*v2.0 New file - Taleworlds best practice XSLT, You can upgrade from old version without any problems (savegame)* old file is fine but this is just Talewords best practice.
Smithy now produce smithing items - charcoal, Iron, Steel etc. and are more profitable. Tier 5-6 Armor and Weapons are also more common.
* Works both for new game and ongoing saved game. Remember the spread of workshops are different if you start new game or use saved, new game will also see the smithing items asap.*
Thanks for the mod, just started to use and like it.
At raw materials section we have output numbers so if we increase/decrease them we can change the output quantity. At weapons/armors conversion speed is increasing the numbers of output i guess.
What i realy wanna know is i use workshop advanced mod to store outputs and have noble type of armors for myself and companions. How can we increase the number of those type of armor quantity? As i know they have a rarity rating in vanilla game, can this mod increase their appearence chance? Have a good day and week :)
Hi thx very small mod i used for my self as i wanted smithies to be profitable and wanted smithing items as goods. combines well with WS adv.
If you want tier 6 armor - look at this in the XML file (higher conversion speed will result in faster production.. BUT smithing items and lower items could be lacking as if you tweak one thing it impact all other things produced.. so i actually dont recomend it .... (buy or make smithy in ortysia - higher tier armor works for me here)
under ItemCategory.ultra_armor Production conversion_speed="0.15"
you could also edit conversion speed in the native spworkshops xml under bannerlord Sandbox under Workshoptype Artisans... meaning evry town artisans will produce more ultra armor... but will they then not produce food etc which the town needs .... tweaking these things always impacts other things. (be sure to back up file)
Ok, thanks for detailed explanetion. I'll edit this mod's xml file then. I think maybe i lower the low tier ones and raise the ultra one maybe i dont break balance that much. Thanks again :)
? Not much info you give…so kind of impossible to support you. I use it without problems, no Taleworlds changes have been made and between nexus and steam workshop there’s nearly 10.000 using without problem.
mine is for smithy workshop and Better smithing continued is for in game smithing - so should have nothing to do with each other. so best guess Yes :o)
I'm pretty new to the modding scene so I'm unsure if it's user error or not. When I launch the game with your mod, I get a window where it's telling me it is dependent on "(Native i-1.-1.-1.-1.)" followed by what the current version is.
I get the same issue with a couple of other mods, such as Camp Followers and Arrange Marriage, which leads credence that it's probably a user error. I'm just unsure how to fix is.
In all cases vortex is making no fuss at all. It's purely when I start the game.
Hi its because you load custom Mods like this and Taleworlds just makes a Caution saying your not playing vanilla Bannerlord..lts standar for all the mods you download here.
17 comments
old file is fine but this is just Talewords best practice.
Smithy now produce smithing items - charcoal, Iron, Steel etc. and are more profitable.
Tier 5-6 Armor and Weapons are also more common.
* Works both for new game and ongoing saved game. Remember the spread of workshops are different if you start new game or use saved, new game will also see the smithing items asap.*
* Tested on 1.0.x , 1.1.x and 1.2.0 as well ☺️
Thanks for the mod, just started to use and like it.
At raw materials section we have output numbers so if we increase/decrease them we can change the output quantity.
At weapons/armors conversion speed is increasing the numbers of output i guess.
What i realy wanna know is i use workshop advanced mod to store outputs and have noble type of armors for myself and companions.
How can we increase the number of those type of armor quantity?
As i know they have a rarity rating in vanilla game, can this mod increase their appearence chance?
Have a good day and week :)
very small mod i used for my self as i wanted smithies to be profitable and wanted smithing items as goods. combines well with WS adv.
If you want tier 6 armor - look at this in the XML file (higher conversion speed will result in faster production.. BUT smithing items and lower items could be lacking as if you tweak one thing it impact all other things produced.. so i actually dont recomend it .... (buy or make smithy in ortysia - higher tier armor works for me here)
under ItemCategory.ultra_armor
Production conversion_speed="0.15"
you could also edit conversion speed in the native spworkshops xml under bannerlord Sandbox under Workshoptype Artisans... meaning evry town artisans will produce more ultra armor... but will they then not produce food etc which the town needs .... tweaking these things always impacts other things.
(be sure to back up file)
I'll edit this mod's xml file then.
I think maybe i lower the low tier ones and raise the ultra one maybe i dont break balance that much.
Thanks again :)
I'm pretty new to the modding scene so I'm unsure if it's user error or not.
When I launch the game with your mod, I get a window where it's telling me it is dependent on "(Native i-1.-1.-1.-1.)" followed by what the current version is.
I get the same issue with a couple of other mods, such as Camp Followers and Arrange Marriage, which leads credence that it's probably a user error. I'm just unsure how to fix is.
In all cases vortex is making no fuss at all. It's purely when I start the game.