I figured it out:
The implementation I was using was kind of an anti pattern. What you actually want is to use MBSubModuleBase.OnMissionBehaviorInitialize to add any mission behaviors that are present on all missions.
I was trying to do it through MBSubModuleBase.OnGameStart which was my mistake.
This is a question related to bannerlord modding api
Current implementation of my mod uses campaignGameStarter.AddBehavior to add a campaign behavior and that behavior later on adds mission behavior via Mission.Current.AddMissionBehavior
This is working for campaign, but I would like the same...
Diplomacy's autosell sometimes sells food i autobuy, and doesn't sell other unneeded items. (I tested this only in one save)
Those nice lady in tavern has so huge boobs that they are pixelized (I don't know if this is your mod or you just merged it)
I personally dislike new walking/idle animations, and also prefer native attack animations (to keep my blocking reflexes in MP). Your download has a file that removes just new attacks and blocks, I would LOVE to have a file that removes both new walking/idle and attack/block animations.
Keep things awesome
Also the new sound effects are awesome, the first time I killed forest bandit with my sword from the horseback gave me chills. Kudos to author!
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