Author Topic: [S] Lots of New Companions [1.134] Updated but still mostly ~hiatus~  (Read 105475 times)

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Malik Faris

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This adds lots of new lord ready companions to native M&B: Warband. Ver. 1.134
                ^and lots of other companions.
A.K.A.: The f*** convincing enemy vassals to join your faction mod.
A.A.K.A.:108 Stars of Destiny
A.A.A.K.A.:Suikoden
A.A.A.A.K.A.:Water Margin
A.A.A.A.A.K.A.:Trying to outdo Romance of the Three Kingdoms in character count mod
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Character Introduction:
The 6 original lords - 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 thats because i dont 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.
Zachary:
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Ruslan:
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Porziano:
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Bataar:
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Matin:
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Einar:
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Marshals One king grade (probably higher) lord & lady - stronger and more expensive then the others, ideal marshal material. Costs 20000 denars. His army gets like around 180+ men on it's own, so he is pretty badass.
Balbanes:
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Joan:
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Female Lords:
Essentially, copies of their male counterparts, but their gonna be a little different, taking aspects of the women or the woman's culture who influenced them.
Boadicea:
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Cordelia:
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Camilla:
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Blanchefleur:
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Artemisia:
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Agustina:
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Skill Masters:
They won't cost alot to recruit, but they have high upkeeps, 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. You can use them to receive a party skills full potential, while you train up another companion to have the full party skill, and be a good fighter because of the experience they've earned, while not being so freaking costly.
Ostanes:
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Xin Jia:
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Xin Tian:
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Xin Rong:
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Bhagwandas:
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Windich:
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Strong Warriors:
Essentially like, troops that dont die in battle, just get knocked out. They are strong, but don't have the skills and attributes necessary to be good lords.
Karn:
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Argan:
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Edgardo:
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Morana:
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Eira:
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Duilio:
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Qorin:
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Yareb:
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Bern:
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Bowen:
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Charan:
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Ebrahim:
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Gavino:
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Hubert:
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Joel:
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Kontar:
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Korian:
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Lafayette:
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Luciano:
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Percy:
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Sergei:
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Hayk:
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Egil:
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Toki:
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William:
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Natalia:
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Rachel:
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Mid-Grade Lords:
Cheaper, not as good as the 14 other lords, make them lords of villages or something. If you wanted to, you could invest some time and make them into better lords, but its not entirely necessary. They will still be fairly good as warriors in your party though. Cost 6000 Denars to recruit.
Miura Anjin:
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Catherine:
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Edmund:
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Franz:
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Georg:
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Gottfried:
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Konrad:
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Robert:
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Ulrich:
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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.
Red Lion:
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Blue Whale:
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Green Turtle:
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Gold Fox:
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Ara:
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Thomas:
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Aquinas:
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Elihu:
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Jonathan:Caspian:
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Sophie:
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Deborah:
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They all have unique dialog, based off of real historical/mythological 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 Lords & Ladies hate their neighbors in a circle of hate as explained in the changelog.

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Install instructions:

Extract .rar inside the modules folder.
Download: Companions .97 + Diplomacy 3.3.2 + PBOD .85


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.

Feedback is appreciated. (as long as it's constructive)

In the works:
Finishing the companions I already made, gonna try my best to not make anything new.

Possible ideas:
Your "family", i.e. younger/older brother/sister/cousin who followed you to Calradia, they like you so they remain loyal. Only problem is unless your character was a "white" person they may not look exactly like you. Thoughts on this idea would be appreciated.

"Blank Slate" companions, kinda like marnid, level 1, maybe based off of the types of characters you can create with the create-a-character choices. would be very similar to the original 16 taleworlds companions.

A new marshal grade character (technically even higher than that, going to outshine all other lords, basically your (the player's) equal if you reached your maximum potential. probably going to cost like.... 30k-40k denars though.)

Current Version: 0.961

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My mod will be "officially" complete (version 1.0) once the 12 original lords & ladies have properly written and working moralities, with differing and unique Intel & kingdom support dialog.
Everything else after that (skill masters, strong warriors) is extra (i.e version 1.5).

If you want to incorporate this into your mod, just credit me and here is the python code in .txt files with placement instructions.

SOURCE <- UPDATED to version 0.95. Working on making my new companions more open source, dividing them up into individual files for selected implementation instead of having to add all 70+ of them, takes a long time because i have to remove their npc numbers and negate their relations/likes/dislikes, while leaving notes about who/what they are supposed to hate/like.

Banners:

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Credit: Ashmond
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« Last Edit: June 06, 2011, 06:37:56 PM by Malik Faris »

AceMcKIllYoFace

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Re: [M&B:W] (S) 7 new companion lords [1.127]
« Reply #1 on: August 07, 2010, 01:50:19 AM »
Awesome

I will be sure to try this

Jackalb

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Re: [S] 7 new companion lords [1.127]
« Reply #2 on: August 07, 2010, 01:21:04 PM »
Cool this sounds like a great idea I hope it gets more work done on it.

NewHemingway

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Re: [S] 7 new companions ready to become lords [1.127]
« Reply #3 on: August 07, 2010, 11:59:16 PM »
Too funny! I was tinkering with the very thing a few weeks ago  :D

I got stuck trying to get a sister or daughter to spawn when that npc got recruited as a lord. Have you tried that yet Malik? Looks good though!

Malik Faris

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Re: [S] 7 new companions ready to become lords [1.127]
« Reply #4 on: August 08, 2010, 12:10:26 AM »
Too funny! I was tinkering with the very thing a few weeks ago  :D

I got stuck trying to get a sister or daughter to spawn when that npc got recruited as a lord. Have you tried that yet Malik? Looks good though!

i was thinking about adding wives and daughters to my six lords so its easier for the player to find a wife, i was gonna look into that as i finish them up.

And i made this mod because i was always wondering why someone else hadn't done it already.

NewHemingway

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Re: [S] 7 new companions ready to become lords [1.127]
« Reply #5 on: August 08, 2010, 04:08:46 AM »
I was! You just beat me to the punch! :D

Again I'm glad you did it your companions are great and well thought out. Good job!

Malik Faris

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Re: [S] 7 new companions ready to become lords [1.127]
« Reply #6 on: August 08, 2010, 04:28:37 AM »
after looking at family relations, they appear to generated randomly, so it's probably not within my abilities to do anything there, too bad.

Malik Faris

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    • Lots of Companions for Warband.
  • Faction: Sarranid
  • MP nick: Malik_Faris
  • WBWF&S
Re: [S] 7 (and counting) new companions ready to become lords [1.127]
« Reply #7 on: August 08, 2010, 06:29:30 AM »
New version uploaded.

Fixed some minor things, added a character.

Folkzweise

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Re: [S] 7 (and counting) new companions ready to become lords [1.127]
« Reply #8 on: August 08, 2010, 09:47:10 AM »
wow a redhead to hire. now i definitely have to try this  :mrgreen:
personally i would love to see more female companions that are worth getting.
Demons, demons, demons, demons.
A Transformer for some reason.
Lasers, choking, dragging, glowing.
You should probably get a new ship...
Dead Space 2.
hmm...diesmal gibts kein breakdown

DoctorPainkiller

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Re: [S] 7 (and counting) new companions ready to become lords [1.127]
« Reply #9 on: August 08, 2010, 09:50:41 AM »
THE RETURN OF THE DARK KNIGHTS! I made a SP game where i was the dark knight, got really boring after about 10 minutes.

Russia will do what is best for Russian......I`m really not sure what that would be, but they would do what is best for them....

unknown3056

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Re: [S] 7 (and counting) new companions ready to become lords [1.127]
« Reply #10 on: August 08, 2010, 12:14:46 PM »
Thanks Malik. I actually learned how to do this by reading this...
http://forums.taleworlds.com/index.php/topic,128208.msg3092218.html#msg3092218  ;)

And...
wow a redhead to hire. now i definitely have to try this  :mrgreen:
personally i would love to see more female companions that are worth getting.

lol

Folkzweise

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Re: [S] 7 (and counting) new companions ready to become lords [1.127]
« Reply #11 on: August 08, 2010, 12:30:54 PM »
hey that's in my genes. i like the noble female race. nothing i can do about it.

other than that. i like the new companions. they exactly what a new kingdome need to get started. will love to see them finished.
Demons, demons, demons, demons.
A Transformer for some reason.
Lasers, choking, dragging, glowing.
You should probably get a new ship...
Dead Space 2.
hmm...diesmal gibts kein breakdown

Malik Faris

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  • Has over 9000 companions
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    • Lots of Companions for Warband.
  • Faction: Sarranid
  • MP nick: Malik_Faris
  • WBWF&S
Re: [S] 7 (and counting) new companions ready to become lords [1.127]
« Reply #12 on: August 08, 2010, 03:57:49 PM »
Thanks Malik. I actually learned how to do this by reading this...
http://forums.taleworlds.com/index.php/topic,128208.msg3092218.html#msg3092218  ;)


yeah i had to ask because search wasnt turning up anything informative.

also lots of the mod system documentation is old and outdated either for M&B original or from warband beta where they reference things like zendar and salt mines and gah things i cant understand because they arent the same as what i'm looking at in the files.

Malik Faris

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    • Lots of Companions for Warband.
  • Faction: Sarranid
  • MP nick: Malik_Faris
  • WBWF&S
Re: [S] 7 (and counting) new companions ready to become lords [1.127]
« Reply #13 on: August 09, 2010, 08:32:19 PM »
welp, i guess this is what happens when there's too many people in a tavern.
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frost32

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Re: [S] 7 (and counting) new companions ready to become lords [1.127]
« Reply #14 on: August 10, 2010, 12:15:18 AM »
welp, i guess this is what happens when there's too many people in a tavern.
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What?  Table dancing was just as popular than as it is now.  That dude is probably just really drunk :)

Great job adding cool companions.