[Tool] Arena - Xml Modding Editor for Bannerlord

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DoDoCat

Squire
M&BWBWF&SNWVC
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As you know, I am developing a Bannerlord mod, but I look into Bannerlord Xml files, it is really a big mess, so I decided to make a modding tool for developing my mod more easiler
Oh, yes, you can also use this tool to develop your mod, I hope this tool can make people develop their own mod more easiler.

Binary: https://github.com/cookgreen/ArenaModdingTool/releases



Features:
  • Multi-Language Support (support both Simpilified Chinese and English)
  • Main Modules:
    • Kingdoms Editor - Done
    • Culture Editor -Processing
    • Trooper Editor - Done
    • Item Editor
    • Party Template Editor
    • Hero Editor
  • CSharp Project Creation
Github: https://github.com/cookgreen/ArenaModdingTool
 
Last edited:

DoDoCat

Squire
M&BWBWF&SNWVC
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3
How does one even start it?
Well, when you clone the repo, compile it and start it, use File->Import to import your mod into modding too, next you can use Recently Imported Project to import it when you next time use this tool
 

Win Butler

Recruit
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Well, when you clone the repo, compile it and start it, use File->Import to import your mod into modding too, next you can use Recently Imported Project to import it when you next time use this tool
Sorry, what does that mean to a peasant like myself? I'm looking for an .exe but I'm guessing that's not how it works?
 
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Its seem many of the features have yet to be implemented but this is incredibly promising.

Thanks in advance, and I think I speak for every XML modder out there when I say that.
 
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Hey perhaps this is already a thing and I am being obtuse but have you thought about implementing a way to tell the app where my "modules" folder is and have it automatically create a database of troops/items/clans/kingdoms/etc... available based on that to make editing existing assets faster.

It would then allow you to make drop-down menus with available items/clans/kingdoms/cultures/etc... to speed up the process especially when dealing with expanding existing mods or making compatibility patches.
 

DoDoCat

Squire
M&BWBWF&SNWVC
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3
Hey perhaps this is already a thing and I am being obtuse but have you thought about implementing a way to tell the app where my "modules" folder is and have it automatically create a database of troops/items/clans/kingdoms/etc... available based on that to make editing existing assets faster.

It would then allow you to make drop-down menus with available items/clans/kingdoms/cultures/etc... to speed up the process especially when dealing with expanding existing mods or making compatibility patches.
I will do that
 

albertosr173

Recruit
WBNWVC
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Any chance you will implement a settlement editor to easily modify the settlement position in map, scene associated, map icon, etc?

PS: Great work so far!
 

NPC99

Baron
M&BWBWF&SVC
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26
Any chance you will implement a settlement editor to easily modify the settlement position in map, scene associated, map icon, etc?

PS: Great work so far!
That's what Bannerlord's official Scene Editor is for. You should download Taleworlds Modding Tools.
 

albertosr173

Recruit
WBNWVC
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That's what Bannerlord's official Scene Editor is for. You should download Taleworlds Modding Tools.
I think currently in the official modding tools you can't place a new town in the map and associate a town scene to it, correct me if I'm wrong. You can place things at the main map, yes, but you can't make them to act as a settlement directly from the scene editor. To do it you have to modify the settlemets.xml in the sandbox's ModuleData folder and it's a pain to do it hahaha.
 

NPC99

Baron
M&BWBWF&SVC
Best answers
26
I think currently in the official modding tools you can't place a new town in the map and associate a town scene to it, correct me if I'm wrong. You can place things at the main map, yes, but you can't make them to act as a settlement directly from the scene editor. To do it you have to modify the settlemets.xml in the sandbox's ModuleData folder and it's a pain to do it hahaha.
You can move settlements on ..\Modules\Sandbox\SceneObj\Main_map in the Scene Editor. If you save your changes in your own mod but still call the scene Main_map it should override the games settlement positioning in game.