UPDATE: To people experiencing a crash, please remove "main_menu_vlandia_castle" from the mod's SceneObj folder.
These are extremely well-done. Please consider taking these to Wallpaper Engine or something similar. These are too good to just be in Bannerlord's main menu.
Although crashing does happen when entering the main menu again. Since I've never seen Screenshots 3 (Battanian Castle) and 9 (Aserai Indoors), I'm guessing these are the culprits of the crashes.
Did the problem get resolved? I suspect it was a conflict with a MOD that was manipulating "SceneObj"? I changed the MOD order to load right after "StoryMode" and it stopped crashing. (1.2.11) However, the image doesn't slide even if I look at it for a long time.
These aren't supposed to be slideshows, they will change whenever you return to the Main Menu, either from exiting options or from quitting to main menu.
there are one or two scenes in SceneObj folder that will crash your game, can't remember whish one, but you guys can test it, just move all of scenes outside of SceneObj folder except for one. do this with all scenes until you found the bad one or just use only one scene you know is working as i recall correctly those are the best main_menu_a main_menu_battleground_a main_menu_Vlandia_City
not 100% sure but i think "main_menu_vlandia_castle" can crash
This an awesome mod that looks great, but it doesn't run very well on my system. The performance is fine most of the time, but I get MemoryOutOfBounds errors sometimes when backing out to the main menu from a sub screen sometime, and quitting the game often causes a crash or a long string of error windows. I'm on 1.0.3 with 16 gigs of RAM, so its definitely a memory management problem
I don't actually think the problem is this mod itself, or at least not alone, but one of the other hundred mods I have installed. I'm pretty sure it was conflicting with a battle scene map pack, or one of my other SceneData mods. After removing a bunch of things from my ideal loadout and testing it, I eventually found that removing this mod alone cleared a huge amount of my error log, including some mysterious shader problems that I had been tolerantly ignoring for some time. Both the mysterious memory crashes and the problems with closing the game just stopped as soon as I removed this mod.
I think the problem is somewhere in the code that switches the scenes when the menu is loaded, as I switched to one of the other static main menu replacers and its been fine so far.
This is actually a great mod, and I think I remember using it by itself some time ago with no problems, but I figured I'd post this warning for anyone else who has a large number of content and gameplay mods, if you have strange problems, try removing this mod first.
Seems it works also with 1.0.3 final version. Can you do something for ultrawide monitors ex: 3440x1440 resolution ( 21:9 aspect ratio ) ? 3D image/s in main menu looks stretched. It is like some special FOV of 120 or something - just for it, the 2D UI looks fine.
The ingame situation is as expected - so no stretching there - just the original menu 3d scene plus this menu mod 3d scenes are practical decoupled from the normal game. Can you provide some type of setting or make a version also for ultrawide. Part of the reason i installed this mod was for mitigation of the strange FOV/stretch/ 3D perspective of the original menu. Most likely there are 2 or 4 settings : one for the game and a separate one just for the main menu. All i want is a normal looking menu.
I like the scenes - they are very nice. It brings back the love of the game.
Edit:I got a crash! The error said something about Harmony compatibility... Here is the error log: Outer exception callstack: at TaleWorlds.MountAndBlade.Markable.OnInit() at TaleWorlds.Engine.Scene.Read(String sceneName) at AlternatingMainMenuModule.HarmonyPatches.PreFix(MBInitialScreenBase __instance, Scene& ____scene, Camera ____camera, SceneLayer ____sceneLayer, GameEntity& ____cameraAnimationEntity) in C:\Program Files (x86)\Steam\steamapps\common\Mount & Blade II Bannerlord\Modules\AMMB-Dev\CSharpSourceCode\HarmonyPatches.cs:line 22 at TaleWorlds.MountAndBlade.MBInitialScreenBase.RefreshScene_Patch1(MBInitialScreenBase this) at TaleWorlds.MountAndBlade.MBInitialScreenBase.OnActivate() at TaleWorlds.MountAndBlade.GauntletUI.GauntletInitialScreen.OnActivate() at TaleWorlds.ScreenSystem.ScreenBase.HandleActivate() at TaleWorlds.ScreenSystem.ScreenManager.CleanAndPushScreen(ScreenBase screen) at TaleWorlds.Core.GameStateManager.OnPushState(GameState gameState) at TaleWorlds.Core.GameStateManager.OnCleanAndPushState(GameState gameState) at TaleWorlds.Core.GameStateManager.DoGameStateJobs() at TaleWorlds.Core.GameStateManager.CleanAndPushState(GameState gameState, Int32 level) at TaleWorlds.MountAndBlade.Module.OnInitialModuleScreenActivated(Boolean isFromSplashScreenVideo) at TaleWorlds.MountAndBlade.View.Screens.VideoPlaybackScreen.OnFrameTick(Single dt) at TaleWorlds.MountAndBlade.GauntletUI.GauntletVideoPlaybackScreen.OnFrameTick(Single dt) at TaleWorlds.ScreenSystem.ScreenBase.FrameTick(Single dt) at TaleWorlds.ScreenSystem.ScreenManager.Tick_Patch1(Single dt, Boolean activeMouseVisible)
77 comments
These are extremely well-done. Please consider taking these to Wallpaper Engine or something similar. These are too good to just be in Bannerlord's main menu.
Although crashing does happen when entering the main menu again.Since I've never seen Screenshots 3 (Battanian Castle) and 9 (Aserai Indoors), I'm guessing these are the culprits of the crashes.
I suspect it was a conflict with a MOD that was manipulating "SceneObj"?
I changed the MOD order to load right after "StoryMode" and it stopped crashing. (1.2.11)
However, the image doesn't slide even if I look at it for a long time.
can't remember whish one, but you guys can test it,
just move all of scenes outside of SceneObj folder except for one.
do this with all scenes until you found the bad one
or just use only one scene you know is working
as i recall correctly those are the best
main_menu_a
main_menu_battleground_a
main_menu_Vlandia_City
not 100% sure but i think "main_menu_vlandia_castle" can crash
I will say these are visually captivating and well picked for what they are.
I don't actually think the problem is this mod itself, or at least not alone, but one of the other hundred mods I have installed. I'm pretty sure it was conflicting with a battle scene map pack, or one of my other SceneData mods. After removing a bunch of things from my ideal loadout and testing it, I eventually found that removing this mod alone cleared a huge amount of my error log, including some mysterious shader problems that I had been tolerantly ignoring for some time. Both the mysterious memory crashes and the problems with closing the game just stopped as soon as I removed this mod.
I think the problem is somewhere in the code that switches the scenes when the menu is loaded, as I switched to one of the other static main menu replacers and its been fine so far.
This is actually a great mod, and I think I remember using it by itself some time ago with no problems, but I figured I'd post this warning for anyone else who has a large number of content and gameplay mods, if you have strange problems, try removing this mod first.
Try to delete everything from SceneObj except for one of these three.
main_menu_a
main_menu_Carcassonne_fall
main_menu_Vlandia_City
I tried all and got crashes with the rest of them.
It's been a while I wanted to integrate this mod with my 1259 Anno Domini.
Can you do something for ultrawide monitors ex: 3440x1440 resolution ( 21:9 aspect ratio ) ?
3D image/s in main menu looks stretched. It is like some special FOV of 120 or something - just for it, the 2D UI looks fine.
The ingame situation is as expected - so no stretching there - just the original menu 3d scene plus this menu mod 3d scenes are practical decoupled from the normal game.
Can you provide some type of setting or make a version also for ultrawide.
Part of the reason i installed this mod was for mitigation of the strange FOV/stretch/ 3D perspective of the original menu.
Most likely there are 2 or 4 settings : one for the game and a separate one just for the main menu.
All i want is a normal looking menu.
I like the scenes - they are very nice. It brings back the love of the game.
Thank you!!! <3
Edit: I got a crash!
The error said something about Harmony compatibility...
Here is the error log:
Outer exception callstack:
at TaleWorlds.MountAndBlade.Markable.OnInit()
at TaleWorlds.Engine.Scene.Read(String sceneName)
at AlternatingMainMenuModule.HarmonyPatches.PreFix(MBInitialScreenBase __instance, Scene& ____scene, Camera ____camera, SceneLayer ____sceneLayer, GameEntity& ____cameraAnimationEntity) in C:\Program Files (x86)\Steam\steamapps\common\Mount & Blade II Bannerlord\Modules\AMMB-Dev\CSharpSourceCode\HarmonyPatches.cs:line 22
at TaleWorlds.MountAndBlade.MBInitialScreenBase.RefreshScene_Patch1(MBInitialScreenBase this)
at TaleWorlds.MountAndBlade.MBInitialScreenBase.OnActivate()
at TaleWorlds.MountAndBlade.GauntletUI.GauntletInitialScreen.OnActivate()
at TaleWorlds.ScreenSystem.ScreenBase.HandleActivate()
at TaleWorlds.ScreenSystem.ScreenManager.CleanAndPushScreen(ScreenBase screen)
at TaleWorlds.Core.GameStateManager.OnPushState(GameState gameState)
at TaleWorlds.Core.GameStateManager.OnCleanAndPushState(GameState gameState)
at TaleWorlds.Core.GameStateManager.DoGameStateJobs()
at TaleWorlds.Core.GameStateManager.CleanAndPushState(GameState gameState, Int32 level)
at TaleWorlds.MountAndBlade.Module.OnInitialModuleScreenActivated(Boolean isFromSplashScreenVideo)
at TaleWorlds.MountAndBlade.View.Screens.VideoPlaybackScreen.OnFrameTick(Single dt)
at TaleWorlds.MountAndBlade.GauntletUI.GauntletVideoPlaybackScreen.OnFrameTick(Single dt)
at TaleWorlds.ScreenSystem.ScreenBase.FrameTick(Single dt)
at TaleWorlds.ScreenSystem.ScreenManager.Tick_Patch1(Single dt, Boolean activeMouseVisible)
if yes can you add me on discord plz
Le Profyteur#3087