Mount & Blade II: Bannerlord
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178 comments

  1. Blorbis83
    Blorbis83
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    I made a separate line of troops for the empire, one that doesn't start off from the vanilla recruit. The game crashed once I tried starting a new campaign, even when I set the troops to neutral culture. Is there anyone who might be able to go through my mod to see what I did wrong? I'm using 1.4.3, no other mods.
    1. Z3pSk1
      Z3pSk1
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      Sadly it's incompatible with 1.4.3 because of the items restructuring. I've heard rumors of the tools being released soon so questioning if it's worth reworking the item management to get it compatible.
  2. colossalsky
    colossalsky
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    I believe it doesn't work in 1.4.3
    1. Vadim7269
      Vadim7269
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      All you need to do is simple: Skip the version back to 1.4.2 and edit your units and try to commit to a mod and come back to 1.4.3 and BOOM, the problem solved
    2. Z3pSk1
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      Sorry about the late reply, now I checked why. Taleworlds have migrated all of their items from a single spitems.xml to a folder inside the same folder named spitems with individual xmls for each item type... Might take a while to fix.
  3. Vadim7269
    Vadim7269
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    FAILED TO EXECUTE THE SCRIPT MAAAIIIN!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
    1. Z3pSk1
      Z3pSk1
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      Are you running the exe from within the folder it was zipped from, including locs.xml and the logo?
    2. Vadim7269
      Vadim7269
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      yes
    3. Z3pSk1
      Z3pSk1
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      Try redownloading and unzipping the whole folder again and running it from there?
    4. Vadim7269
      Vadim7269
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      Tried but failed like a little B****
    5. Z3pSk1
      Z3pSk1
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      That's strange.. so you run the exe and all that happens is you get an error message that reads "Failed to execute the script main"?
    6. Vadim7269
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      Actually, it’s like I open up the editor and tries to choose which file to set directory and I just choose Mount and blade bannerlord main file and that’s where the error message pop up I think it’s because the new 1.4.3 update
    7. Vadim7269
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      I think its because of the new 1.4.3 patch, I would personally suggest you to test it out on the game and you will face the same problem and I also recommend you to update the mod soon so it can function again.
    8. Z3pSk1
      Z3pSk1
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      You should select the directory/folder, not the executable! My program should work independent of game version unless Taleworlds have rewritten how they deal with unit data.
    9. Vadim7269
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      The dev actually talked about The Whole Code refactor in 1.4.3 in a video which there has a huge change been made in https://youtu.be/RGNIzzVCAVY and I did tried it myself by switching the version back to 1.4.2 and it’s working but when I switch to 1.4.3 that’s where the problems are Just a friendly reminder
  4. Vadim7269
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    Now I would suggest you to make a new version that's applying with 1.4.3 beta cause the mods are currently outdated
  5. goBerserk111
    goBerserk111
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    I've added a noble infantry line for the sturgians and empire but every time I try and start a campaign the game crashes.
    1. Z3pSk1
      Z3pSk1
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      Did you overwrite a units current upgrade path or did you add the noble infantry to an empty upgrade path?
  6. Drakoonite
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    Hi, so i've made a couple of new units for desert bandits, and have pressed edit base codes (by the way this isnt the first time ive edited the base code or used hue to edit it rather), and now the day after that i did that, the new units i created no longer seems to exist. Its like all the work i did never got saved. By the way the units i created were under the desert_bandits. I wondered if i am doing something wrong or have understood something wrong in how you save progress while using the HUE tool. I see now also that none of the changes i made for the native units still exists, their all reset to how it was in the native version. Is it becuase i never created a mod for the new units? Is that a requirement? IF so that would explain a lot but i dont see how it would be neccesity. Unless the modded xml somehow gets edited by its own somehow. Also ive just confirmed that the modded version has somehow reverted or been overwritten so it is the exact same as the backup, and i dont really understand how or why.
    1. Z3pSk1
      Z3pSk1
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      Probably a steam update? :P
    2. Drakoonite
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      I think it might've been either that or the fact that i switched between the modded, and original version a lot which might've saved over the modded one with the native one by accident. Either case i believe the main fault in this is that i didn't commit it to a mod, which made it suseptible to updates/being edited by steam or a 3rd party software. So for future notice, i will always commit to mod just to be safe so that whatever happened this time don't reaccur. ;) Those backups are important, huh? ;P Thanks for your response, and i hope you continue with your great work. ^.^
    3. Z3pSk1
      Z3pSk1
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      Hehe ye commiting to mod is a way to save your changes for future versions! :P Thank you! I'll see if I can make an even safer backup system.
  7. thelonewarrior
    thelonewarrior
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    I cant get this to work, It was working fine the first few times but now when I create a new mod to edit something, the changes dont appear ingame and I have no idea why.

    Like I simply do something like change the name of a hero, it doesnt change in game even though the first time I changed it, it worked. Now nothing seems to change on anything.
    1. Z3pSk1
      Z3pSk1
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      Could it be overwrites by other mods?
    2. thelonewarrior
      thelonewarrior
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      I have figured it out, it was my fault with the submodule file, there was an error preventing it lol.
  8. Granburger
    Granburger
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    This is pretty boss, thanks for this.

    EDIT:

    I am having a problem with loading custom items, is there a naming pattern that needs to be followed or a structure? I'm doing this with a custom units mod, and it uses it's own custom items as well.

    Might have something to do with adonnay, i'm unsure, if anyone would like to try, I'm trying to edit the Blood s*** and iron overhaul.
    1. Z3pSk1
      Z3pSk1
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      The Load Custom Items feature takes an xml that contains Items and CraftedItem's (check spitems.xml in SandBoxCore as a reference) and simpyl createa a dictionary of names and ID's. The item names are added to the category they belong to in the Equipment Editor and in the background the item ID is stored! If I remember correctly I made it so that custom items recieve a trailing " (Custom)" at the end so for example "Test Sword (Custom)" to make it easier to recognise, but I could be misremembering. This has no effect on the in game name though! Loading custom items should be done before loading any unit which uses custom items!

      Is there any particular issue you are having?
    2. Granburger
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      Just says it's an incorrect file, I've looked in it and seems a few items are commented with duplicates, but the id's themselves are special. Strange, no biggy though.
    3. thelonewarrior
      thelonewarrior
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      Deleted - wrong post.
    4. Z3pSk1
      Z3pSk1
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      I can check it out laterto see why that happens!
  9. Drakoonite
    Drakoonite
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    I love you so much for this! xD I've so loooooong looked for a mod that makes you able to edit the troop tree ingame where you can self choose and customize their equipment, your a life saver! Thanks so much for your hard work.
    1. Z3pSk1
      Z3pSk1
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      You're welcome, it's my pleasure :D
  10. BoominRandy
    BoominRandy
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    so i saw in ur tutorial video u used the empire villager face i use that one to but when i use a different one they spawn as babies lol is that suppose to happen?
    1. Z3pSk1
      Z3pSk1
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      Yes, so far as I can tell, if you don't use a villager preset face from one of the main cultures, you may end up with a child soldier x) it's seemingly a bug from what I've been able to read from Taleworlds! You can also set custom appearances using BodyProperties (age, version, build and key, can be generated in character creation screen I have read). Otherwise, if you want custom variation in faces, you'd need to create a custom face template I think!
    2. BoominRandy
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      ahh gotcha one more thing tho if u dont mind when i create my own troop it works fine it adds them into my game and all but when i edit a troop it dont work for example i edited the sturgian recruit to have a shield i put a shield in all the equipment slots but it didnt save over to my game i assume im doing something wrong?
    3. Z3pSk1
      Z3pSk1
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      Did you Edit Base Code or Commit to Mod? Edit Base code overwrites the equipment sets while Commit to Mod will merge the equipment sets with existing sets, so if you add 3 sets with to a unit who has 3 sets without shields, they'll have a 3/6 (or 1/2, 50%) probability of spawning with shields! It's how Taleworlds currently deals with equipment (as far as I can tell), kinda cumbersome x)

      Note: Commit to Mod creates a seperate XML that gets loaded as a mod. It seems that things with the same ID will have their children merged. This is ok for creating new units or adding things to existing units. If one wants to change how existing units are equipped, it is better to use Edit Base Code which rewrites the vanilla spnpccharacters.xml in SandBoxCore according to the changes you have specified using the tool!
    4. BoominRandy
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      Got it workin now thanks for the help!!!
    5. Z3pSk1
      Z3pSk1
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      No problem :D