about 4 years
ago -
Callum
-
Direct link
Modding Tools Documentation
http://docs.modding.bannerlord.com
Updates & Fixes Latest:
Main (19/11/20)
Beta (18/12/20)
Previous:
22/10/20
19/10/20
07/10/20
Updates & Fixes Latest:
Main (19/11/20)
- 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.
Beta (18/12/20)
- 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.
Previous:
22/10/20
- Missing main map edit data has been re-added.
19/10/20
- 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.
07/10/20
- 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.