Mount & Blade II: Bannerlord

Mount & Blade II: Bannerlord

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DynaCulture
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Game Mode: Singleplayer
Compatible Version: v1.2.7
File Size
Posted
Updated
540.703 KB
28 Oct, 2022 @ 7:44am
14 Dec, 2023 @ 11:28am
27 Change Notes ( view )

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DynaCulture

Description
Initial mod from Splintert
This is a reupload (with fixes mostly) of the mod on nexus mod (id 639)

From the creator of Change Settlement Culture comes this much requested* stand-alone expansion, DynaCulture.

To put it simply, this mod adds a dynamic simulation of settlement culture and influence based on the owning kingdom or clan and surrounding environmental factors. The primary effect is that expanding a kingdom's territory will expand their influence, affecting neighboring settlements and eventually causing them to flip to the kingdom's culture.

Configuration and Settings
DynaCulture offers the ability for everyone to tailor their experience to their preferred outcomes. The following settings are available through MCMv5:

Gradual Assimilation (on/off):
This allows you to control whether settlements should assimilate gradually. By default, settlements will take some time to shift to a new stable state based on surrounding influence factors.

Assimilation Resistance Factor (integer):
This allows you to control how quickly assimilation occurs. By default, I picked a value that will see settlements stabilize over a few days to a week of in-game time. A higher value will slow down assimilation.

Owner Kingdom Influence Strength (integer):
This allows you to control how strong the owner's influence is over a settlement. By default, the owner is given a sizable increase to influence but external factors are the greater force.

Settlement Influence Range (integer):
This allows you to control how close a settlement must be to influence its geographical neighbors. By default, the distance is set to include geographically close settlements within a few hours travel time.

Linked Settlements Cause Influence (on/off):
This allows you to control whether settlements are influenced by their trade partners. By default, towns and castles will spread influence to all of their associated villages.

Assimilate Player Kingdom Only (on/off):
This allows you to control whether AI kingdoms will be affected by the mod features. By default, all kingdoms are affected.

Change Notables Culture (on/off):
This allows you to control whenever you want notables (and so new volunteers) to change to the new settlement culture.
Notables who already changed culture will keep it. You can delete dynaculture save file if you want to reset notables who already changed culture (but keep in mind it will reset the culture of all settlements)

Governor Influence Player Settlement Only (on/off):
(Default true) Governor culture will only affect player settlement

Governor Influence Strength (integer):
(Default 0 (The governor culture doesn't influence the settlement culture)) Allow the governor culture to influence the culture of the settlement it's assigned to.
If you want to change city culture to the one of your governor you probably want a high value (30 to max) if the settlement is surround by settlements with the same culture (if you have high owner influence it might conflict)

Disclaimer: Splintert have primarily tested the default settings. Changing these settings may have unusual, unexpected, or unrealistic effects on culture in your save.

FAQ:
How do I tell if the mod is working?
A: Hold ALT and hover your cursor over a settlement. There will be an "Influences" section detailing the current spread of culture.

Is this mod compatible with my existing save file?
A: Yes.

Will this mod break my save if I want to remove it?
A: No. Culture will revert to Native defaults.

Are there any incompatibilities?
A: Any mod that changes settlement culture during a campaign will conflict with this mod.

What culture will my player kingdom spread?
A: The culture you picked on character creation.

How does the saving system work?
A: Culture is saved to an external file located in your My Documents/Mount & Blade II Bannerlord/Configs/DynaCulture directory. It keys off of your character name to make a unique save file, so don't use the same character name across campaigns unless you want cross contamination of your world map's culture states!

My launcher crashes!
A: You must have Harmony installed.

My game crashes on startup!
A: You must have Harmony above DynaCulture in the load order.

*Who actually asked for this?
A: no one

Reporting Crashes: Install Butterlib and paste a crash report (preferably a link to a pastebin). If you do not do this it will be difficult to help you.
Popular Discussions View All (22)
30
26 Dec, 2022 @ 11:49am
Crash after loading save
Sustain
11
22 Dec, 2022 @ 7:01am
Culture inconsistency after giving a town to a companion (but not always)
Lluid
5
16 May, 2024 @ 5:31am
v1.2.9 crashing [resolved]
Visi
472 Comments
Abseph 19 Jul @ 5:24pm 
@LovelyRoo it does
LovelyRoo 7 Jul @ 10:25am 
I wish there was a way to make this work for the Shokuho conversion mod
Ksarkin 5 Jul @ 1:46am 
Игровое сообщество STURGIA ищет новых игроков.
Наш основной проект - Bannerlord online. Сотни игроков на глобальной карте, отряды НПС, боссы, клановые войны, рейды и битвы за ресурсы. Одним словом ванильный банерлорд, только в онлайне, все лорды - игроки, а одновременный онлайн достигает 400 человек.
Наш дискорд: {LINK REMOVED}
Seelenschwarz 29 Jun @ 11:40pm 
For me the mod works fine (1.2.12.xxxx)

I had a problem with hideout plus, the option to secure villages let the game crash.
GR.Evzonas 22 May @ 2:30pm 
if i press alt, it has no infuence section
FERR/\TA 21 May @ 3:39pm 
It would be really neat if influences could be split into village vs town.
SNES Chalmers 15 May @ 4:13am 
Started crashing tf out of my game. Worked fine but once you claim so much land it bricks your save
SNES Chalmers 13 May @ 2:14pm 
I'm not seeing the Influences section. The menu does show up in MCM however.
aтi- 10 May @ 11:56am 
buğraya teşekkürler
✪Puuuuciiik1337 | ム🍒 10 May @ 9:18am 
v1.2.12 ?