Thanks for the shoutout. I decided to return the favor and implement the sound that was included, plus reloading sounds and animations. However, it may not be compatible with other mods that use custom item_usage_sets.
By the way, the item usage sets can be merged without overriding the original files as I observed. so the item_usage_sets only contains your items' usage set. The only problem is action_sets because the node is "human skeleton". I don't know if it is possible to merge new actions.
Ok now I know how to do that, simply inherent old animation set like "<action_set id="as_human_warrior" skeleton="human_skeleton" movement_system="bipedal" base_set="as_human_warrior">" Then the human warrior animations will be extended with new actions.
@jinkela1 Thank You! You have made a great contribution. Initial testing shows that I can use both matchlock and the mosin from different mods. I will have to change the name of the mosin reload animations so that they won't conflict with the matchlock ones.
I would like to ask if you had the time or were willing to look into another issue. The automatic crossbow mod keeps his aim and doesn't reset his animation by putting his weapon back down. The mod author hasn't updated the mod for awhile now. This would greatly help for semi-auto and fully automatic stuff.
Skip to 2:50 https://www.youtube.com/watch?v=3NKwhgbHJq0
Here is the mod on nexus https://www.nexusmods.com/mountandblade2bannerlord/mods/871?tab=description
@jinkela1 Thank You! You have made a great contribution. Initial testing shows that I can use both matchlock and the mosin from different mods. I will have to change the name of the mosin reload animations so that they won't conflict with the matchlock ones.
I would like to ask if you had the time or were willing to look into another issue. The automatic crossbow mod keeps his aim and doesn't reset his animation by putting his weapon back down. The mod author hasn't updated the mod for awhile now. This would greatly help for semi-auto and fully automatic stuff.
Skip to 2:50 https://www.youtube.com/watch?v=3NKwhgbHJq0
Here is the mod on nexus https://www.nexusmods.com/mountandblade2bannerlord/mods/871?tab=description
The full automatic schematic is much more difficult and that mod author's patch cannot be decompiled. His patching method is relatively complex and strange but I am sure that it is not an easy task to become like that.
Actually, it is very simple, the developers deliberately disabled crosshairs for crossbows and I think only crossbows have 2 reload stages. In the source code, there is a Cartridge weapon type but I think no real implementation was done for that.
20 comments
I came across this other handy mod which fixes this crosshair issue.
Multiple Shot Crosshair Fix at Mount & Blade II: Bannerlord Nexus - Mods and community (nexusmods.com)
we need this MOD in 1.7.0~
please~
My MOD wqcrossbow can't live without your MOD~
Ok now I know how to do that, simply inherent old animation set like
"<action_set id="as_human_warrior" skeleton="human_skeleton" movement_system="bipedal" base_set="as_human_warrior">"
Then the human warrior animations will be extended with new actions.
I would like to ask if you had the time or were willing to look into another issue.
The automatic crossbow mod keeps his aim and doesn't reset his animation by putting his weapon back down. The mod author hasn't updated the mod for awhile now. This would greatly help for semi-auto and fully automatic stuff.
Skip to 2:50
https://www.youtube.com/watch?v=3NKwhgbHJq0
Here is the mod on nexus
https://www.nexusmods.com/mountandblade2bannerlord/mods/871?tab=description
I would like to ask if you had the time or were willing to look into another issue.
The automatic crossbow mod keeps his aim and doesn't reset his animation by putting his weapon back down. The mod author hasn't updated the mod for awhile now. This would greatly help for semi-auto and fully automatic stuff.
Skip to 2:50
https://www.youtube.com/watch?v=3NKwhgbHJq0
Here is the mod on nexus
https://www.nexusmods.com/mountandblade2bannerlord/mods/871?tab=description
In the source code, there is a Cartridge weapon type but I think no real implementation was done for that.