[PR #160] [MERGED] kb: Bannerlord total conversion notes (races, crashes, combat, game) #171

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opened 2026-10-15 20:54:00 +00:00 by bsakaguchi · 0 comments
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📋 Pull Request Information

Original PR: https://github.com/rehan-remade/universal-modder/pull/160
Author: @theartur2000
Created: 10/8/2026
Status: ✅ Merged
Merged: 10/10/2026
Merged by: @rehan-remade

Base: main ← Head: kb/bannerlord-total-conversion-and-sdk


📝 Commits (4)

  • e4ff670 kb + example: Bannerlord total conversion notes and an editor-free asset SDK
  • 093bb3d kb: Bannerlord total conversion notes: review fixes
  • 1c7d4b8 Merge remote-tracking branch 'origin/main' into land/pr-160
  • b1a1ece kb: regenerate the index

📊 Changes

7 files changed (+1130 additions, -123 deletions)

View changed files

📝 knowledge/INDEX.md (+6 -2)
➕ knowledge/games/mount-and-blade-ii-bannerlord/bannerlord-borderlands-2-total-conversion.md (+387 -0)
📝 knowledge/index.json (+194 -1)
➕ knowledge/techniques/bannerlord-combat-damage-and-guns.md (+130 -0)
➕ knowledge/techniques/bannerlord-custom-races-and-creatures.md (+145 -0)
➕ knowledge/techniques/bannerlord-native-crashes-and-hangs.md (+100 -0)
📝 knowledge/techniques/editor-free-bannerlord-assets.md (+168 -120)

📄 Description

This adds what one long project learned modding Mount & Blade II: Bannerlord (a Borderlands 2 total conversion), plus the code behind our earlier asset-format note.

Knowledge notes

  • A game note: the route (weighed against the four mashup patterns), the order to build a big Bannerlord mod in, how registration, missions, sieges, campaign, rendering, audio and UI actually behave, verification, and 34 gotchas with fixes.
  • Three technique notes: custom races and creatures at runtime (humanoid path, quadruped mounts, why a lone creature crashes, the hidden-rider workaround), native crashes and hangs (finding them in minidumps, guarding them from managed code), and combat (damage pipeline, scripted blows, AI combat properties, guns on the crossbow class).
  • New facts added to the existing note techniques/editor-free-bannerlord-assets.md, which now links the example.

Example: examples/bannerlord-editor-free-sdk

  • Python that writes Bannerlord's asset formats without the Modding Kit editor: textures, materials, meshes, skeletons with ragdolls, animations, clips and their caches, .tpac / .rdc.
  • A packer (34,000 per-asset packages into 26: package loading 280 s cold / 25.7 s warm before, 5.6 s after), validators for the faults the native client crashes or freezes on, a safe installer (backup, manifest, revert, refuses while the game runs).
  • Reference scripts for an unattended test harness and minidump / Ghidra helpers.
  • No game content: record templates are read from the user's own Native module at run time; numpy is the only dependency.

Checks

  • um kb check on all five notes: PASS. um publish check --game <Bannerlord install> on the example: 0 failures, 0 warnings.
  • python sdk/selftest.py on game v1.4.8.119303: 5 PASS / 0 FAIL. 200 of 200 sampled Native packages rebuild byte-identical (all 1,188 with --full), 3 of 3 Native skeletons and 226 clip caches re-pack identically, 14 of 14 synthetic validator checks (four planted faults caught).

Not verified

  • Other Bannerlord versions. The harness needs a matching C# part in your own module (not included). Skinned FBX import expects the bone naming used by the original pipeline. The Borderlands 2 conversion itself is not published.

🤖 Generated with Claude Code


🔄 This issue represents a GitHub Pull Request. It cannot be merged through Gitea due to API limitations.

## 📋 Pull Request Information **Original PR:** https://github.com/rehan-remade/universal-modder/pull/160 **Author:** [@theartur2000](https://github.com/theartur2000) **Created:** 10/8/2026 **Status:** ✅ Merged **Merged:** 10/10/2026 **Merged by:** [@rehan-remade](https://github.com/rehan-remade) **Base:** `main` ← **Head:** `kb/bannerlord-total-conversion-and-sdk` --- ### 📝 Commits (4) - [`e4ff670`](https://github.com/rehan-remade/universal-modder/commit/e4ff670f46195c60323515f755ed878f47a306e6) kb + example: Bannerlord total conversion notes and an editor-free asset SDK - [`093bb3d`](https://github.com/rehan-remade/universal-modder/commit/093bb3d428456d21c5d4f0dea18540a156cbc4b7) kb: Bannerlord total conversion notes: review fixes - [`1c7d4b8`](https://github.com/rehan-remade/universal-modder/commit/1c7d4b82ee9000fbb0d58086fe0a1b528976125d) Merge remote-tracking branch 'origin/main' into land/pr-160 - [`b1a1ece`](https://github.com/rehan-remade/universal-modder/commit/b1a1ecee8996402f80ceae86b187402ff128ede6) kb: regenerate the index ### 📊 Changes **7 files changed** (+1130 additions, -123 deletions) <details> <summary>View changed files</summary> 📝 `knowledge/INDEX.md` (+6 -2) ➕ `knowledge/games/mount-and-blade-ii-bannerlord/bannerlord-borderlands-2-total-conversion.md` (+387 -0) 📝 `knowledge/index.json` (+194 -1) ➕ `knowledge/techniques/bannerlord-combat-damage-and-guns.md` (+130 -0) ➕ `knowledge/techniques/bannerlord-custom-races-and-creatures.md` (+145 -0) ➕ `knowledge/techniques/bannerlord-native-crashes-and-hangs.md` (+100 -0) 📝 `knowledge/techniques/editor-free-bannerlord-assets.md` (+168 -120) </details> ### 📄 Description This adds what one long project learned modding Mount & Blade II: Bannerlord (a Borderlands 2 total conversion), plus the code behind our earlier asset-format note. **Knowledge notes** - A game note: the route (weighed against the four mashup patterns), the order to build a big Bannerlord mod in, how registration, missions, sieges, campaign, rendering, audio and UI actually behave, verification, and 34 gotchas with fixes. - Three technique notes: custom races and creatures at runtime (humanoid path, quadruped mounts, why a lone creature crashes, the hidden-rider workaround), native crashes and hangs (finding them in minidumps, guarding them from managed code), and combat (damage pipeline, scripted blows, AI combat properties, guns on the crossbow class). - New facts added to the existing note `techniques/editor-free-bannerlord-assets.md`, which now links the example. **Example: `examples/bannerlord-editor-free-sdk`** - Python that writes Bannerlord's asset formats without the Modding Kit editor: textures, materials, meshes, skeletons with ragdolls, animations, clips and their caches, `.tpac` / `.rdc`. - A packer (34,000 per-asset packages into 26: package loading 280 s cold / 25.7 s warm before, 5.6 s after), validators for the faults the native client crashes or freezes on, a safe installer (backup, manifest, revert, refuses while the game runs). - Reference scripts for an unattended test harness and minidump / Ghidra helpers. - No game content: record templates are read from the user's own Native module at run time; numpy is the only dependency. **Checks** - `um kb check` on all five notes: PASS. `um publish check --game <Bannerlord install>` on the example: 0 failures, 0 warnings. - `python sdk/selftest.py` on game v1.4.8.119303: 5 PASS / 0 FAIL. 200 of 200 sampled Native packages rebuild byte-identical (all 1,188 with `--full`), 3 of 3 Native skeletons and 226 clip caches re-pack identically, 14 of 14 synthetic validator checks (four planted faults caught). **Not verified** - Other Bannerlord versions. The harness needs a matching C# part in your own module (not included). Skinned FBX import expects the bone naming used by the original pipeline. The Borderlands 2 conversion itself is not published. 🤖 Generated with [Claude Code](https://claude.com/claude-code) --- <sub>🔄 This issue represents a GitHub Pull Request. It cannot be merged through Gitea due to API limitations.</sub>
bsakaguchi 2026-10-15 20:54:00 +00:00
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rehan-remade/universal-modder#171
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