for promotion into it - there is not a guarantee that the path is a logical promotion, so if a Desert Bandit promotes into C5 Troop tier, it could be an illogical promotion.

Here's a breakdown of promotion paths for each Bandit currently with CTT inside this CCC mod:
- Looter: A5/A6 Troop (two promotion paths).
- Bandit: Brigand, or Rhodok Sergeant (which seems like too high a promotion for a 2nd tier from mere Bandit level starting point).
- Desert Bandit: C5 Troop (also problematic because - a C-branched CTT pathway may not be planned even if a player uses CTT and only builds a single A-branch).
- Forest Bandit: Rhodok Deserter (terminal promotion).
- Mountain Bandit: A6 Troop (which doesn't make sense that a lesser quality bandit gets the max promotion to A6 considering that Sea Raider only promotes to A5).
- Sea Raider: A5 Troop.
- Steppe Bandit: A5 Troop.
- Taiga Bandit: Sarranid Deserter (terminal promotion, although this should have been path for Desert Bandit).
Last edited by Myll; Jul 1, 2024 @ 1:21pm
Myll May 26 @ 8:57am 
As of May 2025, here are some Quality of Life flaws that I noticed:

1. I tried to adjust Domestic Policy for the first time ever, when I became a noble with my first castle holding as an independent noble, where you have many choices of adjustments, such as quality of troops, Plutocratic vs Aristocratic, etc. So I went ahead and adjusted some settings so relationships with vassals may be improved to see how that worked. So far, I've had no nobles try and join my court, which is odd, and that's after winning a Town (Veluca) yet not claiming it initially (so I wouldn't receive all holdings), then isolated taking Veluca, with all the villages unclaimed. Won another castle - didn't take it. So I have a castle and 5x villages unclaimed, plenty of holdings available for a would-be Lord to join my small kingdom. Thing is, none have come in, and normally they automatically do when you have this many holdings. My only guess is that adjusting those many policies (which I adjusted 100% of them btw, at least a notch off the middle/neutral setting), so that's my only guess as to why something is broken in that regard.

2. I've also found that in some cases if I have a skirmish going on the field of battle, and I've made my army follow me (F1 then F2), and I'm low health and get pegged by a bow/xbowman, and get KO'd, my army doesn't auto-Charge after getting KO'd. I thought that was something you tweaked and got working, but in testing it after I saw this, it happened again and again, that if my army is following me, then main is KO'd, no movement on the army's part (which can be detrimental depending how the AI handles the remainder of the battle). For players that always put their Party into "follow me" mode for every field/village battle, this can lead to a single long line of troops that get picked off if Continuation occurs. Would recommend tweaking the code to auto-trigger "Charge (for all troops" if main character is KO'd. I know there are other mods that have successfully done this.

3. If fighting in a village (in some cases this occurs) against either Bandits trying to raid the village, or a noble trying to raid the village, and you start a skirmish in that village with the peasants allying with you, but you get KO'd and the battle continues, when your army wins that skirmish, the game doesn't progress to enable the Tab for victory statement. It just lingers even though your army raises their arms and celebrates victory - but no pop-up white text to press Tab to complete the battle. So then a player is forced to press Tab to get out of that continued skirmish, and party loses morale, even though you won the battle.

4. The "Kill Looters" quest from Guild Master. Since the mod enables Patrols, these quests simply need more spawns of Looters or some form of automated spawn triggers for additional spawns of Looters, if another party kills a Looters group. Or, if the code can be tweaked to enable joining battles with another party that starts the fight, yet still getting credit for that group of Looters (so the Guild Master then recognizes participation in taking down that group of Looters that another Party initiated the fight with). I started a Looters quest in Jelkala, and the Jelkala Patrol immediately engaged Looters and I joined their fight but received no credit for the kill when checking with Guild Master. This can essentially break the quest without enough Looter groups to close out the quest, so you end up with the quest sitting there in your queue and it eventually fails. Not sure if killing an untagged Looter group (grey font ID instead of quest bold-colored ID) would also preserve quest integrity, but that may be another option to allow ANY Looter group being killed to fulfill the quest task, as just a work-around idea.
Last edited by Myll; Jun 1 @ 9:56am
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