Caesar's Rome Edition v1.5.1.1(Don't forget to ENDORSE, so others can find this mod!)
How-To Video: https://youtu.be/az_rKf2SBno
Known Conflicts: Finally had a chance to take a look at MCM - thanks to @Cheyron for offering some code options. Did a bunch of research on MCM and have decided to stick with ModLib for the time being. There are a few reasons for this:
1. ModLib is simple for the average joe and my code already uses it (no extra work editing/maintaining two versions) and I've experienced no issues.
2. MCMv3.1.9 works with ModLib as long as ModLib is placed/loaded after MCM Modules - Options Menu Appears when Testing: MBv1.5.2 + MCMv3.1.9 + ModLib + AFME(Caesar'sRome)v1.5.1.1
3. MCMv4 is in BETA and looks to be adding more work for the average joe user - Download MCMv4 + Harmony + ButterLib + UIExtenderEx + Mod and also get the load orders correct. Also there are a bunch of posts on MCM about bugs relating to ButterLib v1.0.11 - ButterLib v1.0.12 has apparently fixed the issue. This however has me worried about MCMv4 and the added complexity due to more dependencies. This creates a poor user experience which leads to increased posts about errors - which are often multivariable nightmares created by the user not following overly complex instructions to the letter.
Feel free to counter any of the points I've made or offer feedback as to what Mods require MCMv4, that you just can't live without.
also might be a good idea to add to your describtion that even tho the custom troop tree are optional its not posible to remove once embedded into the savegame.
You can do the following: Keep Caesar's Rome (@Bottom) enabled. Open \Mount & Blade II Bannerlord\Modules\zCustomImperialTreeCaesarsRome\ModuleData\spnpccharacters.xml in a text editor and change the id="imperial_recruit" to id="imperial_recruit_2". The native troops will then take back over again. But, there will still be custom troops in parties, until they're killed off.
I'm interested in the ability to return troops to their starting position after an attack, i.e. when I myself fight in another part of the map, my troops must, on command, return and stand as I placed them at the beginning (saved position on the ground).?
The updated version of this mod - https://www.nexusmods.com/mountandblade2bannerlord/mods/4454?tab=files&file_id=28434&nmm=1 just got hidden just now.. Does this mean the author will finally update this?
on my keyboard the ten paces forward is page up page down for ten paces back and the f11 and F12 keys don't do anything, but the most important issue is the fact that most roman formations aren't in the mod there is just circle infantry formation arrrows front and back and a few other line formations, I had to copy the checkered board formation from your youtube video in the description but maybe if we had other formations to add in the mod (the number values to apply in the settings) we could make the mod work and its legend could live on
263 comments
How-To Video:
https://youtu.be/az_rKf2SBno
Known Conflicts:
Finally had a chance to take a look at MCM - thanks to @Cheyron for offering some code options.
Did a bunch of research on MCM and have decided to stick with ModLib for the time being. There are a few reasons for this:
1. ModLib is simple for the average joe and my code already uses it (no extra work editing/maintaining two versions) and I've experienced no issues.
2. MCMv3.1.9 works with ModLib as long as ModLib is placed/loaded after MCM Modules - Options Menu Appears when Testing: MBv1.5.2 + MCMv3.1.9 + ModLib + AFME(Caesar'sRome)v1.5.1.1
3. MCMv4 is in BETA and looks to be adding more work for the average joe user - Download MCMv4 + Harmony + ButterLib + UIExtenderEx + Mod and also get the load orders correct. Also there are a bunch of posts on MCM about bugs relating to ButterLib v1.0.11 - ButterLib v1.0.12 has apparently fixed the issue. This however has me worried about MCMv4 and the added complexity due to more dependencies. This creates a poor user experience which leads to increased posts about errors - which are often multivariable nightmares created by the user not following overly complex instructions to the letter.
Feel free to counter any of the points I've made or offer feedback as to what Mods require MCMv4, that you just can't live without.
Keep Caesar's Rome (@Bottom) enabled.
Open \Mount & Blade II Bannerlord\Modules\zCustomImperialTreeCaesarsRome\ModuleData\spnpccharacters.xml in a text editor and change the id="imperial_recruit" to id="imperial_recruit_2". The native troops will then take back over again. But, there will still be custom troops in parties, until they're killed off.
I've tested Army Formations Made Easy "Compiled for Bannerlord 1.0! :D MCM v5" v1.0 (uploaded on 28 Oct 2022) and it worked like a charm on 1.0.3.
https://www.nexusmods.com/mountandblade2bannerlord/mods/4454?tab=files&file_id=28434&nmm=1
just got hidden just now.. Does this mean the author will finally update this?
Dead Mod Pack