I am the Archduke of Hell, and I welcome you to my profile.
It's terrible, just look up the final battle on YouTube.
Technically speaking they are the old factions, just renamed to fit with the new setting.
Oh, the mod isn't set in the real world. But with that said we do have factions inspired by the nations you mentioned.
This mod takes place on a almost global scale, so we've included a few Native American and Middle Eastern inspired factions, as well as another colonial faction in the mod's second continent, but the core factions are still the center piece of the mod. So yes, the name and logo are still representative of the mod's setting, theme and backstory.
I'm re-using models, but each faction has a core uniform design which everything else branches off from.
The NFT uniforms are based off of the South African British colonial forces and the Orange Free State forces from roughly around 1880 and 1900.
Removing lords shouldn't be hard, 1 out of 20 are hardwired, whilst 6 out of 20 are referenced in other files, you only need to remove 8 tertiary lords. Did it in 2 minutes when I was optimizing my mod. Halfing the amount of roaming bandit parties will help performance too.
To do the latter bit:
(store_num_parties_of_template, ":num_parties", "pt_mountain_bandits"),
And edit this line:
Changing 16 to 8 will result in only 8 mountain bandit bands showing up on the map
Not the problem, the problem is because they have too many AI lords, causing your PC to tank due to the amount of AI processing.
Removing 6 - 10 vassals from each faction should make the game lag less.
I don't have much hope for Bannerlord modding in general. From what I understand they intend to implement modding tools instead of releasing the source code, which puts a considerable constraint on a person's ability to work on a total overhaul project; That's the main reason we have no intention on modding Bannerlord. After we're done with this project, we may move on to produce our own games.
We're not releasing a beta. The mod will be released when it's finished, and that might not be for some time.
The creator used a ****-load of resources from Blood & Iron, North & South and L'Aigle, as well as BF1 sound effects, music and promo images.
That's not how it works. "invalid_item" is not an error, it's an item, the very first entry in module_items which has the ID of "no_item". Unless someone added it to the troop inventories, it should not be showing up in game.
Chances are someone tried editing the training items entries and misspelled an item ID, or forgot to add the "itm_" prefix to the ID when editing the practice mission_template/script directly.
If the mesh is missing you'll get the "can't find mesh [mesh name]" error.
Only reason I'm bringing this up is so Del or who ever is working on the code can fix the issue. I advise them to pay close attention to the errors in the source compiler, and fix as many as they can, though some times these sorta bugs tend to sneak through and not show up.
Actually, "INVALID ITEM" doesn't have a model, it's not supposed to, nor is it supposed to be showing up in the game outside of the cheat menu. Someone done ****** up, bruv.
Nothing new worth showing at the moment, spent a few weeks optimizing the mod.
Check out the screenshots. We'll have USA and CSA themed factions, and more.
The style of hat has been worn all over Europe at one point or another, but mainly in the 1700's.
Moddb.com I'm still waiting for you to eat your shoe, Cure.
I meant I was having issues getting them to work for this mod specifically. It doesn't matter now anyway, I figured out that to get custom colours to work for the mod, you have to change the file type to .XMB.
Normally I find PJW to be an alright fellow, but comparing conservatism to punk? Let's put aside the fact that punk came to prominence to counter conservative culture, is he aware that the ineffectiveness of conservatism is what landed us in this mess of a world in the first place?
I'm not sure if it's just me, but I seem to be having a problem getting custom player colours to work, does anyone know what the problem is?
Relaunch? We never released it in the first place. We restarted after a bit in the source code got corrupted.
We're not 100% sure on what we need to cut out yet. Until the base of the mod is finished we won't know for certain.
A British-like faction is a mainstay, though after restarting they are subject to a name change, which is the case already, though there will be more info on that at a later date.
This is a singleplayer only mod.
No. It is not dead. We've got a lot of things to do at the moment, and spreading rumours about our mod being dead is not going to help us one bit.
So did I, but apparently it's what was worn during this period.
Who knew a minor misspelling could be so controversial to some people.
It isn't a problem with the scene OBJs, they work perfectly, it's a problem with the code. So changing the scene OBJs around doesn't do anything.
The bug is simple: The game crashes upon entering a town scene. It only seems to plague the new towns that we've added unfortunately, and we don't have the faintest clue what's causing it, it's most likely an issue in the source code, and to be honest rebuilding would be a lot faster than trying to find it.