103 comments

  1. Grainnz
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    is it possible to add an optional restriction, where we can only recruit from settlements only after we reach a certain clan tier or certain relationship level with the notables?  or maybe both lol. Basically just preventing us in early games from dragging random peasant/noble troops into our party, despite us being basically a nobody.

    i found similar mod like that but it added too much other than the simple restrictions, its called Feudal Warfare.

    but still, this is already a pretty balanced restrictions and helps with preventing the lords having elites from all kind of cultures
    1. M1ster3
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      Yes, it is, but that's over in the whole recruiting/adding units to a troop roster, not he "upgrade" of units, which is basically just transforming a unit into another.
      But like you saw noticed, It is indeed possible. I do like your idea, so I might take it up for consideration next time I make an update, as it does make sense that the noble recruits wouldn't just let anyone hire them.

      Also, I'm glad to hear you like my mod.
    2. kleidophoros
      kleidophoros
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      Check out Jus Ad Bellum

      https://www.nexusmods.com/mountandblade2bannerlord/mods/3085

      and the units for it
      https://www.nexusmods.com/mountandblade2bannerlord/mods/5054
  2. FidelPH
    FidelPH
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    Are you able to set a simple toggle option that straight up bans the culture from recruiting anything other than their own culture?
    1. M1ster3
      M1ster3
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      No, it would require one to modify where parties recruits troops/adds them to their party, and somehow block it there. This only addresses the upgrading of troops, aka the transforming of one to another.

      You aren't the first to have asked this however, so you can scout the posts for the more detailed answer.
  3. LesaboR
    LesaboR
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    An ingenious fashion concept, thank you very much, you are one of those who brought realism to this game.
    1. M1ster3
      M1ster3
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      Thank you, I am glad you like it.
  4. LolikKhan
    LolikKhan
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    Very nice idea! Is there any chance to make troop upgrade possible only in corresponding culture cities??In this case any leader will be able to do so, but only if he have access to the settlement of the same culture.
    1. M1ster3
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      You're gonna have to elaborate a bit on what you mean, as I am rather sure that the mod already does exactly that.
      A party leader can freely upgrade troops of their own culture, but to upgrade troops of a different culture, they must be within a walled settlement; town or castle, with said culture of the troop they wish to upgrade them into, that's friendly to the party.
      Friendly being on the same side/allies... aka part of the same kingdom, either as vassals or mercenary companies. Not just neutral, meaning not at war currently. 

      So unless you had something more, or less specific, in mind, the mod already designed around that concept, and it can be disabled or enabled as an option with a few changes to the settings for each culture.
  5. MustDy
    MustDy
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    That is an interesting concept. Tho I was always looking for a bit of another option: 
    Fully restrict armies to have troops of another culture. 
    In theory it is achievable using this mod only partially - if we do restrict any upgrades of other cultures, armies will run around with its own culture upgraded troops, and bunch of peasant from others. 
    AFAIK there is no other mod that provides it - can it be implemented here? 
    As an option, may be give ability to re-train peasants from other cultures to own unit tree. 
    1. M1ster3
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      There's a handful of issues with that idea, which is something I have explained before.

      First off, yes, this mod only restricts upgrading troops. But to restrict parties from having other cultures troops all together, you'd also need to prevent them from recruiting them while they're prisoners or implement a system that automatically converts them to a suitable troop from the culture you belongs to once recruited.

      Implement a way to convert troops to your of your own culture is doable, but either requires a conversion/transformation option, that the AI would not be able to make use of, or making use of the existing system.
      Using the existing system in the game, which basically already transform a troop into another one, would be simpler, but requires that we adds a suitable troop from each of the other cultures as an upgradeable option. This would mean that each troop would have 6 to 7 upgrade options, and there's barely room for 2, max 3, in the user interface. This is also without taking into account that we need to go tell the game that it should delete the NPCs with these IDs and make new once, that's almost identical, except it has more "upgrade" options.

      Neither of these options takes the Body Property into account, which is what controls how they appear in game. Suddenly you're transforming a Sturgian into an Aserai. Doesn't quite work that way.
      I then hear you ask, "What about just giving them the equipment and stats, but keeping the cultural appearance?"
      Well, sure, that's also doable, but that means we'd need a foreign cultural variant of each troop you wish that's other cultures troops can be converted into. Each with their own unique ID, so we have an option for each possible combination.

      To make it easier to understand, an NPC/Troop has a serie of factors that needs to be worked with:

      • The ID; how it's called or identified.
      • Level; like how a recruit is level 6 (tier 1) while peasant are 1 (tier 0).
      • Name; the text that's actually shown in game
      • Culture; the culture the troop belongs to
      • Body Property; Dertimes how it looks. Here the game looks into it's files and gives it a random generated appearance based on what it's told to use, like the fighter_aserai or townman_empire templates.
      • Skills/Stats; one handed, bow, riding, that sort of things and how high the numbers are/how good they are at it.
      • Upgrade Targets; which troops it can be transformed into when meeting the requirements.
      • Equipment; the stuff the troop has or can have.

      So yeah, it's possible, but thanks to how the game builds it's NPCs, would require making a lot of data entries.
    2. MustDy
      MustDy
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      Thats a throughout explanation, and thanks for that. 
      I did not think about unit appearance to be fair, at all. 
      And considering all above, yes, giving the overall instability of Bannerlord heavy intervention with scripts is not a good idea. And full rework of unit system to support such restriction sounds like a total overhaul, rather than a simple mod. 

      Again, I really appreciate your explanation! + to modding karma.
    3. M1ster3
      M1ster3
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      You're welcome and yeah, I have considered doing something like it, but found out that if it's to "look good" too, would require either reworking how the game constructs it's troop NPCs, by say making template NPCs, then adds the body properties afterwards, but this would still require an unique ID for each, and then we're back to where we started.

      But yes, like you pointed out, it would require a huge overhaul and so many combinations of a cultures different troops to make it work right. And this is before we consider what happens when another mod comes along that adds new troops to cultures or hell, an entire new culture. Then this mod would not work as intended with them, and making my mod dynamic and able to work with other mods that adds new cultures or units was one of my main goals.

      Regardless, thanks for showing interest and for your suggestion. 
  6. Rodderick90
    Rodderick90
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    Nvm.
  7. kleidophoros
    kleidophoros
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    Shows the mod is updated, nothign changed? glitching?
    1. M1ster3
      M1ster3
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      Not as far as I know, no, nothing new
  8. Torsten
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    Hi, what game versions are supported? v1.2.x?
    1. M1ster3
      M1ster3
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      Yes, it was originally made for 1.2.8 using Butterlib v2.9.8, Harmony v2.3.3.207 and Mod Configuration Menu v5.10.1, so as long as your game is using those or newer versions, they should still work.

      The mod may still work with an older version of the game and older versions of those mods, but I make no guarantee.
    2. Torsten
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      Thanks for your reply.
      Personally, I like it how you did the setup with the config!

      Great mod. Runs well on v1.2.10.
    3. M1ster3
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      You're welcome and I am glad to hear it.
  9. Operative85
    Operative85
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    Great mod! Suggestion though, the tooltip is a bit hard to parse at first glance. I suggest this:

    ""Your culture, {Culture}, cannot upgrade {OriginalCharacter} into {UpgradeTarget} without being inside a town or castle that 1.) has {UpgradeTarget_Culture} as it's culture and 2.) is owned by a kingdom you're aligned with.""
    1. M1ster3
      M1ster3
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      I am glad you like my mod and thanks for the feedback. I will most likely be including such changes if I am to upload any new updates in the future.
    2. Operative85
      Operative85
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      I noticed that you implemented and improved on my suggestion. :) Thank you very much for considering my opinion. Have a great day!
    3. M1ster3
      M1ster3
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      Thank you for suggesting it, it does make it easier to read, and likewise to you.
  10. JulioClaudian
    JulioClaudian
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    What determines the culture of a party? The party leader's culture or the clan/kingdom's?
    1. M1ster3
      M1ster3
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      As a base rule, it's the party leaders culture, or "leader hero" as it's called in the native code, that determines the parties culture.
       
      However, there are many parties that don't always have leader heroes, such as bandits, caravans, garrisons, etc.
      But here is how it handles it:

      Party's Culture is Bandit?
      Yes: Party Culture is Bandit
      No: Party is a Mobile Party? ---These are every party that can roam; caravans, war parties, guards from Improved garrisons, etc. 
      Yes: Party has Leader Hero?
      Yes: Party culture = Leader Heros Culture. ---Only roaming parties with leader heroes; mercenary parties, player owned caravans, etc.
      No:  Party culture = Home Settlement Culture. ---This is all the others, like regular caravans, villagers
      No: Is party in a settlement? 
      Yes: Party culture = Settlement Culture. ---These are garrisons
      No: Party culture = Parties culture ---A catch all, because all parties will always have a culture, but it rarely ends up here.

      Now keep in mind, this mod doesn't actually change the cultures of them in game, it's simply the value my mod saves to know if the party can upgrade one troop into another.
    2. JulioClaudian
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      Okay makes sense, thanks.