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Thanks for the save.
I think I know where the problem comes from.
It's an old problem, in the first version of the mod the game was crashing if there wasn't any settlement of a culture (because companion of a culture couldn't spawn.)
To fix this, Splintert the author of the mod, force that at least one of each culture has at least 1 settlement.
I didn't try to remove this "fix", and I never gone as far as you in any of my save, so I will remove it and pass the time to check if it's still a problem.
If it isn't a problem anymore, I will release a new version, in any case, I will keep you up to date.
So I will compile it and make it available on nexus since there can only have one version on steam
v1.5.9
Good to know about the "one settlement" rule, it seems I'll have to spawn new companions until the new one happens to be in a culture that has no town.
I'd like to point out that the main issue is that the culture shown in the encyclopedia is wrong : it shows Vlandia in this case but shouldn't.
..\..\Modules\DynaCulture\bin\Win64_Shipping_Client\DynaCulture.dll"
yet that's the place where I put it.
I don't know if I did something wrong, at least I unsubscribed from the original mod so it doesn't interfere.
Also if you subscribe using steam you should unsubscribe and use the one of nexus only.
Maybe nexus and steam mods are in conflict
So far I wasn't able to crash the game, however in my current situation I can't really test much because I don't have any battanian town to give and the "campaign.add_companion" forces the culture to match the player culture so I don't know how to spawn a battanian wanderer. (battania is the only culture with no town currently)
But the problem remains : in Marunath (encyclopedia), the Culture is shown as "Vlandia" just like the owner (former companion) but the loyalty tooltip still says Owner's Culture -3.
I realised that he put his empire wife as governor, leading to "governor's culture -1" as expected but that doesn't explain the -3 from the clan leader.
I gave Balgard (that was Vlandian) to a companion from the empire.
I was expecting the culture to be a problem, but this time there's no negative effect from the owner's culture !
I still see a "-1" from the governor as expected but the calculation for the owner seems wrong.
In the game code it seems this line has a problem but I don't know what :
if (town.Settlement.OwnerClan.Culture != town.Settlement.Culture)
{...
When a new clan is created (when a companion becomes noble), the clan culture is NOT the culture of the leader as I thought but rather the culture of the settlement at that moment.
In the class TaleWorlds.CampaignCystem.Clan :
clan.InitializeClan(clanName, clanName, settlement.Culture, ...
I'm afraid DynaCulture has to take this into account but I don't know how : should the owner clan culture switch when the town culture switches ? But then what if the clan has multiple towns ?
Or should you directly modify the new clan's culture to match the kingdom's by listening to this event OnCompanionClanCreated ?
In TaleWorlds.CampaignSystem.CampaignBehaviors.CreateCompanionAndAddToSettlement they try to find "settlement2" with the companion culture but if it's null they pick a random Town.
So you're right, the fact of removing the old "fix" should not lead to crashes anymore.