Is companion compatibility only for those in-party or for all associated withyou

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Zolcos

Sergeant
Let's say I have as many companions as I can have while keeping full compatibility (no whiners) and all are in my party. Could I then, get another (who will clash with the others) but keep him on tasks that remove him from the party (RtR quests, lending to other lords, becoming lords, etc) and continue to maintain full compatibility? or will he still have a negative effect just because he's working for me?
 
you can catch and release them, so you can pick them up later if you want to promote any to lords or minister. (this lets you use travellers to find them)
 
compatibility is only in effect when in your party, but you can use TweakMB to remove that and be able to have all 16.  Only works with new games, though, not saved games, Sorry.
 
Moosehead115 说:
you can catch and release them, so you can pick them up later if you want to promote any to lords or minister. (this lets you use travellers to find them)
Really? Is this something they've patched recently, maybe? I seem to remember releasing a companion, and the traveller didn't know where they were. I thought it was just for companions lost due to losing/being taken prisoner.
 
Charles du Lac 说:
compatibility is only in effect when in your party
This is all I needed. My intention was to assemble a team of only those who are naturally compatible, and always have them in my party, but when I need someone to do other things, I can pick up one of the other 'useless' companions and make them do it, to avoid breaking up my core squad, and keep full compatibility, and still have all the benefits of RtR-quests/vassals/ministers, all without cheating.
 
Vigil80 说:
Moosehead115 说:
you can catch and release them, so you can pick them up later if you want to promote any to lords or minister. (this lets you use travellers to find them)
Really? Is this something they've patched recently, maybe? I seem to remember releasing a companion, and the traveller didn't know where they were. I thought it was just for companions lost due to losing/being taken prisoner.
initially you can't get them back right away after you release them back into the wild, dependent on how much they hated you, that is how long they will be away until they return to Calradia
 
ah, i usually picked them up with high leadership and always have lots of food variety... so they prolly just come back really fast for me. .... i may have dropped the ones in question via not accepting them back from a quest of some sort, but i definitley had 4 waiting in taverns all over for me
 
I guess I just didn't wait long enough before trying to ask the traveler about them. Well gee, that's handy. That'll keep me from having to juggle companions so much by sending them on missions over and over.
 
The maximum about of companions you can have which is stable is 9. There are 2 sets of 9 and only these two sets are stable, if you just pick 9 randomers it will break apart. However its important to relise these 9 are stable because they each have just enough people they like and hate. This means that if you dont recruite all 9 fast enough it will break apart anyway if your unlucky with someone missing the person they like while having people they hate etc etc.

However using tweak mb you can turn off companion relations and have them all like each other, or add diolog to say "we hang deserters" which stops them leaving your party even ifthey hate it.

As for if you want to just play the traditional way, i recomend recruiting them and garasoning them and then just doing rotations of your heros so tehy all get used.
 
I've been able to run with the core group and when I find (and am ready) an unused one in a tavern I immediately ship them out on RtR mission. When they come back I send them on a fact finding mission just because. Then I dump them. They are never in the party long enough to express their dislike of my character or any other companion.
 
dhowlett 说:
As for if you want to just play the traditional way, i recomend recruiting them and garasoning them and then just doing rotations of your heros so tehy all get used.
I didn't think you could garrison companions. The option was greyed out for me.
 
Ive seen other people menchen that they cycled their companions by garasoning some of them so i presumed it was possible. Ive never done it my self.
 
You have to use Troop Editor to change the flag Unmoveable, so they can be garrisoned.  You should also remove the flag on the claimants too so they can be garrisoned.
 
Two things to point out:

1. RtR quests do hurt your party contentment. Those that disagree with the words he spreads will complain about that each time.

2. The stable 9 is not so stable anymore because of above. Make sure the one you send out does not have the enemy and friend combo.
 
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