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

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Dejan

Community Manager
WBNWVCM&B
I have one question that will you release tools for edit data in xml files?
It is better to use an official tool to edit data with GUI.
Hello, could you please clarify which edit data/XML's you would like to edit in such fashion?
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.😁
There are currently no plans for such a tool but I'll bring it up as a suggestion.
 

PekoBG

Recruit
WF&SNWWBVC
It's great to see Taleworlds answering the open letter. It restores my faith in the game. Let us, fans, modders and developers work together to make Bannerlord the best game it can be. The potential is there, we just have to grab it and realize it.
 

Dejan

Community Manager
WBNWVCM&B
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.😁
Hey, could you please clarify whether your inquiry is related to making crafted weapons faster or importing new pieces to the game faster?
 

La Grandmaster

Sergeant Knight at Arms
@Dejan, any information if modders will ever have access to shader files (the ability to edit existing ones and add new ones)? Currently this is not possible. This was possible in warband so interested if it would be in bannerlord. These allows modders to make their mods look completely unique, and attract more interest in the game
 

Bakura

Recruit
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?
 

bonerstorm

Recruit
I just want to bump this thread because I just got back after nearly a year since this game first disappointed me and... I'm somehow even more disappointed.

Not only has practically none of the stuff I care about been addressed by the devs, most of the mods that made this game playable have been abandoned by their original modders and only some of those have had volunteers come up to take their place updating the lapsed mods.

The fact alone that the Community Patch, in particular is dead in the water bodes extremely ill for MB2's future.

This whole game feels like a sinking ship and the devs have basically communicated that they DGAF what fans think about anything they've done. This whole EA cycle has been a miserable failure.
 

bonerstorm

Recruit
Feel free to work on one then.
Isn't the entire point of this thread the fact that at no point in the past year have TW given a thought to mod support, despite it being the key to WB's sucess?

How do you patch bugs with the "internal" flag shotgunned haphazardly throughout the offending code?

You might as well be saying "Go make your own Bannerlord". Nope. That's what giving my money to TW was supposed to do.
 

Eärendil Ardamírë

Subforum Moderator
WBWF&SM&B
Isn't the entire point of this thread the fact that at no point in the past year have TW given a thought to mod support, despite it being the key to WB's sucess?
If they wouldn't have given any thought about mod support, there would be no mod tools out at all.

No matter how much mod support TW would have given, some mods would have died within the first year. They are dying due to their developer having less time than when starting due to other priorities, they are dying to updates breaking the mod compatibility. And updates would have broken nearly all mods, no matter how big the mod support of TW would have gone.

And as guys pointed out at both threads at which you copy pasted your comment, the initial goal of that mod was fullfilled by being fixed by TW. There are other community patches around, they are just not called "Community Patch". You need to go out and find the ones which fill your needs or go and work yourself at one.
 

Shun

Squire
WB
How are developments in the mod-support realms? Did anything come of this letter? I loved WB's mods, would love to see BL's scene flourish to its fullest potential.
 
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