
生动世界 - 他们自己的生活
让卡拉迪亚的人民活起来。他们之间会发生事情,消息会传开并在途中发生变化。他们会记住,也会遗忘。而你可以成为其中一部分。
查看大图[size=5][color=#B8860B][b]Vivid World — 属于他们自己的生活[/b][/color][/size]
A singleplayer mod for Mount & Blade II: Bannerlord. [b]It brings the people of Calradia to life.[/b] Things happen between them, word gets around and changes on the way. They remember, and they forget. And you can be part of it.
[color=#999999][i]This is a beta (v0.9.0). The core systems are finished and running in real campaigns; content is still being added.[/i][/color]
[size=4][color=#B8860B][b]Things happen between them[/b][/color][/size]
Six kinds of scene play out among the lords on their own: a quarrel over seating at a feast, a younger lord seeking advice from a veteran, words said over too much wine, a dispute over who deserves credit for a victory, a scuffle in the market, and a wager during a hunt. The same scene does not always go the same way — someone loses face, someone holds a grudge, and sometimes someone puts in a good word.
The game's own events feed in as well, told apart into nine kinds of news: death by murder, execution, battle or natural causes; capture, release and escape; marriage and childbirth.
[size=4][color=#B8860B][b]Word gets around, and changes on the way[/b][/color][/size]
Every so often each NPC picks something from memory and tells it to whoever is nearby. Every retelling loses a little more: the day, the place, who else was there. By the fifth telling, what reaches the listener is often no more than "someone did something somewhere."
Bigger news travels further. A newborn is passed along twice; a murdered ruler can travel six tellings, far enough to cross half the continent. [color=#D9534F][b]Good news travels slowly. Bad news travels far.[/b][/color]
[size=4][color=#B8860B][b]They remember, and they forget[/b][/color][/size]
Someone with no ties to the parties involved holds onto it for a few days. Something brought up again and again is remembered longer. Once everyone who knew has forgotten, the matter goes quiet for good.
[size=4][color=#B8860B][b]What they hear changes how they stand with each other[/b][/color][/size]
Whoever hears the news thinks differently of the people in it, by as much as the event is worth — in full if they saw it themselves, less if they only heard about it, and less again with every retelling.
Bad feeling is written into the mod's own ledger of grudges. Let it run deep enough, and if the person involved is a clan leader or their close kin, a quarrel between two people becomes a feud between two clans. Grudges fade with time, but never all the way back to nothing.
[size=4][color=#B8860B][b]You can be part of it[/b][/color][/size]
[list] [][b]Ask.[/b] Talking to any lord adds the line "Any news on the road lately?" [color=#D9534F][b]Getting nothing out of a stranger is normal[/b][/color] — whether he talks depends on how he feels about you and on his character: generosity and honour make him share, calculating makes him keep quiet. That is by design.[/] [][b]Be told.[/b] Lords will sometimes pass on what they have heard without being asked.[/] [][b]Look back.[/b] Press [b]Ctrl+L[/b] for "What you have heard" — every piece of news that has reached you, how many tellings away it is, and who told you. Names of people and places link to the encyclopedia.[/] [][b]You get talked about too.[/b] What you do enters the same network and reaches places you have never been.[/] [/list][size=4][color=#B8860B][b]Installation[/b][/color][/size]
[b]Game version:[/b] built against [b]v1.4.8[/b]. Other versions are untested.
[list=1] []Extract and place the whole VividWorld folder into the game's Modules\ directory.[/] [][color=#D9534F][b]Install Mod Configuration Menu (MCM) as well[/b][/color], loaded before this mod.[/] []Tick [b]Vivid World[/b] in the launcher, after Native, SandBoxCore, Sandbox and StoryMode.[/] []Harmony does not need to be installed separately.[/] [/list][b]Uninstalling:[/b] delete the module folder. Back up your saves first.
[size=4][color=#B8860B][b]Save safety[/b][/color][/size]
The mod's data is [b]not written into your save files[/b]. It lives in Documents\Mount and Blade II Bannerlord\Configs\VividWorld\
[list] [][b]Remove the mod and your existing saves still load.[/b][/] [][b]Move a save to another machine and the rumours do not follow[/b] — copy that folder as well.[/] [/list][size=4][color=#B8860B][b]Compatibility[/b][/color][/size]
[b]Mods where commoners may not address nobles[/b] (NaN, Lowborn and the like): Vivid World detects them and switches to a compatible mode, limiting asking for news to clan tier 1 and above. At tier 0 you will get nothing, and that is deliberate.
[b]Mods that take over a lord's opening line:[/b] some mods claim the first thing a lord says. When that happens, an extra line appears in the dialogue menu — "You looked like you had something to say?" — to bring the subject back.
Vivid World does not change the game's own AI decisions and overwrites no native files.
[size=4][color=#B8860B][b]Settings[/b][/color][/size]
[b]There is a Vivid World page in the game's settings screen[/b] (provided by Mod Configuration Menu): 24 entries in eight groups, all changeable in game.
The settings file lives at Documents\Mount and Blade II Bannerlord\Configs\VividWorld\config.json and is created the first time you run the game — the master switch, the hotkeys, how many snapshots to keep, and more. Both routes write the same file, and settings not on the page are left untouched.
[b]Updating the mod never changes settings you have altered[/b] — only missing keys are added.
[size=4][color=#B8860B][b]Languages[/b][/color][/size]
English and [b]Traditional Chinese[/b] are included. More languages are welcome.
[size=4][color=#B8860B][b]Roadmap[/b][/color][/size]
[list] [][b]More scenes of their own[/b] — more situations playing out between them: feasts, campaigns, markets, families.[/] [][b]News gets embellished[/b] — not only details lost in the retelling, but details added and blown out of proportion.[/] [][b]Setting the record straight[/b] — confront the person involved when what you heard does not match the truth.[/] [][b]Conflicts with a reply[/b] — duels and other back-and-forth, so a quarrel is not settled in one stroke.[/] [][b]Consequences that reach further[/b] — outcomes touching money, renown, influence, and personal safety.[/] [][b]Your turn to talk[/b] — spread news yourself, set people against each other, make rumour a tool.[/] [][b]More sources of news[/b] — defections, rebellions and fallen cities travelling among them too.[/] [][b]Hooking into AI dialogue mods[/b] — making what they know, and what they hold against each other, available to mods that drive conversation with AI, so they can speak about it in their own words.[/] [/list][size=4][color=#B8860B][b]Reporting problems[/b][/color][/size]
The log is at Documents\Mount and Blade II Bannerlord\Configs\VividWorld\log.txt — please attach it. If the problem is about who told what to whom, set debug.logTellerTurns to true in config.json, restart, reproduce it, and the log will say a great deal more.
[size=4][color=#B8860B][b]Note[/b][/color][/size]
This is my first mod, and I use AI (Claude) to develop. Feel free to leave a comment or report a bug on Nexus, or if you would like to contribute to this mod, you can visit my [url=https://github.com/PH010546/VividWorld/tree/main]github repo[/url].
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