hey, thanks for the tutorials, I'm trying to learn by following everything you do, but when I create a game and then try to make a save after the character creation it gives me " System.NullReferenceException : 'Object reference not set to an instance of an object.' " you know how to fix it ? the rest works I have the added item in the game it's just that I can't save
is the mod template broken? i did everything and the mod loads into the game but the item isnt in the game. i get an error in visual studio saying "the schema referenced from this location in your document contains errors" and its line 3 in submodule.xml with the http link under
How does the game link what asset to display for the item in the UI? I don't see anywhere that was defined? EDIT: Oh, nvm, I see. You kept the "mesh" field in the XML from what you copied. mesh="bd_barrel_a" Leaving this here for anyone else who missed it.
Thanks so much for these tutorials! really appreciated:) I'm wondering if you know of a reasonably easy way to override armor values for a unit? My issue is the troop trees I have created have gear that ranges in defence quite significantly, effecting balance. So instead of the units using the armor stats from the items inside EquipmentRoster I'd like to override all for that unit with a constant value.
Thanks for the great series. Unrelated comment: did you consider using the dark version of VS? I would go blind in less than a year using that white background.
I find dark text on light background to be more readable. I've used dark modes in the past and they are ok, but I have a slight preference for light mode.
Maan you're so amazing! It's so unfair such videos get fewer views, but truly your video gives x1000 more value.
Thank you! I’ve always wanted to get into modding since Warband.
Yes, Sourdough bread is exactly what I need to know after watching this video
vsCode offers ripgrep as its standard search engine. Much easier to use than through powershell.
Wonderful guide, thank you for these tutorials.
hey, thanks for the tutorials, I'm trying to learn by following everything you do, but when I create a game and then try to make a save after the character creation it gives me " System.NullReferenceException : 'Object reference not set to an instance of an object.' " you know how to fix it ?
the rest works I have the added item in the game it's just that I can't save
Hi,
How can you edit perk description text and kingdom policy description text?
Thanks
How do you make the image of the item change and make your own item image
so cool
is the mod template broken? i did everything and the mod loads into the game but the item isnt in the game. i get an error in visual studio saying "the schema referenced from this location in your document contains errors" and its line 3 in submodule.xml with the http link under
Hello, on me butr doesn t load the SubModule.xml file that on the Modules. I must change it manuell, why it doesn t load?
How does the game link what asset to display for the item in the UI? I don't see anywhere that was defined?
EDIT: Oh, nvm, I see. You kept the "mesh" field in the XML from what you copied.
mesh="bd_barrel_a"
Leaving this here for anyone else who missed it.
Yes exactly. And in episode 4 we will override the mesh with our own one.
Thanks so much for these tutorials! really appreciated:) I'm wondering if you know of a reasonably easy way to override armor values for a unit? My issue is the troop trees I have created have gear that ranges in defence quite significantly, effecting balance. So instead of the units using the armor stats from the items inside EquipmentRoster I'd like to override all for that unit with a constant value.
Not that I know of
@@LesserScholar no worries :) I found a quick and dirty way to accomplish what I wanted and all done in xml
A mod that is compatible with RBM would be ideal probably
Thanks for the great series.
Unrelated comment: did you consider using the dark version of VS? I would go blind in less than a year using that white background.
I find dark text on light background to be more readable. I've used dark modes in the past and they are ok, but I have a slight preference for light mode.