I believe the Old Realms mod includes custom hairstyles for a custom race. You might want to look at that as an example.
It’s purely an xml mod that relies on Adonnay’s Troop Changer, which is compiled to v1.2.7, so, might be OK.
Check the date of the original post.
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.
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
Thanks, added to the opening list. Anyone who wants the xmls can get them from the nexus links.
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.
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.
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
More likely to be a mobile game https://www.udogames.com/projects/taleworlds-and-udo-games-join-forces-for-game-publishing/
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/
If you are referring to the Old Realms mod, they have an installations instruction channel on their discord https://discord.gg/theoldrealms
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
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/
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.
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?
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.
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.
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/