Nibbler2345 Posted April 24, 2021 Share Posted April 24, 2021 Right now it seems that there isn't very much documentation for most of the systems in this game, so ask here and maybe someone will be knowledgeable enough to help you. Basic resources: https://docs.bannerlordmodding.com/ My question: does anyone know how you should control menus? I know of menu functions like AddGameMenu() & AddWaitGameMenu(). They have many parameters. I've managed to create some menus, but I'm not sure how to control their flow yet. What I know so far: AddGameMenu( id - name. main identifier. identifies the menu in all contexts text - this is just the text on the menu initDelegate - a callback func you supply, called when this menu is shown overlay - not sure, maybe controls what can be seen while you're in the menu? MenuAndOptionType - different settings for the type of menu, check the MenuAndOptionType options in decompiler or Intellisense related obj - not sure, maybe a generic object you can attach to the menu for your own purposes? ); AddGameMenuOption( menuId - which menu to attach this option to (use "id" from above) optionId - probably just the identifier for this option text - simply the text of the option conditionDelegate - function you supply which will decide whether or not this option is going to be shown on the menu consequenceDelegate - function you supply which will be called when you select this option leaveType - not sure index - related to order of options, but not sure of details isRepeatable - not sure, because changing this value seems to have no effect ); AddWaitGameMenu( // These seem to be like the normal menus that appear on the left, except the game world keeps going while you "wait" in this menu. id - name. main identifier. identifies the menu in all contexts text - this is just the text on the menu initDelegate - a callback func you supply, called when this menu is shown conditionDelegate - not sure how this relates to the menu in general consequenceDelegate - not sure how this relates to the menu in general tickDelegate - a function you supply which the menu will call once per frame it seems while the wait menu is going on overlay - not sure, maybe controls what can be seen while you're in the menu? MenuAndOptionType - different settings for the type of wait menu, check the MenuAndOptionType options in decompiler or Intellisense related obj - not sure, maybe a generic object you can attach to the menu for your own purposes? ); The menu can then be shown in game with GameMenu.ActivateGameMenu(menuId); But yeah, still not sure how to control the flow of menus, progress to next choice or submenu, etc. Link to comment
Nibbler2345 Posted April 24, 2021 Author Share Posted April 24, 2021 Answering my own question, I figured out it seems you just use GameMenus.SwitchToMenu() and GameMenus.ExitToLast() to control the flow of menus. But others can attempt to ask BL modding questions if they have any. 1 Link to comment
Nibbler2345 Posted July 20, 2021 Author Share Posted July 20, 2021 (edited) Superb tutorial for the scene editor https://forums.taleworlds.com/index.php?threads/scene-editor-training-june-15-2021-by-foozlemcdoozle.444798/ Edited July 20, 2021 by Nibbler2345 Link to comment
lopoldeus Posted November 26, 2022 Share Posted November 26, 2022 I don't know if I should ask here but I have been trying to convert some armors from the bikini fantasy mod to Gt_carbonbody using the steps of this video https://www.youtube.com/watch?v=NOhPjTPZQeg and the TpacTool https://forums.taleworlds.com/index.php?threads/tool-tpactool-an-unofficial-asset-explorer-0-4-0.420848/ to extract the files to fbx for blender, I adjust the armor and import it into the modding kit I put the textures and in the texture browser the armor looks pretty good but in the model viewer (I did create the armor in items) the charater looks naked, anybody has any idea of what I did wrong? Link to comment
lopoldeus Posted November 26, 2022 Share Posted November 26, 2022 Forgot to upload the images Link to comment
Nibbler2345 Posted November 26, 2022 Author Share Posted November 26, 2022 Hmm yeah, not sure how the black magic of the editor works. Usually it just crashes whenever I look at it funny, and so I gave up messing with it perhaps until they update it. Link to comment
lopoldeus Posted November 26, 2022 Share Posted November 26, 2022 Thanks for the answer but it appears I was able to solve it (Imported the fbx in mm instead of m) Link to comment
DerpCake Official Posted March 30, 2023 Share Posted March 30, 2023 On 11/26/2022 at 12:42 AM, Nibbler2345 said: Hmm yeah, not sure how the black magic of the editor works. Usually it just crashes whenever I look at it funny, and so I gave up messing with it perhaps until they update it. How is it now? Still the same? Link to comment
Nibbler2345 Posted March 30, 2023 Author Share Posted March 30, 2023 As far as I know yes that thing still crashes regularly just by using certain features or scrolling through lists. Link to comment
DerpCake Official Posted April 17, 2023 Share Posted April 17, 2023 (edited) On 3/30/2023 at 8:06 AM, Nibbler2345 said: As far as I know yes that thing still crashes regularly just by using certain features or scrolling through lists. If you don't mind me asking what are your specs? I've noticed with many of these script editor menus (creation kit for example) that the better your specs the less likely it is to crash. Also I heard poking around on the taleworld forums gets attention maybe they will offer help with stability issues for the menu. Edited April 17, 2023 by DerpCake Official Link to comment
thepit Posted December 15, 2023 Share Posted December 15, 2023 How would you go about adding a new skill tree? The old realms does this with the discipline column. is this something as simple or is this going to be a crazy amount of work? Link to comment
Ambereros Posted December 27, 2023 Share Posted December 27, 2023 On 12/15/2023 at 7:35 AM, thepit said: How would you go about adding a new skill tree? The old realms does this with the discipline column. is this something as simple or is this going to be a crazy amount of work? Badlistener did add some new skills in Captivity Events, but it doesn't look trivial ... 1 Link to comment
thepit Posted January 5 Share Posted January 5 I figured it would be complicated. Gotta start somewhere. the main problem is when will they stop breaking the game with updates. I was thinking that i would follow the old realms style of a new attribute, but instead of one where you put points into it, it is the average of the points in the other attributes. the skills level up in the normal ways, and to balance it out would also add focus points and attribute points as needed. Link to comment
B0ukensha Posted January 11 Share Posted January 11 On 1/5/2024 at 5:41 AM, thepit said: I figured it would be complicated. Gotta start somewhere. the main problem is when will they stop breaking the game with updates. I was thinking that i would follow the old realms style of a new attribute, but instead of one where you put points into it, it is the average of the points in the other attributes. the skills level up in the normal ways, and to balance it out would also add focus points and attribute points as needed. We can add skills the way BL added prostitution and slavery skills, (i'm currently working on it too) but full-on skill trees with UI, icons and an XP track like the old realms? I wouldn't even know where to start. Link to comment
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