Hello,
This is the first mod i'm working on for Bannerlord and it's still heavily work in progress.
The goal is to allow companions to have more use than pure battle godly character and bring a bit more variety to the deal. That's one point i was pretty disappointed with BannerLord over Warband, in the first Mount&Blade assembling a party with complementary stats was part of the deal, making you plan more than simply leveling your character but a roaster of companions with party skills. In Bannerlord if the role aspect looked like a good idea there are many flaws in the process that makes it useless, i'll try to solve them.
So what it aims at?
First it will make companions, yours and those of the AI, earn XP when they do tasks out of fight, so it will allow them to raise their skills that they actually can never levelup in the native game.
Secondly it will add some use for party skills to deal with a situation.
Thirdly will fix/change how clans handle their characters,ranging from actually allowing children to grow up, to have other clans also hire companions. (Why the hell our clan is the only one to have 20 membrers?!)
New features :
NPC heroes can recruit companions in their party and assign them roles to use their party skills. They will stuff them depending on the culture, their build and availability of the stuff found in cities they visits. They really buy the stuff and sell the old one, making the economy alive. Nothing is popped from nothingness unlike vanilla Bannerlord.
You can manage inventory of your companions' parties by talking to them.
XP leveling :
Governors of cities and castles gains Trade (only cities), Steward, Leadership, Charm XP, the amount depends on the Town's stats. It happens every day tick and the numbers are low but happens everyday.
Caravan leaders gains Trade XP for each city they visits and each day they made profits.
Scouts gains Roguery XP depending on the number of prisoners carried by the party.
Surgeon gains Steward XP depending on the number of pack animals in the party.
Quartermasters gains Charm XP if the party moral is high.
Tournament XP rewards given to heroes and companions as it does to player.
SkillEffects :
Scout's Roguery gives a small bonus to the player when trying to sneak in a town.
QuarterMaster's Steward gives a small bonus to carry capacity of the party.
Caravan hero leader's steward gives a small bonus to carry capacity of the caravan.
Fixes :
SlipIntoShadows scout's skill is correctly implemented.
Heros generated by the quest "family feud" that stuck in a town and in your clan without ever leaving are removed every day.
Heroes generated by the quest "notable wants his daugher found" that were never removed from the game now are, one every day.
Caravans party size limit is affected by hero leader steward (Even if less than regular parties)
Caravans recruit troops when they are below their max party size. It cost some gold and grants leadership XP for each recruit.
Wanderers are dispatched on all the map and not only in cities the player visit.
Others :
Use of NoHarmony for loading.
Multi threading is supported and used to improve performances.
French and English localization.
Overrides DefaultDisguiseDetectionModel, DefaultPartySizeLimitModel and DefaultInventoryCapacityModel
The development could go really faster but i want to keep the mod as compatible as possible with other mods and Taleworlds future updates, so i try to not override models and behaviors if this is not necessary and i do not want to use Harmony for the very same reason. With those two constrains, coding require a lot more thinking and planning, which makes release slower and maybe a bit less ambitious.
Downloads last version :
On NexusMod
On Reasontech website (for beta branch)
On Reasontech website (for stable branch)
This is the first mod i'm working on for Bannerlord and it's still heavily work in progress.
The goal is to allow companions to have more use than pure battle godly character and bring a bit more variety to the deal. That's one point i was pretty disappointed with BannerLord over Warband, in the first Mount&Blade assembling a party with complementary stats was part of the deal, making you plan more than simply leveling your character but a roaster of companions with party skills. In Bannerlord if the role aspect looked like a good idea there are many flaws in the process that makes it useless, i'll try to solve them.
So what it aims at?
First it will make companions, yours and those of the AI, earn XP when they do tasks out of fight, so it will allow them to raise their skills that they actually can never levelup in the native game.
Secondly it will add some use for party skills to deal with a situation.
Thirdly will fix/change how clans handle their characters,
New features :
NPC heroes can recruit companions in their party and assign them roles to use their party skills. They will stuff them depending on the culture, their build and availability of the stuff found in cities they visits. They really buy the stuff and sell the old one, making the economy alive. Nothing is popped from nothingness unlike vanilla Bannerlord.
You can manage inventory of your companions' parties by talking to them.
XP leveling :
Governors of cities and castles gains Trade (only cities), Steward, Leadership, Charm XP, the amount depends on the Town's stats. It happens every day tick and the numbers are low but happens everyday.
Caravan leaders gains Trade XP for each city they visits and each day they made profits.
Scouts gains Roguery XP depending on the number of prisoners carried by the party.
Surgeon gains Steward XP depending on the number of pack animals in the party.
Quartermasters gains Charm XP if the party moral is high.
Tournament XP rewards given to heroes and companions as it does to player.
SkillEffects :
Scout's Roguery gives a small bonus to the player when trying to sneak in a town.
QuarterMaster's Steward gives a small bonus to carry capacity of the party.
Caravan hero leader's steward gives a small bonus to carry capacity of the caravan.
Fixes :
SlipIntoShadows scout's skill is correctly implemented.
Heros generated by the quest "family feud" that stuck in a town and in your clan without ever leaving are removed every day.
Heroes generated by the quest "notable wants his daugher found" that were never removed from the game now are, one every day.
Caravans party size limit is affected by hero leader steward (Even if less than regular parties)
Caravans recruit troops when they are below their max party size. It cost some gold and grants leadership XP for each recruit.
Wanderers are dispatched on all the map and not only in cities the player visit.
Others :
Use of NoHarmony for loading.
Multi threading is supported and used to improve performances.
French and English localization.
Overrides DefaultDisguiseDetectionModel, DefaultPartySizeLimitModel and DefaultInventoryCapacityModel
The development could go really faster but i want to keep the mod as compatible as possible with other mods and Taleworlds future updates, so i try to not override models and behaviors if this is not necessary and i do not want to use Harmony for the very same reason. With those two constrains, coding require a lot more thinking and planning, which makes release slower and maybe a bit less ambitious.
Downloads last version :
On NexusMod
On Reasontech website (for beta branch)
On Reasontech website (for stable branch)
Last edited: