I'm sorry guys, sometimes it's hard for me to express myself in Spanish...imagine doing it in English here with you.
As
vicwiz007 rightly points out, the egg comes first; it's essential to have the base game 100% squeezed out as much as possible. I do not want to generate polemic or controversy but from my point of view the native must set a standard of quality because otherwise we would find that the mod is better than the base game. Can it become a Mod better than the game it affects? The answer is a resounding yes. And this has already happened in the past, you only have to compare the possibilities in terms of mechanics of
Warband vanilla and
Nova Aetas to give an example among the great mods that exist for the franchise. Leaving
M&B, total war regulars will know that
THIRD AGE wouldn't have been possible if
medieval total war 2 had been a mediocre and lame game. So in the
Bannerlord case we have our hopes pinned on
John.M.'s Kingdoms of Arda.
If there's a closed door, you'll have to open a breach and create a window.
Waihti and
zParsifal creating
Diplomacy provided a series of mechanics, functionalities and features that were totally non-existent in the vanilla ... as did
Motomataru with their formations,
Caba`drin with his PBDO,
Papa Lazarus with his Combat Animation Enhancement ... tree of troops, freelancer...among many others.
Literally created possibilities, not modify them and that is the essence of Modding, is an extension of the software that modifies an original by providing new possibilities, settings, characters, dialogues, objects, etc., through total conversions, partial, add-ons or artistic patches. That's why it burns my soul when I read comments
"well, the modders will do it" referring to the lack of a feature or mechanics.
Taleworlds do not leave closed doors.