So many abandoned modifications

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Bannerlord seems to have a graveyard of projects that did not even reach maturity.
We don't even have a stable release yet -- 1.1.0 is breaking **** for modders between 1.0.3, to this day, because code stability and maintainability is Job Last for TW.
 
Most of warband's 'mods' were code snippets shared between Modders that nobody outside the modding community knew about. The old module system meant you couldn't just have a tiny tweak mod fixing some mechanic without it being a full 200mb native clone mod. I made a few of them, they were the equivalent of the vast majority of the mods you see for Bannerlord now.

While it's true that Warband was easier to mod, there was also a fairly high entry bar for actually publishing a mod, because nobody was going to make a small tweak or fix a mechanic when you had to package them as a full mod. But if you look at the credits of any warband overhaul you'll see dozens of included mini-mods.

Man i forgot about those "good ol days"... It was pretty common for modding friends to share lil snippets of code we'd all just put in our own source code'ed version of M&B. that was pretty bad -but fun times nontheless
 
We don't even have a stable release yet -- 1.1.0 is breaking **** for modders between 1.0.3, to this day, because code stability and maintainability is Job Last for TW.
...Beta v1.1.0 should be intended for "betatesters" only, if you want a more stable version you should play Main v1.0.3...
 
Complete and utter avoidance of the point, good work.

You complain about there is no stable version, then get refered to 1.0.3 stable version. Meanwhile complain beta 1.1 isn't stable. Must be some failing logic here...
 
You complain about there is no stable version
No, I complained that there is no STABILITY.

When you move from version to version and break and remake and reimagine and re-engineer your methods with every update, that is called INSTABILITY.

Try to buy a clue, here is a 💳
 
You complain about there is no stable version, then get refered to 1.0.3 stable version. Meanwhile complain beta 1.1 isn't stable. Must be some failing logic here...
What he meant is that jump from 1.0.3 stable to 1.1.0 stable (once it is released) will break many mods because 1.1.0 beta is breaking them (that is not going to change between beta and stable due to code refactoring).

Also there were multiple "secret" patches to 1.0.3 and even 1.0.2 (after 1.0.3 stable was released) that broke many mods.
 
What he meant is that jump from 1.0.3 stable to 1.1.0 stable (once it is released) will break many mods because 1.1.0 beta is breaking them (that is not going to change between beta and stable due to code refactoring).

Also there were multiple "secret" patches to 1.0.3 and even 1.0.2 (after 1.0.3 stable was released) that broke many mods.

Then modders should have ample time to update their mods before 1.1 go main. Updates to the game is more important than some people have to wait for mods to get updated. Not like modders make sure their mods is compatible with every other mod either. So to expect from TW that their updates doesn't affectt mods is silly as well.
 
Then modders should have ample time to update their mods before 1.1 go main. Updates to the game is more important than some people have to wait for mods to get updated. Not like modders make sure their mods is compatible with every other mod either. So to expect from TW that their updates doesn't affectt mods is silly as well.

I dont know - I think it has to do with their engine because its like everything gets trampled on. There are literally mods from Arma 1 that still work on Arma 3 20 years later -because many functions and script commands remain despite 10,000 engine updates. So TW, knowing that they're most likely releasing a less than bare boned PC game for some time -yet have already collected their profits -should have some understanding of constantly blowing mods up until they finally decide to just pack up and leave. they cant just play little girl Lost on this -its an obvious factor that shouldve beeen considered from early development
 
I dont know - I think it has to do with their engine because its like everything gets trampled on. There are literally mods from Arma 1 that still work on Arma 3 20 years later -because many functions and script commands remain despite 10,000 engine updates. So TW, knowing that they're most likely releasing a less than bare boned PC game for some time -yet have already collected their profits -should have some understanding of constantly blowing mods up until they finally decide to just pack up and leave. they cant just play little girl Lost on this -its an obvious factor that shouldve beeen considered from early development

Making games is also running a business. It's not just about sales on release, but for months and years to come. It is what keep fund new projects. How well will those arma mods work on the new arma game that run on a new engine? Comparing two different games running on entire different engines is silly.

Again; updates to the game is more important than you have to wait for your mods get updated. For some players these updates can very well be the reason they able to play the game at all.
 
How well will those arma mods work on the new arma game that run on a new engine?

Probably perfectly well since its just the same scripting language. ArmA 1's map editor and it's scripting is so robust that they hardly changed it in 20+ years.

The reason Bannerlord mods keep getting ruined is that the game is not well coded to begin with so they keep having to refactor stuff time and time again. And since updates seem to introduce new bugs as often as they fix them (also a problem in warband), a part of me wishes they just cut their losses and stopped refactoring anything from now on. Most players are loaded to the hilt with mods now anyway.
 
That won’t happen unless they decide to abandon future DLCs.

Modders have life’s too. Why should they be chained to continually fixing stuff, which they haven’t broken?

It's not like TW intentionaly update the game to make mods stop working. With your mindset why should TW bother with release updates and fixes to the game at all. Who else should do it? Your precious modders? What then when these mods conflict with each other and your game crash? Who you going to blame then? Mods can be fun, but we do it at our own risk. People create mods because its fun for them or it adds things to the game they want. Once the game stop being fun, or they find some other game that interest them more these mods end up abandoned. Nexus is full of mods for MANY games that doesn't work with recent versions.
 
If an update/patch from TW breaks a mod, so be it.
Mods know what they are getting into with this game and its potential code issues with each patch - though for most end-users, we're appreciative either way. If a modder gets bored or doesn't want to update anymore, it is what it is; if it's a much loved mod, I'm sure it'll be picked up by another eventually.
I don't want to give TW another excuse or 'out' for not releasing their patches/updates in a communicative/timely manner because they are being 'considerate to modders'.
 
First and foremost, Bannerlord in its state is still overall a foundation and frame, and the modding community is every other part of the house or castle. Getting that out of the way, mods..

There's a few troop overhauls, like AIO ones I miss, and some here and there, but generally I use what's available and don't really care, because I know what the modding life is like and I don't ask for anything. You make a mod to suit your own tastes, you make it for yourself first, at a minimum - and you have to deal with people constantly asking you for mod updates, people asking you if your mod is compatible with 75 other mods, people asking you if you will support the beta or stable patch at the time, people making a bug report on your mod and claiming its your mod when they are running 76 other mods, or they ask you to change something for them because they don't lik- you get it. Do this for years. It's annoying.

I plan on making my own troop overhaul using Amazon Body and other stuff, but I feel like if I do it, the comment section's getting nuked.
 
When are they bringing the patch update for console players. No new content for the game released on consoles only on PC users
 
...not to mention that these sections of the forum are "hidden" compared to the old forum where they were easily recognizable even for a new user...
Would you prefer it if the "Released mods" and "Mods under construction" were moved back to "Forums", instead of being located under the "Modding" tab? Or some other idea?
Also there were multiple "secret" patches to 1.0.3 and even 1.0.2 (after 1.0.3 stable was released) that broke many mods.
"Silent" patches previously had their patch notes shared with the "Latest changes" when moving the Beta to Live or when releasing the "Hotfix" patch notes. Realizing this was causing issues, "Silent" Hotfix Patch Notes are since Jan 19th made available in real-time and can be viewed in this sticky. We'll continue to update it.
 
Would you prefer it if the "Released mods" and "Mods under construction" were moved back to "Forums", instead of being located under the "Modding" tab? Or some other idea?
...Yes, but only "Released mods" and you have a PM...
 
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