Back in the day, when we worked on "With Fire & Sword" (we were a part of the team that created this game), we weren't well prepared to working with the modding community. A pretty big mistake on our end, admittedly. And it's not far-fetched to say that a big part of success of Mount & Blade series is owed to a large variety of great mods and the modding community itself. With Blood & Gold we decided to approach this aspect a bit more responsibly.
![](https://www.eprison.de/pics/games/http://snowbirdgames.com/blog/wp-content/uploads/2015/11/BG_cover.png)
The module system will become available on the game's release or very close to it. It is more refined and includes a number of important improvements that will make creating mods considerably easier. Here are some details for you:
- When working with the Warband's module system, every entity is presented as a single large file (scripts, scene props, dialogues etc.). In the updated version it's possible to work on separate game elements (a single script, for example), that are located in separate files. This method frees modders of having to use giant files with 30000 lines, making their work easier and more efficient. For any changes or additions you won't have to edit the file as a whole, you can just rewrite or add necessary scripts. Several people could work on the code at once as well.[/*]
- It's now possible to see the dialogue tree. Every dialogue is located in its own directory, every line — in its own separate file. A lot of dialogue lines means a lot of files — this isn't very good, but it makes editing and fixing dialogues much more easier.[/*]
- Same system is applied to the game's presentations, troops and items. All of these can be set separately and can be found easily.[/*]
- Lastly, multiplayer component can now be placed in a separate module, making it a "mod" for a single player game. This helps making the build simpler and more compact for making MP-based mods.[/*]