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[Mod]Primae Noctis for Bannerlord


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Posted (edited)

Hi Nibbler

I tested the unmodded game and unfortunately, the issue still happens. I will probably wait to the next update of this mod and try it then.

 

What I noticed is that the preferences of my character seem to be determined by the nationality I chose for him (Empire, Sturgia, etc) and his age, but not the PrimaeNoctis options (normal, breeder, romantic, etc). Also, if you use character reload mod and change the age of the character, the preferences get readjusted 

Edited by Marcolino 748
Posted

hey there. so, i wanted to know one thing. as you may know, there are quite a few mods that need hot butter to work. would those mods also work with your mod?

Posted

I may release a small update soonish. Just noticed various errors in things, and maybe I'll try to finish the fetish system which was painfully close to having the final part...

Posted
On 1/20/2025 at 9:24 PM, Nibbler2345 said:

I may release a small update soonish. Just noticed various errors in things, and maybe I'll try to finish the fetish system which was painfully close to having the final part...

 

kM9wmDH.gif

Posted

Yeah I don't know how long it will be but I'm feeling limited of the encyclopedia page and certain menus and tired of them so I will finally make some actual UI for the mod which also should not conflict with other mods so much.

Posted
On 10/18/2024 at 10:05 PM, Aenixx said:


Can you add a simple way for users to create events like that? something like captivity events but affecting your mod's variables (rumors, etc).

I don't like the idea of reproducing the work that already went into CE, would be a huge amount of time, but I'll consider something like that, because I'm finding there's way too much stuff to write and my partner is already exhausted of it.

Posted

This mod seems to disable crush-through damage with twohanded weapons and polearms. Is it intended or just a bug?

Also a feature I would like to see is assaulting a lady if she's alone in a castle/town, with maybe an increase in criminal rating and roguery. Love some of the roguery perks but hate leveling it.

Posted

Yeah I have never done a roguery playthrough yet or I would have probably added stuff like that...

 

For the damage I'm not sure what that is or how to test it but I heard there might be some problem regarding luck damage factoring. So you can disable luck damage in the config by setting to true

 

; Disables luck/karma in combat only. Luck/karma can still affect success rates of certain things.
Disable combat luck
false

 

and see if that fixes it if you want. Otherwise I don't really know why that would be happening.

Posted
13 hours ago, Nibbler2345 said:

For the damage I'm not sure what that is or how to test it but I heard there might be some problem regarding luck damage factoring. So you can disable luck damage in the config by setting to true

With a 2handed weapon or swingable polearm, if you do an overhead attack and the opponent tries to block it with just their weapon, there is a chance if crushes through and damages them through the block. It's mostly noticeable in tournaments like Battania's.

That would make sense for the cause though. When I get time off work maybe I'll try disabling that and seeing if it does anything, although it's not really and issue, just an odd quirk I noticed.

Roguery is cool just for the 150 perk allowing you to recruit any bandits you talk to, just infinite supply of expendable forest bandits and sea raiders. It would be cool to see some criminal actions for the mod but as it is I think it's still one of the few that makes the game interesting enough to keep playing after many hours

Posted

Yeah I rarely do overhead attacks except in tight areas, maybe that's why I never noticed it, also haven't done a two-handed sword run in awhile either. Maybe I should do a two-handed roguery run someday...

Posted
On 1/31/2025 at 4:11 PM, Nibbler2345 said:

I don't like the idea of reproducing the work that already went into CE, would be a huge amount of time, but I'll consider something like that, because I'm finding there's way too much stuff to write and my partner is already exhausted of it.

I requested the events framework because it can be different from CE and add a lot of life to the game, CE is player focused while PN adds immersion to the game with npc's using the systems, it will be great to not only receive events but also open the UI and see npc's receiving them too (like CK), I understand it will be a lot more complex and performance heavy than CE, if you decide to do it in the future you can start with something simple with just a few conditions and effects for the events (and weights for the AI decisions). Note that the main barrier stopping users from making mods is that Visual Studio is needed, so the point of the framework is that we can make events with just a text editor and simple code.

As you said doing something like this will be a huge amount of time, even if you consider the idea it is better to finish the current systems (you are already doing a lot updating the mod).

  • 3 weeks later...
Posted
On 3/1/2025 at 11:44 AM, Ewura said:

This mod crashes my game before I reach main menu, game version 1.2.12.54620. Doesnt happen when I disable it.

I wait for a next version to start a fresh playthrough.

Posted (edited)

How am I supposed to play goonerlord if pn is out of date 💔 its over....

 

on another note, does your choice here impact anything?

image.png.b049d719427bc311a1354eb486745dff.png

Edited by alkree2
  • 2 weeks later...
Posted
23 hours ago, CobraPL said:

I wonder if it's standalone...
Sadly, they admitted they will backport some stuff from a canceled project.

its not standalone its an extension to the base map and game. the main thing to be excited about is the paragraph at the end of their announcement where they say better mod support is coming with it.

Posted

All I end up doing in this game is running around auto resolving battles because there's only so much meaningless infinite respawning dudes I can take but maybe they can make it interesting again

Posted

Like most strategy games, bannerlord does hit a point where you start to steamroll and it gets boring. But its always shined in its early to mid game, and im pretty excited for the expansion. A naval component, stealth features, a fresh map and a new faction should be great new flavor. Plus mods like yours contribute a lot to the role play elements, and I'm pretty excited to see what new traditions you come up with for new factions (shield maiden flavor could be interesting), applications of the roguery events and events tied to developing personalities, and the historic role the sea played in piracy and the slave trade. Feels like a ton for you to work with to be honest, and this within a mod where i'm still finding new things (discovered the asking for permission with wife interaction just today).

  • 2 weeks later...
Posted

Hello,

So i was wondering is there a version of Conqueror's right that works for nobles? i know i asked this before for an older version of the mod but i have never been able to find it so i was just wondering if this was a bug on my end or if it was just not in the game yet or if i am blind. so yeah just thought i would double check.

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