Sorry to add some cold water to this parade, but this mod fixes very few of the key problems of warband. I'll admit it's the best and only workable warband mod, but we have miles to go before it's worth one's time investment.
http://forums.taleworlds.com/index.php?topic=132885.new#new details my last complaint.
The main problem is that once you start a kingdom or start a campaign with a claimant, there is almost no way to recruit Lords from other kingdoms. The line "I do not want to be known as a traitor is repeated ad nauseum," even when they are down to 1 little castle. You may argue that you can make your companions Lords, but you need every one of them as emissaries.
All the important emissary missions from Diplomacy end up in failure. You face a 80% chance of losing your companions for good and they come back unsuccesful 95% of the time even with Persuausion at 5.
Let me give you an example. I pumped up my relation with the Vaegirs and Khergits to 104 with gifts since they were the weakest on the map. (For some reason, favor with a king maxes out at 104.) Despite this, none of my persuasion-buffed emissaries could get an acknowledgement of right to rule. Without this, you cannot do a trade agreement, alliance, or any kind of pact. This means that this whole Diplomacy construct is useless!
NOTE: if you go all the way with a claimant, the Lords will actually join the claimant and you once you take every holding, but you will lose your kindom and become a vassal with all the originial problems that brings.
Main complaint: the Lords will not defect. I cornered all the Swadians and Rhodoks in a castle each, and none of them would come over, even with my persuasion up to 8. My emissaries always failed, even with pers at 8. Once I took their last castle, the Lords simply signed on with other kingdoms. They did this even though I had buffed my relation with all the Lords to over 80. NONE of them chose to be a vassal with me, even though I had at least 10 unclaimed towns and castles. Instead, they mostly joined the Sarranids, their former enemies and received NO fiefs there. When I approached them there, they refused and our relation dropped 30 points.
You do get an occasional Lord who has been tried for treason by his King. I wish there was a way to augment this, but it appears that fiefless Lords are just as loyal as Lords with fiefs. The 3 Lords that did defect to my side were the calculating and ones with controversy who had no fiefs and many rivals. They were very hard to keep happy.
So there you are. A fun game and mod at the start, but ultimately useless in the strategic and potentially best part of the game.