Project Setup
- Clone the repository somewhere on your machine.
- Submodules will have to be initialized and updated using the command
git submodule init && git submodule update --recursive --force
. - Run the
runmefirst.cmd
to dynamically attach your Bannerlord path and resolve references. - If references in projects did not resolved automatically do the following. This can be done in Visual Studio by right-clicking references, going to browse, navigating to your Bannerlord directory through the mb2 shortcut, and selecting all TaleWorld.* .dlls. There are additional .dlls in the Modules folder, being the Native and StoryMode.
- Go to project settings for the Coop project and click debug.
- Click start external program and browse to your Bannerlord path. You should select the executable for Bannerlord normally located at
bin\Win64_Shipping_Client\Bannerlord.exe
- For the command line arguments enter this
/singleplayer /server _MODULES_*Native*SandBoxCore*CustomBattle*SandBox*StoryMode*Coop*_MODULES_
- Now we need to enter the working directory. NOTE: This will select a folder, not a file. The folder you need to select for this is
bin\Win64_Shipping_Client
. The same path thatBannerlord.exe
is located. (Optional) Setup a client instance.
To run a client instance open the ClientDebug options. Go to debug and do steps 6-8. The difference here is the command line arguments which should be changed to
/singleplayer /client _MODULES_*Native*SandBoxCore*CustomBattle*SandBox*StoryMode*Coop*_MODULES_
.Now open the Solution 'Coop' properties -> Startup Projects. Select multiple projects and make sure Coop and ClientDebug are set to start.
- Click debug.
- Create a new game and save it as "MP".
- Click on "host game" at the menu and the game will load the "MP" save file on the host. (and client if that is setup)
- If there are any issues contact someone in the discord.