Hello Banner Lab! Awesome videos, these re launched me into working on my own reconversion mod - which might be a bit too much for me alone tbh. I am trying to recreate historical Noble houses and kingdoms from the 11th century. The first problem I have is the kingdom colors. Is there a way for the clans to keep their banner and uniform colors? I know there's the mod Kingdom Color Changer, but it hasn't been updated in 5 months and it would be nice to have it directly in my mod. Any adices?
I’m not sure about uniform, but I have tried the banners when kingdom has no color, the banner color is retained, let me try it first since those are unintentional things I encounter. Just reply here if I forgot about it within 24hrs
I have tested and it also works on uniforms, just put 0 on primary_banner_color=“0” secondary label color alternative take note that during battle, the strength bar on top of your screen is clear, since your kingdom doesn’t have color, so you won’t see your casualties unless you press tab
@@bannerlab180 cool thank you, I'll try this out. I just found out that there's already a project called 1066 Anno Domini which is exactly what I want to do. Guess I'll just do somthing else or abandon the project since I'm all alone
How can I make other existing clans join the new kingdom using XML? I tried creating new clans like you did and it worked perfectly fine. Is there a way to do it with other existing clans? I couldn't get it to work.
This is some very helpful content Banner Lab and I appreciate it very much. One problem I am having, however, is that when I set my clan's super_faction to the name of the id of my kingdom, the campaign crashes when launched. Whereas, if I set my clan's super_faction to, say, Kingdom.empire the campaign launches, but my clan is attached to the empire kingdom. Any ideas on what I'm doing wrong?
No. id="swadia" super_faction="Kingdom.swadia" If I swap out "swadia" for "empire" the game runs fine. If I call the id "custom," for example, the game crashes.
maybe the other kingdom doesn’t have a settlement, settlement are required for a kingdom, if it’s not the case, reach me on discord and let me examine the xml Genpog#1106
@@bannerlab180 I actually have a similar problem. Everything checks out, clan has a settlement, and it workds as long as it is part of another kingdom. But as soon as i try to make them their own kingdom it crashes. Log files are not helpful. So i actually dont know where my mistake could lie.
I’ll check it out, I’m currently creating an all in one mod tutorial for 1.5.7, its gonna take a little longer. Edit: By the way, kingdom needs at least 1 settlement, if you created a custom kingdom, the owner or member should own 1 town to spawn
@@bannerlab180 A all in one tutorial would be sick but I do feel a bit bad for you doing all this work and responding to every comment. Gotta be very draining. Gonna test the settlement thing but would it crash without it?
I'm fine with creating a clan, but I don't know why I can't create a kingdom, I've watched the tutorial many times, I've been digging into the Code for some time, but I still don't find a problem: / when I start the game I get an error and the game ends. :/
@@bannerlab180 that was one of the possibilities I thought, I guess it doesn't matter if it's a city or a castle. in what XML is this information found? or do I have to add some code to spkingdoms that will be superior?
You can choose to add new settlement or edit existing vanilla settlement, you can see it on Sandbox/ModuleData/settlements.xml , if you try to mess with original files, always back it up first if you don’t want to recheck file integrity.
@@bannerlab180 I have this behind me from the warband "if you try to mess with original files, always back it up first if you don't want to recheck file integrity." it would be great if you made a video here how to create new settlements, castles, etc . :D it may be daring, but you have a file where you have created a few new castles, towns and settlements, to see the code, I just need a simple direction.
Hello Banner Lab! Awesome videos, these re launched me into working on my own reconversion mod - which might be a bit too much for me alone tbh. I am trying to recreate historical Noble houses and kingdoms from the 11th century. The first problem I have is the kingdom colors. Is there a way for the clans to keep their banner and uniform colors? I know there's the mod Kingdom Color Changer, but it hasn't been updated in 5 months and it would be nice to have it directly in my mod. Any adices?
I’m not sure about uniform, but I have tried the banners when kingdom has no color, the banner color is retained, let me try it first since those are unintentional things I encounter. Just reply here if I forgot about it within 24hrs
@@bannerlab180 This seems to work for banners indeed. Now need to figure out how uniforms work.. maybe in spclans file?
uniforms don't work like that
I have tested and it also works on uniforms, just put 0 on primary_banner_color=“0”
secondary
label
color
alternative
take note that during battle, the strength bar on top of your screen is clear, since your kingdom doesn’t have color, so you won’t see your casualties unless you press tab
@@bannerlab180 cool thank you, I'll try this out. I just found out that there's already a project called 1066 Anno Domini which is exactly what I want to do. Guess I'll just do somthing else or abandon the project since I'm all alone
How can I make other existing clans join the new kingdom using XML? I tried creating new clans like you did and it worked perfectly fine. Is there a way to do it with other existing clans? I couldn't get it to work.
i dont have customheroes folder.
This is some very helpful content Banner Lab and I appreciate it very much. One problem I am having, however, is that when I set my clan's super_faction to the name of the id of my kingdom, the campaign crashes when launched. Whereas, if I set my clan's super_faction to, say, Kingdom.empire the campaign launches, but my clan is attached to the empire kingdom. Any ideas on what I'm doing wrong?
do your kingdom ID has any capital in it?
No.
id="swadia"
super_faction="Kingdom.swadia"
If I swap out "swadia" for "empire" the game runs fine. If I call the id "custom," for example, the game crashes.
maybe the other kingdom doesn’t have a settlement, settlement are required for a kingdom, if it’s not the case, reach me on discord and let me examine the xml
Genpog#1106
@@bannerlab180 I actually have a similar problem. Everything checks out, clan has a settlement, and it workds as long as it is part of another kingdom. But as soon as i try to make them their own kingdom it crashes. Log files are not helpful. So i actually dont know where my mistake could lie.
I’ll update the video sometime, there are changes from update
Can I use this tutorial for 1.5.9 ?
Just seems to crash for me maybe its different in 1.5.5 pretty sure I did everything the right way
I’ll check it out, I’m currently creating an all in one mod tutorial for 1.5.7, its gonna take a little longer.
Edit: By the way, kingdom needs at least 1 settlement, if you created a custom kingdom, the owner or member should own 1 town to spawn
@@bannerlab180 A all in one tutorial would be sick but I do feel a bit bad for you doing all this work and responding to every comment. Gotta be very draining. Gonna test the settlement thing but would it crash without it?
yes, settlement is required for a faction leader and member spawn point
@@bannerlab180 Ah! okay thanks alot once again you save the day.
I'm fine with creating a clan, but I don't know why I can't create a kingdom, I've watched the tutorial many times, I've been digging into the Code for some time, but I still don't find a problem: / when I start the game I get an error and the game ends. :/
You need atleast 1 settlement for that kingdom for it to work
@@bannerlab180 that was one of the possibilities I thought, I guess it doesn't matter if it's a city or a castle. in what XML is this information found? or do I have to add some code to spkingdoms that will be superior?
You can choose to add new settlement or edit existing vanilla settlement, you can see it on Sandbox/ModuleData/settlements.xml , if you try to mess with original files, always back it up first if you don’t want to recheck file integrity.
@@bannerlab180 I have this behind me from the warband "if you try to mess with original files, always back it up first if you don't want to recheck file integrity." it would be great if you made a video here how to create new settlements, castles, etc . :D it may be daring, but you have a file where you have created a few new castles, towns and settlements, to see the code, I just need a simple direction.
th-cam.com/video/6VjLZyv-OYI/w-d-xo.html
how can i ally 2 kingdoms together ?
there’s no way in xml editing, but if diplomacy fixes mod are still working on latest version, you can use it and put + on kingdom relation.
Премногоблагодарен!!