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  1. NPC99

    How to get a new clickable hairstyle button in the character editor ?

    Hello,

    I managed to make a new race with custom mesh, and wanted to get new hairstyles in the editor.

    The issue is that I don't understand how the game works in term of hairstyles, it seems quite easy to add a new banner style to the editor, but for hairstyles it's a big mistery.

    I don't understand because it seems like the only .xml where the game load the mesh is in skins.xml, but I don't understand in which file the game say "Okay, for this hairstyle we must load this part of the facegen sprite.

    And even for the facegen_sprite, I don't know in which file a specific part of this texture is loaded. This is a big mistery.

    I opened all the files and didn't managed to understand how this work.

    My question is how to get a add a new hairstyle in the character editor ? With a clickable button and with a custom GUI Texture ? I didn't found any mod to take reference on sadly.

    Thank you very much.
    I believe the Old Realms mod includes custom hairstyles for a custom race. You might want to look at that as an example.
  2. NPC99

    SP Native Realistic Female Troops

    .but it's outdate to BL old version 1.5.9...
    It’s purely an xml mod that relies on Adonnay’s Troop Changer, which is compiled to v1.2.7, so, might be OK.
  3. NPC99

    Taleworlds about to announce a cowboy game

    When it will be released? I want to get more updates about this cowboy game? As a game lover, I played different types of online and offline games. Especially, paid games I like a lot. What about you?
    Check the date of the original post.
  4. NPC99

    Resolved Scene Editor Map Pathfinding Error - SandBox.MapScene.GetNavigationMeshCenterPosition(PathFaceRecord face)

    I have found the error. I forgot that when changing a settlement site you have to set the coordinates manually in the settlement.xml.
    I resolved the error. How I can mark the thread as solved?
    BTW you don’t need to set the settlement coordinates in settlement.xml manually. After moving a settlement select the SettlementPosition entity and from the inspector run the save positions option under SettlementPositionScripts - that updates your settlement.xml for you just as running the calculate option will update your settlement distance cache. Don’t run the first option ‘check positions’ as it results in an editor crash unless TW have fixed it since I stopped using it.
  5. NPC99

    Discussion Suggestion Settlement distance limit is breaking custom map mods.

    I found another solution that may be related to the distance problem, in my case there were so many settlements that I simply don't know which one was giving the distance problem.
    I managed to solve it, although being honest it's a bit messy and I'm looking for a more optimal solution.
    In my case the error came from a bug in the DefaultMapDistanceModel script in the GetDistance function inside the dll TaleWorlds.CampaignSystem, which caused one of the settlements to come to null and crashed the game.
    Putting that if the settlement is null return the maximum distance resolved the error.



    To apply this change you will need to modify the TaleWorlds.CampaignSystem dll library, which I recommend you do with extreme caution.
    Are you aware that there’s a TradeBoundFix mod? You can find it on this link in the Mount & Blade Modding discord https://discord.com/channels/411286129317249035/677511186295685150/1010704780001280080

    It’s existence doesn’t obviate the need for Taleworlds to fix their code, so, it doesn’t impose pointless vanilla restraints on overhaul campaign maps.
  6. NPC99

    OSP Code Source code for Bannerlord Mods

    git
    some of my stuff, including Tournament Equipment Redone, Elite Recruits In Castles, some misc tweaks and a WIP character creation rework
    doesn't include XMLs because I don't really know how to though
    Thanks, added to the opening list. Anyone who wants the xmls can get them from the nexus links.
  7. NPC99

    Wool Weavery output bug

    This has been reported a few times over the course of the past couple months and nothing has been done about it.
    They take forever to work through bug reports and don’t always agree to fix things, but there is more chance of a fix at some indefinite time in the future with a bug report than without it. At the very least, I suggest you add your support to an existing bug report in case multiple confirmations of a bug increases its priority within TW’s handling system.
  8. NPC99

    Wool Weavery output bug

    …For the record wool weavers are currently bugged and will not produce anything.
    This will only be “for the record” if you make a bug report https://forums.taleworlds.com/index.php?forums/singleplayer.658/ Taleworlds will eventually respond to each bug report, but they do not read every post on this forum.
  9. NPC99

    I know its complicated but is it possible to create a battle between two customized troops on campaign or custom battle mod?

    I don't know how to do that :sad:
    Oops! It seems that Realm of Thrones has been restructured differently from the ancient version I looked at. Races is no longer a separate easily inspected module. Anyway here's a link to the obsolete module I was referencing https://www.mediafire.com/file/mm8ihkk81s1lznv/ROT-Races.zip/file
  10. NPC99

    How to make sound variations

    May I ask if you have succeeded?
    IDK if @genrev0914 succeeded, but you’ll find there is slightly more modding documentation for sounds now, which might help: https://docs.bannerlordmodding.lt/modding/sound/
  11. NPC99

    Old world

    how do you install do the old-world mod, what version do you need?
    If you are referring to the Old Realms mod, they have an installations instruction channel on their discord https://discord.gg/theoldrealms
  12. NPC99

    Is smithy refinement part XML-editable?

    Greetings! I want to change refinement part of smithing without involving coding. Cannot code!
    1) change some values for items relating to smithing like: iron ore, charcoal, steel… I was unable to seek them out. What file are they in?
    2) introduce new item “wood piece”. Wood piece to hardwood would be by analogy the way crude iron is to iron ore.
    3) change and add refine formulas like:
    1 iron ore + 1 charcoal = 9 crude iron (with perk)
    1 iron ore + 1 charcoal = 6 crude iron
    1 hardwood = 10 wood piece
    10 wood piece = 1 hardwood
    Is anything of above doable without coding? If so can you please point me to the necessary files?
    IDK much about smithing, but suspect you need C# coding. I suggest you look at the Better Smithing mod https://www.nexusmods.com/mountandblade2bannerlord/mods/4318?tab=description
    It has links to its source code in GitHub, which might provide pointers.
  13. NPC99

    Looking for Modders for new Warband Mod me and a friend are going to make.

    Hello me and a friend decided to make our mod for Warband its called Crusader Bands and its set in Medieval Europe during the time of basil the bulgar slayer in 1025 AD. There will be a huge map encompassing Europe Africa and Arabia. I plan to write the Story of the mod I going to begin outlining the story tomorrow. As for the features were going to implement here they are

    Features:

    Kingdom Management from bannerpage.
    Dying in battle. Having kids aka Heirs and dying from old age from the Age of Arthur mod
    Achievements from PoP
    Expanded traits system from Nova Aetas

    Siege mechanics from Brytenwelda and blood loss and wounds.

    Kingdom Chroniclers from Viking Conquest the chronicle in the character reports changes whenever you complete the kingdom chronicle quest like Age of Arthur

    A storyline.

    selectable traits

    assassins can be sent by lords who fear you are becoming powerful from native expanded.
    Assassins can be sent if you killed one of the lords family members from the age of Arthur

    A time skip option where you could skip 20 years so you don't have to wait for your kids to grow old and you can die from old age faster.

    Become emperor or king of an existing faction

    marry the daughters and sons of kings and emperors.


    In battle, whenever you kill a certain amount of troops, you will get the text Your bravery inspires your soldiers, gives a morale boost to them, and makes them fight harder.

    The Map of Europe and Northern Africa and the Middle East.


    The ability to create your own knight order from prophesy of pendor.


    Heres our Discord: slycrack davemiller2978
    You’re posting in a Bannerlord part of the forums. I suggest to repost in Warband’s mods under construction https://forums.taleworlds.com/index.php?forums/the-pioneers-guild-mods-under-construction.9/
  14. NPC99

    I know its complicated but is it possible to create a battle between two customized troops on campaign or custom battle mod?

    Yeah but their faces are all the same. There aren't any variations
    If you decide to make a new race for variation, look at the Realm of Thrones mod’s ROT-Races module, which only creates a giant race and is entirely XML. It’s mainly just copying vanilla XMLs and tweaking the bits you want.
  15. NPC99

    I know its complicated but is it possible to create a battle between two customized troops on campaign or custom battle mod?

    I solved that problem too. For now there is tattoo on some of my troop's faces but I want all of them have same the tattoo. Is it possible?

    Moreover every soldier's face is the same. There are no variations among them. Is it possible to make them different from each other.

    Hereis the edit file's codes


    <?xml version="1.0" encoding="utf-8"?>
    <BodyProperties>
    <BodyProperty id="fighter_custom">
    <BodyPropertiesMin version="4"
    age="7.63"
    weight="0.4015"
    build="0.2401"
    key="003F80034DCC2A43AE869E2488818876C3A29C887E6B83839766E479BB89B6456756909A0958B979867B88569C35BCBB0000000000000099000000001B287040" />
    <BodyPropertiesMax version="4"
    age="87.44"
    weight="0.3915"
    build="0.5534"
    key="003F80034DCC2A43AE869E2488818876C3A29C887E6B83839766E479BB89B6456756909A0958B979867B88569C35BCBB0000000000000099000000001B287040" />
    </BodyProperty>
    <BodyProperty id="villager_custom">
    <BodyPropertiesMin version="4"
    age="25.57"
    weight="0.3164"
    build="0.2485"
    key="003F3C0D83CC1A5975A18852559285AD4DB5356B7A6F6745756965B4E51F97B8A679F078045B1B9596FA5BA88885A89500000000000000740000000064883040" />
    <BodyPropertiesMax version="4"
    age="69.94"
    weight="0.9923"
    build="0.5807"
    key="003F3C0D83CC1A5975A18852559285AD4DB5356B7A6F6745756965B4E51F97B8A679F078045B1B9596FA5BA88885A89500000000000000740000000064883040" />
    </BodyProperty>
    <BodyProperty id="townsman_custom">
    <BodyPropertiesMin version="4"
    age="25.57"
    weight="0.3164"
    build="0.2485"
    key="001EAC0200FC38C3363C9799A587C8C943A9A67A12851E8B86B4C57A4977356B3CA6503506B7D7A9A9492ECC7C45797C0000000000000036000000003EC80040" />
    <BodyPropertiesMax version="4"
    age="69.94"
    weight="0.9923"
    build="0.7052"
    key="001EAC0200FC38C3363C9799A587C8C943A9A67A12851E8B86B4C57A4977356B3CA6503506B7D7A9A9492ECC7C45797C0000000000000036000000003EC80040" />
    </BodyProperty>
    </BodyProperties>
    If you look at Native skins.xml its tattoo_materials is set with zero_probability="85" giving a low likelihood of them appearing. For a personal mod, I created a new Pict race and reset the zero_probability="1" so they all get my custom face tattoos. Creating a new race is probably overkill, but changing the zero_probability for humans affects all factions/troops, not just those you intended. So, I've not experimented with trying to force the issue via face codes, but I suspect that random ranges will be influenced by that overall zero_probability, whereas hopefully specific facecodes won't. Still, who wants all their troops to wear the same faces?
    PS the main reason I created a new race was to give my picts a new tattooed body (only one version possible) to go with their range of wode face tattoos.
  16. NPC99

    Discussion Suggestion More pathfinding options for MobileParty

    Thanks for the feedback, we will discuss this.
    What’s needed is a faceidgroup that is only passable to parties not at war with the faction owning the nearest town/castle (by distance to the face in question) as that would dynamically change as that settlement changed hands or peace was declared. This would allow the same Face ID number to be used across a campaign map for all choke points or zones of control. Each instance would only require an accompanying town/castle. More importantly it wouldn’t require coding - allowing sceners to implement chokepoints as required.
  17. NPC99

    I know its complicated but is it possible to create a battle between two customized troops on campaign or custom battle mod?

    I checked your link but I couldnt understand the way to make it. I just downloaded an excel file, there are a lot of codes numbers. I know these numbers are about the customization but I still dont know how to change and use these codes.
    It’s very simple comparison. Two 128 digit faces codes to the left which are then split into 128 individual digit columns on the right, so any differences between the top and bottom codes are flagged by 1s underneath the right hand columns.
    Just intended for copy pasting a face code from the character generator on the left. Changing one thing only in the character generator, cutting and pasting it underneath the first face code, so the digits changed by that attribute are flagged.
  18. NPC99

    I know its complicated but is it possible to create a battle between two customized troops on campaign or custom battle mod?

    Thanks for your all responds.

    I've managed to do whatever I want. But one more thing. I want to customize their physical appearance. When I try it, there are empire's default faces. I press N button and I open encyclopedia, I chose my custom unit, double click and chose edit appearance (via characterreload mod). I change my units appearance but when I click ''done'' button it crashes.
    Do you know a way how to figure it out ?

    Thank you.
    Troop faces are randomly generated within a set range of 128 hex face/body codes used by the character generator. You’d need to alter the face ranges set for those troops. This link provides more detail https://docs.bannerlordmodding.lt/modding/character_customization/
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