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Mount and Blade II - About Modding

Discussion in 'Game/SP News & Comments' started by RPGWatch, Sep 23, 2017.

  1. RPGWatch

    RPGWatch Watching... ★ SPS Account Holder

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    [​IMG]The latest dev blog for Mount & Blade II: Bannerlord answers community questions and explains how modding will work for potential modders.

    Dev Blog 21/09/17


    Greetings warriors of Calradia! Mods have always been a huge part of the Mount & Blade experience. Over the years, our talented and dedicated modding community has created some amazing mods which have expanded on concepts and features in our game, such as Diplomacy[forums.taleworlds.com] and Pre-Battle Orders and Deployment[forums.taleworlds.com], or completely overhauled the game to create unique and engaging gaming experiences, such as Brytenwalda[forums.taleworlds.com] and Prophecy of Pendor[forums.taleworlds.com]. Some of them have brought RPG elements and character progression into a multiplayer setting, (Persistent World[forums.taleworlds.com], cRPG[c-rpg.net]) while others are just plain silly and fun, (Gangs of Glasgow[forums.taleworlds.com]).

    In this week's blog we would like to reach out to our modding community by answering a selection of questions from our official forums[forums.taleworlds.com] which were compiled by a key member of our community, our modding moderator "Duh".

    1. What language will be used for modding?

    We are using C# as the scripting language. Data files are generally formatted in XML.

    2. Which IDE will have support (like Visual Studio Express) from TW?

    You can use any version of Visual Studio 2015 (e.g. Community edition)

    3. Can you provide us with screenshots and/or a list and description of the various tools that you use and that may be made available to modders?

    Scene editor Mesh editor Material editor Model/Animation viewer Skeleton editor Replay editor Particle editor Atmosphere Editor Cloth editor Path editor Resource Browser Also, the runtime performance profile tools that we use will be available for modders. They will be able to check the performance impact of their changes.

    [...]​
     
    Last edited by a moderator: Sep 23, 2017
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