BL [Bannerlord] "Modding Tools Kit" Main & Beta (24/12/20)

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moddingtoolsbeta.png



ATTENZIONE
(Beta 18/12/20) Mount & Blade II: Bannerlord Modding Kit ora ha una versione "Beta" che può essere abilitata nello stesso modo in cui abiliti la versione "Beta" per il nostro gioco base. IMPORTANTE: la versione base del gioco deve corrispondere alla versione del modding tool kit per funzionare correttamente. Ad esempio, se hai il gioco base all'ultima versione Beta, devi anche cambiare il modding tool kit con l'ultima Beta. Puoi abilitare la beta facendo clic con il pulsante destro del mouse su Mount & Blade II: Bannerlord Modding Kit nella tua libreria Steam -> Proprietà -> BETAS -> Seleziona la beta dal menu a tendina.


Lista Patch:
Modding Tool Fixes

  • Crash from the "Start Mission" button is fixed. It opens a mounted agent mission.
  • Added a new tool to create a new module within the modding tools. It will populate the module with empty registered files for ease of modding.
  • Modding tools terrain operations crash fixes.
  • Added new checks and better error reporting for mismatched, not located DLL's from mods, both for the base game and the modding tools.
  • Easier overriding for materials and animation clips added to the right-click menu to the assets in Resource Browser. "Create Override" creates an override for those assets in the selected new module. You do not need to create an empty resource with the same name and change the properties to be same with the overridden resource.
Modding Tool Patch
  • A new cheat "reserve_houses_in_settlement" that activates all houses in a settlement has been added for testing purposes. The cheat reserves and adds 1 dummy NPC to all houses in the settlement that the player is currently in - making them easily accessible. The reserved tag for the houses is not cleared after saving, so use the cheat with caution.
  • Welding multiple navigation mesh vertex pairs enabled.
  • Level names for the scenes can now be renamed from the Scene Editor.
  • Some formation orders that were omitted from public namespace were added for use in mods.
  • Improved moddability of the UI assets, now UI assets are separated into modules so mods can either add new assets or overwrite existing ones.
  • Improved sprite sheet generator performance.
Modding Tool Patch
  • Missing main map edit data has been re-added.
  • A new cheat "reserve_houses_in_settlement" that activates all houses in a settlement has been added for testing purposes. The cheat reserves and adds 1 dummy NPC to all houses in the settlement that the player is currently in - making them easily accessible. The reserved tag for the houses is not cleared after saving, so use the cheat with caution.
  • Welding multiple navigation mesh vertex pairs enabled.
  • Level names for the scenes can now be renamed from the Scene Editor.
  • Some formation orders that were omitted from public namespace were added for use in mods.
  • Improved moddability of the UI assets, now UI assets are separated into modules so mods can either add new assets or overwrite existing ones.
  • Improved sprite sheet generator performance.
Modding Kit Beta Notes (18/12/2020):
  • Added 3 skeletons (human, horse, camel) which you can find in the "ROOT/modding_resources/skeletons" folder.
  • Textures are now correctly shown when a new module is used with the base game.
  • Fixed a crash that occurred when selecting barmaid prefab in the editor.
  • Fixed a crash that occurred while adding corpse prefabs to a scene in the editor.
  • Debug modes like “show albedo/normals” etc. have been enabled.
  • "Terrain layers faulty render when entered as mission" has been fixed.
  • GI probe editing UX has been improved.
  • Fixed a visual bug which caused path barriers to be non-transparent.
  • Fixed auto reload of module related XML files.
  • Fixes for crashes when using road_instance script for river sculpting.
  • Check for errors functionality in editor also checks the physics objects of the mesh bended entities.
  • A new functionality added to the editor for re-baking the selected GI probes.
  • Added 3 skeletons (human, horse, camel) which you can find in the "ROOT/modding_resources/skeletons" folder.
  • Textures are now correctly shown when a new module is used with the base game.
  • Debug modes like “show albedo/normals” etc. have been enabled.
  • "Terrain layers faulty render when entered as mission" has been fixed.
  • GI probe editing UX has been improved.
  • Fixed a visual bug which caused path barriers to be non-transparent.
  • Fixed auto-reload of module related XML files.




...E' appena stata annunciata la prima versione BETA del modding tools per Bannerlord, strumento attesissimo dai modders per la realizzazione di nuovi contenuti...



Greetings warriors of Calradia!

After a short delay, the first batch of modding tools is ready for a beta release! It includes:

Scene Editor Toolset
  • Entity Placement Tools
  • Terrain Import, Export, and Editing Tools
  • Navigation Mesh Tools
  • GI Baking Tools
  • Level System Editing Tool
Resource Editors
  • Resource Browser
  • Material Editor
  • Mesh Editor
  • Texture Editor
  • Body Editor
  • Cloth Editor
  • Atmosphere Editor

sceneeditor.png


Currently, you will need to own the game on Steam in order to access the tools. To download them, you should head to your Library page and select TOOLS from the list filter. You can then search for Mount & Blade II: Bannerlord - Modding Kit and proceed to download the tools after accepting the Mod Tools License Agreement. Please note that you will need to have the game installed for the tools to work. Likewise, your game version and tool version need to match in order for the tools to operate.

With tools in hand, you can then head over to http://docs.modding.bannerlord.com/ to access the modding documentation. Please be aware that these are living documents and, as such, they will be adjusted and updated over time. With that in mind, if you experience any issues or have any feedback you would like to share in regards to the documentation, you can head on over to the Official Modding Documentation thread. Similarly, you can go to the Official Tools section of our modding forums to provide suggestions and report any problems you run into while using the modding tools. And if forums aren’t really your thing, you can join the Modding Discord to find like-minded users to discuss the tools with.

For those of you that are new to modding, or for those that simply want to get up to speed with our tools, you can check out this recent Developer Workshop livestream where we gave a detailed overview of the scene editor and its many features. We hope to share more content like this in the near future, so make sure to follow our channels to keep up to date with those announcements.



Finally, we just want to say how thrilled we are to be able to share these tools with you all! There are already so many amazing mods out there and others with huge potential that are still in the works, and we are just happy to be involved and to be able to support these kinds of efforts with the release of this first batch of tools. So, on that note, we want to give a huge shoutout and thanks to our amazing modding community, in particular the testing group that helped us to bring these to release, and say that we are truly excited to see what you manage to accomplish with these tools!



Download:
...chi fosse interessato a scaricarsi i file del ModTools segua le istruzioni descritte in questo post:...​
To download them, you should head to your Library page and select TOOLS from the list filter. You can then search for Mount & Blade II: Bannerlord - Modding Kit and proceed to download the tools after accepting the Mod Tools License Agreement.





Source: https://www.taleworlds.com/en/News/399

ciauz^^,
Jab
 
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