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Please read the description closely, it tells you what is a known issue and other useful information.
Known Issues
No Rivers! 1.1.6 - Taleworlds changed something within the editor and now my rivers are gone. Sorry about that, will try and get it fixed. Its only a visual thing.
Being under the ground slightly -This issue was reported in beta and now that 1.5.5 is now 'stable' it seems the underground issue has come along with it. I am working on a fix for this issue. Fixed-ish a1.1.2 Some places you'll sink a little other places you'll float a little, best I can do for now. Siege Icons -
Spoiler:
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Sometimes when siege a castle or town some siege icons will not display, but then when sieging another time will display. This is a very strange bug and is being looked into. The icons are still clickable, so if you really want the icon that is missing pause the game and click about, range weapons are always at the front near the barricade while the siege towers and ram and further back.
Balance -
Spoiler:
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This most likely will not be balanced. Just look at the amount of extra towns the Aserai have for example, however, they still are limited by the amount of lords they possess and also the size of their Kingdom is their downfall, they have to travel so damn far. In every playthrough I have done they never expand at all and normally get double teamed by other Kingdoms.
Scenes inside of towns -
Spoiler:
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TaleWorlds attempted to make the interior of a village match the exterior location, roughly. As in, if you were visiting a village at the top of a hill and enter the village the village would be in a hilly area. This mod kind messed all that up in places, but it is something that I can fix and will in later releases. Same goes for Towns and Castles.
If you are making a bug report and fail to supply requested information within 7 days we will close the bug report.
If you have a crash when using this mod click the below spoiler and follow the instructions.
Spoiler:
Show
Please use the 'bugs' tab above and report it to us. If you already have Butterlib installed you should of had a nice error message pop up with loads of information. Click 'Upload Report as a Permalink' (top right) and it should give you a handy web address. Please paste that into your bug report along with information that could help, such as how far along the playthrough you are roughly and any other information you think might help.
Do not copy and paste the whole error report itself or add a screenshot of the error report.
If you don't already have it go and install Butterlib. Then when next you crash an error window will pop up, click 'Upload Report as a Permalink' and it will give you a web address that you can paste into your bug report.
IF YOU HAVE AN ISSUE/CRASHES AND HAVE KINGDOMS INSTALLED GO TO KINGDOMS AND WRITE IN THERE. Thanks <3 This comments section is just for the base Calradia Expanded.
Update a.1.1.6 Added in 11 new villages scenes that Taleworlds added in e.1.6.1 Fixed player owned trade caravans from having crazy flags when on the sea. Minor changes/additions to the vlandia area, just visual.
Update a1.1.5 Support for e.1.6.0 Horse fix for Vlandia and Sturigan horse producing villages Sound removal for a fountain Added some trees, woohoo,
-Navmesh: You can now sail pretty much anywhere you want. Those tiny islands to the west? Sure! The frozen north? Sure, go for it. Deserts and the South Western lands? Yup. If its not part of the skybox you can go there. All around the world are ports that you can enter and exit from. Unfortunately there isn't a way to allow you to just sail from wherever you want unless you really want to pretend your party is just carrying a ship with them wherever they go? Just run at a little port and onto the sea and you'll be transferred to a boat which will allow you to travel just like on land. -Ruins: We've now added 13 ruins to the world, there will be more in time. These ruins on CE are just visual to make the land more interesting, if you want them to do something its a feature in CEK. -Roads: The road network has been expanded functionally wise. More sections of the roads work as roads, so the NPC parties follow the roads as a priority rather than running through slower woods.
Issues: Going to the far edges of the world makes the camera angle go a bit wonky, sorry, we'll look at how to sort that in the future.
Future plans: Just putting this here as well. In the future the visual and functional roads network will be expanded along with adding in more little farms and visually interesting elements. We also are looking to recruit some sceners to make some custom scenes for the new villages, towns and ruins we have created.
ANEWplaythrough is recommended due to the huge update in the Navmesh. If you update to this version and play an old save parties could end up being stuck which can lead to game crashes and not being able to speak to some important NPC's if they are stuck. I know its a pain in the ass but such is life.
Exception Information: Potential Module Id: Sandbox Potential Source Module Id: Sandbox Type: System.AccessViolationException Message: Attempted to read or write protected memory. This is often an indication that other memory is corrupt. Stacktrace:
at Vec2 SandBox.MapScene.GetNavigationMeshCenterPosition(PathFaceRecord face)
at Settlement TaleWorlds.CampaignSystem.GameComponents.DefaultMapDistanceModel.GetClosestSettlementForNavigationMesh(PathFaceRecord face)
at float TaleWorlds.CampaignSystem.GameComponents.DefaultMapDistanceModel.GetDistance_Patch1(DefaultMapDistanceModel this, MobileParty fromParty, Settlement toSettlement)
at void TaleWorlds.CampaignSystem.CampaignBehaviors.AiBehaviors.AiVisitSettlementBehavior.CalculateVisitHideoutScoresForBanditParty(MobileParty mobileParty, Settlement currentSettlement, PartyThinkParams p)
at void TaleWorlds.CampaignSystem.CampaignBehaviors.AiBehaviors.AiVisitSettlementBehavior.AiHourlyTick(MobileParty mobileParty, PartyThinkParams p)
at void TaleWorlds.CampaignSystem.MbEvent<T1, T2>.InvokeList(EventHandlerRec<T1, T2> list, T1 t1, T2 t2)
at void TaleWorlds.CampaignSystem.CampaignEvents.AiHourlyTick(MobileParty party, PartyThinkParams partyThinkParams)
at void TaleWorlds.CampaignSystem.CampaignEventDispatcher.AiHourlyTick(MobileParty party, PartyThinkParams partyThinkParams)
at void TaleWorlds.CampaignSystem.CampaignBehaviors.AiBehaviors.AiPartyThinkBehavior.PartyHourlyAiTick(MobileParty mobileParty)
at void TaleWorlds.CampaignSystem.MbEvent<T>.InvokeList(EventHandlerRec<T> list, T t)
at void TaleWorlds.CampaignSystem.CampaignEvents.TickPartialHourlyAi(MobileParty party)
at void TaleWorlds.CampaignSystem.CampaignEventDispatcher.TickPartialHourlyAi(MobileParty party)
at void TaleWorlds.CampaignSystem.CampaignPeriodicEventManager+PeriodicTicker<T>.PeriodicTickSome(double timeUnitsElapsed)
at void TaleWorlds.CampaignSystem.CampaignPeriodicEventManager.TickPartialHourlyAi()
at void TaleWorlds.CampaignSystem.Campaign.Tick()
at void TaleWorlds.CampaignSystem.GameState.MapState.OnMapModeTick(float dt)
at void TaleWorlds.CampaignSystem.GameState.MapState.OnTick(float dt)
at void TaleWorlds.Core.GameStateManager.OnTick(float dt)
at void TaleWorlds.Core.Game.OnTick(float dt)
at void TaleWorlds.Core.GameManagerBase.OnTick(float dt)
at void TaleWorlds.MountAndBlade.Module.OnApplicationTick(float dt)
at void TaleWorlds.DotNet.Managed.ApplicationTick(float dt)
at void ManagedCallbacks.LibraryCallbacksGenerated.Managed_ApplicationTick_Patch1(float dt)
Remove the CustomSpawnAPI, and possibly CalradiaAtWar: I know for a fact that this mod and CustomSpawnAI conflict, as I tried using both at one point, and couldn't. I'm not sure about CaW, as I've never used it, but I think any Custom Unit spawner that uses an API system conflicts with Calradia Expanded. Reason I say API System is that the Sisters of Steel Mods works with this mod just fine.
Guessing you couldn't find the compat patch that's mentioned in the CE description either? Was really hoping to have Scum and Villainy running and CE, but can't find the patch :,(
This mod works perfectly fine in-game version 1.2.12 but after I spent about 72 hours in the game, I finally found an issue. This mod will cause a crash when I try to besiege the Liberartis town. here is what I got from better exception window : The source is from Mscorlib, and the call stack is Out of Range. there are many call stacks but I forgot to copy that, and yeah I probably tried all of the possible actions that I can, one of them is to deactivate all my mods except this mod and of course harmony. But yeah no result. Every time I or NPC tried to besiege the Liberartis town crash would happen 100%. Take a walk around the town, go to the keep, dungeon and tavern are fine, but Besiege the town is absolute crash.
Anyone who used game version 1.2.12 and used this mod, I recommend using cheat just to claim the town and place a bunch of maxed tier troops so NPC will never attack the town.
I can see Liberartys with 4walls, but it should be only 2 walls here on world map, when you siege city only 2 walls can be destroyed, other 2 are bugged and never getting destroyed by siege engines. Prolly we should just remove 2 walls in mod in city walls strings?
I had a problem with loading this mod using the xbox game pass version where it threw an error about not being able to locate the dll files (Cannot find). After finding an the answer on an old forum that helped me I thought it would help people here. All modules have a folder in \bin\ that is called Win64_Shipping_Client and all dll files are located there. I just renamed in into Gaming.Desktop.x64_Shipping_Client and it worked. I repeated the process for any other mods it threw the error for.
DeepSpaceNova are you already tried to besiege the Liberartis town? if you still haven't tried it, can you try it? in my case, this mod will cause a crash if the player or NPC besieges the Liberartis town thou...
this mod still works, not perfect, but still playable. the only things you need to keep an eye on are unreachable hideouts and the Liberartis town. Go see my comment down below for the Liberartis town issue xD
For the Rescue your family quest the hideout I'm supposed to go to wont let me enter and when I hover my mouse over the hideout it shows a red circle where the hitbox of the hideout is but the problem is that the hitbox is in a place I can't go to...
Yeah, some hideouts can't be reached, when i start a new campaing i go to the city north of Omor, there are no troubles there and as i play with fourberie, i don't care that the sea raiders don't like me.
Hey, thanks for your works i really enjoy those mods especially with Kingdoms expanded. I was wondering if you'll update it to make it work with the new update that will come and the expansion with boat fights?
2153 comments
No Rivers! 1.1.6 - Taleworlds changed something within the editor and now my rivers are gone. Sorry about that, will try and get it fixed. Its only a visual thing.
Being under the ground slightly -
This issue was reported in beta and now that 1.5.5 is now 'stable' it seems the underground issue has come along with it. I am working on a fix for this issue.Fixed-ish a1.1.2 Some places you'll sink a little other places you'll float a little, best I can do for now.Siege Icons -
If you have a crash when using this mod click the below spoiler and follow the instructions.
Do not copy and paste the whole error report itself or add a screenshot of the error report.
If you don't already have it go and install Butterlib. Then when next you crash an error window will pop up, click 'Upload Report as a Permalink' and it will give you a web address that you can paste into your bug report.
Thanks <3
This comments section is just for the base Calradia Expanded.
Update a.1.1.6
Added in 11 new villages scenes that Taleworlds added in e.1.6.1
Fixed player owned trade caravans from having crazy flags when on the sea.
Minor changes/additions to the vlandia area, just visual.
Update a1.1.5
Support for e.1.6.0
Horse fix for Vlandia and Sturigan horse producing villages
Sound removal for a fountain
Added some trees, woohoo,
Ruins & Navmesh Update a1.1.4
Release trailer for 1.1.4 covering CEK and CE.
-Navmesh: You can now sail pretty much anywhere you want. Those tiny islands to the west? Sure! The frozen north? Sure, go for it. Deserts and the South Western lands? Yup. If its not part of the skybox you can go there. All around the world are ports that you can enter and exit from. Unfortunately there isn't a way to allow you to just sail from wherever you want unless you really want to pretend your party is just carrying a ship with them wherever they go? Just run at a little port and onto the sea and you'll be transferred to a boat which will allow you to travel just like on land.
-Ruins: We've now added 13 ruins to the world, there will be more in time. These ruins on CE are just visual to make the land more interesting, if you want them to do something its a feature in CEK.
-Roads: The road network has been expanded functionally wise. More sections of the roads work as roads, so the NPC parties follow the roads as a priority rather than running through slower woods.
Issues: Going to the far edges of the world makes the camera angle go a bit wonky, sorry, we'll look at how to sort that in the future.
Future plans: Just putting this here as well. In the future the visual and functional roads network will be expanded along with adding in more little farms and visually interesting elements. We also are looking to recruit some sceners to make some custom scenes for the new villages, towns and ruins we have created.
A NEW playthrough is recommended due to the huge update in the Navmesh. If you update to this version and play an old save parties could end up being stuck which can lead to game crashes and not being able to speak to some important NPC's if they are stuck. I know its a pain in the ass but such is life.
Credits to GOOGLEPOX for getting it up and running. +50 Drezavelt™ points.
Also I can't be bothered to update all the text on the above posts.. no real support given either btw.
Potential Module Id: Sandbox
Potential Source Module Id: Sandbox
Type: System.AccessViolationException
Message: Attempted to read or write protected memory. This is often an indication that other memory is corrupt.
Stacktrace:
TaleWorlds.CampaignSystem.GameComponents.DefaultMapDistanceModel.GetClosestSettlementForNavigationMesh(PathFaceRecord
face)
this, MobileParty fromParty, Settlement toSettlement)
TaleWorlds.CampaignSystem.CampaignBehaviors.AiBehaviors.AiVisitSettlementBehavior.CalculateVisitHideoutScoresForBanditParty(MobileParty
mobileParty, Settlement currentSettlement, PartyThinkParams p)
TaleWorlds.CampaignSystem.CampaignBehaviors.AiBehaviors.AiVisitSettlementBehavior.AiHourlyTick(MobileParty
mobileParty, PartyThinkParams p)
TaleWorlds.CampaignSystem.CampaignBehaviors.AiBehaviors.AiPartyThinkBehavior.PartyHourlyAiTick(MobileParty
mobileParty)
TaleWorlds.CampaignSystem.CampaignPeriodicEventManager+PeriodicTicker<T>.PeriodicTickSome(double
timeUnitsElapsed)
ButterLib
UIExtenderEx
ModConfigMenuv5
Native
Sandbox
Birth
CustomBattle
Sandbox
Story
[Calradia Expanded]
RBM
CustomSpawnAPI
CalradiaAtWar
BetterSave
UsefulSkips
ServeAsSoldier
This mod will cause a crash when I try to besiege the Liberartis town.
here is what I got from better exception window :
The source is from Mscorlib, and the call stack is Out of Range.
there are many call stacks but I forgot to copy that, and yeah I probably tried all of the possible actions that I can, one of them is to deactivate all my mods except this mod and of course harmony. But yeah no result.
Every time I or NPC tried to besiege the Liberartis town crash would happen 100%.
Take a walk around the town, go to the keep, dungeon and tavern are fine, but Besiege the town is absolute crash.
Anyone who used game version 1.2.12 and used this mod, I recommend using cheat just to claim the town and place a bunch of maxed tier troops so NPC will never attack the town.
if you still haven't tried it, can you try it?
in my case, this mod will cause a crash if the player or NPC besieges the Liberartis town thou...
the only things you need to keep an eye on are unreachable hideouts and the Liberartis town.
Go see my comment down below for the Liberartis town issue xD
I was wondering if you'll update it to make it work with the new update that will come and the expansion with boat fights?