SubModule.xml expects an xml to add new custom elements. You are adding vanilla weapons to BL’s existing vanilla weapons. If you want to over-ride BL’s original weapons (as opposed to just adding to them), you also need to use xslt to remove those you are overriding.
moddocs.bannerlord.com
The settlements example xslt wipes out everything in vanilla settlements.xml. To understand how to over-ride individual elements (albeit troops rather than weapons) with xslt you could look here
https://forums.taleworlds.com/index...r-troop-override-question.454053/post-9828306
Hey thanks for the reply. Sorry I am new to modding. Just to clarify, if I am trying to add a single weapon without removing or changing any existing weapons, is the above mention still the solution?
The weapon that I am trying to add is using 3 existing crafting pieces with the 4th piece being an reskin of existing piece, using all existing assets. I copied and existing craftingpiece, changed the mesh to an existing mesh, and renamed the piece. Maybe there is a better way to create the mod, than the way I am trying?
I created a customitems, customcraftingpieces, customcraftingtemplates, and customweapondesription. I named and added the skinned part to everything. Built the weapon in customitems. But I have 2 problems.
The original problem with the submodule messing up weapon tags. My second problem is my 4 customxmls. If I attempt to add only my custom data it crashes on launch. If I copy the existing items, craftingpieces, craftingtemplates, and weapondesription with my data added to them it doesn't crash. But it doesn't seem like I should need to include all existing data in the mod.