Mod to enjoy the Mount & Blade II: Bannerlord campaign with other players.
Very early in development. There's is absolutely no gameplay so far. Video created on commit d86c24c.
Implemented:
- Establish a network connection between 2 game instances.
- Send the initial world state from host to client.
- Load the initial world state on client.
- Sync of time control (pause, play, fastforward) & main party movement (move to position only).
Next:
- Streamline harmony patches
- Evaluate feasibility of running all clients in lock step with synced RNG. It would require a lot less hooks into the currently very unstable game DLLs, but might end up in desync hell.
- Evaluate feasibility of a headless server (run only the game simulation, patch out everything else).
- Set the path to your Bannerlord modules folder in
config.json
. - Open the
Coop.sln
in Visual Studio. - Build.
- If everything was successful, your Bannerlord mod folder now contains the Coop mod. Enable it through the launcher or launch directly from Visual Studio.
- Start the game with the Coop mod enabled.
- Load any save game.
- Open the console using the hotkey
Ctrl + `
. - Execute the command
coop.start_local_server
. coop.info
will print some debug information about the server. The game is now running a local coop server and is connected to it with a local client. Additional players can now join.
- Start the game with the Coop mod enabled.``
- Open the console using the hotkey
Ctrl + `
. - Execute the command
coop.connect_to 127.0.0.1 4201
. - The client connect to server, download a save game and load it locally. It takes quite a long time until a loading screen pops up (~30s). Only works in LAN, never tested it in WAN.
If anyone is interested in contributing to this project, please feel free to open an issue and request additional documentation & information.
- Zetrith for Multiplayer.
- Salminar for NoHarmony.
- ashoulson for RailgunNet.