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  1. BL Coding How do you open a mods in visual studio?

    Oh thank you! Im gonna check it out for sure
  2. Idea: Moving "notification" windows to the right.

    Im playing with several mod so the city menu as much more item than vanilla. I find it very annoying every time when I enter a city and the "chat" or "notification" get on top of the city menu preventing me to see the menu item. You would be my hero if you could make a mod to move that...
  3. BL Coding How do you open a mods in visual studio?

    Thank you, I searched everywhere for that info. Very appreciated.
  4. BL Coding How do you open a mods in visual studio?

    I still dont know how to modify an existing mod with dll. Anyone know?
  5. BL Coding How do you open a mods in visual studio?

    Thank you for the quick reply. I have almost no c# experience. I saw that documentation site earlier on how to create a mods with visual studio but the reason I'm asking is I dont want to create a mod. I just want to be able to tweak an existing one. The main reason Im asking is to help some modder on nexus with mod upgrade that I am really interested in. I dont have any intention of re-releasing those mod myself. I can open and modify xml doc pretty easily but when it come to mod created in c#, I want to know if theres a way to import/open those existing mode with the dll and all in VS in a way that you can edit that mod and "repackage" it in the module folder to test the changes. Thank you :smile:
  6. BL Coding How do you open a mods in visual studio?

    After you've downloaded a mod, how do you open it in visual studio so you can edit stuff in there? I mean those bin mod with dll.
  7. BL Coding What is the town level setting in the settlements.xml?

    I've noticed in the settlement xml in sandbox /module data theres a setting called town level that vary between 1 to 3. Whats the implication of that value? I cant find any info on this anywhere. <Settlement id="town_EN1" name="{=Settlements.Settlement.name.town_EN1}Epicrotea"...
  8. BL Coding Creating new Kingdoms

    This guy is the leading edge of what I've seen so far in "kingdom alteration". Not sure if that help but I've been testing this mod since it cam out yesterday and it work fine so far.

  9. BL Coding Creating new Kingdoms

    Just saw this mod on nexus. Maybe that can help. It give a detailed error report when crashing.

    BetterExecptionWindow

  10. BL Coding New game from Visual Studio 2019 causes crash, even with no mods enabled

    Have you tried to fix the file from steam - game - property - local file?
  11. BL Coding Creating new Kingdoms

    If any of you guys could share a working module folder with kingdom and clan files I can modify. I'd be the happiest quarantine man on earth right now. I have no clue when it come to c# but I understand pretty well how the data in the file work.
  12. BL Coding Creating new Kingdoms

    Great! The more people interested in this the better. I think the game is really broken as it is now when it come to creating your own kingdom. I cant wait to have a map when each town is controlled by a different kingdom.
  13. BL Coding Creating new Kingdoms

    Oh wow, That's some massive progress. I spent the whole day on this yesterday without much result. Keep me updated
  14. BL Coding Creating new Kingdoms

    Clan, Kingdom, Culture are all necessary.

    Changing a settlement's culture to a custom one seems to crash. I can't seem to solve that issue.

    I saw your mod being released on nexus earlier today. Congrats! Im not touching the culture for my mod but guess ill see if it work for kingdom and clans. btw, just letting you know I noticed a small mistake in your text : Robert Baratheon was struck down "my" the prince Rhaegar Targaryen
  15. BL Coding Creating new Kingdoms

    you seem to be missing this part of the code {=Settlements.Settlement.name.town_EN1}. Im not sure if its relevant. I would try to take any vanilla clan and reassign it to a different town to reduce your possibility of error. See if that work

    <Settlement id="town_EN1" name="{=Settlements.Settlement.name.town_EN1}Epicrotea" owner="Faction.clan_empire_north_2" posX="407.606" posY="474.927" culture="Culture.empire" prosperity="5100" gate_posX="404.7008" gate_posY="474.517

    Im trying right now to make the clan be their own kingdom. Its my first mod with no c# experience so I really dont know if thats gonna work. I kinda just go with what see to make sense and a video tutorial on youtube.
  16. BL Coding Creating new Kingdoms

    I think I found it. The code above is from Sandbox /moduledata / spclans. The id super_faction refer to the kingdom define in Sandbox /moduledata / spkindoms:

    <Kingdom id="aserai" owner="Hero.lord_3_1" banner_key="11.45.0.4345.4345.768.768.1.0.0.463.0.1.512.512.769.764.1.0.0" primary_banner_color="0xffB57A1E" secondary_banner_color="0xff4E1A13" label_color="FFebce5e" color="FF965228" color2="FF4F2212" alternative_color="FF1F1D1F" alternative_color2="FFebce5e" culture="Culture.aserai" settlement_banner_mesh="encounter_flag_c" flag_mesh="info_screen_flags_a" name="{=NaNMRPv4}Aserai" short_name="{=NaNMRPv4}Aserai" title="{=UsbwPmYb}Sultanate of the Aserai" ruler_title="{=5djtBrHj}Sultan" text="{=qggtvf8Y}The Empire always preferred not to send its legions into the army-devouring wastes of the Nahasa. Instead, it projected its power into this borderland by cultivating client rulers among the clans, who competed in an endless dance of power. Those clans that could secure a hold on the oases won an imperial subsidy to protect passing caravans and grew rich. Those who could not were pushed into the desert, left to raise goats and raid caravans until they could plot a comeback. Today, with the waning of the empire, the Aserai have agreed to form a confederacy under a sultan chosen from richest of the clans, the Banu Hulyan. But everyone knows that the dance has only temporarily been stopped, and at the right moment it will begin again.">
    <relationships>
    <relationship kingdom="Kingdom.empire_s" value="-1" isAtWar="true" />
    </relationships>
    <policies>
    <policy name="{=IPrTwc28}Tribal Assembly" />
    <policy name="{=dN5JCX8n}Council of Elders" />
    </policies>
    </Kingdom>


    And the clan id is then assign to a settlement trough the town and castle id in Sandbox /moduledata / settlement
  17. BL Coding Creating new Kingdoms

    The clans are linked into a kingdom under the id super_faction but I havent found where that id is defined yet

    <Faction id="clan_aserai_1"
    name="{=9Y1u2onl}Banu Hulyan"
    tier="6"
    owner="Hero.lord_3_1"
    culture="Culture.aserai"
    super_faction="Kingdom.aserai"
    banner_key="11.101.75.4345.4345.776.777.1.0.0.212.1.0.484.484.757.780.0.0.359" />
  18. BL Coding Creating new Kingdoms

    Also

    Sandbox /moduledata / spkindoms
    Sandbox /moduledata / spclans

    Im not sure if those are the one you referred to in your post
  19. Having clan's considered as independant "kingdom"

    Im desperately looking for a mod that would either ideally make a lot of different 1 or 2 city kingdoms or have clans be consider as kingdom themselves within a faction. They would be able to go to war against one another an would not cooperate together in setting up armies. This would make it...
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