So our mod has a few custom xsd schemas for adding attributes to items (eg. we have added a hitpoints attribute to armor that provides bonus health). As of 1.6.4, our schemas are no longer detected for some reason. I've been manually diffing every related class, but am having a hard time finding...
We're trying to override the battle shouts and voices of our units within our own module, and it doesn't seem like it's possible right now as the voice_definitions file isn't loaded via the mbproj file, and therefore xslt doesn't seem to modify the native voice_definitions properly before they...
Dump upload: 2021-07-08_18.10.45_3750681dc7c6903ca1c68e89ecbc5693
Summary:
When playing a campaign on our custom campaign map, granite spams our logs with warnings such as:
Granite Warning: W1005: Performance warning: A tile needs to be uploaded to a MipmapStreamingTexture with more than 256...
The Bannerlord editor is extremely finicky/crash prone in its current state. Our sceners estimate that ~50% of their time spent working with the editor has been dealing with crashes, and scenes frequently get corrupted to the point where they can't even be opened to be fixed.
Half the time...
Several modders (including myself) are interested in changing weapon prioritization methods and other AI-related behaviors. As far as we know, these methods that interpret the provided (very vaguely named) weights are contained within the engine binaries and are inaccessible to modders.
We are...
Currently, several screens (CharacterCreation and CustomBattleMenu for example) are populated using hard-coded static fields. Here is an example from CustomBattleData.cs:
public static IEnumerable<BasicCharacterObject> Characters
{
get
{
yield return...
Here's the code that currently determines which particle system is used on hit (in mission.cs):
private void DecideAgentHitParticles(
Blow blow,
Agent victim,
ref AttackCollisionData collisionData,
ref HitParticleResultData hprd)
{
if (victim == null ||...
Hi TaleWorlds!
While we appreciate the steps that have been taken so far in response to the open letter, myself and several other modders would like to propose a way we can more actively contribute to make Bannerlord more modding friendly and accessible. We saw this comment and thought it was a...
Hi!
A subset of total-conversion modding community has penned an open letter regarding some serious issues we have with Bannerlord's code, and it's development in general. We are extremely frustrated with how the vast majority of our feedback to TaleWorlds has been handled and frankly...
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