Start the Modding Kit editor
editor_launchStart the Bannerlord Modding Kit with your modules and the editor bridge, optionally entering the scene editor, while automatically dismissing common loading warnings.
Instructions
Starts the Modding Kit build (bin/Win64_Shipping_wEditor/Bannerlord.exe) with the official singleplayer modules, the given modules and the editor bridge, and (open_editor=true) enters the scene editor automatically (with an empty scene; open yours in the editor). Loading usually takes 1–5 minutes; poll editor_status until it reports 'edit mode ON'. While it loads, 'RGL WARNING' message boxes about other mods' SubModule.xml entries (common with Workshop mods made for launcher extensions) are answered automatically with OK, together with the two prompts that follow each of them (the crash watchdog's 'collect necessary files?' → No, nothing is collected or uploaded; 'Always Ignore?' → Cancel, no setting changes) and the shader-cache notices ('Mod change detected').
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| force | No | Start even if a Bannerlord process is already running. | |
| modules | No | Your module ids to load (with their dependencies), e.g. ["MyMod"]. | |
| open_editor | No | Enter the scene editor automatically (default true; needs the bridge). | |
| decline_safe_mode | No | If the game asks to start in Safe Mode after a crash, answer No (keeps your modules and the bridge loaded). Default false: the question is left to you. | |
| ignore_asset_problems | No | Start even when your modules' packages contain meshes without a material (the editor then stalls on a crash-watchdog dump for each while loading). | |
| dismiss_module_warnings | No | During the first 10 minutes press OK on module-metadata warnings, No/Cancel on the 'collect files?' and 'Always Ignore?' prompts that follow each of them, and OK on shader-cache notices (default true). Other message boxes are left for you; editor_status lists them. |