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Please read the description closely, it tells you what is a known issue and other useful information.
Known Issues
No Rivers! 1.1.6 - Taleworlds changed something within the editor and now my rivers are gone. Sorry about that, will try and get it fixed. Its only a visual thing.
Being under the ground slightly -This issue was reported in beta and now that 1.5.5 is now 'stable' it seems the underground issue has come along with it. I am working on a fix for this issue. Fixed-ish a1.1.2 Some places you'll sink a little other places you'll float a little, best I can do for now. Siege Icons -
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Sometimes when siege a castle or town some siege icons will not display, but then when sieging another time will display. This is a very strange bug and is being looked into. The icons are still clickable, so if you really want the icon that is missing pause the game and click about, range weapons are always at the front near the barricade while the siege towers and ram and further back.
Balance -
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This most likely will not be balanced. Just look at the amount of extra towns the Aserai have for example, however, they still are limited by the amount of lords they possess and also the size of their Kingdom is their downfall, they have to travel so damn far. In every playthrough I have done they never expand at all and normally get double teamed by other Kingdoms.
Scenes inside of towns -
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TaleWorlds attempted to make the interior of a village match the exterior location, roughly. As in, if you were visiting a village at the top of a hill and enter the village the village would be in a hilly area. This mod kind messed all that up in places, but it is something that I can fix and will in later releases. Same goes for Towns and Castles.
If you are making a bug report and fail to supply requested information within 7 days we will close the bug report.
If you have a crash when using this mod click the below spoiler and follow the instructions.
Spoiler:
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Please use the 'bugs' tab above and report it to us. If you already have Butterlib installed you should of had a nice error message pop up with loads of information. Click 'Upload Report as a Permalink' (top right) and it should give you a handy web address. Please paste that into your bug report along with information that could help, such as how far along the playthrough you are roughly and any other information you think might help.
Do not copy and paste the whole error report itself or add a screenshot of the error report.
If you don't already have it go and install Butterlib. Then when next you crash an error window will pop up, click 'Upload Report as a Permalink' and it will give you a web address that you can paste into your bug report.
IF YOU HAVE AN ISSUE/CRASHES AND HAVE KINGDOMS INSTALLED GO TO KINGDOMS AND WRITE IN THERE. Thanks <3 This comments section is just for the base Calradia Expanded.
Update a.1.1.6 Added in 11 new villages scenes that Taleworlds added in e.1.6.1 Fixed player owned trade caravans from having crazy flags when on the sea. Minor changes/additions to the vlandia area, just visual.
Update a1.1.5 Support for e.1.6.0 Horse fix for Vlandia and Sturigan horse producing villages Sound removal for a fountain Added some trees, woohoo,
-Navmesh: You can now sail pretty much anywhere you want. Those tiny islands to the west? Sure! The frozen north? Sure, go for it. Deserts and the South Western lands? Yup. If its not part of the skybox you can go there. All around the world are ports that you can enter and exit from. Unfortunately there isn't a way to allow you to just sail from wherever you want unless you really want to pretend your party is just carrying a ship with them wherever they go? Just run at a little port and onto the sea and you'll be transferred to a boat which will allow you to travel just like on land. -Ruins: We've now added 13 ruins to the world, there will be more in time. These ruins on CE are just visual to make the land more interesting, if you want them to do something its a feature in CEK. -Roads: The road network has been expanded functionally wise. More sections of the roads work as roads, so the NPC parties follow the roads as a priority rather than running through slower woods.
Issues: Going to the far edges of the world makes the camera angle go a bit wonky, sorry, we'll look at how to sort that in the future.
Future plans: Just putting this here as well. In the future the visual and functional roads network will be expanded along with adding in more little farms and visually interesting elements. We also are looking to recruit some sceners to make some custom scenes for the new villages, towns and ruins we have created.
ANEWplaythrough is recommended due to the huge update in the Navmesh. If you update to this version and play an old save parties could end up being stuck which can lead to game crashes and not being able to speak to some important NPC's if they are stuck. I know its a pain in the ass but such is life.
Hi! can you update this mod? It's a pretty mod, it plays a big part in my gameplay and looks really great. Please update this mod and it should work probebly with the most suitable version.
FYI to everyone, this mod has been abandoned and I believe it has been for some time.
However, the mod does work almost perfectly fine even in the latest version of MB2 on Sandbox. There are a few known problems though, such as crashes when the player besieges Libertalis (you need to let the AI do this for you)., and a few other quirks.
Though I've tested this out on a fresh save, and so far in my 10 hour save I've encountered no crashes at all.
Likewise, it's such a shame I had just started a campaign as a Pirate king and had this island lined up for my kingdom... except after 20 hours of gameplay and I come to actually establishing my kingdom and find that the game crashes everytime I try. Great.
Hello, author, I especially like this mod, so I translated it into Chinese. Could you please authorize me to reprint your mod to the website in China, so that more friends who like it can download it conveniently? If you can authorize the reprint, I will indicate that you are the author in a prominent position. Looking forward to your reply!
Hello, I never before play with this mod and now I decided to test it. The problem is that I am currently at my long custom playthrough and I don't want to start any game. Can I run this mod at existing save? I don't care if there will be some small issues. I just want to load into the game after making backup save.
2071 comments
No Rivers! 1.1.6 - Taleworlds changed something within the editor and now my rivers are gone. Sorry about that, will try and get it fixed. Its only a visual thing.
Being under the ground slightly -
This issue was reported in beta and now that 1.5.5 is now 'stable' it seems the underground issue has come along with it. I am working on a fix for this issue.Fixed-ish a1.1.2 Some places you'll sink a little other places you'll float a little, best I can do for now.Siege Icons -
If you have a crash when using this mod click the below spoiler and follow the instructions.
Do not copy and paste the whole error report itself or add a screenshot of the error report.
If you don't already have it go and install Butterlib. Then when next you crash an error window will pop up, click 'Upload Report as a Permalink' and it will give you a web address that you can paste into your bug report.
Thanks <3
This comments section is just for the base Calradia Expanded.
Update a.1.1.6
Added in 11 new villages scenes that Taleworlds added in e.1.6.1
Fixed player owned trade caravans from having crazy flags when on the sea.
Minor changes/additions to the vlandia area, just visual.
Update a1.1.5
Support for e.1.6.0
Horse fix for Vlandia and Sturigan horse producing villages
Sound removal for a fountain
Added some trees, woohoo,
Ruins & Navmesh Update a1.1.4
Release trailer for 1.1.4 covering CEK and CE.
-Navmesh: You can now sail pretty much anywhere you want. Those tiny islands to the west? Sure! The frozen north? Sure, go for it. Deserts and the South Western lands? Yup. If its not part of the skybox you can go there. All around the world are ports that you can enter and exit from. Unfortunately there isn't a way to allow you to just sail from wherever you want unless you really want to pretend your party is just carrying a ship with them wherever they go? Just run at a little port and onto the sea and you'll be transferred to a boat which will allow you to travel just like on land.
-Ruins: We've now added 13 ruins to the world, there will be more in time. These ruins on CE are just visual to make the land more interesting, if you want them to do something its a feature in CEK.
-Roads: The road network has been expanded functionally wise. More sections of the roads work as roads, so the NPC parties follow the roads as a priority rather than running through slower woods.
Issues: Going to the far edges of the world makes the camera angle go a bit wonky, sorry, we'll look at how to sort that in the future.
Future plans: Just putting this here as well. In the future the visual and functional roads network will be expanded along with adding in more little farms and visually interesting elements. We also are looking to recruit some sceners to make some custom scenes for the new villages, towns and ruins we have created.
A NEW playthrough is recommended due to the huge update in the Navmesh. If you update to this version and play an old save parties could end up being stuck which can lead to game crashes and not being able to speak to some important NPC's if they are stuck. I know its a pain in the ass but such is life.
Credits to GOOGLEPOX for getting it up and running. +50 Drezavelt™ points.
Also I can't be bothered to update all the text on the above posts.. no real support given either btw.
I'm trying to build a 1.2.8 modpack and can't get this to work. Any tips anyone?
Good day, good work!
However, the mod does work almost perfectly fine even in the latest version of MB2 on Sandbox. There are a few known problems though, such as crashes when the player besieges Libertalis (you need to let the AI do this for you)., and a few other quirks.
Though I've tested this out on a fresh save, and so far in my 10 hour save I've encountered no crashes at all.