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Now you should have your troop tree in your modules folder:
Modules / "Name of your troop tree" / ModuleData: troops.xml
Open the XML file with your editor of choice. (Note pad works fine).
Now this will look scary if you are not familiar with code, but it is very easy.
All you need is to remember the name of the troop you want to add the gunpowder skill to.
Or check the line <Equipments>
If the troop has a weapon that is a gunpowder weapon you might want to add the skill to that troop.
Simple you add the line:
<skill id="Gunpowder" value="X"/> //X = the level of the skill.
With the other Skills in the <skills > block.
I added it between the crossbow skill and throwing, like this:
<skills >
<skill id="Athletics" value="90"/>
<skill id="Riding" value="0"/>
<skill id="OneHanded" value="90"/>
<skill id="TwoHanded" value="0"/>
<skill id="Polearm" value="90"/>
<skill id="Bow" value="0"/>
<skill id="Crossbow" value="0"/>
<skill id="Gunpowder" value="90"/>
<skill id="Throwing" value="0"/>
</skills>
Thats it....
For adding the skill to the troop.
Now start the launcher, activate the troop module in mods and start the game.
The troop should now be in the "Troop" tab in the Encyclopedia and presto they have the Gunpowder skill. Now you just need to add the troop through the Encyclopedia.
With the cheat mod, activate Enable Hotkeys then select the troop and press ctrl + h, or ctrl + shift + h. Or any other way you can add troops from the Encyclopedia troop tree.
I can look into making a patch mod for MLWBD but then i need permission of the author, and I haven't really made any mods for Bannerlord yet but I'm willing to try.
In theory it should just be about adding the skill for the exception check when importing, but then we still need to do the XML editing part.
Well that's that. Quite some hoops to jump through but for me it was worth it to be able to have ranged units that doesn't shoot like a Storm trooper from starwars.
Thank you :>
Im working on a better solution in the MLWBD dll file. I have some experience in c# and .net but i feel a little bit lost. If i get it working as intended then we only need to add the line in the XML file and then be able to recruit the units with the Gunpowder stat. Or i might do a solution that the Gunpowder stat is the same as the crossbow stat, so if you + crossbow you + gunpowder.
I will post results here if I get it working. :>
Its gonna work like this:
You create your troop tree. Export it. Edit xml file to add gunpowder.
Enter game with the patch mod and troop tree activated.
If you are playing the same save as the one that created the troop tree, then you just need to hit "insert" on the keyboard. And now all the ones that should have gunpowder now has it.
If you are starting a new game with the troop tree you made, you will have to import it before pressing insert to copy the gunpowder skill.
https://www.nexusmods.com/mountandblade2bannerlord/mods/5010
Now you can even choose if your troops should be vampires or not! Spooooky!
more places it is the more people will be able access it
I will look into it, but i cant get their modkit to work with my mod for some reason. And the mod has to be published through their modkit to be uploaded on the workshop.