Peanut_Brother
Sergeant
Awesome, thank you TW. Very excited about Damage particles and opening up Occupations
Hey that's still a work in progress. Not live yet.@Dejan I can't currently see the documentation on implementing new flora.
Thanks for enabling green and black coloured blood.
You're welcome. Great to hear it and keep up with the feedback.Awesome, thank you TW. Very excited about Damage particles and opening up Occupations
Oops, my bad. I was too excited to look it up straight away.Hey that's still a work in progress. Not live yet.
What does this mean exactly? Can we add our own images as assets (sigils) and add them through the xml to be available in the campaign sigil roster or something else? This sounds very promising, but depending on the answer i will most likely have additional questions before deciding to download the betabanner_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.
Yes, that's what that means. Additional banner_icons.xml files in additional modules will extend the native one so you can add new sigils, backgrounds and colors. Sigils need to conform to the pattern though.Can we add our own images as assets (sigils) and add them through the xml to be available in the campaign sigil roster...
Sure I can bring that suggestion forward.Suggestion: If possible, could we please have the ability to load strings xml files directly via the SubModules.xml, and the ability to override native strings without editing the native files?
We already have an open task / are already working on a system that will allow you to implement multiple races to the game.It would be nice to be able to create new "races" with the skins.xml.
The way I see it is that we would just have to add a "skins.xml" file into our ModuleData.
Into it, we would just have to add something like that:
<skin name="orc" >
... "All the stuff we want to change/add: skin color , voice lines, hairs, ect" ...
</skin>
For exemple it would allow me to add Uruks voices to my mod without breaking the game (Link to the mod)
Can't wait for that!We already have an open task / are already working on a system that will allow you to implement multiple races to the game.
1.6.4 Changes
Greetings,
Here's an overview of all the modding-related changes that came with v164.
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.
- 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 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).
- Documentation on implementing new flora.
- In response to the request from @FoozleMcDoozle
- Allow modders to add new atmosphere (backgrounds) of quick conversations
- Add an option to the ChangeRelationAction.ApplyPlayerRelation call to NOT award Charm XP
- In response to the request from @guiskj here: https://forums.taleworlds.com/index...-applyplayerrelation-without-charm-xp.438780/
- Add option to change crafted item weapon "type" (skill it gains / perks it benefits) or allow new usages for crafted weapons
- In response to the request from @KingKilo here: https://forums.taleworlds.com/index...-allow-new-usages-for-crafted-weapons.444547/
- Moddability for CanHaveRecruits and the ability to determine which notables can have recruits.
- The addition of OnAfterSessionLaunchedEvent so modders can more easily modify some campaign content.
- In response to the following community request from @Space_Pot8to: https://forums.taleworlds.com/index.php?threads/modifying-the-native-encounter-menu.446867/
- Other requests (in earlier stages of development).
Alright, we would need your telemetry data to investigate the issue. The telemetry branch for Beta e1.6.4 isn't ready yet, it should be ready early next week. Once that is ready I will let you know and you can follow the procedure here: https://forums.taleworlds.com/index.php?threads/beta-branch-with-telemetry-tools.423365/Sorry to report, but the initial loading times (because of .sacx file and shader_mapping.bin generation) are only slightly improved. Sad, I was so hopeful. My loading time was 70-90 with all of our custom assets was minutes before, it is now 50-60 minutes. Just for comparison.
Yes we changed it. To explain it on an example: You have a tier 1 troop with 2 different upgrade targets. It can be upgraded to a tier 4 troop or it can be upgraded to a tier 5 troop. Before they both needed the same amount of gold and XP because it got upgraded from a tier 1 troop. Now it calculates the costs based on the difference between tiers. (tier 4 cost - tier 1 cost) = gold and XP cost for upgrading to tier 4, (tier 5 cost - tier 1 cost) = gold and XP cost for upgrading to tier 5.Did you guys change the way troop upgrades worked? Last I recalled, a troop's current tier is what effects the xp and gold costs of upgrades. Now, it seems as though the tier of the upgrade affects xp and gold cost.
Is there any way of changing it back to the older version? I was hoping to exploit that for an upcoming troop mod of mine, and if it means making a mod just for it, then so be it.
Noted, thanks for the info. Just curious, but which version of the game was this change made? I'm thinking of trying to copy the calculation before it and using it, unless that doesn't work.Yes we changed it. To explain it on an example: You have a tier 1 troop with 2 different upgrade targets. It can be upgraded to a tier 4 troop or it can be upgraded to a tier 5 troop. Before they both needed the same amount of gold and XP because it got upgraded from a tier 1 troop. Now it calculates the costs based on the difference between tiers. (tier 4 cost - tier 1 cost) = gold and XP cost for upgrading to tier 4, (tier 5 cost - tier 1 cost) = gold and XP cost for upgrading to tier 5.
If you want to do a custom cost calculation you can override the PartyTroopUpgradeModel. You should look for GetXpCostForUpgrade and GetGoldCostForUpgrade functions.
The telemetry branch is now working for Beta e1.6.4. Please follow this procedure and send over the data so we can investigate it. https://forums.taleworlds.com/index.php?threads/beta-branch-with-telemetry-tools.423365/Sorry to report, but the initial loading times (because of .sacx file and shader_mapping.bin generation) are only slightly improved. Sad, I was so hopeful. My loading time was 70-90 with all of our custom assets was minutes before, it is now 50-60 minutes. Just for comparison.