Upon further feedback and unexpected bug fest, I will be removing Take Prisoner Lord's Equipment interaction from this mod. I will consider uploading this feature as a separate mod when I found a good workaround for the bugs that it brings.
You can check the mod Captivity event for inspiration, turn out I had been using that mod feature instead of yours and it worked so well that I thought it was one of your features. When the captor event gets annoying I turn the mod off and holy hell I don't see the option of striping them anymore which is a shame cause that was how I got armor for my companions lmao
Forgot to add this into the v1.2.7 mod changelog earlier:
From popular requests, v1.2.7 mod files now allow you to turn your companions into direct siblings. Prior mod versions only support turning companions into your son/daughter.
Please add "=" to the text identifier at this location : InformationManager.ShowInquiry(new InquiryData(new TextObject("{=Dialog_MoreHeroInteraction_InviteRequest_MenuTitle}A person walks to you...", null).ToString(), new TextObject("{=Dialog_MoreHeroInteraction_InviteRequest_MenuDesc}The person waves and signals for your attention. Do you want to respond?", null).ToString(), true, true, new TextObject("{=Dialog_MoreHeroInteraction_InviteRequest_MenuYes}Yes", null).ToString(), new TextObject("{=Dialog_MoreHeroInteraction_InviteRequest_MenuNo}No", null).ToString(), new Action(this.RequestAccepted), null, "", 0f, null, null, null), false, false); This is a modified version, in the original there is no "=" before "Dialog_MoreHeroInteraction_" . Also please add these id's to std_module_strings_xml.xml
If you add a brother/sister to the family and marry one of the companions, the companion spouse will not go into the family and will remain in the companions. Fortunately, the child goes into the family.
Author, you mentioned that when a married companion starts a clan, thier spouse will be transfered into the clan. Will this work for any of their children AND their spouses + children? is it possible under certain conditions?
Hi, just tested this mod on Bannerlord 1.2.8 and didn't experience any crash but noticed a few things:
- Underage family members appear as potential options for marriage with your companion. - If you make a companion who is leading a party into a brother/sister/son/daughter, their party will immediately disband. You'll lose their troops so change party leaders first if doing so. - Children of two married companions take the mother's suffix by default (e.g. the exile). - If you married two companions together and take one of them into the family (be it as sibling or child), their spouse doesn't join your family as an in-law; he/she remain as a companion.
A question: - The children of companions married together become my clan family member and listed as relative on encyclopedia but aren't listed as lord/lady (they are wanderers). Once of age, can they be used to govern, lead parties or caravans, etc.? I see an older comment here saying they just stay in taverns?
EDIT: have some crashes that I was able to recreate. will report on bugs.
Hi Cawe321, thx for mod! Pls fix class CompanionRequestToJoinBehavior in func MakeARequest add eq symb to strings, translate not working And class DisownChildToCompanionBehavior in void AddDialogs last row has name Dialog_MoreHeroInteraction_CompanionToFamily_End, but is repeat, thats why dialog not working correctly and when u tell ur son that he is now a companion, he is happy, change ex to Dialog_MoreHeroInteraction_FamilyToCompanion_End
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UPDATE: Fixed in v1.0.0b of the mod.
From popular requests, v1.2.7 mod files now allow you to turn your companions into direct siblings. Prior mod versions only support turning companions into your son/daughter.
This is a modified version, in the original there is no "=" before "Dialog_MoreHeroInteraction_" .
Also please add these id's to std_module_strings_xml.xml
- Underage family members appear as potential options for marriage with your companion.
- If you make a companion who is leading a party into a brother/sister/son/daughter, their party will immediately disband. You'll lose their troops so change party leaders first if doing so.
- Children of two married companions take the mother's suffix by default (e.g. the exile).
- If you married two companions together and take one of them into the family (be it as sibling or child), their spouse doesn't join your family as an in-law; he/she remain as a companion.
A question:
- The children of companions married together become my clan family member and listed as relative on encyclopedia but aren't listed as lord/lady (they are wanderers). Once of age, can they be used to govern, lead parties or caravans, etc.? I see an older comment here saying they just stay in taverns?
EDIT: have some crashes that I was able to recreate. will report on bugs.
Pls fix class CompanionRequestToJoinBehavior in func MakeARequest add eq symb to strings, translate not working
And class DisownChildToCompanionBehavior in void AddDialogs last row has name Dialog_MoreHeroInteraction_CompanionToFamily_End, but is repeat, thats why dialog not working correctly and when u tell ur son that he is now a companion, he is happy, change ex to Dialog_MoreHeroInteraction_FamilyToCompanion_End