Dev Blog 21/09/17

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Priority="50" Name="List Table 5 Dark Accent 6"/> <w:LsdException Locked="false" Priority="51" Name="List Table 6 Colorful Accent 6"/> <w:LsdException Locked="false" Priority="52" Name="List Table 7 Colorful Accent 6"/> </w:LatentStyles> </xml><![endif]--><!--[if gte mso 10]> <style> /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-parent:""; mso-padding-alt:0cm 5.4pt 0cm 5.4pt; mso-para-margin-top:0cm; mso-para-margin-right:0cm; mso-para-margin-bottom:8.0pt; mso-para-margin-left:0cm; line-height:107%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi; mso-fareast-language:EN-US;} </style> <![endif]--></p> <p>Mods have always been a huge part of the Mount & Blade experience. Over the years, our talented and dedicated modding community has created some amazing mods which have expanded on concepts and features in our game, such as <a href="https://forums.taleworlds.com/index.php/board,176.0.html">Diplomacy</a> and <a href="https://forums.taleworlds.com/index.php/topic,142816.0.html">Pre-Battle Orders and Deployment</a>, or completely overhauled the game to create unique and engaging gaming experiences, such as <a href="https://forums.taleworlds.com/index.php/board,189.0.html">Brytenwalda</a> and <a href="https://forums.taleworlds.com/index.php?board=119.0">Prophecy of Pendor</a>. Some of them have brought RPG elements and character progression into a multiplayer setting, (<a href="https://forums.taleworlds.com/index.php/board,184.0.html">Persistent World</a>, <a href="http://c-rpg.net">cRPG</a>) while others are just plain silly and fun, (<a href="https://forums.taleworlds.com/index.php/topic,136356.0.html">Gangs of Glasgow</a>).</p> <p>In this week’s blog we would like to reach out to our modding community by answering a selection of questions from our <a href="http://forums.taleworlds.com/">official forums</a> which were compiled by a key member of our community, our modding moderator “Duh”.</p> <p> </p></br> [/parsehtml]Read more at: http://www.taleworlds.com/en/Games/Bannerlord/Blog/26
 
I am really happy about this blog :smile: Thank you Callum and Taleworlds (especially everyone that sat down and read and/or responded to our wall of text)! And thank you to everyone that contributed questions in the Forge!
 
I like the blog but I have a feeling you are going to do a routine of like every 2 interviews we then get a surprise blog of something random. SOOOOOOOO hopefully on the 12th of October you give us a beta or something cause alot of people are getting impatient
 
this blog is the best blog! thanks duh for compiling our questions and listen to us ***** about modding, and thanks to everyone that put so much effort into making the blog possible!
 
I like this blog,it basically means we will have better mods and also it is great to see that you guys are responding to these questions that means you can answer Single Player,campaign,diplomacy,economy kind of questions etc .
 
I'm most impressed with the list of modding tools. Particularly when previously we had little more than a scene editor.
The tools would make modding faster and more productive and we won't have to wait for community-developed tools to start modding.
The performance tool is a topping on the cake. Anyone who had a mod out there tried to judge by ear how to balance beauty with performance.
 
29. Is Armour created the same way as you have shown the weapons to be created?

The crafting system only works for melee weapons. Armour, shields, bows and crossbows cannot be crafted.

Crafted and non-crafted items are added in different ways, but modders can add both. For crafting, modders can easily add new crafting parts.
So theoretically we could create new window/copy the weapon crafting interface and add a mod for armour crafting?
 
Maybeanu people look at the other amazing stuff for mods(which I love) but onw of the best things that I hadnt even thought of before which will be truly helpful for both mod devs and people playing mods is that they wont need to make an update to the mod after the game updates. Awesome blog, keep it up!

Also for Q&A

 
20. How does the AI pathfinding work? Will sceners have to create AI meshes for their scenes?
Yes, scene makers will need to create navigation meshes. The scene editor has a tool to create the nav-mesh automatically but results vary and we generally prefer to create them manually.

So basically, the same thing where creating an 'automatic' ai mesh isn't really any good.
 
Amazing! The amount of tools is just awesome

Can't wait for the return of some well-known modders :smile:

As well as welcoming new modders that will not be so intimidated (for those who have no programming background, like me) or have to learn a new scripting language (for those that do have a programming background).

From the answers, it just seems like modding is more accessible now :smile:
 
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