hmmm The folder structure was a bit odd/ "oldschool" so dug through and properly grabbed and placed the mod itself into the module folder, which is read by the game.. but I can't activate it ?_? (1.1.6)
(been away for year + and just got back into modding it all over again :P funny/unfortunate how I am still near top comment from back then.. just like how there still not many throwables :( ).
meh screw vortex many still recommend not using :D in fact of the 110 mods I grabbed almost none other used that folder structure and none required reorganizing if that was the issue (not able to check atm) soooo.... :D. Semi joke if like vortex or whatever it obviously fine, good to know why it seemed odd, THanks for reply.
Hmmm odd the folder structure is correct (after taking it out from the extra vortex folders) and still can't click activate in the mod selection, o well.
ok ya the polearm file certainly looks different to every other mod, in fact its the only one that uses .xsl (which .
a very select few use .xslt though that is different, so I guess this .xsl is something default game has no idea what is and is only vortex and changing it back to original .xml understandably does not work either.
ya all those are good and normal just the check box is like greyed out and can't click (only time ever seen this).
And again it is seemingly the only mod that has a .xsl (did search .xsl and its the only one that popped up), soo idk maybe the dev meant to tell you to include the t at the end, as I have no idea why its the only one, just seems odd.
I just gave up on mod, finally trying to a do a new game so have to trouble shoot the other 100 mods that at least let me activate and run game :D. Idk why this one acting all special, just too have a few throwables polearms. :D it's all good though, no worries, maybe it just me or maybe some tiny edit needs to happen I have no idea.
I also believe that .xsl file is not the "correct" format, but should be XSLT (Extensible Stylesheet Language Transformations). See Wikipedia https://en.wikipedia.org/wiki/XSL and https://en.wikipedia.org/wiki/XSLT I suspects it's a technicality and shouldn't matter, but this is the only mod on the nexus I've seen using .xsl specifically.
Also to note, additional folder structure is not required by Vortex, not sure why you think so.
First i tought also it should be .xslt, but then sadly the whole thing doesn't work any more. Even their own tutorial says it should be .xslt, even opend a ticket by taleworlds and they just said, yes it has to be .xsl.
"And yeah the files should end with .xsl I think, not .xslt." - Dejan Community Manager
I'm open for any improvement, if you can say me what folders are irrelevant i'll happily try it out.
I have a bit of a request. I was wondering if in your next update it'd be possible to make poniard blades throwable? There was a mod a while back that had them but I can't remember which one and most other throwing weapon mods are out of date. Many thanks if you can make this possible.
I can tag some items accordingly, but this is at the Moment only Polearms, Javelins, Throwing Axes and Daggers. One Handed Axes, Two Handed Axes, Swords and obviously Bows don't have any Tags for this. What items exactly do you want to throw?
33 comments
(been away for year + and just got back into modding it all over again :P funny/unfortunate how I am still near top comment from back then.. just like how there still not many throwables :( ).
this "oldschool" folder structure is needed for Vortex, so the Mod gets correctly managed.
But if you know an better structur i'm open for it, still learning every day. ;-)
The structure in Mount & Blade II should work like this:
"[Mount & Blade II Bannerlord Directory]\Modules\MoreThrowablePolearms\ModuleData"
In the "MoreThrowablePolearms" Folder needs to be the SubModule.xml
In the "ModuleData" Folder needs to be the weapon_descriptions.xsl
a very select few use .xslt though that is different, so I guess this .xsl is something default game has no idea what is and is only vortex and changing it back to original .xml understandably does not work either.
well xsl is default to M&B II.
One of the Dev's recomended me to use it instead of xml sheets.
You wrote, you can't activate it, does this mean it is shown in the Modselection?
If yes, is the Mod version v.1.1.6.0 in your selection?
Behind the Checkbox for activation there should be Exclamationmark-Symbols, if you hover over them, what are they saying?
And again it is seemingly the only mod that has a .xsl (did search .xsl and its the only one that popped up), soo idk maybe the dev meant to tell you to include the t at the end, as I have no idea why its the only one, just seems odd.
I just gave up on mod, finally trying to a do a new game so have to trouble shoot the other 100 mods that at least let me activate and run game :D.
Idk why this one acting all special, just too have a few throwables polearms. :D it's all good though, no worries, maybe it just me or maybe some tiny edit needs to happen I have no idea.
i got news to your problem.
You can try the ModLauncher Variant, this one should solve your Problem.
Let me know it it works. ;-)
Best Regards
See Wikipedia https://en.wikipedia.org/wiki/XSL and https://en.wikipedia.org/wiki/XSLT
I suspects it's a technicality and shouldn't matter, but this is the only mod on the nexus I've seen using .xsl specifically.
Also to note, additional folder structure is not required by Vortex, not sure why you think so.
Even their own tutorial says it should be .xslt, even opend a ticket by taleworlds and they just said, yes it has to be .xsl.
"And yeah the files should end with .xsl I think, not .xslt." - Dejan Community Manager
I'm open for any improvement, if you can say me what folders are irrelevant i'll happily try it out.
-do you think it would be possible to do the same thing with couchable and trow on horsback spears?
and to have stacks like throwing weapons?
In any case, thank you for this work!
(and of course just fun to have more).
thanks for the response.
Have fun and enjoy.
Assuming just bad luck(Norm), but the recipes were not messed with/damaged right?
Don't think I have gotten 1 the handles/staff parts for these sorts of weapons yet :( .
(Again assuming just bad luck as this a normal bad mechanic of game).
Easiest way to check if my Mod works is to use an Pitchfork.
Only play off and on at times, but pretty sure still yet to learn any those recipes :/ but again assume just bad luck and its not a big deal.
sorry for my late Response, ain't that much online for the last 2 Month.
I would update directly to 1.7.0, if you need an Version between please contact me.
Please have some patience till Sunday.
Best Regards
Gangfreak
They have changed some Definitions in the Base-Modules, so far the new Version works without failure.
i will think about it.
But recently I don't have much time for modding.
I'll tell you, when it's finished.
Best Regards
Gangfreak
i looked into it.
Since i had to edit different Items for your Request, i made an separate Mod.
https://www.nexusmods.com/mountandblade2bannerlord/mods/3040
Hope you like it.
Best Regards
Gangfreak
I can tag some items accordingly, but this is at the Moment only Polearms, Javelins, Throwing Axes and Daggers.
One Handed Axes, Two Handed Axes, Swords and obviously Bows don't have any Tags for this.
What items exactly do you want to throw?
should work on 1.5.7, but there will be an warning regarding dependencies.
This warning is only cosmetic and doesn't impact the function of this mod.
Is this mod only for crafting or will new throwables be generated and scattered throughout game?
In other words can i acquire them through shops and battle captures or do i have to make them?
I am always looking for something different, and this looks like a cool addition to my game.
Thanks :)
this changes will apply to:
Pitchfork
Iron Pitchfork
Menavlion
Glaive
As these items use the modified handles, in addition, all crafted weapons with these handles are affected.
There are no new weapons, only changes to existing Crafting-Parts.
I was frustrated, that there was no alternative so i changed it.