Mount & Blade II: Bannerlord

Mount & Blade II: Bannerlord

Calradia At War
Dog Nov 14, 2022 @ 12:29pm
Very game ruining bug.
If any of the custom armys, NO MATTER HOW BIG OR SMALL have a prisoner, DO NOT FIGHT THEM. if you beat them, you are stuck on a screen where you can't do anything but load an old save. Also DO NOT INTERACT WITH THEM, most cases will result in a crash, dunno how this dude didn't check to make sure it was ready for v1.0, unless somehow it broke cuz of v1.0.1
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Showing 1-12 of 12 comments
Dog Nov 14, 2022 @ 12:37pm 
The only exception to this is the "bandit" factions.
Power Button Nov 14, 2022 @ 2:10pm 
The condition of this bug is when a "thank you" message is triggered, so either you helped a lord or rescue a lord from a hostile party it always use the dialogue condition where you first encounter them. If there's none they will use "I will drink from your skull".

"Bandit" faction as mentioned by the OP is an extension to the native so it's alright.

To mitigate this we need to add the dialogue in the XML
in my computer here's the location of the xml: C:\Program Files (x86)\Steam\steamapps\workshop\content\261550\2878689343\CustomSpawns\CustomDialogue.xml

This is the dialogue from the southern enslavers faction:
Originally posted by CustomDialogue.xml:
<Dialogue condition = "PartyIsInFaction(cs_southern_enslavers) AND IsHostile AND IsAttacking" text = "Ah, it seems like you'll make another fine addition to our collection!">
<Dialogue text = "Stay your hand! We can pay for passage." player = "true" >
<Dialogue text = "No need for petty exchanges like that. You can just pay with lifelong servitude." consequence = "Battle">

</Dialogue>
</Dialogue>

<Dialogue text = "You will taste your own poison after I am done with you!" consequence = "Battle" player = "true">

</Dialogue>
</Dialogue>

<Dialogue condition = "PartyIsInFaction(cs_southern_enslavers) AND IsHostile AND IsDefending" text = "Ah, hello, friend!">
<Dialogue text = "No friends here. Just steel!" player = "true" >
<Dialogue text = "You're gonna be squealing when I am done with you." consequence = "Battle">

</Dialogue>
</Dialogue>

<Dialogue text = "Ah, nice journeys to you, friend!" consequence = "Leave" player = "true">

</Dialogue>
</Dialogue>

<Dialogue condition = "PartyIsInFaction(cs_southern_enslavers) AND IsFriendly" text = "Beautiful weather out there to capture some innocent people, don't you think?">
<Dialogue text = "Indeed so. May your slaves be healthy and expensive!" consequence = "Leave" player = "true">

</Dialogue>
</Dialogue>
If you rescued a noble prisoner from these faction it'll reference to the dialogue when this party is hostile but not attacking or defending, hence the dialogue "I will drink from your skull" is used, so you need an XML entry like this:

Originally posted by CustomDialogue.xml - added:
<Dialogue condition = "PartyIsInFaction(cs_southern_enslavers) AND IsHostile" text = "See you next time" consequence = "Leave">

Another error for this mod is when you try to barter with them for passage, for example the Deserters
Originally posted by CustomDialogue.xml:
<Dialogue condition = "PartyIDEndsWith(deserters) AND IsHostile" text = "Yet another adventurer playing at the art of war. You and your kind have ravaged these lands at the cost of us soldiers.">

<Dialogue condition = "IsAttacking" text = "Come on now. You of all in Calradia must understand the desire to live." player = "true" >
<Dialogue text = "Freedom has its costs.">
<Dialogue text = "Ze screen text that no one will see" consequence = "BarterNoAttack">
<Dialogue condition = "BarterSuccessful" text = "Don't linger around.">

</Dialogue>
<Dialogue condition = "!BarterSuccessful" text = "We'll take a look at your inventory then.">

</Dialogue>
</Dialogue>
</Dialogue>
</Dialogue>
<Dialogue condition = "IsAttacking" text = "Stay your hand! We surrender." consequence = "Surrender(true)" player = "true">

</Dialogue>
<Dialogue condition = "IsAttacking" text = "Hah! A mere rook posturing like he owns the land. Let me show you the skills of a real commander." consequence = "Battle" player = "true">

</Dialogue>

<Dialogue condition = "IsDefending" text = "Die like the disloyal filth you are." consequence = "Battle" player = "true">

</Dialogue>
<Dialogue condition = "IsDefending" text = "I am in no mood to deal with your pack of fools." consequence = "Leave" player = "true">

</Dialogue>
</Dialogue>
There are two option for the fix.
1. Remove the bartering dialogue
2. Alter it like this or whatever you like
Originally posted by CustomDialogue.xml - altered:
<Dialogue condition = "PartyIDEndsWith(deserters) AND IsHostile" text = "Yet another adventurer playing at the art of war. You and your kind have ravaged these lands at the cost of us soldiers.">

<Dialogue condition = "IsAttacking" text = "Come on now. You of all in Calradia must understand the desire to live." player = "true" >
<Dialogue text = "We understand the desire to kill" consequence = "Battle">

</Dialogue>
</Dialogue>
<Dialogue condition = "IsAttacking" text = "Stay your hand! We surrender." consequence = "Surrender(true)" player = "true">

</Dialogue>
<Dialogue condition = "IsAttacking" text = "Hah! A mere rook posturing like he owns the land. Let me show you the skills of a real commander." consequence = "Battle" player = "true">

</Dialogue>

<Dialogue condition = "IsDefending" text = "Die like the disloyal filth you are." consequence = "Battle" player = "true">

</Dialogue>
<Dialogue condition = "IsDefending" text = "I am in no mood to deal with your pack of fools." consequence = "Leave" player = "true">

</Dialogue>
</Dialogue>

Hope this helps,

And I hope the mod creator fix this, this is a temporary solution.
Imperial_Eagle / aigle_360  [developer] Nov 14, 2022 @ 2:46pm 
The Custom Spawns API has been updated to v1.9.1 which should resolve the reported dialogue issues.
Power Button Nov 14, 2022 @ 6:30pm 
Nice time to do some tests
Natsuki Subaru Nov 21, 2022 @ 3:04am 
got a bug where if I were to lose to a bandit faction- the game automatically crashed.
AnalysisFailed Nov 26, 2022 @ 2:04am 
I only downloaded this and custom spawns after their most recent updates. I'm still experiencing this bug with the Sturgian Deserter Hero specifically after "rescuing" him from an enemy town. He's not supposed to talk to me. And I don't particularly want to talk to him.
Pizza Time :) Nov 27, 2022 @ 9:26pm 
Game crashes if I'm offering peace in dialogue with any of these minor factions' lords. Peace can be made fine if faction itself decides on it suddenly though.
Vartarhoz Dec 23, 2022 @ 4:51am 
I captured a city there was guy named "Madmen Hero" said "I'm not allowed to talk with you" when you click to continue it just repeats itself. Neverending loop can't save. Can't capture city because of that dude.
AKIRA Feb 16, 2023 @ 2:24pm 
I have found it happens with any "hero" unit and it is all the same just "I'm not allowed to talk with you" and the endless loop i mean surely they could just give them default dialogue but what i believe is causing this is that the "hero" guys are considered lords but if you look for them in the encyclopedia they are in the units tab so maybe that's what is doing it.
Dog Apr 9, 2023 @ 2:23pm 
Originally posted by Imperial_Eagle / aigle_360:
The Custom Spawns API has been updated to v1.9.1 which should resolve the reported dialogue issues.

Thanks hommie
facelessmasks Oct 27, 2024 @ 12:17am 
Anyone ever figure out a fix to this?
Did this get fixed? Or is this mod dead?
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