Official Modding Documentation

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Glass16

Recruit
You can. However, Taleworlds didn't and don't recommend it. The scene editor can't sculpt the fine water erosion and weathering channels, which they created in Houdini. World Machine can provide similar erosion. If you sculpt your worldmap in the scene editor, you will probably need to export its heightmap to an external software package to produce comparable results to Calradia's main_map.

Okay, thanks for the info, will look into it :smile:
 
The documentation definitely need a large part dedicated to explaining how scripts work and explaining in detail what all the functions, variables and objects do and how they may potentially conflict with other variables. I've looked into it with dnSpy but it takes a lot of work to find what you want and figure out how to implement them.

A separate tutorial section would be much appreciated as well. Some basic lightweight tutorials quickly touching on every aspect of the modding tools and scripting assets like creating a basic mission, exporting/importing assets, editing the world map/scenarios, modifying navmeshes and inserting your own scripts etc. in order to get familiar with the tools and all of their functions.

Maybe providing some sample scenes with nothing put the bare minimum to properly function would be nice too. Kind of a "Hello World" scene library with one for a world map scene, another for a battle scene, a town scene etc.
 

switccblade

Recruit
Question from a new Modder. How do I play the map I made with the Modding tools on Custom Battle? I made a simple map using the Map Editor but do not know how to add it to the game. Please let me know where I can look for help, Thank You.
 
Hello! I have a question about heightmaps. I always have an error "Can not import weight map". I tried 8 and 16 bit, different size and resolutions of image but it's always cause a error. Please tell me if there are any standards for height maps other than " 8-bit or 16-bit (png or raw) ". I'm a newer and I never had modding expirience before so please speak with as mush as it possible simple language with me.
 
Hello! I have a question about heightmaps. I always have an error "Can not import weight map". I tried 8 and 16 bit, different size and resolutions of image but it's always cause a error. Please tell me if there are any standards for height maps other than " 8-bit or 16-bit (png or raw) ". I'm a newer and I never had modding expirience before so please speak with as mush as it possible simple language with me.
Heightmaps are greyscale images (no colours). Dark shades represent low ground and light shades represent high ground. Ideally, you want to import one pixel of height detail for each vertex in your terrain mesh. However, you can just use a 4,096 x 4,096 pixel heightmap.
 
Heightmaps are greyscale images (no colours). Dark shades represent low ground and light shades represent high ground. Ideally, you want to import one pixel of height detail for each vertex in your terrain mesh. However, you can just use a 4,096 x 4,096 pixel heightmap.
Thank you!
 

CptData

Recruit
I appreciate the first iteration of modding tools. Now I'm going to find out what does what and if I can create some stuff that's good enough for a public release. So far, I have nothing achieved (despite having an active account on Nexusmods). Can't wait to get something done, have plenty of ideas I'd love to see ingame.
 

Dejan

Community Manager
WBNWVCM&B
Hello creators!
We've added our official modding documentation to GitHub where anyone can contribute to it. We accept different contributions including, but not limited to: Issues, Pull requests, Support and Localization. To contribute:
  • Create a personal fork of the project on Github.
  • Clone the fork on your local machine.
  • Add or change the documentation as needed.
  • Commit your changes and Push your branch to your fork on Github.
  • From your fork open a pull request.
GitHub: https://github.com/TaleWorlds/Documentations
Documentation: http://docs.modding.bannerlord.com/
 

bestmods168

Sergeant
Hello creators!
We've added our official modding documentation to GitHub where anyone can contribute to it. We accept different contributions including, but not limited to: Issues, Pull requests, Support and Localization. To contribute:
  • Create a personal fork of the project on Github.
  • Clone the fork on your local machine.
  • Add or change the documentation as needed.
  • Commit your changes and Push your branch to your fork on Github.
  • From your fork open a pull request.
GitHub: https://github.com/TaleWorlds/Documentations
Documentation: http://docs.modding.bannerlord.com/

Any word on skeletons yet?
btw: the new over ride method is quite awesome, although not intuitive at first.
 

ratschbumm

Sergeant at Arms
M&BWBWF&SNWVC
is there something about weapon physics in the modding doco? As I remember, there was some great info in the TW blog about the relative distance from center of mass to hitting part of the weapon is affecting to damage. Wanna check some theories.

Thanks!
 

Dejan

Community Manager
WBNWVCM&B
We have added a new page to our modding documentation, explaining the animations, how to export them for use in Bannerlord and how to add new or modify existing ones.

 
Finally, finally!
We would like to thank all those who contributed to this communication for updating the documentation. We expect more updates.
 

Dejan

Community Manager
WBNWVCM&B
It has also been brought to our attention that a workaround to extend sealed classes has been requested by some of our modders. We have added a new page to our documentation explaining that:
 

YasinK

Recruit
M&BWBWF&SNW
I have a question, what does "RGL" stand for? Is it "ARmagan's Graphics Library" or something? Because this name has been in the game's files since Warband and original M&B.
 
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