Modding Updates and Fixes

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In this thread, you can find details about any updates and fixes to the modding tools.

Latest:
  • Fixes for crashes when using road_instance script for river sculpting.
  • Check for errors functionality in editor also checks the physics objects of the mesh bended entities.
  • A new functionality added to the editor for re-baking the selected GI probes.
  • Added 3 skeletons (human, horse, camel) which you can find in the "ROOT/modding_resources/skeletons" folder.
  • Textures are now correctly shown when a new module is used with the base game.
  • Debug modes like “show albedo/normals” etc. have been enabled.
  • "Terrain layers faulty render when entered as mission" has been fixed.
  • GI probe editing UX has been improved.
  • Fixed a visual bug which caused path barriers to be non-transparent.
  • Fixed auto-reload of module related XML files.

Previous:
  • A new cheat "reserve_houses_in_settlement" that activates all houses in a settlement has been added for testing purposes. The cheat reserves and adds 1 dummy NPC to all houses in the settlement that the player is currently in - making them easily accessible. The reserved tag for the houses is not cleared after saving, so use the cheat with caution.
  • Welding multiple navigation mesh vertex pairs enabled.
  • Level names for the scenes can now be renamed from the Scene Editor.
  • Some formation orders that were omitted from public namespace were added for use in mods.
  • Improved moddability of the UI assets, now UI assets are separated into modules so mods can either add new assets or overwrite existing ones.
  • Improved sprite sheet generator performance.
  • Missing main map edit data has been re-added.
  • A new cheat "reserve_houses_in_settlement" that activates all houses in a settlement has been added for testing purposes. The cheat reserves and adds 1 dummy NPC to all houses in the settlement that the player is currently in - making them easily accessible. The reserved tag for the houses is not cleared after saving, so use the cheat with caution.
  • Welding multiple navigation mesh vertex pairs enabled.
  • Level names for the scenes can now be renamed from the Scene Editor.
  • Some formation orders that were omitted from public namespace were added for use in mods.
  • Improved moddability of the UI assets, now UI assets are separated into modules so mods can either add new assets or overwrite existing ones.
  • Improved sprite sheet generator performance.
  • Crash from the "Start Mission" button is fixed. It opens a mounted agent mission.
  • Added a new tool to create a new module within the modding tools. It will populate the module with empty registered files for ease of modding.
  • Modding tools terrain operations crash fixes.
  • Added new checks and better error reporting for mismatched, not located DLL's from mods, both for the base game and the modding tools.
  • Easier overriding for materials and animation clips added to the right-click menu to the assets in Resource Browser. "Create Override" creates an override for those assets in the selected new module. You do not need to create an empty resource with the same name and change the properties to be same with the overridden resource.
 
In this thread, you can find details about any updates and fixes to the modding tools.
  • Crash from the "Start Mission" button is fixed. It opens a mounted agent mission.
  • Added a new tool to create a new module within the modding tools. It will populate the module with empty registered files for ease of modding.
  • Modding tools terrain operations crash fixes.
  • Added new checks and better error reporting for mismatched, not located DLL's from mods, both for the base game and the modding tools.
  • Easier overriding for materials and animation clips added to the right-click menu to the assets in Resource Browser. "Create Override" creates an override for those assets in the selected new module. You do not need to create an empty resource with the same name and change the properties to be same with the overridden resource.
 
Modding Kit Beta Notes (18/12/2020):
  • Added 3 skeletons (human, horse, camel) which you can find in the "ROOT/modding_resources/skeletons" folder.
  • Textures are now correctly shown when a new module is used with the base game.
  • Fixed a crash that occurred when selecting barmaid prefab in the editor.
  • Fixed a crash that occurred while adding corpse prefabs to a scene in the editor.
  • Debug modes like “show albedo/normals” etc. have been enabled.
  • "Terrain layers faulty render when entered as mission" has been fixed.
  • GI probe editing UX has been improved.
  • Fixed a visual bug which caused path barriers to be non-transparent.
  • Fixed auto reload of module related XML files.
 
...I had missed this post:...
Mount & Blade II: Bannerlord Modding Kit now has a "Beta" version which can be enabled in the same way you enable "Beta" for our base game. IMPORTANT: The base game version must match with the modding kit version in order to work properly. For example, if you have your base game on the latest Beta, then you must also switch the modding kit to the latest beta. You can enable beta by right-clicking on Mount & Blade II: Bannerlord Modding Kit in your Steam library -> Properties -> BETAS -> Select the beta from the dropdown menu.
 
Will the mod tools offer more versions than simply main and beta?

Forcing modders to use the most up to date version of BL at all times is inefficient. Modders have to wait for patches/fixes on the mod tools and their own mod when an update is released that creates bugs or causes incompatibilities.
 
Will the mod tools offer more versions than simply main and beta?

Forcing modders to use the most up to date version of BL at all times is inefficient. Modders have to wait for patches/fixes on the mod tools and their own mod when an update is released that creates bugs or causes incompatibilities.

1.5.7 mod tools update is a great example of why.
It’s riddled with crashes and bugs and has made my mod virtually impossible to update my mod which is on 1.5.4 because I’m still waiting for game breaking bugs to be acknowledged in the known bugs let alone fixed.

1.5.7 stopped me from being able to open my mod from 1.5.4 so I’m having to rebuild it from scratch due to the new xml code which will have to include the game breaking bugs that are still present with the main_map and the player being stuck underground on all custom campaign maps.
This is just one bug from a whole host of issues with the current tools which I’m forced to use.
Not only that but tons of armors will have to be scraped and remade because the textures don’t import properly (when they did fine in 1.5.6, even those already in the mod now look totally different for some reason in 1.5.7) and neither does the factor colours editor work , model viewer, map painting on the main map and the list goes on and on. Bugs that have built up over 2 months and we are all forced to live with them.
 
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