And thank you for the rework of the hero creator.
Thank you for your request. We'll look into this.I'd like to request the "unsealing" of the following public class so it can be derived from:
DestructableComponent
I'd also like to request the removal of the "internal" keyword of the following virtual methods and their overrides in derived classes (Such as SynchedMissionObject and DestructableComponent):
ScriptComponentBehavior
OnInitOnPreInitOnTickOnTickParallelOnTickParallel2OnTickOccasionallyMovesEntityOnPhysicsCollision
MissionObject
OnMissionResetOnHit
Especially important to me is being able to inherit the DestructableComponent class and overriding its OnInit and OnHit, I hope at least that can be made possible.
Thanks in advance!
+1 on all these. Currently trying to use them.I'd like to request the "unsealing" of the following public class so it can be derived from:
DestructableComponent
I'd also like to request the removal of the "internal" keyword of the following virtual methods and their overrides in derived classes (Such as SynchedMissionObject and DestructableComponent):
ScriptComponentBehavior
OnInitOnPreInitOnTickOnTickParallelOnTickParallel2OnTickOccasionallyMovesEntityOnPhysicsCollision
MissionObject
OnMissionResetOnHit
Especially important to me is being able to inherit the DestructableComponent class and overriding its OnInit and OnHit, I hope at least that can be made possible.
Thanks in advance!
Team.FormationPocket
please be made public
?Thanks a lot!In response to the community request by @Captain_Octavius here: https://forums.taleworlds.com/index...-modifiers-changes.443896/page-8#post-9799573
http://apidoc.bannerlord.com/ -> https://apidoc.bannerlord.com/We released API documentation for Bannerlord. You can find it here: apidoc.bannerlord.com
Correct, fixed.http://apidoc.bannerlord.com/ -> https://apidoc.bannerlord.com/
The website doesn't allow unsecure connection and gives an error, link has to be in HTTPS
Will this be possible in multiplayer for player characters at a later stage, or will that remain hardcoded like in Warband? Warband assumes the player character always uses one of the default skeletons (male or female) in multiplayer, and it is impossible to assign other skeletons to them. This severely limits the scope of what is possible in multiplayer. Having the option to change this in Bannerlord would be a massive improvement.Modders can now define & add different races like Orcs, Elves,... through the skins.xml file. Custom skeleton support has been added for humanoid characters.
Some clarification on this one would be needed.First, why fore single OR multiplayer for a module? What happen for modes like the one trying to make the campaign a coop, it will be a single player AND multiplayer mod you can play both. Again starting to restrict badly what modders are trying to achieve.
This feature wasn't utilized properly. Everyone was noble except minor clan members. This is still the same. We simplified the design and the code. We did not use the noble property in hero properly and now we are using it in a better way. If you want a distinction, you can always add a noble bool to the heroes and use it properly.Secondly, why remove isNoble in the hero class. Ok you moved it to the clan class but it has no sense at all. So a hero not noble joining a clan becomes nobles and is not anymore when he is kicked out? What about the the herocreation that was actually giving bonus depending on if the hero was noble or not, mainly in leadership, it was a bit like his education and how he was raised, so now all the clan have the bonus no matter what, while other non noble clans won't have it, even if you marry a noble woman.
We made DeriveSkillsFromTraits properly moddable. You can use CharacterDevelopmentModel.GetSkillsDerivedFromTraits.Finally where is the IHeroCreationCampaignBehavior implemented in the last version? If you actually try to use it now you got an exception in submodule class of the game with a "reflection" error that do not tells you anything except "Oh dude there's an error" come on guys ...
We made some namespace changes so it would be more consistent. Models in CampaignSystem are in the namespace "TaleWorlds.CampaignSystem.GameComponents" now.VolunteerProductionModel is no longer part of the TaleWorlds.CampaignSystem.
Where I can find it now or what I have to use instead?
We'll discuss it at the modding meeting.I was wondering why setting the skill level directly is still not allowed. Is there a way to reduce skills? I would rather not use Harmony like the open letter says. IHeroDeveloper lets us do a lot, except change the skill level down instead of up as a result Hero.SetSkillLevelValue() being internal and HeroDeveloper.ChangeskillLevelFromXpChange() being private. Is it because of how Skill levels work in conjunction with XP?