Manor Lords

Manor Lords

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Dev's, activate the possibility to mod please...We are ready to collaborate!
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Showing 1-15 of 19 comments
Lichlord9333 May 1, 2024 @ 2:42am 
Pretty sure this is all done by one dev and I'm not sure if he can spare the time to provide modding resources early on.
Scaristotle May 1, 2024 @ 2:45am 
Head over to Nexus mods. Aside from all the cruddy coat of arms mods, and the geralt and bunnygirl reskin of your character in walkthrough mode, there are two mods that actually do something. One increases the timber limit in the sawpit, the other increases the regional limit of garrison towers (for more retinues).
vecchiounno May 1, 2024 @ 3:02am 
Originally posted by Lichlord9333:
Pretty sure this is all done by one dev and I'm not sure if he can spare the time to provide modding resources early on.

You're right, but it would be enough to (officially) unlock some uasset files to start making some changes.
For example, something stupid but desired by many, being able to change the names of the Regions right from the start to adapt them to your geographical area...
vecchiounno May 1, 2024 @ 3:08am 
Originally posted by Scaristotle:
Head over to Nexus mods. Aside from all the cruddy coat of arms mods, and the geralt and bunnygirl reskin of your character in walkthrough mode, there are two mods that actually do something. One increases the timber limit in the sawpit, the other increases the regional limit of garrison towers (for more retinues).

Let's see if we can do anything else...
DC May 1, 2024 @ 3:14am 
there are already mods. go mod
madpraxis May 1, 2024 @ 3:27am 
Mods + in development game are usually a horrible idea. Because...well... is it something someone did that is causing a problem or is it the actual game?
And every moment spent trying to figure out a problem (that doesn't actually exist in the game, therefore making a lot of moments trying to find something that isn't there) is a moment not spent actually fixing actual problems, let alone continuing development.
Sunderbraze May 1, 2024 @ 5:39am 
this game's built on Unreal Engine, don't get your hopes up, UE is a massive headache to mod. you have to download the entire engine just to screw around with blueprints, there's no clean way to patch base code

Ark was one of the most popular UE games on Steam and after years and years its mods never went beyond maps items or dinos because of the way this engine's stupid blueprint system works, you're forced into a box and can't break out of it without literally compiling a different game
Slepnair May 1, 2024 @ 5:41am 
I believe I read Mods are something he wants to do, but more of a 1.0 thing. in the meantime, I'm sure the community will do what they do with other games that don't officially support mods. Build extensions and script tools that let mods work.
madman.1982 May 1, 2024 @ 7:39am 
The game is early access give the maker a chance to show us his/her ideas before we all get to mess with the game. Some people have no patience at all.
vecchiounno May 1, 2024 @ 3:13pm 
Originally posted by Sunderbraze:
this game's built on Unreal Engine, don't get your hopes up, UE is a massive headache to mod. you have to download the entire engine just to screw around with blueprints, there's no clean way to patch base code

Ark was one of the most popular UE games on Steam and after years and years its mods never went beyond maps items or dinos because of the way this engine's stupid blueprint system works, you're forced into a box and can't break out of it without literally compiling a different game

In reality I have already installed UE 4.27 which is the version with which manor lords was made.
I also downloaded some tools to explore and do some experiments.
I managed to unpack, for example, the "Mission01_ROBBER.umap" asset from PAK 12 of the game to try to change the 8 region names and I succeeded. Only then, the recompacted file gives an error when launching the game...
But it was just meant to be a test...

p.s.
...at heart I'm a programmer and I prefer programming than playing (although this game is very nice)
Last edited by vecchiounno; May 1, 2024 @ 3:17pm
ThePenguin May 1, 2024 @ 4:27pm 
I just want a "More Development Points" mod. 6 is way too few, you can't even fill up an entire branch of 10 (farming has 11). Also im away none of the branches are complete but I think my point stands.
Lichlord9333 May 1, 2024 @ 4:31pm 
Originally posted by ThePenguin:
I just want a "More Development Points" mod. 6 is way too few, you can't even fill up an entire branch of 10 (farming has 11). Also im away none of the branches are complete but I think my point stands.

You don't need that Wemods has a trainer that allows you to cheat in dev points. And ofc there's always the chance more points will be given over the course of the game development. Though I do think the dev wants you to specialise a region and exchange goods between those.
Mod workshop would be cool, would be awesome for a mod that introduces classic firearms.
manuelariza45 May 9, 2024 @ 4:09am 
No me funcionan la mayoría de Mods de Nexus Mods.
McChicken May 9, 2024 @ 4:13am 
why do you want mods so badly for a game that in early access? this will just cause more issues, more bug reports from people that maybe come from problems with said mods, these mods will also break with every update of the game and so much more. this is just nonsense, use your brain for once maybe and work on your pacience skills for once
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Date Posted: May 1, 2024 @ 2:40am
Posts: 19