Remove included WandererStringsLoader.dll, since it is no longer necessary to load wanderer dialogue strings.
Thank you to those who have helped each other out to create temporary fixes in the meantime! An especially big thanks to daedalus1pl for his fixed version of the mod.
Hi, how long does it take for the companions to load into the game, i added the mod to an already existing campaign and i waited many in game days and they still couldnt be found? Is there any solution?
Need help! Mistake : Sorry, the mod could not be created. Error ID: 1d64067fe61e49d89aaf7dc44f40ff98 You can check the error log for potential causes, or ask for help on Github or NexusMods. When asking for help, please include the error ID above.
Works on 1.1.6 Leaving "Hair" blank doesn't make it random, it just makes everyone bald :') Everyone is bald. They look like tiny skinny aliens. Also, for some of them you can manually set points and perks, and some you can't. When using {HERO.FIRSTNAME} it doesn't seem to account for gender or culture though. Edit: After restarting the game the first name disappeared, and new ones spawned without any, so that doesn't work I guess.
Hello, I have a problem where I will have multiple of the custom companions I made on the website spawn. Like I will have 3 Johns in the game and 2 Janes, they look the same and with the same dialogue. Is this just a part of how it works or did I do something wrong?
Mod is great, but the prerequisites that allow more companions to spawn into the world is sadly abbandonded. This means most new companions will make the companion pool bigger but the possible ammount of companions spawned from this pool will always be the same.
Kaoses Tweaks let you load 56 into the game I believe. And doesn't More Companions for My Tavern still work with 1.1.5? You can refresh the companions loaded into the world weekly by hitting the button in the MCM and also increase the number of companions in taverns (recommended number is between 3-5).
Probably the best companion mod from the Nexus, while other mod does great but probably aren't polished enough or add too many wanderer ending lowering the global quality of the mod....
Anyway here character feel unique, they blend perfectly and are charismatic. I just wish they would have a quest added to deepen the relation. It's really something that is missing with companion in BL, once they are recruted they become puppets
i see..and that would be very unlikely in the future and the website where you can create your own wanderers is really good...thank you for creating it
342 comments
Both https://butterlord.com/wanderers and this mod have now been updated to work with Bannerlord 1.1.1.
Changes:
Thank you to those who have helped each other out to create temporary fixes in the meantime!
An especially big thanks to daedalus1pl for his fixed version of the mod.
Mistake :
Sorry, the mod could not be created.
Error ID: 1d64067fe61e49d89aaf7dc44f40ff98
You can check the error log for potential causes, or ask for help on Github or NexusMods. When asking for help, please include the error ID above.
Leaving "Hair" blank doesn't make it random, it just makes everyone bald :')
They look like tiny skinny aliens.Everyone is bald.
Also, for some of them you can manually set points and perks, and some you can't.
When using {HERO.FIRSTNAME} it doesn't seem to account for gender or culture though.Edit: After restarting the game the first name disappeared, and new ones spawned without any, so that doesn't work I guess.
I got some error while downloading, please help me
Error ID: 80f62eb5cbf844a182b5e552041cc815
Any mods that might solve this?
Ask Taleworlds to change it.
Also what I've always wondered.... If you play a really long campaign, all wanderes actually get spawned, does the pool "empty" itself at some point?
Anyway here character feel unique, they blend perfectly and are charismatic.
I just wish they would have a quest added to deepen the relation.
It's really something that is missing with companion in BL, once they are recruted they become puppets