e1.6.0-e1.6.5 Modding Adjustments & Access Modifiers Changes

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Dejan

Community Manager
WBNWVCM&B

1.6.5 Changes​

Greetings,

Here's an overview of all the modding-related changes that came with v165.
We continue to work on the following issues:
  • Documentation on implementing new flora.
  • The addition of new attributes/dependencies to SubModule.xml & naming convention improvements.
  • Add slope and height filters for the "smoothen" brush.
    • In response to the request from @GourmetBean on the modding discord.
  • Other requests (in earlier stages of development).
Thank you for all your feedback. If you have any questions or would like to make further requests, please discuss them below (or HERE).


1.6.4 Changes​

Greetings,

Here's an overview of all the modding-related changes that came with v164.
  • Font atlas generator is now available to modders. Modders can generate new font files with custom TTF files and use these fonts in-game. We've also created documentation on how to use this tool: http://docs.modding.bannerlord.com/asset-management/how_to_add_custom_fonts/
  • StoryModeEvents.RemoveListeners do not need to be explicitly called anymore. Now, StoryModeEvents is added as a CampaignEventReceiver.
We have also implemented a fix that should take care of the long modding-module loading times in response to the request from @KingKilo. Please let us know if this change helped with your issue.

We continue to work on the following issues:
Thank you for all your feedback. If you have any questions or would like to make further requests, please discuss them below (or HERE).


1.6.3 Changes​

Greetings,

Patch v163 brings a number of modding-related changes as well. They've been included in the patch notes but here's an overview of them as well and some additional information.
  • Heightmap selection dialogue now remembers the last used folder.
  • Added a warning to catch duplicate removals of entities.
  • Animations now support switching the item on the right hand to the left, and back. The appropriate flag for this is "switch_item_between_hands" which can be set in the editor. The addition of "hand_switch_data" to the animation is then also required to be set in the editor.
    • In response to the animation-related request from @Lucon.
    • Preview example of usage:
  • Damage Particles are now moddable. A new GameModel named DamageParticleModel has been added. By creating and using a new model class inherited from DamageParticleModel and overriding needed functions modders can choose damage particles very precisely according to collision properties.
  • banner_icons.xml is now moddable. Modders can include their own banner_icons.xml in their modules under "{MODULE_NAME}/ModuleData/banner_icons.xml". Sigils, backgrounds and colours defined in these XMLs will extend the native banner icons.
  • Added editor visuals that show ranged siege weapon trajectories.
  • Languages are now moddable. Modders can now change options for all languages by providing their own options file. (see Native/ModuleData/Languages/[ID]/[id]_options.xml).
  • Moved occupation field to the Hero class from CharacterObject class, making occupations moddable.
    • In response to a community request made via the modding discord.
  • Made character creation modder friendly.
    • CharacterCreationStages are now moddable. Modders can decide explicitly which stage types should be included and in what order in CharacterCreationContentBase. They can use their own stage types.
    • Fixed a few bugs that could crash the game when new cultures are used in character creation.
    • Exposed CharacterCreation.CharacterCreationMenus to modders.
    • Most functions', fields' enums' protection levels in StoryModeCharacterCreationContent and SandboxCharacterCreationContent have been changed to protected from private.
    • In response to a community request made via the modding discord.
  • Fixed a crash that occurred while sieging settlements with custom cultures.
  • Fixed a crash that occurred if the submodule.xml had a comment in it.
We continue to work on the following issues:
We have also updated the following documentation page as the system has changed a bit with v162 and the addition of the <AlwaysLoad/> spritesheet config: http://docs.modding.bannerlord.com/asset-management/generating_and_loading_ui_sprite_sheets/

We also continue to work on the world-map-related issues that prevent you from using custom maps successfully, thank you for your patience.

Thank you for all your feedback. If you have any questions or would like to make further requests, please discuss them below (or HERE).



1.6.2 Changes​

Greetings,

As part of the v162 patch, we released a number of modding related adjustments. They’ve been included in the patch notes but we’ll list them here as well.
  • Made adjustments so that custom classes that inherit from LogEntry, Issue, Quest or InformationData should now be much less likely to break a save game when the mod is removed.
    • In response to the discussion on the modding discord. Requested by [BUTR] zijistark.
  • Fixed a problem that caused rebellions in settlements with a custom culture (introduced by a mod) to crash the game.
  • Did preliminary work to allow modders to add to existing banner icon groups and introduce whole new groups with BannerManager.LoadBannerIcons(string xmlPath).
  • MissionGauntletNameMarker (ALT key name markers in settlements etc.) is now more moddable as you’re able to add/remove new agent targets.
  • Added horizontal scrolling to troop trees in the encyclopedia (if it's required).
  • Added <AlwaysLoad/> spritesheet config to indicate that the spritesheet category should be loaded by default.
  • Minor faction hero templates are now added through XML and stored in the Clan object directly. The minor faction hero spawn chance and hero limit values are now also moddable.
  • Troops can now have individual upgrade costs and XP reward for killing.
  • In the editor, progress bars were added to the “Navigation Mesh Auto Generation”, “Navigation Mesh Grid Generation”, “NavMesh Debug Mark Elevation Problem Faces” and “Remove Unreachable Faces” features.

We continue to work on the following issues:
  • Implement a left_hand flag.
    • In response to the animation-related request from @Lucon.
  • Making occupations moddable.
  • Documentation on implementing new flora.
  • Other requests (in earlier stages of development).
We likewise continue to look into the reported world map issues.

Thank you for all your feedback. If you have any questions or would like to make further requests, please discuss them below (or HERE).
 
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Dejan

Community Manager
WBNWVCM&B


1.6.1 Changes​

Greetings,

As part of the e1.6.1 patch, we made another set of modding-related adjustments. As they don’t all fit within the patch notes, we are sharing a list of the changed classes as well as some additional information here. Make sure to check the patch notes for some additional new adjustments.

Just like the OP notes:
This topic is dedicated to the discussion of the changes - whether you have questions about them or would like to make further requests (although you can do the latter HERE as well).

To begin, the 1.6.1 patch introduced the following changes based on community requests:
We also introduced a new documentation page since the OP was created:
Beyond that, we continue to work on:
  • Making languages moddable.
  • Documentation on implementing new flora.
  • Documentation for using models to add attributes to items & determine the exact weapon damage.
  • Making UpgradeXpCost and GetXpValue moddable.
  • Minor faction hero templates being added through XML and storing them in the Clan object directly. Making minor faction hero spawn chance and hero limit values moddable.
  • Other requests (in earlier stages of development).
You can find the more detailed list of changed classes here:
Project nameClass nameINTERNAL CLASS CHANGE - REMOVEDINTERNAL FIELD/function CHANGE - REMOVED
TaleWorlds.MountAndBladeBallistaAIx
TaleWorlds.MountAndBladeBatteringRamAIx
TaleWorlds.MountAndBladeMangonelAIx
TaleWorlds.MountAndBladeSiegeLadderAIx
TaleWorlds.MountAndBladeSiegeTowerAIx
TaleWorlds.MountAndBladeTrebuchetAIx
SandBox.GauntletUIPanelScreenStatusx
TaleWorlds.MountAndBlade.GauntletUI.WidgetsChatMultiLineElementx
TaleWorlds.MountAndBlade.GauntletUI.WidgetsMapInfoBarWidgetx
TaleWorlds.MountAndBlade.ViewModelCollectionGenderBasedSelectedValuex
TaleWorlds.MountAndBlade.GauntletUIChatLineDatax
SandBoxFamilyFeudIssueMissionBehaviorx
SandBoxFamilyFeudIssuex
SandBoxFamilyFeudIssueQuestx
SandBoxNotableWantsDaughterFoundIssuex
SandBoxNotableWantsDaughterFoundIssueQuestx
SandBoxProdigalSonIssuex
SandBoxProdigalSonIssueQuestx
SandBoxRivalGangMovingInIssuex
SandBoxRivalGangMovingInIssueQuestx
SandBoxRuralNotableInnAndOutIssuex
SandBoxRuralNotableInnAndOutIssueQuestx
SandBoxSuspectNpcx
SandBoxTheSpyPartyIssuex
SandBoxTheSpyPartyIssueQuestx
StoryModeArzagosBannerPieceQuestx
StoryModeAssembleTheBannerQuestx
StoryModeBannerInvestigationQuestx
StoryModeCreateKingdomQuestx
StoryModeIstianasBannerPieceQuestx
StoryModeMeetWithArzagosQuestx
StoryModeSupportKingdomQuestx
StoryModeRebuildPlayerClanQuestx
StoryModeRescueFamilyQuestx
StoryModeConspiracyProgressQuestx
StoryModeAssembleEmpireQuestx
StoryModeMeetWithIstianaQuestx
StoryModeStopConspiracyQuestx
StoryModeWeakenEmpireQuestx
StoryModeFindHideoutTutorialQuestx
StoryModeLocateAndRescueTravellerTutorialQuestx
StoryModeTalkToTheHeadmanTutorialQuestx
StoryModeTravelToVillageTutorialQuestx
TaleWorlds.CampaignSystemDeclareWarDecisionOutcomex
TaleWorlds.CampaignSystemExpelClanDecisionOutcomex
TaleWorlds.CampaignSystemPolicyDecisionOutcomex
TaleWorlds.CampaignSystemKingSelectionDecisionOutcomex
TaleWorlds.CampaignSystemMakePeaceDecisionOutcomex
TaleWorlds.CampaignSystemClanAsDecisionOutcomex
TaleWorlds.CampaignSystemSettlementClaimantPreliminaryOutcomex
TaleWorlds.CampaignSystemArmyNeedsSuppliesIssuex
TaleWorlds.CampaignSystemArmyNeedsSuppliesIssueQuestx
TaleWorlds.CampaignSystemArtisanCantSellProductsAtAFairPriceIssuex
TaleWorlds.CampaignSystemArtisanCantSellProductsAtAFairPriceIssueQuestx
TaleWorlds.CampaignSystemArtisanOverpricedGoodsIssuex
TaleWorlds.CampaignSystemArtisanOverpricedGoodsIssueQuestx
TaleWorlds.CampaignSystemCapturedByBountyHuntersIssuex
TaleWorlds.CampaignSystemCapturedByBountyHuntersIssueQuestx
TaleWorlds.CampaignSystemCaravanAmbushIssuex
TaleWorlds.CampaignSystemCaravanAmbushIssueQuestx
TaleWorlds.CampaignSystemEscortMerchantCaravanIssuex
TaleWorlds.CampaignSystemEscortMerchantCaravanIssueQuestx
TaleWorlds.CampaignSystemExtortionByDesertersIssuex
TaleWorlds.CampaignSystemExtortionByDesertersIssueQuestx
TaleWorlds.CampaignSystemGangLeaderNeedsRecruitsIssuex
TaleWorlds.CampaignSystemGangLeaderNeedsRecruitsIssueQuestx
TaleWorlds.CampaignSystemGangLeaderNeedsToOffloadStolenGoodsIssuex
TaleWorlds.CampaignSystemGangLeaderNeedsToOffloadStolenGoodsIssueQuestx
TaleWorlds.CampaignSystemGangLeaderNeedsWeaponsIssuex
TaleWorlds.CampaignSystemGangLeaderNeedsWeaponsIssueQuestx
TaleWorlds.CampaignSystemHeadmanNeedsGrainIssuex
TaleWorlds.CampaignSystemHeadmanNeedsGrainIssueQuestx
TaleWorlds.CampaignSystemHeadmanNeedsToDeliverAHerdIssuex
TaleWorlds.CampaignSystemHeadmanNeedsToDeliverAHerdIssueQuestx
TaleWorlds.CampaignSystemHeadmanVillageNeedsDraughtAnimalsIssuex
TaleWorlds.CampaignSystemHeadmanVillageNeedsDraughtAnimalsIssueQuestx
TaleWorlds.CampaignSystemLadysKnightOutIssuex
TaleWorlds.CampaignSystemLadysKnightOutIssueQuestx
TaleWorlds.CampaignSystemLandLordCompanyOfTroubleIssuex
TaleWorlds.CampaignSystemLandLordCompanyOfTroubleIssueQuestx
TaleWorlds.CampaignSystemLandlordNeedsAccessToVillageCommonsIssuex
TaleWorlds.CampaignSystemLandlordNeedsAccessToVillageCommonsIssueQuestx
TaleWorlds.CampaignSystemLandLordNeedsManualLaborersIssuex
TaleWorlds.CampaignSystemLandLordNeedsManualLaborersIssueQuestx
TaleWorlds.CampaignSystemLandLordTheArtOfTheTradeIssuex
TaleWorlds.CampaignSystemLandLordTheArtOfTheTradeIssueQuestx
TaleWorlds.CampaignSystemLandlordTrainingForRetainersIssuex
TaleWorlds.CampaignSystemLandlordTrainingForRetainersIssueQuestx
TaleWorlds.CampaignSystemLesserNobleRevoltIssuex
TaleWorlds.CampaignSystemLesserNobleRevoltIssueQuestx
TaleWorlds.CampaignSystemLordNeedsGarrisonTroopsIssuex
TaleWorlds.CampaignSystemLordNeedsGarrisonTroopsIssueQuestx
TaleWorlds.CampaignSystemLordNeedsHorsesIssuex
TaleWorlds.CampaignSystemLordNeedsHorsesIssueQuestx
TaleWorlds.CampaignSystemLordsNeedsTutorIssuex
TaleWorlds.CampaignSystemLordsNeedsTutorIssueQuestx
TaleWorlds.CampaignSystemLordWantsRivalCapturedIssuex
TaleWorlds.CampaignSystemLordWantsRivalCapturedIssueQuestx
TaleWorlds.CampaignSystemMerchantArmyOfPoachersIssuex
TaleWorlds.CampaignSystemMerchantArmyOfPoachersIssueQuestx
TaleWorlds.CampaignSystemMerchantNeedsHelpWithOutlawsIssuex
TaleWorlds.CampaignSystemMerchantNeedsHelpWithOutlawsIssueQuestx
TaleWorlds.CampaignSystemNearbyBanditBaseIssuex
TaleWorlds.CampaignSystemNearbyBanditBaseIssueQuestx
TaleWorlds.CampaignSystemRaidAnEnemyTerritoryIssuex
TaleWorlds.CampaignSystemRaidAnEnemyTerritoryQuestx
TaleWorlds.CampaignSystemQuestSettlementx
TaleWorlds.CampaignSystemScoutEnemyGarrisonsIssuex
TaleWorlds.CampaignSystemScoutEnemyGarrisonsQuestx
TaleWorlds.CampaignSystemTheConquestOfSettlementIssuex
TaleWorlds.CampaignSystemTheConquestOfSettlementIssueQuestx
TaleWorlds.CampaignSystemVillageNeedsToolsIssuex
TaleWorlds.CampaignSystemVillageNeedsToolsIssueQuestx
Again, the classes that inherit from these are not specifically mentioned but are still affected by the change of their parent class. We will continue to review the code base as we develop the game and you highlight limitations that you are facing.

Thank you for all your feedback. If you have any questions or would like to make further requests, please discuss them below (or HERE).


1.6.0 Changes​

Greetings,

As part of the e1.6.0 patch, we released a number of modding-related adjustments. As they don’t all fit within the patch notes, we are sharing a list of the changed classes as well as some additional information here. This topic is dedicated to the discussion of the changes - whether you have questions about them or would like to make further requests (although you can do the latter HERE as well).

To begin with, the patch included the following changes in response to community requests:
Beyond that, we continue to work on:
Of course, the core of the current discussion concerns access modifiers. The patch notes provided a rough summary of the changes made as part of the relevant code review:
  • Added and removed some internal modifiers to make them more consistent and reduce unnecessary limitations.
  • Made the character attraction for romance moddable by moving it to a game model.
  • Removed "All" lists for some of the default classes such as DefaultSkills, DefaultPerks, DefaultFeats, DefaultTraits, DefaultBuildingTypes, DefaultIssueEffects, DefaultPolicies, DefaultSiegeStrategies, DefaultSkillEffects, DefaultVillageType, DefaultSiegeEngineTypes, DefaultItems, DefaultItemCategories, DefaultCharacterAttributes.
    • Every instance of said object can now be accessed with a new list at its corresponding type or its extensions, for example, use SiegeEngineTypes.All instead of DefaultSiegeEngineTypes.All. SiegeEngineTypes.All will include all of the Siege Engine Types in the object manager. Lists like DefaultSiegeEngineTypes.All were mostly hardcoded.
  • Skill effects are now registered to the object manager which means that SkillEffect.All now includes skill effects added by mods.
  • Modifying which basic volunteers a hero gives out can now be changed through a game model (VolunteerProductionModel). The only way to achieve that previously was by rewriting the RecruitmentCampaignBehavior.
  • Campaign event receivers are now moddable (modders can add their custom campaign event receivers through Campaign.AddCampaignEventReceiver).
  • Removed the character attribute enum (adding new attributes wasn’t possible before). It is now using static references instead at DefaultCharacterAttributes and Attributes.All to reference CharacterAttributes.
You can find the more detailed list of changed classes here:
Project nameClass nameINTERNAL CLASS CHANGE - ADDEDINTERNAL CLASS CHANGE - REMOVEDINTERNAL FIELD/function CHANGE - ADDEDINTERNAL FIELD/function CHANGE - REMOVED
SandBox.ViewSandBoxMissionViewsx
SandBox.ViewPartyVisualCreatorx
SandBoxMissionTacticManagerCampaignBehaviorx
SandBoxAgentBehaviorManagerx
SandBoxTreeNodeTablutx
SandBoxTilex
SandBoxSandBoxMissionManagerx
SandBoxLordConversationsCampaignBehaviorx
SandBoxTournamentJoustingMissionControllerx
StorymodeAchievementsCampaignBehaviorx
StorymodeStoryModNotableSpawnModelx
StoryModeRescueFamilyQuestBehaviorx
StoryModeConspiracyQuestBasexx
StoryModeStoryModeAgentDecideKilledOrUnconsciousModelx
StoryModeStoryModeHeroDeathProbabilityCalculationModelx
StoryModeStoryModePartySizeLimitModelx
StoryModeStoryModex
StoryModeStoryModeEventsx
StoryModeStoryModeHeroesx
StoryModeTutorialQuestPhasex
TaleWorlds.CampaignSystem.ViewModelCollectionCampaignUIHelperx
TaleWorlds.CampaignSystem.ViewModelCollectionDeclareWarDecisionItemVMx
TaleWorlds.CampaignSystem.ViewModelCollectionKingdomPolicyDecisionVMx
TaleWorlds.CampaignSystem.ViewModelCollectionKingSelectionDecisionVMx
TaleWorlds.CampaignSystem.ViewModelCollectionMakePeaceDecisionVMx
TaleWorlds.CampaignSystem.ViewModelCollectionQuestNotificationItemVMx
TaleWorlds.CampaignSystem.ViewModelCollectionSettlementOwnerChangedNotificationItemVMx
TaleWorlds.CampaignSystem.ViewModelCollectionSettlementUnderSiegeMapNotificationItemVMx
TaleWorlds.CampaignSystemPlayerCaptivityCampaignBehaviorx
TaleWorlds.CampaignSystemPrisonerCaptureCampaignBehaviorx
TaleWorlds.CampaignSystemDefaultMilitaryPowerModelx
TaleWorlds.CampaignSystemDefaultPrisonerDonationModelx
TaleWorlds.CampaignSystemDefaultHeirSelectionCalculationModelx
TaleWorlds.CampaignSystemDefaultSettlementGarrisonModelx
TaleWorlds.CampaignSystemDefaultEncounterx
TaleWorlds.CampaignSystemPlayerTownVisitx
TaleWorlds.CampaignSystemAiPartyThinkBehaviorx
TaleWorlds.CampaignSystemPartyHealCampaignBehaviorx
TaleWorlds.CampaignSystemDefaultSettlementTaxModelx
TaleWorlds.CampaignSystemSandboxStrikeMagnitudeModelx
TaleWorlds.CampaignSystemGangLeaderNeedsRecruitsIssueBehaviorx
TaleWorlds.CampaignSystemHeadmanVillageNeedsDraughtAnimalsIssueBehaviorx
TaleWorlds.CampaignSystemLandLordNeedsManualLaborersIssueBehaviorx
TaleWorlds.CampaignSystemLandLordTheArtOfTheTradeIssueBehaviorx
TaleWorlds.CampaignSystemLesserNobleRevoltIssueBehaviorx
TaleWorlds.CampaignSystemMerchantArmyOfPoachersIssueBehaviorx
TaleWorlds.CampaignSystemMainPartyCurrentActionx
TaleWorlds.CampaignSystemBarterGroupx
TaleWorlds.CampaignSystemBarterManagerx
TaleWorlds.CampaignSystemCampaignx
TaleWorlds.CampaignSystemCampaignEventDispatcherx
TaleWorlds.CampaignSystemCampaignEventReceiverx
TaleWorlds.CampaignSystemCampaignEventsx
TaleWorlds.CampaignSystemCampaignPeriodicEventManagerxx
TaleWorlds.CampaignSystemSkillLevelingManagerx
TaleWorlds.CampaignSystemSettlementEconomyModelx
TaleWorlds.CampaignSystemConversationTagHelperx
TaleWorlds.CampaignSystemKingdomPolicyDecisionx
TaleWorlds.CampaignSystemMobilePartyHelperx
TaleWorlds.CampaignSystemBuildingHelperx
TaleWorlds.CampaignSystemHerox
TaleWorlds.CampaignSystemInventoryLogic.PartyEquipmentx
TaleWorlds.CampaignSystemItemDatax
TaleWorlds.CampaignSystemTownMarketDatax
TaleWorlds.CampaignSystemEmissarySystemCampaignBehaviorx
TaleWorlds.CampaignSystemIMapTracksCampaignBehaviorx
TaleWorlds.CampaignSystemRaidAnEnemyTerritoryIssuex
TaleWorlds.CampaignSystemTownx
TaleWorlds.CampaignSystemEquipment.EquipmentTypex
TaleWorlds.MountAndBlade.CustomBattleArmyCompositionGroupVMx
TaleWorlds.MountAndBlade.CustomBattleCustomBattleMenuVMx
TaleWorlds.MountAndBlade.GauntletUIMultiplayerIntermissionNextMapImageWidgetx
TaleWorlds.MountAndBlade.GauntletUIBrightnessDemoTextureProviderx
TaleWorlds.MountAndBlade.GauntletUIMissionGauntletBoundaryCrossingViewx
TaleWorlds.MountAndBlade.GauntletUIMissionGauntletLeaveViewx
TaleWorlds.MountAndBlade.ViewCraftedDataViewManagerx
TaleWorlds.MountAndBlade.ViewFormationIndicatorMissionView.Indicatorx
TaleWorlds.MountAndBlade.ViewNodeComparerx
TaleWorlds.MountAndBlade.ViewBannerVisualCreatorx
TaleWorlds.MountAndBladeAgentx
TaleWorlds.MountAndBladeAgentComponentx
TaleWorlds.MountAndBladeHumanAIComponent.BehaviorValuesx
TaleWorlds.MountAndBladeAgentComponentExtensionsx
TaleWorlds.MountAndBladeBehaviorComponentx
TaleWorlds.MountAndBladeBehaviorDefendx
TaleWorlds.MountAndBladeBehaviorDefendSiegeWeaponx
TaleWorlds.MountAndBladeBehaviorDefensiveRingx
TaleWorlds.MountAndBladeBehaviorDestroySiegeWeaponsx
TaleWorlds.MountAndBladeColumnFormationx
TaleWorlds.MountAndBladeLineFormationx
TaleWorlds.MountAndBladeDetachmentDatax
TaleWorlds.MountAndBladeDetachmentManagerx
TaleWorlds.MountAndBladeOrderControllerx
TaleWorlds.MountAndBladeFacingOrder.FacingOrderEnumx
TaleWorlds.MountAndBladeFacingOrderx
TaleWorlds.MountAndBladeFiringOrder.RangedWeaponUsageOrderEnumx
TaleWorlds.MountAndBladeFiringOrderx
TaleWorlds.MountAndBladeFormOrder.FormOrderEnumx
TaleWorlds.MountAndBladeFormOrderx
TaleWorlds.MountAndBladeRidingOrder.RidingOrderEnumx
TaleWorlds.MountAndBladeRidingOrderx
TaleWorlds.MountAndBladeWeaponUsageOrder.WeaponUsageOrderEnumx
TaleWorlds.MountAndBladeWeaponUsageOrderx
TaleWorlds.MountAndBladeCastleGateAIx
TaleWorlds.MountAndBladeRangedSiegeWeaponAi.ThreatSeekerx
TaleWorlds.MountAndBladeStrategicAreax
TaleWorlds.MountAndBladeTacticBreachWallsx
TaleWorlds.MountAndBladeTacticComponentx
TaleWorlds.MountAndBladeTacticDefendCastle.TacticStatex
TaleWorlds.MountAndBladeTacticDefendCastlex
TaleWorlds.MountAndBladeSiegeQuerySystemx
TaleWorlds.MountAndBladeTeamQuerySystemx
TaleWorlds.MountAndBladeArcherPositionxx
TaleWorlds.MountAndBladeAttackEntityOrderDetachmentx
TaleWorlds.MountAndBladeSiegeLanexx
TaleWorlds.MountAndBladeSiegeLane.LaneStateEnumx
TaleWorlds.MountAndBladeSiegeLane.LaneDefenseStatesx
TaleWorlds.MountAndBladeTeamAIComponentx
TaleWorlds.MountAndBladeTeamAISallyOutAttackerx
TaleWorlds.MountAndBladeTeamAISallyOutDefenderx
TaleWorlds.MountAndBladeTeamAISiegeAttackerx
TaleWorlds.MountAndBladeTeamAISiegeComponentx
TaleWorlds.MountAndBladeTeamAISiegeDefenderx
TaleWorlds.MountAndBladeFormationx
TaleWorlds.MountAndBladeFormationDeploymentOrderx
TaleWorlds.MountAndBladeFormationDeploymentPlanx
TaleWorlds.MountAndBladeMissionAgentSpawnLogicx
TaleWorlds.MountAndBladeMissionx
TaleWorlds.MountAndBladeMissionTimex
TaleWorlds.MountAndBladeMissionTimeTrackerxx
TaleWorlds.MountAndBladeMission.TeamCollectionx
TaleWorlds.MountAndBladeMissionWeaponx
TaleWorlds.MountAndBladeChatBoxx
TaleWorlds.MountAndBladeCastleGatex
TaleWorlds.MountAndBladeDestructableComponentx
TaleWorlds.MountAndBladeSiegeWeaponMovementComponentx
TaleWorlds.MountAndBladeStandingPointx
TaleWorlds.MountAndBladeStandingPointWithWeaponRequirementx
TaleWorlds.MountAndBladeTacticalPositionx
TaleWorlds.MountAndBladeUsableMachinex
TaleWorlds.MountAndBladeTeamx
TaleWorlds.MountAndBladeWeaponDatax
TaleWorlds.MountAndBladeWeaponInfox
TaleWorlds.MountAndBladeMovementPathx
TaleWorlds.MountAndBladeMovementOrderx
TaleWorlds.MountAndBladeMovementOrder.MovementOrderEnumx
TaleWorlds.MountAndBladeMovementOrder.MovementStateEnumx
TaleWorlds.MountAndBladeArrangementOrderx
TaleWorlds.GauntletUIFloatInputTextWidgetx
TaleWorlds.GauntletUI.PrefabSystemCustomWidgetTypex
Please note that classes that inherit from these are not specifically mentioned, but are still affected by the change of their parent class. This is also only a first pass and we will continue to review the code base as we develop the game and the modding community highlights limitations that you are facing.

Thank you everyone for your continued feedback and requests. If you have any questions or would like to make further requests, please discuss them below (or HERE
 
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Just skimming through and it seems fantastic, so many good changes for C# modders in this update. Can't wait to see what other stuff will be improved in the future but for now the community has a lot of new stuff to play with.
 

Lucon

Subforum Moderator
WBWF&SNWVC
We would like to thank the developers in the TW team for fulfilling our thoughts on some issues. As the team members of the Sword & Musket project, which is in the Mod Community as much as we can, we continue to support the deficiencies in the mod tools and the development of Bannerlord.

Just like other mod projects, we will be waiting with hope that the necessary deficiencies should be fulfilled immediately. Thanks for everything Taleworlds.
 
Added and removed some internal modifiers to make them more consistent and reduce unnecessary limitations.
Damn, I was just thinking how different the other thread might've looked if they added that last part there as well.

This sounds like great news overall, hope this sparks passion in modders again!
 

vonbalt

Sergeant Knight
WBNWVCM&B
This is amazing, lots of good changes in there and i hope TW and the modding community will keep working together so we can all have a better game :smile:
 

bishey

Recruit
@Dejan Do you think TaleWorlds suffered some unnecessary negative PR by being overly vague in the other thread? From what I see here, changes are pretty positive. Do you think there is something to learn from this experience? Instead of saying "Some internal modifiers were added and some were removed", would it have been better to say something like "Significant amounts of internal modifiers removed and a few were added?"
 

WhyAmIHere

@Dejan Do you think TaleWorlds suffered some unnecessary negative PR by being overly vague in the other thread? From what I see here, changes are pretty positive. Do you think there is something to learn from this experience? Instead of saying "Some internal modifiers were added and some were removed", would it have been better to say something like "Significant amounts of internal modifiers removed and a few were added?"
It would have been so easy for them to say "Over 100 removed and about half a dozen added" but they instead chose to be vague as all hell. An absolutely avoidable own goal in terms of communication.
 

svelok

Sergeant
Instead of saying "Some internal modifiers were added and some were removed", would it have been better to say something like "Significant amounts of internal modifiers removed and a few were added?"
It probably would have been better for the community to see the changes before reacting rather than the inverse
 
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