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I agree with this post.
For me, I started with wanting to add a feature (Wife as a companion) to a mod I was playing at that time (summer 2014) "Brytenwalda", which had source code. I just wanted to add that ONE feature, so I left the rest of the code as it was.
I later tried the same thing for Gekokujo, since that ALSO had source code.
I noticed not that many mods had source code, besides Native. Modders loved their secrets!
Sometime later I noticed Perisno had an issue with dialogs -- all the races except humans responded as if female gender. The point was at each mod I focused on changing ONE thing only, and then tested that working, and changed one more thing ... and a few thousand repeats later became a "modder". I never, ever, went from a blank screen to a finished mod, it was always a slow evolution of something that worked into something that (sort-of) worked much later but with a few hundred changes along the way.
Something that would have saved a lot of time at the beginning was when I noticed I did not have to "guess" what each line did, but "edit" header_operations.py to see the exact syntax of each line.
Of course that file is in English, so if you have trouble reading my replies you have two barriers, not one, keeping you from modding.
There are some excellent walkthroughs on modding Warband at Taleworlds forum.
From there, I would say many of the older mods source used syntax specific to earlier Warband versions, and sometimes the source makes assumptions about the run time environment that changed over time.
I specifically see that with anything using Modmerger, where the old modmerger kits assume specific code to search for in the module system to use as a roadmap of where exactly to insert some new code and those lines are changed or gone in a later native version.
95% of mods kept the native code someplace, and added small extensions or dropped in OSP kits for some function that seemed cool at the time but with very little re-thinking happening. This tends to produce frankenstein mods that have a checklist of "must have" features but are glitchy because the add-in code OSP kits each assume they are the ONLY non-native code and tend to re-define the same slots for data storage in game for their own special purposes.
I ended making an excel file to keep my slots assignments without re-use of the same "unused" slots so I could juggle all the add-ins against a master list of "used" and "unused" locations. This came from something I saw at Silverstag and I am grateful for it, as mods that did not do this had a fair number of glitches that could have been prevented by a few days review. For example, in Paradigm Worlds the author had a large number of add-in functions, with around 30 preventable glitches that I found in a 2 day review of the code before remaking it as "Paradigm Chronomancer". Of course, I did not just cut and paste his old code when remaking a mod - I went through nearly every single line and remade them, which took most of a year instead of two months slash and burn as I first planned.
You can spend a great deal of time working on a mod and if you only want to add some cute graphics or something new then you can still burn a great deal of time trying to understand what the original code thought it was doing.
I strongly do NOT recommend trying to disassemble or direct edit text files to guess what they do.
There are too many places where something you want is spread across several places in the code and you would have a much easier time finding all of those places if you have the original source code. This just means you limit your remakes to mods with source included.
I included all my source at Phantasy Calradia 2024 version and Paradigm Chronomancer, before that I kept the source closed like everyone else, in part to protect other people's assets (such as Perisno or Warsword Conquest). Also I specialized in coding deep mechanics and not eye catching graphics, so mostly I used other peoples art at existing, dead or dying mods and remade the code internals. This is why I have a long resume of mods I made "layers" of but few mods I made start to finish alone. The list is fairly large though.
My advice anyway.
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