wakaraka97 Posted May 4, 2020 Posted May 4, 2020 18 hours ago, BadListener said: Only player-as-captive right now will add ai-as-prisoner events later. That will be heavily appreciated
drooliette Posted May 5, 2020 Posted May 5, 2020 On 5/3/2020 at 4:03 PM, BadListener said: Only player-as-captive right now will add ai-as-prisoner events later. Thank you. Your thoughts on a possible multiple wives/child bearers in the future?
YoungSailorGlitter Posted May 5, 2020 Posted May 5, 2020 6 hours ago, drooliette said: Thank you. Your thoughts on a possible multiple wives/child bearers in the future? 6 hours ago, drooliette said: Thank you. Your thoughts on a possible multiple wives/child bearers in the future? I suggest you FOLLOW this thread
Plaguetard Posted May 11, 2020 Posted May 11, 2020 So I got this game, absolutely enjoying it. Was curious if there were any plans that if you end up broke and beaten, a mod to raise money. Prostitution at the local tavern? I literally just got into this one, but it's quickly becoming a favorite. Is there a tutorial on modding this game? I might try my own hand at this one.
Labless Posted May 11, 2020 Posted May 11, 2020 4 hours ago, Plaguetard said: So I got this game, absolutely enjoying it. Was curious if there were any plans that if you end up broke and beaten, a mod to raise money. Prostitution at the local tavern? I literally just got into this one, but it's quickly becoming a favorite. Is there a tutorial on modding this game? I might try my own hand at this one. There are some prostitution systems for capture, to implement one for towns requires a UI change. it's certainly possible though, BadListener's mod has prostitution scenes within it.
Plaguetard Posted May 11, 2020 Posted May 11, 2020 9 hours ago, Labless said: There are some prostitution systems for capture, to implement one for towns requires a UI change. it's certainly possible though, BadListener's mod has prostitution scenes within it. I will look around this weekend if I can pull myself away from playing to see if there are modding tutorials. I used the captive system, which was alright, but it doesn't get enough money to start a new army if you're completely broke hah
CobraPL Posted May 13, 2020 Posted May 13, 2020 Guys, my suggestion thread has been awarded by moderators. They actually edited my 1st post, so it is not a random joke. Feel free to comment, add sth.https://forums.taleworlds.com/index.php?threads/way-of-life-romance-stuff-extended.418454
WiteXDan Posted May 14, 2020 Posted May 14, 2020 I am happy that so many people started playing Bannerlord. But also worried that Taleworlds has so much work to do before people can start modding. We don't really need new models and animations though. It's obviously not skyrim-type-rpg, but more like Crusader Kings. And mods like CK I think are possible right now. Just one random and talented modder
Guest Posted May 17, 2020 Posted May 17, 2020 On 5/15/2020 at 12:14 AM, WiteXDan said: I am happy that so many people started playing Bannerlord. But also worried that Taleworlds has so much work to do before people can start modding. We don't really need new models and animations though. It's obviously not skyrim-type-rpg, but more like Crusader Kings. And mods like CK I think are possible right now. Just one random and talented modder Bannerlord is a very easy to mod game. One of the easiest i've seen so far to be honest. The "hardest" part is that you need to work with the uncompiled code from talesworld to figure out stuff. So it takes time and is a hassle. But once you did figured out stuff it's like christmas. The only thing we can't do is not code wise. It is to create scenes and stuff. We don't have official tools for that yet. Main problem is that you're working under heavily WIP code. Talesworld works hard on their game and its subject to change heavily in a week or two.
Ambereros Posted May 23, 2020 Posted May 23, 2020 Hi All, i've started playing BadListener's CaptivityEvents and it's quite awesome. I develloped a few town prostitution events that i added in the quite empty default xml for prostitution (i've put the edited file in that post, just for sharing, no new pics yet, just a few events to make prostitution a bit more alive, do whatever you want with it ) i however had a remark/question, i haven't found a way to configure a random outcome for an event like for instance : - outcome 1 : the client is so happy, he leaves a bonus - outcome 2 : the client had a good time but rushes out without paying ... for such a thing i whould have to duplicate the entry with different weights and set distinct outcome for each. it should be feasible to add a property to the <TriggerEventName> tag like : <TriggerEventName weight="10%">MyOutcome1<TriggerEventName> <TriggerEventName weight="90%">MyOutcome2<TriggerEventName> or whatever ... Cheers ! DefaultProstitutionEvents.xml
BadListener Posted May 23, 2020 Posted May 23, 2020 22 minutes ago, Ambrothos said: Hi All, i've started playing BadListener's CaptivityEvents and it's quite awesome. I develloped a few town prostitution events that i added in the quite empty default xml for prostitution (i've put the edited file in that post, just for sharing, no new pics yet, just a few events to make prostitution a bit more alive, do whatever you want with it ) i however had a remark/question, i haven't found a way to configure a random outcome for an event like for instance : - outcome 1 : the client is so happy, he leaves a bonus - outcome 2 : the client had a good time but rushes out without paying ... for such a thing i whould have to duplicate the entry with different weights and set distinct outcome for each. it should be feasible to add a property to the <TriggerEventName> tag like : <TriggerEventName weight="10%">MyOutcome1<TriggerEventName> <TriggerEventName weight="90%">MyOutcome2<TriggerEventName> or whatever ... Cheers ! DefaultProstitutionEvents.xml <TriggerEvents> <TriggerEvent> <EventName>CE_Prostitution_part_one_next_great</EventName> <EventWeight>33</EventWeight> </TriggerEvent> <TriggerEvent> <EventName>CE_Prostitution_part_one_next_good</EventName> <EventWeight>50</EventWeight> </TriggerEvent> <TriggerEvent> <EventName>CE_Prostitution_part_one_next_bad</EventName> <EventWeight>33</EventWeight> </TriggerEvent> </TriggerEvents>
BadListener Posted May 23, 2020 Posted May 23, 2020 24 minutes ago, Ambrothos said: Hi All, i've started playing BadListener's CaptivityEvents and it's quite awesome. I develloped a few town prostitution events that i added in the quite empty default xml for prostitution (i've put the edited file in that post, just for sharing, no new pics yet, just a few events to make prostitution a bit more alive, do whatever you want with it ) i however had a remark/question, i haven't found a way to configure a random outcome for an event like for instance : - outcome 1 : the client is so happy, he leaves a bonus - outcome 2 : the client had a good time but rushes out without paying ... for such a thing i whould have to duplicate the entry with different weights and set distinct outcome for each. it should be feasible to add a property to the <TriggerEventName> tag like : <TriggerEventName weight="10%">MyOutcome1<TriggerEventName> <TriggerEventName weight="90%">MyOutcome2<TriggerEventName> or whatever ... Cheers ! DefaultProstitutionEvents.xml 51.28 kB · 1 download Post the actual mod page / discord not sure if people will see it.
Ambereros Posted May 24, 2020 Posted May 24, 2020 13 hours ago, BadListener said: Post the actual mod page / discord not sure if people will see it. it's an early wip, i just wanted not to come empty handed, thanks for your reply
Jcoolin Posted May 26, 2020 Posted May 26, 2020 I was expecting that we would have skyrim type of sex mods by now instead of just text based mods
Apal Posted May 26, 2020 Posted May 26, 2020 On 5/26/2020 at 7:32 PM, Jcoolin said: I was expecting that we would have skyrim type of sex mods by now instead of just text based mods Eh, the only way to mod MBB for now is to edit textfiles, modders cannot do much while the dev tools are not yet released. Plus, Sexlab took maybe one year, probably two or three to be released, so you better be patient.
Ambereros Posted June 2, 2020 Posted June 2, 2020 On 5/27/2020 at 1:09 AM, Apal said: Eh, the only way to mod MBB for now is to edit texfiles, moddes cannot do much while the dev tools are not yet released. Plus, Sexlab took maybe one year, probably two or three to be released, so you better be patient. i guess/hope that as soon as TW modding tools are released, many cool models and animations will be quite easily portable in Bannerlord (from skyrim for instance) ! and give animation and life to the text based mods beeing made now
Thanquol Posted June 3, 2020 Posted June 3, 2020 On 4/16/2020 at 5:30 AM, shouganai said: Hi guys, I edited the Entrepreneur mod more. I just need to figure a few more things out that I wanna edit. I messaged the original mod creator for permission to share this here, as looking through the source code he put a lot of work in to this. Fingers crossed! Needs: -change the requirement for purchase from 5 tools/5 hardwood to 1 prisoner. -permission Wants: -change UI pictures depending on which culture the town is, or at least randomly cycle through a set of images. is there some news about your project'? do you have permission from the autor and is there a link to a download to test it?
Algene Posted June 4, 2020 Posted June 4, 2020 This is the newest patch https://forums.taleworlds.com/index.php?threads/beta-patch-notes-e1-4-2.425206/ and something that might be of interest for us: Skins xml is now moddable.
Darkening Demise Posted June 29, 2020 Posted June 29, 2020 Just waiting till the day I can pound Rhagaea....and half of the Aserai women too. Hot damn they got some fine ladies.
Celedhring Posted June 29, 2020 Posted June 29, 2020 7 hours ago, Darkening Demise said: Just waiting till the day I can pound Rhagaea....and half of the Aserai women too. Hot damn they got some fine ladies. You can now..lol
Algene Posted June 30, 2020 Posted June 30, 2020 On 6/29/2020 at 8:11 AM, Darkening Demise said: Just waiting till the day I can pound Rhagaea....and half of the Aserai women too. Hot damn they got some fine ladies. Hopefully mod tools come soon 22 hours ago, Celedhring said: You can now..lol not animated yet, text is nice but animations are way better, depending on the person, but I like to think more people wants to see what they are doing
Kargrin Posted July 2, 2020 Posted July 2, 2020 On 6/4/2020 at 7:03 PM, Algen said: This is the newest patch https://forums.taleworlds.com/index.php?threads/beta-patch-notes-e1-4-2.425206/ and something that might be of interest for us: Skins xml is now moddable.
Peter Jackson Posted July 12, 2020 Posted July 12, 2020 So, do nude texture mods exist by now? ideally one compatible with detailed character creation
sen4mi Posted July 16, 2020 Posted July 16, 2020 On 4/28/2020 at 4:25 PM, prakhan said: So since we cant crack the .gtex /tpac files yet.. no tools from TW According to https://github.com/szszss/TpacTool "About half of the textures of Bannerlord are stored in the TileSets archives (*.gtex files)." So that means that the tpac file format supports uncompressed textures, also. So, hypothetically speaking, someone could create a fresh, new texture and provide updated .tpac files for the whichever ones need to be updated. (Like maybe pack_6.tpac ?) Or, maybe a python script to copy from the originals into a mod where the relevant entries have been updated (which would let the update probably mostly still work if the Native module gets updated).
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