Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
This is your first port of call:
https://github.com/Bannerlord-Modding/Documentation
Once you understand how to setup correctly, then you can begin with implementing changes.
The biggest task for anyone starting out is to get comfortable reading the games code and understanding how stuff works internally. I'm quite new to modding too and have just started to get more complex with what I am doing. A lot of trial an error will be involved.
To set party speeds, off the top of my head and looking at similar implementations, one way you could do so, would be to create your own class and then using the ExplainedNumber class, 'x.AddFactor(percentageValue, null)' <- which will apply the new value (you will have to prepare the value as a valid percentage change). Might need harmony - but unsure on that and I haven't actually tried using harmony yet myself.
Best advice though, get a dll viewer such as dnspy and have a look at other mods and native files to see how they do things similar to what you'd like to implement.
I haven't really gotten anywhere. Just as an example, I want to change a single variable which is speed on the campaign map for all parties. I can decompile the files and so on, but that will be overwritten as soon as the game updates. I tried accessing certain things in the files, but what I want seems to be sealed, so I can't access it. Is this a permanent limitation to using a standalone mod?
I found the variables I would like to change, and so on using dnspy. I've watched a tutorial but that did something different, and of course I ran into something I couldn't duplicate in his tutorial, which eats away at confidence, because not only have you got something really simple you want to do, but everything you see goes through all kinds of things but never addressing the stuff you need, or if they do, it doesn't work.
As for looking through files - another good way is reading the meta-data, load up a project in Visual studio and reference all the native dlls, write some TW native code and then view its definitions, I had access to everything I've been looking for that way.
https://www.nexusmods.com/mountandblade2bannerlord
Like how much time you want to invest into getting things to work is a serious question. And are you willing to redo it all in the future if need be. For me that's when I decided to postpone it to a later date when I know less things are going to change. But hopefully that's like atleast 2 years later because I think the game does need quite some development still but I'm also sure TW can definitely do it. Anyways if you decided you want to your best bet is to ask here https://discord.gg/KZ4J9qMt