- #MOUNT AND BLADE BANNERLORD SMITHING MOD#
- #MOUNT AND BLADE BANNERLORD SMITHING MODS#
- #MOUNT AND BLADE BANNERLORD SMITHING CODE#
#MOUNT AND BLADE BANNERLORD SMITHING CODE#
![mount and blade bannerlord smithing mount and blade bannerlord smithing](https://static.wikia.nocookie.net/mountandblade/images/e/e4/08ca478a8520269a11777fa9f58c9e0c92677813.jpg)
See Modules\Sandbox\SubModule.xml for many examples. These are emumerated in Modules\*\Submodule.xml. XML data is hooked into the game using nodes such as.
![mount and blade bannerlord smithing mount and blade bannerlord smithing](https://assets.vg247.com/current/2020/04/mount-and-blade-2-workshop.jpg)
![mount and blade bannerlord smithing mount and blade bannerlord smithing](https://asset.vg247.com/mount-and-blade-2-family-feud.jpg)
![mount and blade bannerlord smithing mount and blade bannerlord smithing](https://www.setreadygame.com/wp-content/uploads/2021/08/gained-a-point-in-smithing.jpg)
#MOUNT AND BLADE BANNERLORD SMITHING MODS#
#MOUNT AND BLADE BANNERLORD SMITHING MOD#
Until TaleWorlds releases mod tools, development is a bit hacky and involves inspection of decompiled code. It may be necessary to set the property GameFolder if Bannerlord is installed at a non-standard path. It is a simple example to demonstrate loading mod code.ĭuring post build, the SmithForever directory will be mirrored to the Bannerlord module directory ( C:\Program Files (x86)\Steam\steamapps\common\Mount & Blade II Bannerlord\Modules\SmithForever). This mod eliminates the "energy" cost for Refining, Smelting, and Smithing so these actions can be taken as long as materials are available.