diff --git a/BannerlordTweaks.csproj b/BannerlordTweaks.csproj
index 27ab14e..6a83fe8 100644
--- a/BannerlordTweaks.csproj
+++ b/BannerlordTweaks.csproj
@@ -119,7 +119,6 @@
-
diff --git a/BannerlordTweaks.props b/BannerlordTweaks.props
index 1b9d5b0..f2bd0fa 100644
--- a/BannerlordTweaks.props
+++ b/BannerlordTweaks.props
@@ -3,16 +3,18 @@
- C:\Program Files (x86)\Steam\steamapps\common\Mount & Blade II Bannerlord\
+ E:\SteamLibrary\steamapps\common\Mount & Blade II Bannerlord\
$(MOUNT_AND_BLADE_DIR)Modules\zzBannerlordTweaks\
- C:\Users\Liam\source\repos\ModLib\bin\Debug\ModLib.dll
+ E:\SteamLibrary\steamapps\common\Mount & Blade II Bannerlord\Modules\ModLib\bin\Win64_Shipping_Client\ModLib.dll
- C:\Users\Liam\source\repos\ModLib\ModLib.Definitions\bin\Debug\ModLib.Definitions.dll
-
+ E:\SteamLibrary\steamapps\common\Mount & Blade II Bannerlord\Modules\ModLib\bin\Win64_Shipping_Client\ModLib.Definitions.dll
+
+
+ $(MOUNT_AND_BLADE_DIR)Modules\zzBannerlordTweaks\bin\Win64_Shipping_Client\
diff --git a/DismembermentMissionBehaviour.cs b/DismembermentMissionBehaviour.cs
index 2126c75..16b432b 100644
--- a/DismembermentMissionBehaviour.cs
+++ b/DismembermentMissionBehaviour.cs
@@ -15,8 +15,7 @@ public override void OnRegisterBlow(Agent attacker, Agent victim, GameEntity rea
if (attacker == null || victim == null) return;
if (attacker == victim) return;
- bool isPlayerAttacker;
- if (IsValidAttacker(attacker, out isPlayerAttacker) && IsValidVictim(victim))
+ if (IsValidAttacker(attacker, out bool isPlayerAttacker) && IsValidVictim(victim))
{
var attackDir = attacker.AttackDirection;
//Wanted to do arms as well, but currently not possible. Will have to wait until we can add custom meshes and skeletons
@@ -116,7 +115,7 @@ private bool IsValidAttacker(Agent attacker, out bool isPlayerAttacker)
return true;
}
//if (Settings.Instance.AICanDecapitate)
- return true;
+ return true;
//return false;
}
diff --git a/Patches/HideoutMissionControllerPatches.cs b/Patches/HideoutMissionControllerPatches.cs
index e98fe97..3737afd 100644
--- a/Patches/HideoutMissionControllerPatches.cs
+++ b/Patches/HideoutMissionControllerPatches.cs
@@ -1,14 +1,9 @@
using HarmonyLib;
-using SandBox;
using SandBox.Source.Missions;
-using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
-using System.Text;
-using System.Threading.Tasks;
-using System.Windows.Forms;
using TaleWorlds.Core;
using TaleWorlds.MountAndBlade;
diff --git a/Patches/SmeltingVMPatches.cs b/Patches/SmeltingVMPatches.cs
index 8989555..267359a 100644
--- a/Patches/SmeltingVMPatches.cs
+++ b/Patches/SmeltingVMPatches.cs
@@ -20,7 +20,9 @@ private static void Postfix(SmeltingVM __instance, ItemRoster ____playerItemRost
// This appears to be how the game works out if an item is locked
// From TaleWorlds.CampaignSystem.ViewModelCollection.SPInventoryVM.InitializeInventory()
IEnumerable locks = Campaign.Current.GetCampaignBehavior().GetLocks();
- EquipmentElement[] locked_items = locks?.ToArray();
+ // Updated line 24 to Line 25 which seems to be the updated way game works out item locks in v1.4.3 InitializeInventory()
+ // EquipmentElement[] locked_items = locks?.ToArray();
+ EquipmentElement[] locked_items = (locks != null) ? locks.ToArray() : null;
bool isLocked(EquipmentElement test_item)
{
diff --git a/Properties/AssemblyInfo.cs b/Properties/AssemblyInfo.cs
index 36d9d89..c8e06cb 100644
--- a/Properties/AssemblyInfo.cs
+++ b/Properties/AssemblyInfo.cs
@@ -1,5 +1,4 @@
using System.Reflection;
-using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
// General Information about an assembly is controlled through the following
diff --git a/SubModule.cs b/SubModule.cs
index b5d82b4..28461ab 100644
--- a/SubModule.cs
+++ b/SubModule.cs
@@ -1,6 +1,5 @@
using HarmonyLib;
using ModLib;
-using SandBox;
using System;
using System.Collections.Generic;
using System.Linq;
diff --git a/TweakedCharacterDevelopmentModel.cs b/TweakedCharacterDevelopmentModel.cs
index 21723f1..f9616d4 100644
--- a/TweakedCharacterDevelopmentModel.cs
+++ b/TweakedCharacterDevelopmentModel.cs
@@ -1,9 +1,4 @@
-using System;
-using System.Collections.Generic;
-using System.Linq;
-using System.Text;
-using System.Threading.Tasks;
-using TaleWorlds.CampaignSystem.SandBox.GameComponents;
+using TaleWorlds.CampaignSystem.SandBox.GameComponents;
namespace BannerlordTweaks
{
diff --git a/TweakedCombatXpModel.cs b/TweakedCombatXpModel.cs
index c351e20..2c54cf1 100644
--- a/TweakedCombatXpModel.cs
+++ b/TweakedCombatXpModel.cs
@@ -7,7 +7,8 @@ namespace BannerlordTweaks
{
public class TweakedCombatXpModel : DefaultCombatXpModel
{
- public override void GetXpFromHit(CharacterObject attackerTroop, CharacterObject attackedTroop, int damage, bool isFatal, MissionTypeEnum missionType, out int xpAmount)
+ // They added PartyBase in v1.4.3. Updated method to address build error.
+ public override void GetXpFromHit(CharacterObject attackerTroop, CharacterObject attackedTroop, PartyBase party, int damage, bool isFatal, MissionTypeEnum missionType, out int xpAmount)
{
if (attackerTroop == null || attackedTroop == null)
{
diff --git a/TweakedPregnancyModel.cs b/TweakedPregnancyModel.cs
index 82f4590..1bf50f4 100644
--- a/TweakedPregnancyModel.cs
+++ b/TweakedPregnancyModel.cs
@@ -1,6 +1,6 @@
-using System;
+using Helpers;
+using System;
using System.Linq;
-using Helpers;
using TaleWorlds.CampaignSystem;
using TaleWorlds.CampaignSystem.SandBox.GameComponents;
diff --git a/TweakedSettlementMilitiaModel.cs b/TweakedSettlementMilitiaModel.cs
index c724194..47ace02 100644
--- a/TweakedSettlementMilitiaModel.cs
+++ b/TweakedSettlementMilitiaModel.cs
@@ -1,7 +1,6 @@
using TaleWorlds.CampaignSystem;
using TaleWorlds.CampaignSystem.SandBox.GameComponents;
using TaleWorlds.Localization;
-using System.Linq;
using System.Windows.Forms;
using System;
using ModLib;