Requires Warband version 1.161 or higher. Has Diplomacy as base. DO NOT PLAY WITH WSE. NOT COMPATIBLE WITH SAVES PRIOR TO THE 13/08/2017 VERSION. Contains full mod and source code. Just unzip Custom Troop Trees folder into your Modules folder.
Please not that some bug fixes in this version will not work retroactively, for example you won't just gain a banner by installing this version and loading up a save from the prior one. I am working on creating a patch for this purpose.
Updates over prior version:
- Multiple bugs fixed, including various issues with banners (such as not being able to select one at start), random message at start about betrothal to a custom troop and buggy behaviour if stats are set a certain way first on an upgraded troop and then on the one before it in the tree (involves the upgraded troop having negative points available)
- Equipment selection now using pages that can be switched between instead of a scrollable list, so you can select ones at the bottom without the annoyance of having the list scroll back up to the top
- Source file restructuring to make it easier to find what may need to be changed when merging into another mod
- Improved exception handling in modsys files, also to help in merging to other mods
i love your mod so much man thank you so much for making it you are doing a great job. I have only one question is there a way i could use this mod with mods that add new armors ? Just asking :)
O ok dont need to answer
Source file restructuring to make it easier to find what may need to be changed when merging into another mod
:)
Hello, thank you for sharing source code.
I added this "custom kingdom troops" earlier. Nexusmods.com?
Now I added your custom kingdom troops with modmerge, but I have this error.
MS version is 1.165
I.hizliresim.com
I.hizliresim.com
You added it to that other mod? I'm not sure what you're trying to accomplish with that. I can only assume they'd clash.
Yes, I added to caj mod: Moddb.com
How can I add this manuel?Just looking cstm_ files?
Yeah, the cstm_ and cstmmerge_ files. I would suggest also copying over the colorama folder and compile.bat, compile.py and compiler.py, then run compile.bat instead of build_module.bat.
It isn't guaranteed to work right away though, you should optimally have some module system experience to know how to fix any errors that come up.
Hi, i really like this mod, but is there a way i can get rid of that Remaining funds thing? or at least make it so i have more money to spend on my troops. Its actually kind of annoying, when i want my best guys to have the best armor money can buy at the best quality but there just isn't enough funds to give them the best armor.
yeah it may be OP er whatever but .. i want my guys to look how i want them to look but this demanded funds thing is putting a hamper on that. :/
In the next version I'll try throwing in some cheat options, including to have unlimited funds.
Awesome Thank you! Thank you! XD
in the next update could you add all armours boots like the nomad boots that havent been added and some of the cheat helmets like the byzance i think it was called?
This is completely broken for me.
Difficult to describe what happens, but let me summarize:
- Installed into modules folder
- Started new game
- Selected "father was a king"
- Started customizing troops - here's what happens:
It "forces" all troops to take-over settings from others, rather randomly.
I started to create a tree from low to high, and the other way around, but for whatever reason, my e.g. cavalry tree is "forced" to have 75 efficiency points in archery and I sometimes can't even change it, throwing other/lower troops into negative proficiency-points, effectively "freezing" the numbers, breaking the whole tree and therefore mod, for good.
It's ridiculously frustrating!
This messes everything up completely, see here:
I.imgur.com
I really don't see the problem, and I am surprised everyone hails this mod into oblivion - am I really the only one with these issues?
Something's really off here...
Apparently, I used the archery tree for cavalry units and vice-versa. This was probably what was causing the issues.
I'd suggest to point out that the "original tree" has to be kept in mind before creating a new one. This did cost me quite some time...
However, now that I got it working, pretty cool stuff. A custom army is a must have for a custom Kingdom, thanks!
(Bug report?)
Sorry i knew of this but never got around to posting it here, when i FINALLY create my new army and get in game, set up my council, and ask the...chancellor??** that i want to change how my kingdom is run..uhm, the options that let me change how mercantile my kingdom is or how serfdom or free my people are or quality of troops, nobility.
Anyways when i select lets change policies er whatever (sorry haven't played the mod in a bit, waiting for the new update) the guy only tells me how its currently set (defualt) and doesn't give me the option to change it any. and i never get a chance to change it. how do i change my kingdom policies with this mod?
I believe you need to wait a month before you can change it. This is a Diplomacy feature that I haven't modified in any way.
How would someone go about merging this with another mod like Perisno or the Red Wars? Do you need the source code for them aswell or how does it work?
You need the source code for the other mods. At a bare minimum, you should be able to successfully compile the mods from their original source code before attempting to merge (see Forums.taleworlds.com for basics of using the module system). You then need to install modmerger if it's not installed already and add the cstm_ files. If you're very lucky, that'll be enough for it to work, but in a lot of cases there will be extra work needed to make them compatible, which requires experience with the module system.
how do you indict lord for treason/exile lord? also how do you assign fiefs?
how do you indict lord for treason/exile lord? also how do you assign fiefs?
Get a companion someone whom you dont need repace the minister with him cheers
Hello Awesome work my friend on the troops one problem all the Helmets with Neckguards and Heraldic armors when you have a banner are transparent if there is a fix for that let me know cheers.
this only change troops , but not the other kingdoms
I know that Morgh's tool do the custom troops of the kingdom ...
Uhm, sorry but, any news on a new update? or is this mod dead?
I'm not working on any more updates at this time and don't know when I'll get back to it, but it'll be a long time. I guess you can call that dead. Source code is all there though and I fully encourage anybody who's interested to have a go at updating or improving it.
Edit: i wrote in the wrong section, my bad.
All of the lords that i welcome into my kingdom still use their default troops, i also noticed there wasn't a way you can change your kingdom culture to the player faction. Do you think you will be able to update this? I love this mod btw, thanks so much for your hard work, a lot of people don't seem very appreciative or thank you, i apologize for that, you do deserve it.
I'm sort of confused about something: I downloaded the mod, unpacked it to Modules, but does it replace Native or something? There's only two options in my game launcher. I already had Diplomacy and I don't see the "king" option in Native or Diplomacy, so I'm kind of confused.
Nice mod.
I'm having problems with recent messages not showing up, it should probably be debugging enabled, how to disable it?
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I'm playing on WB version 1.173 and having a few issues.
I dropped the module into my modules directory, and started the game, after setting up an awesome tree i came to realize that there's not a single looter/bandit/sea raider ect. anywhere on the map. I've traveled all over for 16 days in game without being attacked once or even seeing anyone that wasn't a villager, caravan, or vassal of a realm.
I also tried to compile it from source using module system 1171 and failed.
I tried transferring the cstm_ files and adding the "cstm" to my modmerger options file and got tons of errors about looters not being found as well as other warnings and errors. I also tried adding the other files that weren't modmerger or module system files with the same outcome. I eventually decided to just drop the 1171 module system and modmerger files directly into the source directory and set my path in module_info.py installed modmerger then tried to compile, and got the same outcome again.
My assumptions of these problems are either:
1) I need to compile with module system version 1166 and I need to downgrade to a previous version of warband (I haven't tried this yet.)
or
2) The problems I'm having are just a bug in the mod and i will need to learn python to fix the files themselves.
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How do I generate funds? With or without cheats ?
Plzzzzzz UNLIMITED FUNDS MAN
Could somebody help me how to edit more funds to use for my troops?
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can you please add age bar to edit troop age, because I have an army of female, and the elite one were granny
Hi there,
I love your mod. Its a lot of fun, was just wondering is it compatible with Gekokujo Daimyo edition (for merging) and how could I do that? I am very much a noob (no modding experience) so any and all help would be super helpful.
It's strange, you create a mod to give more liberty to the players, but you limitate those very liberty by limitating to 3 branches and five tiers the amount of troops and evolutions ?
Don't limitate the players, ever.
Just let us create as many troops as we want (or as much as the hardware will let us) and give use the possibility to recruit them in villages like in l'Aigle mod where you can recruit 4 types of units in villages.
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I have a suggestion
how about instead pick male or female, why not add option for both. so male and female will have different equipment you can customize and the recruitment in village 50% to get the male one and 50% to get the female one
i herd there is dynamic troop trees there. i'll merge my mod there
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How can i edit the amount of funds is allowed?
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