Thank you. Nice mod. I've got shields and weapons hanging in the air in camp in sasu woods and fireplaces you can pickpocket. 1 question: Is it possible to add enemies who wear armor otherwise not included in hard core (and yes I know where to get them in late game)?
You should try to run the 'mbc_runModDiagnostic' command to fix the issues And the spawn of the enemies is fixed, so only selected entities are spawned
Thanks! Adding camps isn’t possible with the modding SDK, as everything in my mod is built with custom code. If you have some coding knowledge, feel free to check out the code and add your own camps!
What are you trying to build? I'm trying to add new encounter points, because encounters in vanilla always happen in the same places. Are you going to add more random camps? I was thinking give a chance for there to be a camp near the player so he can't cheese the roads by just cutting through the woods. Ironically the deep woods are the safest part of the game lmao
The bandit camp north of Talmberg in the direction of Pribislavitz seems buggy:
There's no "The bandit have regrouped after you left the area" message (… nor regrouping)
Sometimes, I could not finish the quest because I couldn't find the last bandit
Once, one bandit glitched, fled towards the stream near the gibbet along the road (where you get shot in the thigh in the intro when riding out of Skalitz) (the quest marker followed him), clipped through a tree, and then somehow died when I sicced Mutt at him. Despite that, the quest did not complete. The bandit's name turned to "_" (underscore), and mbc_repair didn't do anything. I had to use mbc_reset, ask for a new quest, and destroy the new camp. And when I did… the "_" bandit's corpse teleported into the new camp cauldron fire!! I could finally finish the quest. :-)
Also, cauldrons in camp display "sic" and "pickpocket" as if they were people, instead of "eat" and "drop into pot".
Hey, thanks for the detailed report! That’s definitely a weird bug. It looks like something went wrong with your save, and the camp’s entities didn’t get saved properly, which seems to have messed up the quest. The bandit turning into "_" explains why mbc_repair couldn’t fix it—it needs their proper custom names to figure out if everything’s set up right. The cauldron thing is actually a little trick I used. There’s an invisible NPC there to mark the spot, but if a save gets wonky, their settings can reset, which is why you’re seeing "pickpocket". It might also be a mod conflict, but I’d need to dig deeper to know for sure. If you’re ok with sharing your save file, I can take a look and maybe tweak 'mbc_repair' to handle this kind of issue better in the future. Thanks again for letting me know!
You're welcome! It sounds like the camp may have encountered an issue. Try running the 'mbc_runModDiagnostic' command to check if anything's wrong with the mod. If nothing comes up, the issue should resolve itself!
I did the diagnostics and it says that everything is working fine but still i get no Groschen from the Soldier. I have a lot of mods running so there maybe is a conflict somewhere.
Thanks for your mod that extends the (late) game's life!
I noticed that when I tried to leave the bandits' area in Vranik forest (south-east of the map), a message appeared and said "Go back to the area to finish the *mission*".
I believe "mission" is a very contemporary word, and "quest" would be better suited to KC:D's context. :-)
The amount of money given for clearing a camp is quite absurd, not sure how it's determined but I cleared a camp of only 3 bandits (1 lightly armed with only a gambeson, 1 medium armed with a polearm, chainmail, and a skullcap, 1 heavily armed with a shortsword and shield and high tier plate armour) and was given 2000g. This should probably be changed to roughly 150-300 per camp, as the gear they have on is worth quite a bit as well.
Currently, the reward system is as follows: 150G for camps with 2 enemies, 250G for camps with 3 enemies, and 350G for camps with 4 enemies. This reward is given regardless of the enemy's difficulty level or the quality of their armor (whether they have cheap or expensive gear).
89 comments
I've got shields and weapons hanging in the air in camp in sasu woods and fireplaces you can pickpocket.
1 question: Is it possible to add enemies who wear armor otherwise not included in hard core (and yes I know where to get them in late game)?
And the spawn of the enemies is fixed, so only selected entities are spawned
Also, cauldrons in camp display "sic" and "pickpocket" as if they were people, instead of "eat" and "drop into pot".
The cauldron thing is actually a little trick I used. There’s an invisible NPC there to mark the spot, but if a save gets wonky, their settings can reset, which is why you’re seeing "pickpocket".
It might also be a mod conflict, but I’d need to dig deeper to know for sure.
If you’re ok with sharing your save file, I can take a look and maybe tweak 'mbc_repair' to handle this kind of issue better in the future.
Thanks again for letting me know!
How do you want me to send you my save? :-)
Also, here's my mod_order.txt file:
A_Sorted_Inventory_1.18
MoreSensible
StayCleanLongerGetDirtyGradually
Show_Bow_Reticle
JCD_LootInfo
FormidableRunt
IntimidationStat
MagusInstantReputationNotificationsStealthKillExtensive
PolearmPerfectBlock
MoreArtworkLoadingScreens
bloodmod
More_Bandit_Camps
RAD_redux
MakeThemReasonable
When I have destroyed the 3rd Camp the Soldier won´t give me any money.
The message shows I got 0 Groschen. Anyone got the same problem?
Greetz!
command to check if anything's wrong with the mod. If nothing comes up, the issue should resolve itself!
I did the diagnostics and it says that everything is working fine but still i get no Groschen from the Soldier.
I have a lot of mods running so there maybe is a conflict somewhere.
Thank you for the help!
Running mbc_reset cleared it. :-)
Thanks for your mod that extends the (late) game's life!
I noticed that when I tried to leave the bandits' area in Vranik forest (south-east of the map), a message appeared and said "Go back to the area to finish the *mission*".
I believe "mission" is a very contemporary word, and "quest" would be better suited to KC:D's context. :-)
Other than that no complaints, mod works well.
Basically, the same amount as what Captain Bernard/Sir Robard/Custodian offer you for bandits/cumans ears + stirrups/facemasks.
*nvm saw old post yes it's infinite