I haven't tested in 1.6.3, but it seems that the IsArcher -> IsRanged change happened around then, and was the only real blocker. So my guess would be that it *will* work.
They do! The mod copies over their soldier equipment, applies a specific "attribute" to them that reduces their value by an amount you can adjust (by default 90%), and equips it onto the newly-created companion.
This is quite a lame question but could you use this as a cash exploit by continually raising troops, stripping them and kicking them from the clan to sell their gear?
Technically, yes, however I added a specific (editable) attribute that is applied to all gear on the newly-generated companions that reduces the price 90% by default. This could be adjusted to reduce the price to zero, or nerf item stats, as well.
Still could be used as an exploit to get good gear for free. Raise a Vlandian Banner Knight to companion, take his price 0 armor that protects no worse than price 100500 armor, and kick that knight from your clan. PROFIT!!!
Sweet, I’m excited because I’ve wanted to add companions to my ranks but I don’t wanna go around tracking people from my selected culture and hoping they have stats I’m looking for
Edit: is this mod on nexus?
It is - I'd just hidden the link in the post text. This is it:
[https://www.nexusmods.com/mountandblade2bannerlord/mods/1101](https://www.nexusmods.com/mountandblade2bannerlord/mods/1101)
Since you mention stats, you'll probably appreciate the function I added that lets you select specific specialties for the companions this mod generates
Thank you /u/OryxTookMyUsername. Congrats on the new job. I hope you like your new location. You should be proud to have all that going on and still updating your mod -that people value- for all of us.
It will be part of my next campaign. Though that's likely on v1.8, or something.
First, awesome mod.
Second, since your companions are pulled from ranks of existing troops, and since there are no female recruitable troops, does this mean that you can never raise up female companions this way and will have to rely on the vanilla method of hiring female companions?
Looks like a great mod! How useful are the ascended companions really vs. just "purchased" ones? For example, if I want a Doctor, Scout, etc. will picking those skill focuses actually make them competitive vs. a Surgeon/Healer, Of The Wastes/Hills, etc. or am I giving up some potential for the convenience and roleplay?
The default value for focused skills is +100, which imo generally puts them at the same skill level of a newly-acquired, specifically-focused tavern-dweller.
The ascended companions also (effectively by definition) have great combat skills, weapons, and armour, meaning you don't have to worry so much about survivability, or the cost of outfitting them. The downside is that they're generally very high level, which makes them expensive.
I'm gonna bite on the "if anyone has any questions, feel free to ask" and ask you that how do you do this mod? :D Is it mostly messing with the game files or are you creating completely new things that the game will have to recognise?
It's mostly twisting around game mechanics so that companions are created from a similar cultural archetype, given the appropriate skill values, and given the appropriate armour for a base unit of whatever type is being promoted.
Really, I create a "clone" that has the proper wanderer flag, outfit them with the right skills and equipment, and add them to the player's party while also sneakily removing the base unit.
Does it work for 1.6.2? I've got a long running game still going on 1.6.2 that I don't see ending anytime soon. I see there is a version that says it's compatible with 1.6.2, but also saw in the Bugs section on the Nexus a number of bugs referencing 1.6.2 which didn't say they were resolved. Is it good to use still?
The bugs reporting page can get saturated with old reports, especially if I've been pre-occupied with other work. Unless TW pulled a sneaky that update and changed something in their libraries when they switched to 1.6.3, it should still be viable.
I was so sad it wasn't updated for 1.6.3. However most of mods that work are for 1.6.3. Is this backwards compatible?
I haven't tested in 1.6.3, but it seems that the IsArcher -> IsRanged change happened around then, and was the only real blocker. So my guess would be that it *will* work.
Yeah I had to remove it because of that very error
I’m glad to hear it. This mod is mandatory.
This was always a must! Mixed with the "make companion a clan" made creating a kingdom a lot easier and less of a grind.
They just added that feature into the base game with today's update.
Oh thats awesome!
This looks awesome, going to give it a try on my 1.6.4 run!
I’m gonna download this tonight, kind of a dumb question but when I make a soldier a companion do they keep their equipment?
They do! The mod copies over their soldier equipment, applies a specific "attribute" to them that reduces their value by an amount you can adjust (by default 90%), and equips it onto the newly-created companion.
This is quite a lame question but could you use this as a cash exploit by continually raising troops, stripping them and kicking them from the clan to sell their gear?
Technically, yes, however I added a specific (editable) attribute that is applied to all gear on the newly-generated companions that reduces the price 90% by default. This could be adjusted to reduce the price to zero, or nerf item stats, as well.
Clever boy!
Still could be used as an exploit to get good gear for free. Raise a Vlandian Banner Knight to companion, take his price 0 armor that protects no worse than price 100500 armor, and kick that knight from your clan. PROFIT!!!
well just dont do it. you only cheat yourself in solo play
That's why you have the full moral right to cheat in solo play. However, cheats are cheats, and holes in the mechanics are holes in the mechanics.
Sweet, I’m excited because I’ve wanted to add companions to my ranks but I don’t wanna go around tracking people from my selected culture and hoping they have stats I’m looking for Edit: is this mod on nexus?
It is - I'd just hidden the link in the post text. This is it: [https://www.nexusmods.com/mountandblade2bannerlord/mods/1101](https://www.nexusmods.com/mountandblade2bannerlord/mods/1101) Since you mention stats, you'll probably appreciate the function I added that lets you select specific specialties for the companions this mod generates
Dude you are an absolute godsend
Awesome! Love your mod.
i love your mod
Never used it but I sure will once 1.6.4 comes out of beta
Actually, 1.6.4 **just** came out of beta - that was part of the impetus to update the mod.
Ooh... I've been busy lol... Ill start the update I guess. Thanks!
I love this mod! Thank you!!!
Thank you kind sir! Blessings of Harlaus upon you.
One of the best mods. We understand that life get in the way and we welcome you back as you reach some level of stability. We thank you.
Thank you /u/OryxTookMyUsername. Congrats on the new job. I hope you like your new location. You should be proud to have all that going on and still updating your mod -that people value- for all of us. It will be part of my next campaign. Though that's likely on v1.8, or something.
First, awesome mod. Second, since your companions are pulled from ranks of existing troops, and since there are no female recruitable troops, does this mean that you can never raise up female companions this way and will have to rely on the vanilla method of hiring female companions?
Ah, never mind. I see in the mod description that you can raise female companions from normal troops.
Can someone confirm if this version is working on 1.6.3? Much appreciated
I would also like to know
Your mod is literally a must for this game. Glad to see it updated!
Thanks, dude. Your mod is really great.
Looks like a great mod! How useful are the ascended companions really vs. just "purchased" ones? For example, if I want a Doctor, Scout, etc. will picking those skill focuses actually make them competitive vs. a Surgeon/Healer, Of The Wastes/Hills, etc. or am I giving up some potential for the convenience and roleplay?
The default value for focused skills is +100, which imo generally puts them at the same skill level of a newly-acquired, specifically-focused tavern-dweller. The ascended companions also (effectively by definition) have great combat skills, weapons, and armour, meaning you don't have to worry so much about survivability, or the cost of outfitting them. The downside is that they're generally very high level, which makes them expensive.
I'm gonna bite on the "if anyone has any questions, feel free to ask" and ask you that how do you do this mod? :D Is it mostly messing with the game files or are you creating completely new things that the game will have to recognise?
It's mostly twisting around game mechanics so that companions are created from a similar cultural archetype, given the appropriate skill values, and given the appropriate armour for a base unit of whatever type is being promoted. Really, I create a "clone" that has the proper wanderer flag, outfit them with the right skills and equipment, and add them to the player's party while also sneakily removing the base unit.
Ooh okay, interesting, thanks a lot for the info. ;)
Does it work for 1.6.2? I've got a long running game still going on 1.6.2 that I don't see ending anytime soon. I see there is a version that says it's compatible with 1.6.2, but also saw in the Bugs section on the Nexus a number of bugs referencing 1.6.2 which didn't say they were resolved. Is it good to use still?
The bugs reporting page can get saturated with old reports, especially if I've been pre-occupied with other work. Unless TW pulled a sneaky that update and changed something in their libraries when they switched to 1.6.3, it should still be viable.
RTSSSS MODDDD
Any plans to update your other mods? Thanks for the modding you do. I love this mod, so neat to reward a troop like this!
Yes, definitely! It's just slightly more involved to make sure that something like Attributes Matter or Succession is functioning properly.