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
 
Duh said:
i cant understand why u talking about the game that u dont know when it will be ready.
This blog was for modders and the vast majority of them is quite happy to engage the developers early on to learn more about the modding capabilities of the game and provide developers with feedback on the good and the bad.

If you are not interested in a particular blog or blogs overall... just don't read them?

  For me it was useful, since I have an interest in modding.  I could care less about Native game, to be honest, except as a guideline for modding.
So my orientation is exactly 180 degrees out of phase from this other guy.    Thanks, Duh, for pushing this on our behalf.  Thanks Taleworlds, for answering some (but not all!) of Duh's list.
 
Galatonix said:
Some thing every on wants in Bannerlord is when you play  Warband if you took your wive into battle and lost, she would get bugged  and re-spawn at the castle mad at you and you cant interact with her any more(for the rest of the game) , please fix this in Bannerlord would love to have her as my shield maiden in my party and not have to wary about getting beaten in battle .

  that's fixed.  At least, I've fixed it for my modlette "PhoII" and the Phantasy adaption I made from that base, but also I've seen it fixed in Diplomacy's most recent release with Somebody babysitting.  So at least two places you could hunt down the source.  In any case, you can trap that yourself and not wait for a mod author to make it.  The power of OSPs is that they give entry level modders a boost in getting a new capability embedded into their mod; I'd say by now I'm more of a "journeyman" level modder, with the far more sophisticated modders in great abundance here and elsewhere.  I'm not the best nor the brightest; I just happen to have more time than many and am too stubborn to feel I have to take code "as is".  Everything has a cost in time -- OSPs are for saving time.

Bannerlord will initially lack OSPs, but the idea that you might be able to drop in a replacement script or process "most everywhere" is a good thing.  After some time I expect many scripts and logical layers of game flow will be replaced by other modder's "mods", which might be really small and focus on just one aspect that matters to them, instead of being large and necessarily all encompassing like Warband expects them to be.  The main fear I see is as some layer changes output or is dependent on a (modified) script producing some specific output pipelined into the new replacement "mod", as THAT mod gets later replaced the other layers begin to have side effects that are impossible to re-create by the original modder without very detailed feedback in a bug report as to just what is present and how it was last linked.
 
Fantastic that so much will be available to modders.  Making modding so approachable will give the game the best chance to have a long-term community with countless creations.  I'll have to see how complex working with C# is with the game, I might attempt some minor alterations myself, editing XML should be fairly straightforward.  I know making sure so many things are mod friendly does add work the development team but I think there's no doubt it's worth it.
 
Will we be able to add animations to weapons? Thinking about flails (albeit not very historical but quite cool) and the like.

And add proper reload animations to crossbows with winches and levers etc.
 
Great topic guys - thanks for the updates!

Some of the most fun I have had in any game is in a simple multiplayer mod I developed for Warband creating a capture the flag dynamic for a small group of players vs a large mass of (not overly competent) AI. Advanced gear purchase was disabled when respawning but you could slowly heal over time and find special weapon and ammo distributed around the scene to try to improve your combat effectiveness. It gives a sort of Left4Dead vibe without the insanely silly rush mechanic.

I would love to be able to do a multiplayer mod that allows dynamic update (and save/load) of character ability stats and armor. Is there any chance of this?

My more ambitious long-term goal is a shared persistent world targeted at a D&D group size number of players with AI characters that develop relationships with each other and with players over time and custom scenes that connect to each other through scripted transition states.
 
will we be able to use morghs editor for bannerlord? or will there be a similarly simple way to add troops, items, change companions, etc? really hope so as this (in my opinion) is one of the best things about warband  :grin: :grin: :grin:
 
Man, I don't know anything about modding or coding. My only question is, is it possible to expect perfect LotR, Warhammer mods filled with details?
 
Elric said:
Man, I don't know anything about modding or coding. My only question is, is it possible to expect perfect LotR, Warhammer mods filled with details?
Considering how much they talk about their modding capabilities and c# scripting language , yes , as long as there are people willing to spend their time on something like that.
 
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