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?
 
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