This is a continuation of my Reloaded submod. I received permission from DrTomas to redistribute the whole 1257AD project. So i decided to release a new version with the current update containing all of 1257AD in one package.
Update for v2.1. Contains the previous updates. Place it in your module folder.
Caractacus scenes ?
The scene in the screenshot is vanilla so i don't know.
there's no way to download this, any other links?
Here's a link to the version on Nexus.
Nexusmods.com
thank you so much!
You're welcome. :)
Thank you for the update! Good to see these fixes. My favorite mod of M&B.
>36). Removed one on one tournaments.
Really??? Or is it a joke?
Yes. They were too easy.
And what does history tell us about tournaments?
If you use the Brainy Bots mod with 1257, the one on one tournaments can actually become fairly difficult, as the rival knights can actually block almost every attack, can use feints, even kicks and shield bashes, so the one on one tournaments can actually be very fun and hard to play. Seeing as how i (and i'm sure a lot of other people) use Brainy Bots with this and other mods, can you please, in the next patch, bring them back? It kind of messes with the historical immersion if you can't do a one on one tournament duel in a medieval style game. Otherwise really good patch.
Hey there, I can't see the option to invest into regional manor when I go to my village. Also it would be nice to get the modding menu back where you can get free goodies such as gold and gear
this is gonna sound really weird but all the new created lords have khergit/sarranid textures and that kinda breaks immersion
number of mongolian camp going crazy, make the world map super laggy, anyone know what the problem and fix it, try edit party templates on save editor dont work :(
btw its only in 184 days
Thank you for the update! nice to see other fixes
This is happening to me too, is there any way to solve this?
So far, this is a pretty good patch. Fixed alot of issues with previous ones. However, the only problems I have with it is with the mercenary recruit error and the Civil War. The mercenary one, I have yet to give the script error itself (which I'll show you the script error eventually), but as of now, my main concern is the Civil War.
Originally when there was a civil war within a faction, usually the ones who are against the said faction (the rebels or cutthroat lords) split themselves from their original and make up their own. But from what it seems like with this patch, the civil war just happens within the same faction with lords killing each other. Was that on purpose or was that unintentional?
Still, keep up the good work! Hope to see more patches when you have the time.
Edit:
So I managed to get the script error for the merc respawn (which is what it's called).
And here it is;
SCRIPTERROR ON OPCODE 1609: Invalid Party ID: 1119; LINE NO: 10:
At script: town_merc_respawn
At script: town_merc_respawn
SCRIPTERROR ON OPCODE 1609: Invalid Party ID: 1162; LINE NO: 10:
At script: town_merc_respawn
At script: town_merc_respawn
SCRIPTERROR ON OPCODE 1609: Invalid Party ID: 1268; LINE NO: 10:
At script: town_merc_respawn
At script: town_merc_respawn
SCRIPTERROR ON OPCODE 1609: Invalid Party ID: 1144; LINE NO: 10:
At script: town_merc_respawn
At script: town_merc_respawn
SCRIPTERROR ON OPCODE 1609: Invalid Party ID: 1083; LINE NO: 10:
At script: town_merc_respawn
At script: town_merc_respawn
SCRIPTERROR ON OPCODE 1609: Invalid Party ID: 1093; LINE NO: 10:
At script: town_merc_respawn
At script: town_merc_respawn
It goes on from there. But I hope you get the point.
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I have issue with converting village/city or castle culture. In past patch I could convert it to my kingdoms culture or players culture, but now I can only convert it to players culture. Is it suppose to be so?
At moment playing as Empire of Nicea
too many mongolian camps spawned and it makes this game laggy.
fix it please.
There's a fix in the taleworlds thread.
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