Recent content by Rørik

  1. Rørik

    just make a couple armors!!!

    I agree with OP.

    When looking at all the armours in the game at first glance, it looks like there are a bunch.
    And while on paper it may look good, there actually isnt alot of armour in the game.
    The thing is, there is a serious lack in Low/medium tier armour missing in the game.
    Ranging from the categories; peasant clothes, medium/high class clothes, padded armours, chainmails and cheap lamellar.

    I believe there are 9 'actual peasant' style clothing in the game, and if you split that to 6 main cultures plus all the various sub cultures in the game, it is actually less than one style peasant outfit per culture.
    Regarding peasant clothes, there should be atleast 3 times that number in the game to make it feel more immersive.

    Now there are a bunch of other tunics and stuff, but that is not considered peasants clothes, those are either medium class, or noble class clothes.
    But the thing is, due to the lack of actual peasant clothes, then DEVS have been forced to give out medium class clothes, to peasants to fill the gap, the lack of armours in the game is actually quite obvious and not something that the devs are even trying to hide.

    If you take a look at the actual Sturgian Peasant, which is a troop that can be upgraded to a sturgian recruit.
    Then the only thing that tells me that he is a peasant is the fact that he wields a hoe as a working tool.

    The actual clothing that he is wearing, resembles not that of a peasant, but instead that of a semi wealthy town person.
    And it is the same thing with all the other cultures.
    The only ones that looks like actual peasants in the game are looters.
    And that is a problem. because that is how all the peasants should look in all the cultures either when you recruit them, or walk around in villages.

    Even the first recruit you get from villages, should be wearing clothes like a looter

    And the actual looters should in fact look even more ragged than they currently are-
    And while we lack a lot of the essential armours, devs are more focused on adding more and more of high tier armour, that should be considered exclusive to lords only.

    But instead they give these armours to level 5 troops of the peasant line.
    If we look at the ''Heavy Lamellar over Chainmail'' which the sturgian heavy axemen are wearing.
    In the sake of Immersion, only a extremely wealthy lord would ever be able to afford this kind of luxury armour, but in TW logics, this is what every levy funded peasant are wearing.
    At most and at highest tier these guys would wear some kind of cheap chainmail vest or cheap lamellar or just padded armour, (or to name a armour in the game, then i would probably go with the ''Cured Leather Lamellar Shirt'' for the heavy sturgian axemen which is a tier 5 troop.
    If this was supposed to resemble realism/immersion

    Even the heavy lamellar vest which is worn by the sturgian heroic line breaker, is considered to be designed for wealthy lords.
    Not even for the noble line tier 6, would i let them use these exclusively armours which are intended for lords.
    I would instead give them a cheaper looking hauberk or something.
    and this is the problem we are having regarding armours.
    Currently Tier 1 recruit looks like they should be tier 3 townsman, and tier 5 looks like they should be noble line tier 10.


    If TW seeks to provide the consumers a immersive bannerlord experience, then i am sorry to say, but they have to create atleast 3 times the number of armours they have in game, and for every high tier armour they are adding, they should be adding atleast 6 armours considered for lower tier, to equal the difference.
    Honestly, i would love to see atleast 15 more actual peasant clothes, then around 20 more clothing which are considered for medium class, 10+ more for noble class.10+ padded armours, 10+ chainmails and hauberks and 10+ more lamellar armours.

    But these numbers i am requesting, should not be split in between the cultures, and become culture specific.
    All of these armours should be considered ''universal'' armours, which means that every single one of these armours can be used for any kind of culture.
    So none of the armours resembles battania, or aserai as default. They have to be neutral cultured.


    For over two years now i have been working on a massive overhaul for the game, with a lot of uniquely looking cultures, and i have created so many assets by now, and even with all my many assets i am still in need of more armours to fill the gaps.
    If i had to rely only on what TW had provided, it would be impossible.
    My troops have currently between 6-15 equipment sets each to give variety.
    We are talking hundreds of different troops.
    In vanilla, most troops barely have 2 sets each, and if they do, then the only thing that differs from the other is if they have a scarf or not.

    So yes, there is a serious lack of armours in the game as of now.
  2. Rørik

    Elephant DLC?

    add lord's feasts into the SP and i will buy your dlc
  3. Rørik

    troop equipment.

    So apparently distribution of equipment sets all goes down into which id name a troop has.

    For an example
    if we use the troop, the sturgian Varyag.
    And instead change the troop id from varyag to varyag_tier_1
    Then all the troops would not wear helmets

    However if i change the id to varyag_tier_2 then a portion of the troops would wear a helmet.

    However it is not all helmets which were being distributed.

    I gave my varyag three different helmets in the eqiupment sets, but only two of the three helmets would be activated by using this troop id
    (( varyag_tier_2 )).

    So i tried something else, instead of adding ''tier'' into the id name, i changed the troop id into ''varyag_2''

    Now what happened here was, that now all my varyags would be using the third helmet, but none of the two other helmets, which was active, when i used the id ''varyag_tier_2''

    So definitely midways 1.5.9 the devs did something to how troops receive their gear.

    It makes absolutely no sense now to make 6+ different equipment sets for troops, because no matter what, then because of how the new algorythm works in distributing gear, then it is now impossible for a troop to recieve more than two to three different equipment sets.
    And trying to figure out which id will work best for you is a pain in the ass.


    When i create troops, i like to have atleast 5 different equipment sets for every individual troop i make.
    And then distribute weapons as such, so that in lower tier troops that only 15-20 percent of the troop would be wielding a sword
    While the rest would have a mix of axes and spears mostly.

    But that is completely impossible now, due to the new algorythm.
    Because the troop can never be created the way of how a modder wants to design his troops anymore.

    If you use a wrong id for the troop. Then it doesnt matter if you give axes to 5/6 to the equipment sets you are making for your troop,
    And then the last 1/6 of the equipment sets was giving a sword.
    Using a wrong id for the troop, can have all your troops wielding the sword, and no one will have a axe.
    And as said before, it is now impossible to in fact control how your modded troops will be.
    Because the distribution in gearsets can no longer be controlled by the modder.

    Of course modders are still able to customize their troops, but we can no longer go into every detail when giving the troops the equipments.
    It's like a cap, and we are now capped to ''pre-made'' equipment sets

    I urgently suggest that this issue will be brought up to debate, so that perhaps devs will take a notice.
    and change whatever they did to how distribution of equipmentsets works.
    back to how it worked prior to the 1.5.9 update

    Some of you might not understand what kind of issue this actually is.
    Others might not care.
    But as a modder myself who have spent already way over 2000 hours working on a fantastic total convertion overhaul mod for this game, then this 'minor' thing the devs have done, is a real serious issue.

    I refuse to finish my mod, if this is not changed back to how it was.
  4. Rørik

    troop equipment.

    So between early and mid stages of 1.5.9 up until the current patch, i have noticed a change in how troops are distributed their equipment. in all prior versions of bannerlord up until 1.5.9 then troops equipment were giving to them, depending on their equipment sets. In other words, if i gave...
  5. Rørik

    SP - Player, NPCs & Troops More Capes (more capes) - More Rus and slavic related equipment (Helmets, Armors)

    First off, I think there is a way too short amount of capes in the game, your game images shows some really cool looking capes but none of them are in the game as of now. I really hope to see some more capes added, some of which, which have just been made out of animals hide, cloth and fur, but...
  6. Rørik

    SP Dark Ages Upcoming Viking Conquest sub-mod (Jutland) (Work on hold - The submod is not scrapped)

    Hello fellas, i apologise for my silence.
    As the sultan said above, the mod is not dead, or scrapped. But it has been put on a halt.
    Truth being told, i was supposed to give a release what is nearly half a year ago already, but i lost the stomach to put it up, when i was denied rights to use new textures.
    So my idea was to learn to create my own from scratch, and then with the release of bannerlord i got ballsacked again as i had hoped to put this submod in the air before the release of the new game which people had waited so long for.

    Anyhow, i began creating a mod for Bannerlord.
    And like i was with this submod, i have been silent about saying anything about it.

    The bannerlord project is a huge one, an overhaul just as Jutland will be, with real life history involved, and tonnes of details which are for history nerds, so yeah to anyone playing Bannerlord and a heart for history, they will have a huge thrill in coming, in the next few months. (1-2 according to my scripe)

    Now i might get asked why i did not finish this project before starting on a new.
    So i will answer this.
    Well it happened as a stupid mistake, i bought bannerlord and began playing it for a small week, and then i began editing small stuff in the game, which turned to lots of ideas, until it became a project. Once being in the Bannerlord files for so long time which i spent, it was confusing and frustrating to mod on both the warband files and the bannerlord files.
    So i have decided to finish the project on bannerlord first, so i can turn my attention fully back on the Jutland project.

    I am only one person, creating these mods, so bare with my slowsomeness, i am dedicating as much time i as possibly can, and perhaps more time than what most modders is even able to.

    I hope you will have a wonderful day, and i apologies if this was not to your individual liking.

    Best regards.
  7. Rørik

    B Medieval Fantasy t

    Astonishing. Great concept, i wish your team the best of luck with this project.
    I hope you pull it through, it's gonna be awesome playing a different age than the basic war of the ring period which has taken over the mainstream knowledge of Tolkiens work.

    Best regards
  8. Rørik

    ((BANNERLORD)) ((Partly Solved)) Questions about certain files (any solution will be greatly appreciated)

    If you want to modify the dll, you have to forge the signature. In most countries, this is considered a crime. Please don't do it.
    ----------

    Oh my, i would not wanna have that to happen, thanks for telling me so i did not make a mistake which i would later regret.


    And again thank you so much for sharing your knowledge and helping me out. You have been really helping in understanding certain things, and this was actually a crucial part of the mod i am making, so all due credits to whom they belong to, you have just helped me advance in creating a mod which will make history nerds blush (hopefully, haha)

    Have a wonderful day
  9. Rørik

    ((BANNERLORD)) ((Partly Solved)) Questions about certain files (any solution will be greatly appreciated)

    Thank you so much for taking the time to explain this and creating the codes to showcase to me, i understand the concept better now, and those files may actually also be the solution to one other problem i have, so thank you.


    So before i begin my adventure, i would like to understand this right.
    If i sucessfully manage to open up the .dll file, can i then directly edit the file how i want it to be and then simply save it as the original .dll?
    and then for an example this id {=NGbgfPoP} (with my new text written) will appear in the game?

    And secondly, (apologies if i did not understand this right)

    --------------------------
    If you create a new mod with the XML like this

    MyMod\ModuleData\Languages\my_mod_text.xml
    --------------------------

    Are you saying that i can skip doing anything with the .dll, as long as i create a new mod (with my overwritten conversations), as long as they refers to the proper conversation id's found in both the .dll file and in the std_StoryMode.xml file?
  10. Rørik

    ((BANNERLORD)) ((Partly Solved)) Questions about certain files (any solution will be greatly appreciated)

    thank you for the respond.

    I want to write new conversations for the storyline plot, as i am doing a overhaul, with historical geographies, cultures, and events.
    I found myself being done, making the geography, troops, kingdoms, lore, nearly all conversations which i had a urge to change, etc, etc.
    And as a bonus, i wanted to include the storyline to fit real life events with historical characters and documented conversations.

    I have no desire on changing how the storyline quests works, the plot where you have to talk to lords and so on, will still be in game,
    i just wanted to change the writing and manipulate the conversations and the characters which are mentioned, so it is not about a war that happened some years ago, and about a banner.
    But instead refer to an historical political crisis which happened in the timeline, i have set my mod in.

    So yeah, basically all i am looking for is a way to rewrite all the conversations about the war in the storyline.



    Btw.
    That code you gave me,where is it located in the files?
    And does it permanently add specific items of one's choosing to a town stash?
    So they will appear every time a new campaign is started in that specific town, for you to take out of the stash once the town is conquered?

    -

    Best regards, Rurik
  11. Rørik

    ((BANNERLORD)) ((Partly Solved)) Questions about certain files (any solution will be greatly appreciated)

    So i have been modding quite a bit on Bannerlord, but i can't for the life of me find some specific files i'd like to edit. 1) I'd like to change the starting year. (Solved, Not solved, note* I thought i had it solved, as i managed to get the year i wanted to display in the game, however, after...
  12. Rørik

    SP Dark Ages Upcoming Viking Conquest sub-mod (Jutland) (Work on hold - The submod is not scrapped)

    Hello there Tingyun, thank you for sharing me that detail, i will look into updating it, but i need to have a further look into my own files, because as far as i know, then VC balance mod corrects a tonnes of NPC's especially family relationships. As i have changed a bunch myself, then i will have to be careful before i update it, so i do not overwrite any of my own changes. But thank you! The project is moving on slowly, but steady, it will be great once i am done with it.
  13. Rørik

    SP Dark Ages Upcoming Viking Conquest sub-mod (Jutland) (Work on hold - The submod is not scrapped)

    I apologize for my absense from this submod.

    Many things have kept me distracted from completing this module.
    Including Life, and learning, and making my own textures.
    And the release of Bannerlord, which has been tough to put my mind around, as i had hoped to give out a release of this submod before the arrival of Bannerlord, alas, i did not manage to create my own textures in time, so it was a punch to my stomach, and took most of my energy away from this module.

    However, i am still working on it, but slowly.
    And i spent some time on cleaning up the module and recreating a lot of things, as i had the unfortunate accident of losing some of my files,
    So i had to spent time into re-adding a lot of the things i have made, and the other day i spent 8 hours straight, in the files and fixed a lot of the mess which was present.

    I have decided to scrap some of the things, such as the mini faction of Frankia. (How fun it might would have been to raid some franks, then nevertheless i have removed it, and i am saving the idea for the other module i am working on, Jutland A.D 820.)

    I am planning on changing the personalities, in the game, in order to being able to add different languages. It is my idea, that if i add all saxon lords to one specific personality, then i will be able to change the conversations associated with that personality, So the saxons will speak some lines in the saxon language. ETC for all other cultures. But i will also have to change other things related to personalities, like penalty and such.

    Now, i am still being asked to share content, but i will say the same thing as i have said a couple of times above.
    I will not share pictures of my module or progress.
    What you read, is what will be in the module.
    The reason for this is, is still the same.
    I want people to get surprised when they play Jutland for the first time.
    Images, details, etc, will be shared when the submod releases.

    Best regards, Rurik

    Thank you for staying patient.

    P.S i have updated the front page, to keep it up to date. Also i have added a ''To-do'' list, so people can keep track on how the submod progresses.
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