Modding Bannerlord - Questions

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1. Will every piece of equipment have physics options(tassels, cloth, etc...), including weapons?
2. Will there be a campaign map editor?
3. What are the texture map types Bannerlord uses?
4. Are all audio files(music, shouts, weapon noises) editable?
5. Will weapons need to be compatible with the weapon creator to be added?
6. Is there a special editor to add physics to parts of armour?

May think of more.

John.M said:
1. Will it be possible to change/ add more blood/ gore textures?
2. What sorts of AI controlling will there be for mappers?
3. When making a map/ scene will it be possible to see it during all 4 seasons?
4. When making a map/ scene do you have to make it for each of the 4 seasons or can it auto-generate snow/ missing crops etc.
5. Will it be possible to make caves/ tunnels in the map/scene editor?
6. Is there any required editing to make an scene object be able to be painted like in the Engine Video?
7. And +1 to If we can get a base body mesh released.
 
1) What is the biggest scene the editor can handle? I assume that limit is hardcoded? Can modders optimize the way the scene is rendered for such big scenes?

2) How much control will we have over random battlefield terrain generation? Will we be able to edit the code for generating random battle terrain? (as a second part of this question, could modders theoretically set it up so castles and villages and stuff could be made procedurally?)

3) Could we combine specially designed elements with procedure generated elements into the same scene?

4) Campaign map textures/terrains: Can we add extra or will we be limited like in Warband?

5) What language will be used for modding? C#? Module system?
 
I hope mine is a relevant question but this is something that always bothered me:

1) About the texture folder structure, how it will be handled? Is it still a messy single folder like in warband with all textures placed together or it will have subfolders for different kind of stuff like ground textures, armours and such? And if so will the subfolders name and structures be moddable?

Thanks in advance.
 
DrTomas said:
Will we be able to lunch/select several mods (like elder scroll games) or it will be one module at the time (as Warband)?
Will modding tools be exposed on day one for the community?

They've already confirmed you can load multiple mods at once. I believe it was also confirmed that the game won't ship with mod tools (because due to early access).

In case anyone has forgotten, you can apparently attached classes (presumably C# ones) to entities and have them run along the lines of the component system in Unity. If modding is done with C# classes, I have to assume we'll have a great deal of access to the game's API.
 
1. It would be just incredible if: we could get a base human model for reference before the game comes out. No textures or clothing items required, just something that we could use to get the scale right.
 
Jackson ??? said:
They've already confirmed you can load multiple mods at once. I believe it was also confirmed that the game won't ship with mod tools (because due to early access).

They only said that they are considering early access, but no confirmation that they are truly going early access so...

Jackson ??? said:
In case anyone has forgotten, you can apparently attached classes (presumably C# ones) to entities and have them run along the lines of the component system in Unity. If modding is done with C# classes, I have to assume we'll have a great deal of access to the game's API.

But it's not unity engine, so the way it works might be entirely different.
 
Can you connect a player to a server?

What native admin system is it like?

How much can you interact with NPCs in coding sense (telling them what to do)?

Are we able to port the custom smithing of items to multiplayer?

How big a map can be and how many agents can interact in it?

Is the coding a whole new thing or equal to the MS system coding?
 
domipoppe said:
Can you connect a player to a server?
Can you elaborate on that question?

domipoppe said:
How big a map can be and how many agents can interact in it?
The former is somewhat addressed in the engine video :smile:

They can go up to at least 225 km². See 1:20.


 
The question is in that sense:

When a player is on a server can you connect him now to an other server if he does something?
 
1. Will it be possible to change/ add more blood/ gore textures?
2. What sorts of AI controlling will there be for mappers?
3. When making a map/ scene will it be possible to see it during all 4 seasons?
4. When making a map/ scene do you have to make it for each of the 4 seasons or can it auto-generate snow/ missing crops etc.
5. Will it be possible to make caves/ tunnels in the map/scene editor?
6. Is there any required editing to make an scene object be able to be painted like in the Engine Video?
7. And +1 to If we can get a base body mesh released.
 
Dear Callum, Frank and Taleworlds at large,

we are thankful for the recent reengagement of the community on the forum and look forward to a more interactive relationship. Many of us content creators are excited about your upcoming game M&B:Bannerlord and the opportunities it will offer for modding. While we understand that the development is ongoing and things remain subject to change, we hope that you will be able to provide us with a glimpse of the status quo. For that purpose, the forge has collected a catalog of relevant questions, which are presented here in no particular order. We realize that some of the inquiries are fairly complex and understand that you might require some time to discuss them with the developers. You should therefore not feel the need to rush. A detailed response would be much more appreciated than a quick, but superficial one.

General questions
1. What language will be used for modding?
2. Assuming C#/.net integration:
Will it be proper .NET integration (as in we can build and inject our own dll into the game in some way) or just the syntax of C# and the compiling will be done by some bannerlord tool instead?
3. Which IDE will have support (like Visual Studio Express) from TW?
4. Can you provide us with screenshots and/or a list and description of the various tools that you use and that may be made available to modders?
(We would like to learn more about the creation and implementation of items, animations, sounds, the worldmap and scripts/dialogs/etc)
5. Are we going to see a return of the module system and its scripts, like last time, or will we be scripting in another way?
6. Can you share the windmill script mentioned in the engine video (Blog 8 ) as an example of what coding might look like?
7. Would you be willing to share the Bannerlord equivalent of Warband's header_operations?
8. Would you be willing to share a base human model for reference before the game comes out.
9. Will modding tools be made available prior to release and/or as part of an early access?
10. Will we have a TW developer working with the community to support modding (learning, tools, tutorials, feedback, etc)?
11. Would you partner with a team to create a stand alone offering?
12. Are multiple game/world maps possible?
13. Do you have a hard limit for the number of world map terrain types and map icons?
14. Is seafaring/battles implemented? If not, will it be possible for modders to introduce seafaring (f.e. by teleporting a party unto sea terrain and changing its icon)?
15. With Warband the list of hardcoded features lessened as time progressed. Will this be the same for Bannerlord as you decide over time what should and shouldn't be hardcoded?
16. Will there be an ingame/engine tool/camera to create FMV sequences?
17. Will we be able to launch/select several mods (like elder scroll games) or it will be one module at a time (like Warband)?
18. How will (texture) folder structure be handled? Is it still a single folder like in warband with all textures placed together or will it have subfolders for things like ground textures, armours and such? And if so will the subfolders name and structures be moddable?

Coding
19. How is the code split between hard-coded (engine) and modsys (open to the modding community)? What level of access do we have to the game UI code? AI? etc. Could you provide us with an example of what will likely remain hard-coded?
20. Will we be able to seed a randomized number? This is highly important in order to seed a randomized process and utilize pseudo-data. Is it possible to procedurally generate the terrain/towns/castles/villages/NPC's?
21. How has the Dialogue system been improved? Is the Dialogue system dynamic?
22. How many factions can this system support?  Are there easy mechanisms to create/modify factions?
23. Will battlefield AI (Both the troop AI and the strategic AI) be accessible or hardcoded?
24. Will troop and party pathfinding AI be accessible or hardcoded?
25. Assuming that the AI takes into account terrain - will we be able to translate this understanding of the battle scene into a graphical representation? In other words, while you decided against a minimap in the main game, do you intend to provide us with a framework and/or operations that will enable us to generate a simplified visual representation of unit locations, terrain details and possibly even AI strategy?
26. Will there be greater control over the core variables and booleans of the core combat mechanic? For example, will we be able to directly edit the code used for horse charge damage, hit detection, AI movement and so on?
27. Will it be possible to alter where the AI aims with ranged weapons?
28. Can moving objects (e.g. missiles) be manipulated on the fly? (Would allow us to apply dynamic friction/drag, wind and aerodynamic lift)

Debugging
29. Can we debug code at runtime using variable inspection, break points, variable value manipulation, etc ? In other words, will we get a version of the game .exe that allows debugging our mods?
30. Will we have more control for logging data? Warband requires use of Edit Mode and only uses one file (rgl_log.txt), we could use different modes so logging is available on normal gaming (to support bug reporting), and the use of different files would simplify testing individual mods.
31. How is savegame data stored? Will we have tool support to load data from them?
32. What strategy is being used for testing code? Will we get the modsys with unit tests included? Are mocks being used? Or is it dependent on the engine for running?
33.  Warband allows for quick reloading (refreshing) of the game code after compilation. Will we have this for Bannerlord as well?
34. Will we have an ingame tool to create bug reports? If so, what will players be able to submit (img, txt, savegame, logs, etc.)?

Scenes
35. To what extent will modders be able to access and/or tweak the random scene generation for battles?
36. Is it possible to combine designed elements with procedurally generated elements into the same scene?
37. How does the AI pathfinding work? Will sceners have to create AI meshes for their scenes?
38. In the Engine Power dev blog we were shown new scening mechanics such as animated objects (windmills rotating), multi-material painting and the decal system. What other new features do we get with the new scening tool?
39. Is there an inbuilt method to voxelize the scene in order to use cheap ray-tracing for global illumination?
40. Are seasonal effects generated or will they have to be manually added? Will it be possible to preview them in the editor?
41. Will it be possible to make caves/ tunnels in the map/scene editor? Will it be possible to alter terrain during play and/or will modders have the tools to enable/alter such a functionality?
42. What is the biggest scene the editor can handle?
43. Do you think the level editor will support multi-user working? I.e. Cooperative scening over a server.
44. How will movable scene props/objects be handled? will they meet the same limitations as they currently have in Warband (e.g. polycount, collision detection, etc)?
45. Will we be able to simulate the flow of time in a scene without forcing a reentry? (Morning-Noon-Evening-Night)
46. How will scene files be organized and managed in Bannerlord? Will terrain codes and scene prop files remain seperated?

Items/Textures/Animations/Shaders/Sounds/Etc
47. What sort of metadata is set around the new weapon component (and armor?) system
48. Is Armor created the same way as you have shown the weapons to be created?
49. Does this mean that creation of arms and armor now are internal to the game superstructure and if so, does this support independent artists from adding their own weapons and armor to the game?
50. Will it be possible to create new item types?
51. Will we be able to add custom skeletons and new bones? If yes, would it be able to support static object bones for real time animations(e.g. destruction effects)?
52. Any information on model dimensions etc? Poly count?
53. Any information on average texture sizes? Will 4k be supported?
54. Will every piece of equipment have physics options(tassels, cloth, etc...), including weapons?
55. Will we have access to shader source files?
56. Any information on how the new sound engine works? How many sounds can be played at once? What file format is used? How does the engine handle music transitions? What will be available for the modder to change and adjust?
57. Will we be able to dynamically change a sound's volume and frequency? (So we could create some filters for distant sounds or underwater/indoor sounds)
58. What level of modablity can we expect for the new PBR engine? PBR relies less on the shaders and textures themselves and more on skymaps, screenspace posteffects, and the location and detail of lights. Can we expect to be able to implement dynamic GI, for example? Can we expect GI and SSR at all?
59. Can we force certain bodyparts/bones to play specific animations and apply ragdoll physics on them? (Useful to simulate various injuries on different bodyparts)
60. What modelling/viewing program(s) will or should be used for Bannerlord?
61. What tools support animating campaign map icons?
62. Will firearms be supported? Will there be a (hidden) firearms weapon type proficiency again?

Multiplayer/Server-Client
63. Can a server provide players with neccesary files/code modifications upon joining/after asking for permission?
64. Will we have full control of all data which is send between server and clients? (Pretty useful for optimization purposes, e.g. reducing network traffic in order to maximize the possible player count)
65. Is it possible to send data from client to client directly (P2P)? (Could be useful to reduce the server's traffic aswell)
66. What is the native admin system like?
67. Is the custom smithing feature available for multiplayer? If not, is it possible to port it?
[Duh: I believe the following is relevant to mods like Persistent World:]
68. When a player is on a server can you connect/move him to another server if he performs a particular action?

All the best,

Leifdin
Duh
The Bowman
kalarhan
saxondragon
Cozur
Hypercharge
Reus
Emiel Regis
produnu
DrTomas
Jacobhinds
_Sebastian_
kraggrim
usnavy30
BNS Marko
John.M
cwr
fedeita
Efe Karacar
NPC99
Mandible
Jezze
domipoppe
Namakan
Parrot
Nordous
-----------------------------------------------------------------------------

3) I vaguely remember in one of the dev blogs a camera was used to replay combat. Will we be able to use this camera or something similar to create FMV sequences?
Check 2:20 and let me know if you want to specify/alter your question in any way :smile:


Hey folks,

I tried to organize the questions a bit and wanted to share the resulting draft with you for any input you may have. Most questions were included, though some were lost due to redundancy or because they were combined with other, similar inquiries.

Unless there are major problems with the above, I will submit it tomorrow around noon. Up until that point you are welcome to submit more questions or suggest any changes to the order or wording of the catalog.

Best,
Duh
 
I hope they will answer. Specially;

4. Can you provide us with screenshots and/or a list and description of the various tools that will be made available to modders?

6. Can you share the windmill script mentioned in the engine video (Blog 8 ) as an example of what coding might look like?

I have a third question about scenes;

will there a dynamic time in scene ? something like day-night system.
 
most of the stuff i was thinking of has been asked :grin:

just a quick addition:
how will movable scene props/objects be handled? will they meet the same limitations as they currently have in Warband (e.g. polycount, collision detection, etc)?
 
Looks like a good list. Just thought of one more:

AI pathfinding on the world map- will that be hardcoded? I would love to be able to have a castle guarding a mountain pass that is controlled by an enemy faction be impassable; and then have the ai decide whether to siege the castle if it is very weak or find a different route.
 
Duh said:
Dear Callum, Frank and Taleworlds at large,

we are thankful for the recent reengagement of the community on the forum and look forward to a more interactive relationship. Many of us content creators are excited about your upcoming game M&B:Bannerlord and the opportunities it will offer for modding. While we understand that the development is ongoing and things remain subject to change, we hope that you will be able to provide us with a glimpse of the status quo. For that purpose, the forge has collected a catalog of relevant questions, which are presented here in no particular order. We realize that some of the inquiries are fairly complex and understand that you might require some time to discuss them with the developers. You should therefore not feel the need to rush. A detailed response would be much more appreciated than a quick, but superficial one.

General questions
1. What language will be used for modding?
2. Assuming C#/.net integration:
Will it be proper .NET integration (as in we can build and inject our own dll into the game in some way) or just the syntax of C# and the compiling will be done by some bannerlord tool instead?
3. Which IDE will have support (like Visual Studio Express) from TW?
4. Can you provide us with screenshots and/or a list and description of the various tools that you use and that may be made available to modders?
(We would like to learn more about the creation and implementation of items, animations, sounds, the worldmap and scripts/dialogs/etc)
5. Are we going to see a return of the module system and its scripts, like last time, or will we be scripting in another way?
6. Can you share the windmill script mentioned in the engine video (Blog 8 ) as an example of what coding might look like?
7. Would you be willing to share the Bannerlord equivalent of Warband's header_operations?
8. Would you be willing to share a base human model for reference before the game comes out.
9. Will modding tools be made available prior to release and/or as part of an early access?
10. Will we have a TW developer working with the community to support modding (learning, tools, tutorials, feedback, etc)?
11. Would you partner with a team to create a stand alone offering?
12. Are multiple game/world maps possible?
13. Do you have a hard limit for the number of world map terrain types and map icons?
14. Is seafaring/battles implemented? If not, will it be possible for modders to introduce seafaring (f.e. by teleporting a party unto sea terrain and changing its icon)?
15. With Warband the list of hardcoded features lessened as time progressed. Will this be the same for Bannerlord as you decide over time what should and shouldn't be hardcoded?
16. Will there be an ingame/engine tool/camera to create FMV sequences?
17. Will we be able to launch/select several mods (like elder scroll games) or it will be one module at a time (like Warband)?
18. How will (texture) folder structure be handled? Is it still a single folder like in warband with all textures placed together or will it have subfolders for things like ground textures, armours and such? And if so will the subfolders name and structures be moddable?

Coding
19. How is the code split between hard-coded (engine) and modsys (open to the modding community)? What level of access do we have to the game UI code? AI? etc. Could you provide us with an example of what will likely remain hard-coded?
20. Will we be able to seed a randomized number? This is highly important in order to seed a randomized process and utilize pseudo-data. Is it possible to procedurally generate the terrain/towns/castles/villages/NPC's?
21. How has the Dialogue system been improved? Is the Dialogue system dynamic?
22. How many factions can this system support?  Are there easy mechanisms to create/modify factions?
23. Will battlefield AI (Both the troop AI and the strategic AI) be accessible or hardcoded?
24. Will troop and party pathfinding AI be accessible or hardcoded?
25. Assuming that the AI takes into account terrain - will we be able to translate this understanding of the battle scene into a graphical representation? In other words, while you decided against a minimap in the main game, do you intend to provide us with a framework and/or operations that will enable us to generate a simplified visual representation of unit locations, terrain details and possibly even AI strategy?
26. Will there be greater control over the core variables and booleans of the core combat mechanic? For example, will we be able to directly edit the code used for horse charge damage, hit detection, AI movement and so on?
27. Will it be possible to alter where the AI aims with ranged weapons?
28. Can moving objects (e.g. missiles) be manipulated on the fly? (Would allow us to apply dynamic friction/drag, wind and aerodynamic lift)

Debugging
29. Can we debug code at runtime using variable inspection, break points, variable value manipulation, etc ? In other words, will we get a version of the game .exe that allows debugging our mods?
30. Will we have more control for logging data? Warband requires use of Edit Mode and only uses one file (rgl_log.txt), we could use different modes so logging is available on normal gaming (to support bug reporting), and the use of different files would simplify testing individual mods.
31. How is savegame data stored? Will we have tool support to load data from them?
32. What strategy is being used for testing code? Will we get the modsys with unit tests included? Are mocks being used? Or is it dependent on the engine for running?
33.  Warband allows for quick reloading (refreshing) of the game code after compilation. Will we have this for Bannerlord as well?
34. Will we have an ingame tool to create bug reports? If so, what will players be able to submit (img, txt, savegame, logs, etc.)?

Scenes
35. To what extent will modders be able to access and/or tweak the random scene generation for battles?
36. Is it possible to combine designed elements with procedurally generated elements into the same scene?
37. How does the AI pathfinding work? Will sceners have to create AI meshes for their scenes?
38. In the Engine Power dev blog we were shown new scening mechanics such as animated objects (windmills rotating), multi-material painting and the decal system. What other new features do we get with the new scening tool?
39. Is there an inbuilt method to voxelize the scene in order to use cheap ray-tracing for global illumination?
40. Are seasonal effects generated or will they have to be manually added? Will it be possible to preview them in the editor?
41. Will it be possible to make caves/ tunnels in the map/scene editor? Will it be possible to alter terrain during play and/or will modders have the tools to enable/alter such a functionality?
42. What is the biggest scene the editor can handle?
43. Do you think the level editor will support multi-user working? I.e. Cooperative scening over a server.
44. How will movable scene props/objects be handled? will they meet the same limitations as they currently have in Warband (e.g. polycount, collision detection, etc)?
45. Will we be able to simulate the flow of time in a scene without forcing a reentry? (Morning-Noon-Evening-Night)

Items/Textures/Animations/Shaders/Sounds/Etc
46. What sort of metadata is set around the new weapon component (and armor?) system
47. Is Armor created the same way as you have shown the weapons to be created?
48. Does this mean that creation of arms and armor now are internal to the game superstructure and if so, does this support independent artists from adding their own weapons and armor to the game?
49. Will it be possible to create new item types?
50. Will we be able to add custom skeletons and new bones? If yes, would it be able to support static object bones for real time animations(e.g. destruction effects)?
51. Any information on model dimensions etc? Poly count?
52. Any information on average texture sizes? Will 4k be supported?
53. Will every piece of equipment have physics options(tassels, cloth, etc...), including weapons?
54. Will we have access to shader source files?
55. Any information on how the new sound engine works? How many sounds can be played at once? What file format is used? How does the engine handle music transitions? What will be available for the modder to change and adjust?
56. Will we be able to dynamically change a sound's volume and frequency? (So we could create some filters for distant sounds or underwater/indoor sounds)
57. What level of modablity can we expect for the new PBR engine? PBR relies less on the shaders and textures themselves and more on skymaps, screenspace posteffects, and the location and detail of lights. Can we expect to be able to implement dynamic GI, for example? Can we expect GI and SSR at all?
58. Can we force certain bodyparts/bones to play specific animations and apply ragdoll physics on them? (Useful to simulate various injuries on different bodyparts)
59. What modelling/viewing program(s) will or should be used for Bannerlord?
60. What tools support animating campaign map icons?

Multiplayer/Server-Client
61. Can a server provide players with neccesary files/code modifications upon joining/after asking for permission?
62. Will we have full control of all data which is send between server and clients? (Pretty useful for optimization purposes, e.g. reducing network traffic in order to maximize the possible player count)
63. Is it possible to send data from client to client directly (P2P)? (Could be useful to reduce the server's traffic aswell)
64. What is the native admin system like?
65. Is the custom smithing feature available for multiplayer? If not, is it possible to port it?
[Duh: I believe the following is relevant to mods like Persistent World:]
66. When a player is on a server can you connect/move him to another server if he performs a particular action?

All the best,

Leifdin
Duh
The Bowman
kalarhan
saxondragon
Cozur
Hypercharge
Reus
Emiel Regis
produnu
DrTomas
Jacobhinds
_Sebastian_
kraggrim
usnavy30
BNS Marko
John.M
cwr
fedeita
Efe Karacar
NPC99
Mandible
Jezze
domipoppe
Namakan

-----------------------------------------------------------------------------

3) I vaguely remember in one of the dev blogs a camera was used to replay combat. Will we be able to use this camera or something similar to create FMV sequences?
Check 2:20 and let me know if you want to specify/alter your question in any way :smile:


Hey folks,

I tried to organize the questions a bit and wanted to share the resulting draft with you for any input you may have. Most questions were included, though some were lost due to redundancy or because they were combined with other, similar inquiries.

Unless there are major problems with the above, I will submit it tomorrow around noon. Up until that point you are welcome to submit more questions or suggest any changes to the order or wording of the catalog.

Best,
Duh

Looks good, but I say let's get to 100 questions total atleast, if possible. 100 questions is a good number than just 66 initially.

Another question came to my mind, regarding crossbows and firearm similarities mechanically, will there be a Firearms weapon type proficiency again? Which was 'hidden' in Warband.
 
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