Hi, I would like to change that When I enter the town center of Ortysia, what I see is the town center of Vostrum. Is it possible and what I have to change ?
its not working with me for some reason.. it crash in 1.5.6 stable version.. plus after 6:30 I lost you, i don't know what you did ... also i took the preset files that you uploaded in nexus and edited them to my liking its not working and the game crashes :((((... i need help in my scene.xscene file... i wanted to add Ocs Hall town style plus 2 new villages but its not working..
yes the template/preset was made from older version of the game, hence the crash just like any other mods, Scene.xscene is a very big xml, more than a hundred thousand lines I might guess, so I use the + and - button to expand or collapse an Entity to let me copy the whole Entity without having to scroll down until I find the end, that would be the one you are confused on 6:30, I pasted the Entity there and it lags for 3 min, Scene.xscene wasn’t supposed to be modded in xml, but since modding tool doesn’t exist that time, we do it deperately through notepad++ for days, modding tool let u copy towns in just hours, reach me on discord if you still need clarifications on this topic, Genpog #1106,
thank you to you for all these tutorials that you offer us. I just have a quick question, if I want to delete the vanilla settlements I have to copy the settlements.xml of the native module in my own module and that I delete them inside the file of my module is that ? but the settlements will still load if they are still in the sandbox folder, right? besides i was wondering if modding tools were really essential to mod in 1.6.0, what do you think personally? besides I was wondering if it was possible to deactivate the elements of the game by default in sandbox module like the clans, characters etc etc I heard about xslt for that like format but I do not really know how to do it
putting the settlement.xml on your mod folder will just make that xml load last, meaning the game will load the original settlement.xml first and and it will then load your own settlement.xml, any changes you did on your new xml will override the original, so if you deleted towns in your own xml, it wont change a thing since the original xml has those towns someone also reported that the original Towns are hard coded, deleting one would cause crash, although I haven’t tried removing any towns.
@@bannerlab180 and therefore would it be possible to deactivate certain elements of the basic sandbox module such as kingdoms, cultures, characters or even settlements without removing the module from the game folder?
it might be possible, I never tried to learn programming so I dont know how the game would be affected when those elements you say is deactivated/remove. What comes to my mind is if you want everyone ingame to have different culture, clans and characters, or you want to wipe them and replace it with custom content, it is possible, but you will need a programmer.
Adding settlements midgame would crash because: 1. The settlement will spawn without owner 2. There will be no notables and npc inside it Whether it is possible to add settlement midgame depends on how skillful the modder is in terms of programming, for me it is impossible since I don't have a background in programming.
the settlement.xml editing part is still required, but the scene.xscene file that is edited in this video manually can be edited on modding tool instead, seeing the changes real time and auto correcting some props positions, like elevation of siege icon.
Now that modding tools are out, it will be a lot more interesting to see what mods get created.
Yeah, I was recording my game, and now, it seems I am bound to modding again >_
Hi, I would like to change that When I enter the town center of Ortysia, what I see is the town center of Vostrum. Is it possible and what I have to change ?
its not working with me for some reason.. it crash in 1.5.6 stable version.. plus after 6:30 I lost you, i don't know what you did ... also i took the preset files that you uploaded in nexus and edited them to my liking its not working and the game crashes :((((... i need help in my scene.xscene file... i wanted to add Ocs Hall town style plus 2 new villages but its not working..
yes the template/preset was made from older version of the game, hence the crash just like any other mods, Scene.xscene is a very big xml, more than a hundred thousand lines I might guess, so I use the + and - button to expand or collapse an Entity to let me copy the whole Entity without having to scroll down until I find the end, that would be the one you are confused on 6:30, I pasted the Entity there and it lags for 3 min, Scene.xscene wasn’t supposed to be modded in xml, but since modding tool doesn’t exist that time, we do it deperately through notepad++ for days, modding tool let u copy towns in just hours, reach me on discord if you still need clarifications on this topic, Genpog #1106,
thank you to you for all these tutorials that you offer us. I just have a quick question, if I want to delete the vanilla settlements I have to copy the settlements.xml of the native module in my own module and that I delete them inside the file of my module is that ? but the settlements will still load if they are still in the sandbox folder, right? besides i was wondering if modding tools were really essential to mod in 1.6.0, what do you think personally?
besides I was wondering if it was possible to deactivate the elements of the game by default in sandbox module like the clans, characters etc etc I heard about xslt for that like format but I do not really know how to do it
putting the settlement.xml on your mod folder will just make that xml load last, meaning the game will load the original settlement.xml first and and it will then load your own settlement.xml, any changes you did on your new xml will override the original, so if you deleted towns in your own xml, it wont change a thing since the original xml has those towns
someone also reported that the original Towns are hard coded, deleting one would cause crash, although I haven’t tried removing any towns.
@@bannerlab180 and therefore would it be possible to deactivate certain elements of the basic sandbox module such as kingdoms, cultures, characters or even settlements without removing the module from the game folder?
it might be possible, I never tried to learn programming so I dont know how the game would be affected when those elements you say is deactivated/remove.
What comes to my mind is if you want everyone ingame to have different culture, clans and characters, or you want to wipe them and replace it with custom content, it is possible, but you will need a programmer.
Is it possible to change a castle into a city?
I dont know if it is possible by normal means
@@bannerlab180 No, I mean by modding. Is it possible to simply mod a castle into a city?
@@thedagothexperience settlement types seems very hardcoded in bannerlord. It was possible in warband somehow
Thank you!
I want to add some new quests is it possible? (Amazing tutorials btw)
It's possible with programming, but I'm not a programmer so try this link on forum
forums.taleworlds.com/index.php?threads/creating-a-quest.415596/ :)
is it possible to add new settlements in midgame? say after spening years ingame?
Adding settlements midgame would crash because:
1. The settlement will spawn without owner
2. There will be no notables and npc inside it
Whether it is possible to add settlement midgame depends on how skillful the modder is in terms of programming, for me it is impossible since I don't have a background in programming.
Do the new modding tools make this obsolete? This method seems simple enough.
the settlement.xml editing part is still required, but the scene.xscene file that is edited in this video manually can be edited on modding tool instead, seeing the changes real time and auto correcting some props positions, like elevation of siege icon.
Is this still relevent for 1.8?