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  1. Bakura

    Custom 3D assets (soldier armor set) load fail

    Hi team, We are creating custom 3D armor set for bannerlord and is now able to view the created armor set ANYWHERE BUT in a Mission/Combat scene. For example, we are able to view our armor set in wiki and shop pages. But when I entered a combat mission (be it a Arena mission, or a FieldCombat...
  2. Bakura

    Text color

    Hi team & modders, Wondering whether we've got any ways to specify the color (or even the font size) of a text segment inside the OneToOne conversation scene? Please check below image for example: I do need to highlight some of the text segments so that players can easily grab the key info...
  3. Bakura

    An open letter from the Kingdoms of Arda team, and the total-conversion mod community

    Hey, could you please clarify whether your inquiry is related to making crafted weapons faster or importing new pieces to the game faster?
    Hi Dejan, thank you for the follow-up?. Sorry for the late reply, had a discussion with the team members to avoid any redundant questions.

    The main obstacle for us currently is low efficiency when adjusting the position of each weapon in the game:
    • ATTNF2n.png
    • Related XML file: crafting_pieces.XML
      • Related data fields: item_holster_pos_shift under the CraftingPiece node.
      • Related data fields: piece_offset under the BuildData node.
    • What we are doing now for the position calibration of weapons in the game (when equipped by a character) is:
      • Modify the position data above in the XML file.
      • Then we launch the game, load a save and check the position of the weapon in the game.
        • If the position of the weapon does not fit our target position, we quit the game, then:
          • re-modify the position data in the XML file.
          • Then we re-launch the game and do the check.
          • Loop this process until we finally get the wanted visual result for the position of the weapon.
    Things are becoming really time-consuming when the total amount of weapons increases.
    So we are wondering is there any suggestion or a better workflow that could make [adjust weapon position in the game] faster? Or an official weapon import tool is already there and only wait for a public release?
  4. Bakura

    Suggestion General A Proposal For TaleWorlds to Provide an Open-Source Fork of Module Source Code

    Agree.

    By doing so:
    1. Modders do not need to rely on reverse-engineer.
    2. When certain feature is developed, or certain bug is fixed by the community, TaleWorlds could consider merge it to the official, which I think would provide convenience for the overall development process.
  5. Bakura

    An open letter from the Kingdoms of Arda team, and the total-conversion mod community

    Hello creators! First of all, thank you for writing this open letter and bringing it to our attention.

    Last week, we went ahead with a meeting to discuss the concerns raised in the open letter, along with a collection of other pressing modding-related issues that we gathered via feedback.

    As you might imagine, some of these topics are pretty big and in many cases, it is going to take some time to implement solutions, but we have already started taking steps towards resolving the issues and wanted to share this with you.

    To start, we have decided to hold regular modding meetings to discuss feedback and other modding-related topics from the forums and Discord to ensure that issues like these aren’t allowed to fester.

    In addition to this, we think that providing clearer warnings and assertions for the tools should help to point you in the right direction when trying to diagnose an issue, or at the very least, provide you with useful information to include when requesting support from us. We’ll be adding them within the next few patches.

    So, with the more general things out of the way, let’s move on to the core topics we discussed at the meeting:
    • Custom Campaign Maps
    We have identified a number of bugs with modifying and creating new campaign maps and will be looking into fixing them. We have also discussed a couple of potential solutions that we will be exploring to enable modifying of the MapWidth and MapHeight for the walkable area and camera. Ultimately, the message we want to convey here is that this certainly isn’t intended and that you will be able to add custom campaign maps when we have decided which path to take and implemented that solution.
    • Custom Skeletons & Body Meshes
    We’ll be adding a system in the future to allow you to change faces, hand meshes, and body meshes, as well as, a system to add new skeletons to the game. Please bear in mind that you will likely have certain limitations when adding new skeletons for agents capable of combat in order for the native combat system to work properly.
    • Code-related documentation
    We hope to start providing a reference for the API. In addition to this, we will be reaching out to collect specific requests for documentation to be brought to our developers for review and extend our efforts to make more documentation, similar to this explanation regarding Sealed Class Extension. We encourage you to request specific documentation in our updated forum section for Official Tools & Modding Feedback.
    • Hard-coded behaviour
    In this case, we feel that the best approach would be for us to know specifically what you are trying to achieve so that we can find an appropriate solution. Please let us know which specific problems you’re facing here. With that being said, we will be doing a review of our code to see if there are places where we might have used “internal”, or any other modifiers, unnecessarily.

    In addition to the topics from the open letter, we identified the following points that we will be going over in the dedicated modding meetings to find solutions.
    • Total conversion mod load order
    • Enable Cloth Physics on CraftedItems
    • Allow attributes on Items to determine weapon damage
    • Extrude function for AI meshing
    • Subdivide function for AI meshing (into quads not tris)
    • Allow single axis scaling of assets before placement
    • Ability to name a new paint layer upon creation
    • Mesh keyframes documentation
    • Documentation for skeletons for reins/horse harness and their implementation
    • Documentation on implementation of custom quivers
    • Add a duplicate mesh option
    • Add attribute to hide head (xml)
    • Ability to disable the usage of generated widget code
    As we have said previously and will say again, modding is a huge part of Mount & Blade and we will do what we can to work alongside modders to help you fulfill your modding ambitions. However, we do want to be clear now that there will be some instances where we will be in disagreement about how a problem can, or should, be resolved. Moving forward, we ask that modders include more details about what they are trying to achieve when making suggestions, requesting support, or leaving feedback, rather than just suggesting a solution to their issue on its own. This will help us a great deal when exploring potential solutions, some of which may already be present. It would also be helpful if everyone could share future feedback and suggestions in the Official Tools & Modding Feedback section of the forum to ensure that your comments are processed correctly.
    Hi Dejan & TaleWorlds, thanks for the meeting and the detailed plan.
    In the meantime, is the [melee(forgeable) weapon import tool] on the modding tool's plan list?
    We are asking this because it could take a lot of time to manually adjust the relative position of each weapon piece throguh related XML files, especially when we are handling hundreds of forgeable weapons.?
  6. Bakura

    In Progress Companions army exceed the party size limit (not same from the existing known issue)

    Forwarding this issue to the QA team for further investigation. Thanks for reporting.
    Thanks for giving attention to this issue. In the meantime, could you also take a look at my latest post (if you have time) and help forward the idea if you guys think it makes sense?:
  7. Bakura

    In Progress Companions army exceed the party size limit (not same from the existing known issue)

    This is also happening to me. I don't recall it happening before the most recent update.
    Hmm... for me, it happens at 1.4.0
    Have not tried to test it in 1.4.1 yet
    May I know which version did you play?
  8. Bakura

    In Progress Companions army exceed the party size limit (not same from the existing known issue)

    As we all know, the companions army will attack looters or bandits. But there is one thing: looters or bandits that are attacked may sometimes contain captures, and because of this, my companions' army will exceed its party size limit since I guess the AI is forcing him/her to accept all the...
  9. Bakura

    Beta Patch Notes e1.4.1

    One thing that people are complaining about is that: some factions are so weak and others just keep crashing every other faction throughout every gameplay.

    My POV is that: certain kingdoms now have their geometrical advantages (no snow or forest for high movement speed, or forever facing only one side enemy). These advantages are the things which have already been showing and mattering in the game.

    My guess/wish is that: TW will later add more unique features (like unique policies or entire customized kingdom mechanism) to every kingdom so that each kingdom will have an identity gameplay experience to our players rather than what we have currently: (background music + unique troop tree).
  10. Bakura

    Beta Patch Notes e1.4.1

    A lot of things I expect, good job!
  11. Bakura

    Beta Patch Notes e1.4.0

    So the companion's HOLDING status remains a bug...
  12. Bakura

    Resolved Can't paste custom banner in 1.3

    Personally would like the option to be in game, we shouldn't have to to go to a reddit users website to create a decent banner. Either way, I hope they allow us to keep using it at least :c
    Agree, personally think, the dev team could even release an official banner creator which would open more customizations for the banner. Like currently, the shield paint is fixed to only use the middle of the banner, it should allow players to specify which part of the banner should be applied on the shield et al. But apparently there are more urgent issues for now. Anyway, wish this game becomes better and better,
  13. Bakura

    Resolved Can't paste custom banner in 1.3

    Don't think its feature, they just did not include it in the release log. Pls fix it thanks, its soooo important at least to me.
  14. Bakura

    Lord, pls allow me go back home

    Beta 1.3.0 Villagers will stop action and stay near his/her village there do nothing. (Won't go back the village nor head to a town to sell the goods) Did anyone encounter the same issue?
  15. Bakura

    E1.30 can no longer use the code to customize my banner

    Same here... Believe its a bug rather than an intended feature because the release log did not mention it.
  16. Bakura

    A thank you to the developers

    Thanks and hail to all the developers too. I hope you guys all the best.
  17. Bakura

    ✖ 本主题已失效 | 此篇帖子已過時 | This Thread is no longer Valid.

    问题概述:村庄任务“家族世仇”“寻找xxx的女儿”生成的0技能NPC不会消失,在百科中可以搜索到,导致npc膨胀。
    问题是怎么发生的:只要成功完成任务,“家族世仇”的NPC就加入所属地贵族,“寻找xxx的女儿”成为流浪者,在百科中可以搜索到,在酒馆可以与遇到,这种0技能的NPC导致游戏人物膨胀,当没有起到任何作用
    游戏版本号:e1.1.1
    的确如此,我猜测本意应该是想要让这些“被找到的女儿们”在完成任务后就消失的,然后现在全部都留在了村子里。看得有点尴尬,在我通过 百科全书 寻找有厉害技能的同伴时,这些多余的“女儿们”有很大的干扰,希望能予以优化修复。
  18. Bakura

    Are spears and pikes ever going to be fixed?

    :xf-smile:whatever fix solution is OK, except for "disable collision for all ally" pls
  19. Bakura

    Will DirectX 12 come to Bannerlord?

    DirectX12 support after EA would be great (to be honest, I could afford it as a DLC)
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