Mount & Blade II: Bannerlord
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mrmouflon

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Mouflon

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About this mod

Adds various console commands that can respec or reset companions, family members or the player character.

Permissions and credits
Changelogs
Update 1.6

  • Removed the auto-respec part of the mod. I'm not sure anyone was using it, and my attempts to get a menu option in kept causing grief.
  • "campaign.respec_reset" now sets weapon skills to 10 and all other skills to 5, rather than everything being sixes and sevens (ho ho ho). Thanks to Shadusk for the suggestion!

This should be the last update. I wanted to preserve the basic functions without getting too far ahead of myself with dependencies and compatibility and whatnot, so now it's just some console commands, no new menus or behaviors or anything. If I ever get around to any of that other stuff, it'll be in a different mod.

Cheers to everyone who left comments and reports :thumbsup:

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RESPEC COMPANIONS


Adds various console commands that can respec or reset companions, family members or the player character.

CONSOLE COMMANDS

Requires the Developer Console Mod or an equivalent way to access the game's command line.

"campaign.respec_mainhero" - respecs the player character, resetting perks and refunding all spent attribute and focus points.

"campaign.respec_allcompanions" - respecs all companions in the player's party

"campaign.respec_companion [name]" - respecs a specific hero in the player's party

"campaign.respec_perks [name]" - clears perks from a specific hero in the player's party

"campaign.respec_reset [name]" - resets a hero to the minimum level 1 state, with balanced starting skillpoints and all starting attribute/focus points available to spend

KNOWN ISSUES

If you're getting a crash to desktop with this mod, chances are Windows has blocked the .dll file. Navigate to to Modules/CompanionRespec/bin/Win64_Shipping_Client/CompanionRespec.dll, right-click, Properties, General Tab, tick 'Unblock'.

COMPATIBILITY

Works with existing saves. Shouldn't conflict with anything, but using it alongside mods that modify or replace the vanilla character development system may lead to strange behavior.

Always back up your save!

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Changelog:

Update 1.53

  • Reuploaded 1.52, but properly. This version control is a real ballache, hey?
  • Fixed startup crashes related to mod load order.

The offender turned out to be the <DefaultModule/> tag in
SubModule.xml. I had it set to false, which somehow mixes up the load
order of the vanilla modules (which have it set to true). Removing the
tag entirely makes everything play nice.

Update 1.51

  • Added console command "campaign.respec_reset" which resets a hero entirely, returning it to a minimal level 1 state.
  • Updated all respec functions to better follow the native logic - which isn't
    the same as it was when I first wrote the mod, I notice. I suspect this means the mod will work with the beta version now, although I haven't tested.
  • All functions now properly respect the difference between mainhero and everybody else (see below)

So, it turns out that the player hero is overtuned, apparently by design.
Game-generated heroes start with 5 focus and 15 attribute, while a brand
new player character starts with 2 in all attributes for a base of 12
and then gets to add 6 more attribute and 12 focus through character
creation, and then gets one free focus point to spend at game start just
cuz, bringing the total to 13 focus 18 attribute. I'm not sure if
that's on purpose or if TW just haven't updated mainhero creation to
match the changes they made to minimum skill levels back in 1.1.0.
Either way, my mod now behaves the same, the hero gets more points (but
minimum 2 in each attribute).

Minimal level 1 state - all heroes need 120 skillpoints in order to not be broken, so the reset will set
all skills to 7, then randomly pick 6 skills to decrease by 1, bringing
the total to 120. It's not the most elegant solution, but it seemed like
the fairest way to do it without inordinate effort.

Update 1.5

  • Combined both versions of the mod; 'Auto respec on hire' is now a toggle in the Mod Options menu.
  • Added console command "campaign.respec_perks <name>", which targets anyone in your party and will clear perk choices only.
  • Console commands can now target family members (thanks howlryu for the tip!).
    Auto-respec will still ignore them, as will the respec_allcompanions console command.
  • Extra stats/focus from smithing perks no longer end up in the unspent pool (thx DaedalusKnox for pointing that one out)

The toggle setting functionality makes use of Aragasas' handy MBOptionScreen standalone, which requires no extra download and should play nice with other mod options screen mods.


Update 1.41

  • Console command "campaign.respec.allcompanions" now finds all companions in the entire
    clan, then excludes those not in the party (and gives this information to the player)
  • Clarified error messages in general

There's no problem running the respec on faraway companions, but since the game
won't let you spend the points while they're outside the party I
figured I'd keep it consistent.

Update 1.4

  • Changed console command "campaign.respec_companions" to "campaign.respec_allcompanions"
  • Added console command "campaign.respec_companion <name>" where
    <name> is the target companion. It accepts firstnames, titles/surnames or full names and is not case sensitive. Where more than one companion matches the input, only the first matching companion will be taken
  • The respec function will ignore spouses and children in all cases, until I find a convenient way to investigate that
    interaction
  • Condensed output messages
  • Included a 'console command only' version

The plan for the next version is to add a respec button to the character
screen, then make 'automatically respec on hire' a toggleable option in a
menu somewhere. Then that'll be it for features probably. Future
changes will be more to do with balancing; a few people have already
mentioned it feels 'cheaty', since skill levels can remain high without the
attributes/focus points to support them. Any suggestions on how to
find the happy middle ground between gimped auto-gen characters and overspecced rerolled characters would be most welcome.

Update 1.3 Uploaded the correct file this time. Added devconsole commands -
'campaign.respec_mainhero' and 'campaign.respec_companions', which
function as you would expect. I'm working out how to aim it at
individual companions, to avoid needless hassle.

Update 1.2 - Perk respec now behaves properly.

Update 1.1 - Respec now clears perks as well; added missing dependency to SubModule.xml to keep the mod load order
tidy. Clearing perks makes them permanently un-settable for some reason,
so I stopped it. More research needed.