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View this file on the M&B NexusFile Listing: Lots of New Companions for Warband
Last Updated: Sep 21, 2010, 05:23:04 pm
First Created: Aug 06, 2010, 06:43:48 pm
File version: 0.961
For M&B version: Warband 1.1xx
Downloads: 10,653 (12,248) Size: 18.84 MB
Views: 25,536 (32,013) Type: RAR
Home:  Taleworlds Thread
Rating (2 votes): 4.8 / 5.0
Description
This adds lots of new companions to native M&B: Warband. Ver. 1.131

Click here to meet the lords & ladies.

Companions v.96 + Diplomacy v3.1

12 Lords & Ladies - each inspired by 1 faction in the game, with stats based on actual in game lords, so they don't unbalance the game. They each come pre-equiped with faction specific unmodified (i.e. no reinforced/cracked) gear. They cost 15000 denars each to hire, but that's because i don't want them being farmed for their equipment. But if your gearing up to run your own kingdom, you should be building your bank account anyways. Also their high level means they are pretty expensive to have in your army, so they really are meant for player kingdoms who NEED capable lords.

They all have unique dialog, based off of real historical/legendary figures from their factions influences. They do have rivalries / people they dislike. The men and women like their same faction influenced opposing gender. The men and women hate their neighbors in a circle of hate as explained in the changelog.

1 Lord & 1 Lady - King grade (probably higher) lord & lady - stronger and more expensive then the others, ideal marshal material. Costs 20000 denars. Their army gets like around 180+ men on it's own, so they're pretty bad ass. When made into fief holders, they receive the title "Marshal" (but aren't actually made the marshal of your army.)

28 Powerful Fighters - Essentially like, troops that don't die in battle, just get knocked out. They are strong, but don't have the skills and attributes necessary to be good lords.

6 Party Skill Master - They won't cost a lot to recruit, but they have high upkeep, because they're level 50, but very low combat stats for their levels. But the game seems to give them much higher stats then i assign them,(i give them 4 strength, when they show up in game they have 12 for some reason) so they can wear decent armor and equip decent weapons, but they wont exactly have the skills and proficiencies to use them very well. Their meant to be put on the bottom of your troop list and kept out of battle, but with larger battle sizes that can be kinda impossible. They also aren't designed to level up really, because they are already well experienced in what they do. Best thing to do is probably assign them to the archer group, or make a group just for them and tell them to wait at the start of battle.

9 Mid-Grade Lords Cheaper then the original lords, not as effective at combat and leading armies, but you could invest time in them to make them better vassals, though it isn't 100% necessary, Cost 6000 denars a piece. Some will have unique titles when made into "lords," so instead of "Lord Soandso" they will be "Something Soandso" .

11 Companions with 'potential':
These companions has stats very similar to player progression, so with the right nurturing, you can turn them into very capable lords or warriors. Some start out farther along then others.


To do:
Give a bunch of the new companions (strong warriors, skill masters, mid-grade lords) unique dialog.

Install instructions:
Extract .rar inside the modules folder.

This is not designed to work with any other mods currently. And it will most likely mess up your game if you try to install it over other mods. I am 99% sure this will not work with a saved game because it added new troops (sorta).
If you want this in other mods, ask their makers to incorporate it. Or somehow acquire the python/modsystem files and you could add them yourself from the source at the bottom of this post. I can't tell you how to merge the text files because i have no idea how the text files work, only the python/modsystem files. me no habla binary.


SOURCE w/ placement instructions. Version: 0.95

To do:
Give companions full unique dialog.


Changelog:
Version 0.961
- added 5 strong warrior archers
- added 4 tournament champion companions, you'll also see them in tournaments, wether they are in your party or not.
- added 7 blank-slate, character creation choice characters, they have the same potential you do.
- added the missing sword sister strong warrior companion.
- added deborah
- added to the introductions that were not unique for the mid-grade lords.
- gave the mid grade lords/knightly order lords unique faces, so they arent quite so cookie cutter.
- added the ability to buy ships at port towns, could be useful for trading from like say shariz to sargoth/rivacheg, might be faster/safer, boats move at a speed of 15. although there isnt much to do with a boat currently, i have some ideas to use those tiny islands along the coast.
- But with mercantile shiping comes pirates, so the seas arent completely safe, they vary in size, but you can also try to be a pirate hunter, as the pirates have various goods that you can take back from them, they are the largest bandit faction, kinda meant for endgame bandit hunting.
- Added two higher tiers to each bandit (forest,mountain,ect.), better equiped and skilled, but you wont encounter lots of them. easier for the player to find better gear off bandits now... sea raiders still strongest bandit faction.
- player troop tree now recruited from villages the player faction owns, currently not optional, gonna try to make it optional. credits topper.
- added/changed some items, new throwing short swords and throwing hammers, poleaxe and pole hammer work like hafter blades now (much better on horseback)
- MOAR BOOKS

Version 0.9601
- export/import companions added.

Version 0.96
- Knight Order companions now refer to the player as "Grand Master (playername)"
- All lord grade characters given proper/varying reputation types. Most are goodnatured/upstanding/benefactor/custodians/martial.
- Some lords & ladies finnaly have proper moralities, so they start to care if you do things they dislike.
- Agustina's backstory added.
- Can now recruit troops from tavernkeepers for money. Credits: Somebody & Ashmond
- Custom player faction only troops (only the player can recruit them currently), avaiable from tavern keepers.
- You can recruit troops of the knightlyorders/foreigners from the tavernkeeper

Version 0.954
- hotfix, nords now have proper upgrade trees, dont need to start a new game thankfully.

Version 0.953
- Merged knightly orders into main release.
- Custom titles back in

Version 0.952
- Compatiable with 1.131 native
- New companions now fall into proper groups when recruited, i.e. archers join the archer group, mounted companions join the cavalry group.


Version 0.951
- Added custom troop trees for miura and konrad/ulrich.
- Miura Anjin can recruit troops from a "foreign" country, but at a pretty slow rate, so he recruits some peasants from every faction to make up for his slow recruitment of the foreign troops, because otherwise it would take forever for him to have enough troops to actually venture out of a castle or town, because foreign troops are pretty strong and they already come fully upgraded.
- Added the 6 knightly orders of Calradia. And two representatives for each order, althought currently they are only clones of konrad and Ulrich.
- Konrad and Ulrich now belong to the Order of the Leopard knights.
- Added a cheat to that allows access to the new orders troops thru the tavernkeepers with cheatmenu enabled.(credits: Somebody)
- Custom titles were temporarily disabled, because they were causing peoples names to become whole paragraphs when made into lords *shrugs*


Version 0.95
- Miura Anjin has become a "midgrade lord," he has some leadership and tactics and such to be a "not complete shit" lord.
- Edgardo & Morana given backstory and dialog.
- 6 elites weapon proficiencies changed to match their influences (meaning melee guys dont have any archery skill and such)
- 13 more strong warriors
- 8 mid/midhigh grade lords, trying to test out custom lord titles, like howbunduk becomes "tribune bunduk"
- Companions lacking "proper" dialog, now have better generic dialog instead of just "a" or "signup" or "$$$"
- Added Camilla's backstory and changed her to better reflect her influences, now uses a bow&arrow instead of a pike&javelin and a wooden battle axe instead of a metal saranid one.
- Lowered Xin Jia's level to 30, as she is the most useless of the skill masters because her skill isnt passively active, only when you send her out to do stuff.
- Joan and Balbanes now have the title of "Marshall" when made lords.

Version 0.94
- Added Companion versions (copies) of each factions best unit/speciality (1 inf. 2 arch. 3 cav.)
- Added Samurai companion
- Fixed Einar's original faction
- Added 5 more skill masters
- Cordelia signup dialog finished
- Blanchefleur dialog finished
- Joan dialog finished

Version 0.93
- Added the other lady lords. Will be completed over time.
- Lords have rivalries in a fashion i call the "circle of hate." By drawing a big circle around thru the factions as they appear on the map, you can see the two factions each lord hates. Not all the proper dialog has been added though.
- Lords and ladies now like their respective counterparts, i.e. swadia guy likes swadia girl and vice versa.
- Lords and ladies given generic dialog for rivalries, RtR support and Intel. To be individualised at later times.
- Lords and ladies have towns to gather intel from.
- Cordelia backstory added.

Version 0.92
- Added original_factions for the 6 lords, based on their inspiration.
- Added Karn & Argan to test rivalries and learn about morality types.
- Added Ostanes, to experiment with "masters."

Version 0.91
- Changed Einar's cuir bouli to scale armor.
- Added Boadicea
- Added missing turn_against dialog.

Version 0.9
- Release
Commands
More From This Author
Comments
IP: logged
 14 (and counting) New Companions fo (v 0.93)  » posted by thepronto on Aug 12, 2010, 12:28:32 am
Sounds really interesting but most of us are using "Custom Commander" by rubik or "Diplomacy" by waihti and wouldn't want to play without them, I for one would like to see a merge of them both but if wishes where wings pigs would fly. ;-) You may want to consider using one of those as a base to build this on but thats your call and I will be looking in from time to time to see how its going.Good luck with what ever you decide and I do hope to see you finish your goals of story line, dialog etc. :-D
Oh and I do wish you could figure out the code for having a son or daughter, the would be cool to take them out with you some, you know like hey son/daughter wanna go help dad/mom kill some people today. :oops: Maybe something nicer to do together. :hammer: :pint:





comment last edited by thepronto on Aug 12, 2010, 12:41:15 am
IP: logged
 Re: 14 (and counting) New Companions fo (v 0.93)  » posted by Malikfaris on Aug 12, 2010, 11:52:40 am
thepronto wrote:
Sounds really interesting but most of us are using "Custom Commander" by rubik or "Diplomacy" by waihti and wouldn't want to play without them, I for one would like to see a merge of them both but if wishes where wings pigs would fly. ;-) You may want to consider using one of those as a base to build this on but thats your call and I will be looking in from time to time to see how its going.Good luck with what ever you decide and I do hope to see you finish your goals of story line, dialog etc. :-D
Oh and I do wish you could figure out the code for having a son or daughter, the would be cool to take them out with you some, you know like hey son/daughter wanna go help dad/mom kill some people today. :oops: Maybe something nicer to do together. :hammer: :pint:

If you want this in other mods, go bug their makers. it would easier for them to put my mod in theirs, then me to put theirs in mine.

I don't think anyone has figured out how to have children in the game, it could be because the timeframe is wrong for them to mature into adults and thus be of any use. all i do is copy a companion that exists, and change their name & stats and what they say when you talk them.

IP: logged
 14 (and counting) New Companions fo (v 0.93)  » posted by thepronto on Aug 12, 2010, 03:58:58 pm
Thanks for the quick reply Malikfaris and I would like to see it in other mods but it would probably be put together by someone who wanted to combine several mods like yours and "Custom Commander" or some others and these mods only seen to be getting better & better as time goes on so I guess patience is what I need. :lol: Glad to see you are commited to this and I do love what you have done so far, not all men was a good choice as I always enjoyed several if not all of the original companions who were woman above the others and I quess it was thier stories and personality that make them great.One of my favorite from the MB mod POP has and always will be "Sarah the Fox" as the mod adds all new companions and they are porting to Warband but that will take time.I will be watching your mod for updates and I am sure someone will grab it up and add it in their mod since it will make for richer game play. ;-) Keep up the great work.




IP: logged
 Re: 14 (and counting) New Companions fo (v 0.93)  » posted by Malikfaris on Aug 12, 2010, 08:07:56 pm
thepronto wrote:
Thanks for the quick reply Malikfaris and I would like to see it in other mods but it would probably be put together by someone who wanted to combine several mods like yours and "Custom Commander" or some others and these mods only seen to be getting better & better as time goes on so I guess patience is what I need. :lol: Glad to see you are commited to this and I do love what you have done so far, not all men was a good choice as I always enjoyed several if not all of the original companions who were woman above the others and I quess it was thier stories and personality that make them great.One of my favorite from the MB mod POP has and always will be "Sarah the Fox" as the mod adds all new companions and they are porting to Warband but that will take time.I will be watching your mod for updates and I am sure someone will grab it up and add it in their mod since it will make for richer game play. ;-) Keep up the great work.


I lied.

Companions + Diplomacy
IP: logged
 Re: 14 (and counting) New Companions fo (v 0.93)  » posted by thepronto on Aug 12, 2010, 09:13:34 pm
Malikfaris wrote:
thepronto wrote:
Thanks for the quick reply Malikfaris and I would like to see it in other mods but it would probably be put together by someone who wanted to combine several mods like yours and "Custom Commander" or some others and these mods only seen to be getting better & better as time goes on so I guess patience is what I need. :lol: Glad to see you are commited to this and I do love what you have done so far, not all men was a good choice as I always enjoyed several if not all of the original companions who were woman above the others and I quess it was thier stories and personality that make them great.One of my favorite from the MB mod POP has and always will be "Sarah the Fox" as the mod adds all new companions and they are porting to Warband but that will take time.I will be watching your mod for updates and I am sure someone will grab it up and add it in their mod since it will make for richer game play. ;-) Keep up the great work.


I lied.

Companions + Diplomacy


:shock: :shock: You did didn't you!!! ;-) But glad you did, many more people will try it now and enjoy your great companions. :-D
I am downloading right now!!!! B-)












IP: logged
 14 (and counting) New Companions fo (v 0.952)  » posted by buckkiller888 on Sep 03, 2010, 03:19:57 am
I cant figure out how to install this :-( :cry: Can someone help me? tried to put it in native folder last night and it messed up so i had to re install my game :-(
comment last edited by buckkiller888 on Sep 03, 2010, 12:52:54 pm
IP: logged
 Re: 14 (and counting) New Companions fo (v 0.952)  » posted by Malikfaris on Sep 03, 2010, 07:01:44 pm
buckkiller888 wrote:
I cant figure out how to install this :-( :cry: Can someone help me? tried to put it in native folder last night and it messed up so i had to re install my game :-(

make a copy of your native folder, than extract this to a different folder, and copy the files inside the extracted folder to the inside of the copy of the native folder.

also you probably have to update warband to version 1.131
comment last edited by Malikfaris on Sep 03, 2010, 07:02:08 pm
IP: logged
 Lots of New Companions for Warband (v 0.961)  » posted by Foxstranger on Nov 26, 2010, 06:20:23 am
Could you please explain how to add custom companion to the game like this -
troops.txt your hero unit
dialogs.txt your hero dialogs
****.txt with more detail please at least for 1 companion example...??????? :roll:
I found answer to my question, you need to download python and modules, sorry to bother you! ;-)
http://forums.taleworlds.com/index.php/topic,5408.0.html
comment last edited by Foxstranger on Dec 09, 2010, 08:05:11 am
IP: logged
 Lots of New Companions for Warband (v 0.961)  » posted by simbadthesaranid on Dec 26, 2010, 01:58:17 pm
having another look, its NOT the factions that disapear in day one .
its the knightly orders with all the animal names.......................
IP: logged
 Lots of New Companions for Warband (v 0.961)  » posted by robbind on Jan 30, 2012, 02:24:06 pm
its nice to have so much companions played diplomacy + this mod + pobd 85
a long time ago but can you add the new diplomacy and custom commander and other mini mods?
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