Is it possible to increase the crafting of mod armor by manually adding it, as the current version cannot craft armor in mods? I'm using version 1.0.3.(My native language is not English, please ignore it if there is a mistake in the expression.)
Will changes in the cost of materials consumed cause the armor ID not to be obtained? After I installed the mod "Bannerlord Cheats" and used it to modify the cost of material used to craft armor, it didn't work, even if I changed the cost back.
The formula is calculated on certain numbers. You can get around this limitation by changing the formula itself, or simply enter your variables directly. In principle, crafting / creating things can be done completely free. For example, for a test.
Finally! :’-) It took about a week, but now you can safely create armor without terrifying coefficients associated with weight and extremelly many stamina over max limit (clamp 300, not 265 as vanila formula "100+smithing/2"), which for some reason was added to Banner Kings / Banner Craft ¯\_(ツ)_/¯
Now can work on improving functionality without being distracted by adding features that are needed for my test, but are not yet available in vanilla. Of course, renaming of crafting tabs, announcements of updates and other mods for creating not only weapons are pleasing, but ... balance. It's all about balance. Too rough assessment, causing me (an amateur game designer) to be deeply disappointed inprofessionalism of developers. They can do better! But they don't want...
Have been test driving for two weeks now, happy to report I have been able to craft a matching uniform for my entire clan and they all look fantastic :D Would be a nightmare to find normally or you would have to use cheatmode.
I am also interested in such results) For example, if project becomes larger, can add hint in style of "We need more gold! Not have enough materials", not just check, "show menu - yes/no" :)
Right now if you go to the Armoursmith with all your metals stored in the stash, it comes up with nothing available to craft. If it could you remind you "Hey dummy you don't have enough metal" that could be handy.
And for connoisseurs of special comfort, we can add a common storage that allows to store items outside our inventory, but use them for quests, crafting, etc., and not lose them in case of defeat.
The logic is the same as with the redemption. Money and resources are in a safe place where a servant can sended. If nothing threatens us, of course. Because to give on demand, "I said! I - King of the World!!!," means to become a "cash cow" without right to opinion.
Therefore, units can be placed in the same storage, which will be fully armed vs fools who decide to profit at our expense. Plus the rapid replenishment of the army from this reserve. Where do units-deserters and simply released without joining go. And now they just disappear into nowhere, without any benefit to the player. Either we take and run the top fighters (we lose profit), or we don’t take it and we also lose profit. TW-made balance :)
... But it seems to me that the issue of armor is more of a priority. That's why I'm doing it right now =)
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Work with 1.2.6b.
Included craft weapon, banner, armor, etc.
Exept "highland_spear_3_t3" (Reinforced Highland Spear :))
Finally! :’-)
It took about a week, but now you can safely create armor without terrifying coefficients associated with weight and extremelly many stamina over max limit (clamp 300, not 265 as vanila formula "100+smithing/2"), which for some reason was added to Banner Kings / Banner Craft ¯\_(ツ)_/¯
Now can work on improving functionality without being distracted by adding features that are needed for my test, but are not yet available in vanilla.
Of course, renaming of crafting tabs, announcements of updates and other mods for creating not only weapons are pleasing, but ... balance. It's all about balance. Too rough assessment, causing me (an amateur game designer) to be deeply disappointed inprofessionalism of developers. They can do better! But they don't want...
We need more gold!Not have enough materials", not just check, "show menu - yes/no" :)The logic is the same as with the redemption. Money and resources are in a safe place where a servant can sended. If nothing threatens us, of course. Because to give on demand, "I said! I - King of the World!!!," means to become a "cash cow" without right to opinion.
Therefore, units can be placed in the same storage, which will be fully armed vs fools who decide to profit at our expense. Plus the rapid replenishment of the army from this reserve. Where do units-deserters and simply released without joining go. And now they just disappear into nowhere, without any benefit to the player. Either we take and run the top fighters (we lose profit), or we don’t take it and we also lose profit. TW-made balance :)
...
But it seems to me that the issue of armor is more of a priority.
That's why I'm doing it right now =)