Can I ask what is the filename for a file with all the vanilla wanderers is. Seems like changing character surname changed the original file. I'd like to revert it back.
Oddly enough, this mod by itself crashes my game. If I remove it my game functions but if it is active the game crashes on setup. Which is weird because it was working the other day.
That is weird, I just tried it with my own version and had no problems. I am having problems with mods that are used with harmony that are in the mod folder but unchecked. I have to physically move the folder out. Also two mods I suggest seeing if helps is the fixed game launcher
can I use this to lock all vanilla companions(if I change is_template=false on all in this mod) or will that not work? I want just modded templates to show up in a new game.
This is a good mod. thank u. I have a question to ask for help. I created a lot of Companions from console code. Because I want to choose the beautiful one. So the rest were fired, but they were all in the city. It will never disappear. What should I do?
Hey that is a console code seems like. Cant help with that. Can you elaborate the rest were fired and all in the city. Are you saying that they are just wandering around the towns now? Because this is going to happen now as they are companions in the game now.
Hey man. I really appreciate your work and I want to thank you! Furthermore I apologize if I break any rules. Im kinda new to the whole Forum and Thread thing.
Can I ask you to change the code in your SubModule file to this?
It will bring the Modload order in order. This fixed the mod for me and I could enjoy it, but I have to change it everytime the mod gets a new Version. Again, I do not mean to discredit or anything. I sincerely want to thank all the awesome people out there who are creating mods. Thank you for all your work and efforts!
So I'm not sure if its related to the mod, but some of the companions are impossible to find, the journal lists them in towns that they are not, and often in castles as well, I've waited in a town for weeks for some of them, and the journal says that they are there as well.
This is going to be vanilla bug if anything. This mod simply is adding the companions in the xml file. Juat giving the companion adder more choice to randomise from. Companions do not spawn in castles ever. Its in the code to only spawn at towns. So i do not know. Any chance you have some pictures of the wanderers in the encyclopaedia and image of them not being there in the castle.
So looked into this on my other mod. The encyclopedia is actually showing the companion's settlement location when they are created. However, they actually not activated until you enter a town. When you enter a town for the first time it will spawn a companion at random and activate them there. this will keep happening for every new town you have entered until all the companions in the list are activated. This will then reset after 6 weeks and all companions will relocate and start the same process again. So they will all leave their settlements and the towns act like you never been there before and repeat the same thing.
However, whether after the 6 weeks instead they actually do move to another location and activate I do not know. All I can confirm is that the first 6 weeks if you look at the encyclopedia and see your companion that you have never met before, The town or castle they are listed at is incorrect.
44 comments
https://www.nexusmods.com/mountandblade2bannerlord/mods/205
and unblocker checker as well. https://www.nexusmods.com/mountandblade2bannerlord/mods/181
just in case. Nothing in this mod should be affected by the updated versions of games.
can I use this to lock all vanilla companions(if I change is_template=false on all in this mod) or will that not work? I want just modded templates to show up in a new game.
Fixed a bug which caused only Sturgian companions to be spawned and hireable in taverns.
Does this mean they unlock all companions?
all the companions are hireable in taverns now
I have a question to ask for help. I created a lot of Companions from console code. Because I want to choose the beautiful one. So the rest were fired, but they were all in the city. It will never disappear. What should I do?
Furthermore I apologize if I break any rules. Im kinda new to the whole Forum and Thread thing.
Can I ask you to change the code in your SubModule file to this?
<Official value="false"/>
<DependedModules>
<DependedModule Id="Native"/>
<DependedModule Id="SandBoxCore"/>
<DependedModule Id="Sandbox"/>
<DependedModule Id="CustomBattle"/>
<DependedModule Id="StoryMode" />
</DependedModules>
It will bring the Modload order in order. This fixed the mod for me and I could enjoy it, but I have to change it everytime the mod gets a new Version.
Again, I do not mean to discredit or anything. I sincerely want to thank all the awesome people out there who are creating mods. Thank you for all your work and efforts!
Companions do not spawn in castles ever. Its in the code to only spawn at towns. So i do not know. Any chance you have some pictures of the wanderers in the encyclopaedia and image of them not being there in the castle.
However, whether after the 6 weeks instead they actually do move to another location and activate I do not know. All I can confirm is that the first 6 weeks if you look at the encyclopedia and see your companion that you have never met before, The town or castle they are listed at is incorrect.
Hope that helps and makes a bit more sense
https://www.nexusmods.com/mountandblade2bannerlord/mods/170
I have a somewhat related question...
Is it possible to change the party size limit (with this mod or another)?
Clan tweaker mod. You can change your party size and companion size limit.https://www.nexusmods.com/mountandblade2bannerlord/mods/28
Don't get confused with party limits and party size limits. Party size limit is dependent on your leadership and steward skills.