Modding tools

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They have stated that they will be released in the next few weeks.
I'm pretty sure the actual quote was a little more ambiguous than fully confirming it, but there does seem to be a decent chance that over the next few weeks we could get at least partial modding tools.
 
I'm pretty sure the actual quote was a little more ambiguous than fully confirming it, but there does seem to be a decent chance that over the next few weeks we could get at least partial modding tools.
Yes sure, also everything indicates that in a very short time we will obtain, as you say, partial modification tools. Since in the last version, 1.4.3 added these things that indicate that in a short time we will obtain the modification tools:

Editor UX cleanup for modding tools

Asset override systems for the modding tools

Modding support for sound system.

Internal Refactoring and code cleanup.
 
Noob question: I know everyone is hyped about modding tools (including myself) but I don't even know what does it mean.

How different will be for modders work on mods when modding tools released compared to warband?

I mean, what does modding tools do? I just saw a video showing how to create scenes that looked awesome, but dunno what else can modding tools do.
 
Noob question: I know everyone is hyped about modding tools (including myself) but I don't even know what does it mean.

How different will be for modders work on mods when modding tools released compared to warband?

I mean, what does modding tools do? I just saw a video showing how to create scenes that looked awesome, but dunno what else can modding tools do.

well, it depends on what the tools are. But, if you look at Skyrim, for instance, the Creation Kit revolutionized modding for that game.
 
Noob question: I know everyone is hyped about modding tools (including myself) but I don't even know what does it mean.

How different will be for modders work on mods when modding tools released compared to warband?

I mean, what does modding tools do? I just saw a video showing how to create scenes that looked awesome, but dunno what else can modding tools do.
The games 3D assets are compiled in tpac files and their textures in gtex files for optimisation. Without modding tools these are pretty inaccessible. A modder szszss built TpacTool which can export 3D assets for exploration, but we can't access textures or animations and most importantly can't import new or modified assets back into the game without an official toolset.
Scenes and the worldmap are also inaccessible. Currently, all mods recode existing assets as nothing new can be added. Equally, certain code methods are designed to be used with editors rather than to be hacked.
 
The games 3D assets are compiled in tpac files and their textures in gtex files for optimisation. Without modding tools these are pretty inaccessible. A modder szszss built TpacTool which can export 3D assets for exploration, but we can't access textures or animations and most importantly can't import new or modified assets back into the game without an official toolset.
Scenes and the worldmap are also inaccessible. Currently, all mods recode existing assets as nothing new can be added. Equally, certain code methods are designed to be used with editors rather than to be hacked.

Wow, I see, then I cant wait to see what our incredible modders can do with that tools.

Thanks for answer!
 
Well they said they were releasing at least some form of modding tools in the near future back in june so... Yeah I have no idea what near future means anymore lol.
 
well, it depends on what the tools are. But, if you look at Skyrim, for instance, the Creation Kit revolutionized modding for that game.

There is a big difference between 2 tools I would like to clarify. Creation Kit has its own scripting support (their own language called Papyrus) and also supports modifying things like quests, events, AI behaviour etc. from the tool. Currently Bannerlord doesn't have such a system and all of these are changed from C# code, which are found in DLLs you see in the executable folder. And the most important difference here is that since Creation Kit almost fully separates those from the rest of the engine, you can have hundreds of mods doing similar things and engine wouldn't complain (well, most of the time). In Bannerlord you have to modify existing code (DLLs) quite frequently and this is not a good thing since possibility of incompatible mods are way higher.
However, I do not work on SP side but I believe there are plans to improve modding on the code side later.
 
I suspect it will be delayed.
Based on the comments above i suspect if we're lucky, we will get a scene editor, mesh import/exporter, and a replay tool.

The scene editor can easily be done by an experienced coder. "The basics" is taking a mesh and putting it in x, y, z coordinates. Then it spits out a sort of .xml document stating where each object is located.
 
Based on the comments above i suspect if we're lucky, we will get a scene editor, mesh import/exporter, and a replay tool.

The scene editor can easily be done by an experienced coder. "The basics" is taking a mesh and putting it in x, y, z coordinates. Then it spits out a sort of .xml document stating where each object is located.

Judging from their official statement on the modding forum these are the components that "may" be made available to the community:

  • Scene editor
  • Mesh editor
  • Material editor
  • Model/Animation viewer
  • Skeleton editor
  • Replay editor
  • Particle editor
  • Atmosphere Editor
  • Cloth editor
  • Path editor
  • Resource Browser
  • Runtime performance profile tools
Do you think they can deliver, and how important are these for modders?
 
Based on the comments above i suspect if we're lucky, we will get a scene editor, mesh import/exporter, and a replay tool.

The scene editor can easily be done by an experienced coder. "The basics" is taking a mesh and putting it in x, y, z coordinates. Then it spits out a sort of .xml document stating where each object is located.
All scenes and the worldmap are held in scene.xscene files. I agree they can be read and understood in Notepad++, however, the scene.xscene file for Sandbox Main_map (i.e. Calradia's world map) runs to 364,837 lines of code. IMO mappers have little chance of creating alternative campaign maps for full conversion mods without a visual scene editor.

Judging from their official statement on the modding forum these are the components that "may" be made available to the community:

  • Scene editor
  • Mesh editor
  • Material editor
  • Model/Animation viewer
  • Skeleton editor
  • Replay editor
  • Particle editor
  • Atmosphere Editor
  • Cloth editor
  • Path editor
  • Resource Browser
  • Runtime performance profile tools
Do you think they can deliver, and how important are these for modders?

TW can deliver. Their editors are important. They are the means by which assets can be imported into the game and configured for it. For example, any armour modelled, rigged and textured in a 3D modelling program such as Blender needs:
a. It's rigged mesh and associated LODs imported.
b. It's PBR textures imported
c. It's PBR textures combined into BL materials using TW shaders
d. It's BL material applied to the meshes
e. It's rigging tested in an animation viewer for clipping/distortions when running BL animations
f. It's cloth physics activated in a BL cloth editor (i.e. for cloaks blowing in the wind etc)
 
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