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This is the offical repository of the Old Realms mod for Mount and blade 2. Feel free to explore the repository, it is publically available. Note that you can't run the Mod without having the needed Assets.

License: GNU General Public License v3.0

C# 100.00%
mountandblade mod

tow_core's Introduction

TOW_Core

This is the offical repository of the Old Realms Mod for Mount and blade 2. Feel free to explore the repository, it is publicly available. Note that you can't run the Mod without having the needed Assets.

Acknowledgement:

Thanks to jedijosh920 for his mod https://www.nexusmods.com/mountandblade2bannerlord/mods/400, it provided a base for our own System.

tow_core's People

Contributors

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tow_core's Issues

Big battle crash, could be related to Status Effect System

Somehow, in large-scale battles, triggered by Magic effects and seemingly the status effect, the game crashes.

We get Random Access violation and Null Reference exception

For now, we don't find the reason actually causing it.

  • we think maybe Hardware could be related to the problem.

  • the status (like being dead, being hit, and so on) seem to play a role in causing the crash.

Ability script works even if the game "on pause"

[

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Chaos party crashs

On launch of the chaos portal mission, during loading screen, game crashs

CustomGameModeRework

This will separate the vanilla base game and the mod, this could mean a lot of things from not having to worry about future xml updates / TW adding more settlements ect. It also comes with CharacterCreationContent being overriden (can most likely just use the ones currently in the repo), the GameManager is overridden so we can easily remove the intro video / add our own (some kinks to this), I have built in the AutoGeneratedSaveManager see StoryMode.dll to learn more about it, the vanilla Story Mode structure (Phases) have been kept intact to make use of but the actual story has been removed to implement our own.

Also because most mods load in their mod via the Campaign/CampaignStoryMode then theoretically those mods wont affect our game (havent tested this yet).

Melee mode for guns

In the base game trowing weapons have a alternative melee mode. A similar implemantion for guns would be cool

Edit: I changed a little bit the heading. In principle a very nice idea, for multitude of problems... e.g. we can have different weapon modes for guns and magic staffs.

  • Z

Auto filling with skeletons

Need to check:

  • "As a vampire, my party fills up with skeletons as soon as I enter a city"
  • "I started my game as vampire count without any troops. I got into a fight because i had 30 outlaws on my spawn, then after being held captive I got 20 animated skeletons"

Random crashes

Known cases:

  • upgrading skeletons
  • entering a village as the vampire
  • walking around on the campaign map
  • decapitating people
  • entering eichestatten, and interacting with tavern menu, as well as trade and inventory.
  • running down fleeing bandits, killing them after a battle's over
  • opening inventory snd pressing cancel or done, entering towns, after battles, asking certain npcs certain questions
  • entering the tavern at Averheim. Also if its relevent I had just won a tournament there and attached an imperial gauntlet that I won
  • as Vampire Lord when I went to help a Caravan under attack
  • using the Rusty Grave Guard Great-axe with the slow motion beheading feature, this is a weird one. so the screenshot below shows the game "crashing" while doing this but this is different, i can still use rts-camera mod and use the Esc key to leave the battle but everything in the battle's completely frozen, very strange and the first time its happened like this
  • standing around city, no battles
  • using the Empire rapier and beheading someone, but vanilla ridged saber didn't crash
  • doing all that forces the game to generate portraits

Replace expensive equipment of companios to cheap one

There are some fan notices:

  • you can hire Witch hunter for 2000 and gain 25000 for his pistol
  • starting as a vampire gives you a pureblood horse and marius leitdorfs gloves which are worth 60k gold alone not sure if thats intentional
  • bretonnain knight called fredrick i think i recruited him as a member of my party then i noticed he had better gear then me so i took his gear then i noted he had a second pair on his "walk though town" set and i sold his second set for 60k gold keep in mind recruiting him only cost me 2k. the last part is not a bug but something i found to be slightly odd

Change vampire roster

How can be skeleton upgraded to vampire? I know that we haven't so much troops for Vampire counts, but we can change the roster, so it look more logically.

Armor restriction foundation

Try to avoid, that legendary lords, or certain characters like mages can equip every equipment, but have restriction layer which

Twin empire knights

Some of them were hired like usually, but some of them were taken from prisoners

two_knights_one_rescued_another_one_upgraded

Need to remove KingdomDecisionProposalBehavior

((Campaign)Game.Current.GameType).CampaignBehaviorManager.RemoveBehavior<KingdomDecisionProposalBehavior>(); - this line removes behavior...really
Tested for 40 days (Z3rca, not real life days) and there was no decisions

Rebalance of bandits weapon

There are some messages from fans below:

  • And it should be so, simple robbers kill me with one blow, I am in vampire armor) and level 29.
  • Hmm does anyone else have face secessionist spearman ? They seam to deal a hack of a lot of damage. 116 on one hit ?
  • The starting outlaws feel REALLY overtuned. An Outlaw Captain just hits you with a clean 151, OHKed my horse and then me

Patching to 1.6.1 (Postponed)

The patch could be really important, since people cant potentially turn back to a outdated patch. Which in turn means, we will struggle that the mod is played at all. Therefore a patch is required... with all cons and pros of it.

Shields colored with code color? Player shield shouldn't change

Just something I noticed, every shield is just red, and do not have the any signs to identify the faction wielding the shield. I don't know if this is intended.

Another thing what I think we should consider later: The player might be unaffected by this script. the shield should be one certain shape and color with logo and this needs to be assigned everytime.

integrate Empire Troop Command set

When VA is able to implement the VA Empire Troop Commands, we need to integrate it to the Modding kit and do diverse XML additions, as well as and overrides to integrate the voices.

Investigation for Mod intern Damage system, experimenting around

The damage system, from the "Blow Events" to Collision Data and Damage calculations , Damage models, needs to be investigated. We need to make an informed decision on how to proceed. A comprehensive investigation seems to be unavoidable. though we have some information on how damage calculations can be manipulated, it needs also to be investigated which side effects could occur.

ideally, we could have a system, which is decoupled as far as possible from tale worlds, and allows manipulations as it pleases us. We have to weigh the benefits and disadvantages of such an approach. and find a suitable tradeoff for such a system.

The investigation should finish with a performable damage calculation test, and potentially some kind of report

Please reach out to me with any questions regarding this topic

Context:
In principle , a magic system is important for us that additional damage types, like magical weapon effects, or additional status effects like armor reduction can make it into the game. Recently we also investigated, that the amount of damage correlates with the physical force or weapon stats seems to be directly correlated with typed physical properties which are completely unintended by us.

Dart ability despawning

Sometimes when fighting against looters as a bright order initiate the dart spell "fizzles". It gets spawned but immediately despawns.

Leicheberg

every time i try to play the Leicheberg siege my game crashs.

In custom battle: at the end of the loading screen I hear a crowd like if i'm loading in a city scene for walking through it (like in the campaign)

In campaign: when I besiege the town I can load on the siege scene but when I press the play button, my game crashs

Firearm shot gives too big impulse to troop

We know that missile speed affects troop impulse. But i found that firearm damage affects the impulse too. All look okay if damage equals 150, but killed troops fly far away if damage equals 160 or more.
Безымянный

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