mount and blade 2 bannerlord мод unlimited wanderers

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Bleinz’s Unlimited Wanderers

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This mod removes the soft cap the game has on how many wanderers can spawn in a campaign.

This mod does not have any known dependencies other than the base game.

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Thanks tho chinesebut for working with me to get this to function.

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Version v1.0.0

Thanks to chinesebut, author of the Companion Hoarder for helping me make this mod work!

Let me begin by explaining what the wanderer spawn soft cap is, exactly. The game puts a probability check before spawning each wanderer at the start of the campaign. That check has a hardcoded number inside of a function and is quite hard to edit externally to be able to configure it, yet chinesebut is working on it.
The check works like this:

The game has an arbitrary number that works as a soft cap, that number is 25.
The number is divided by the amount of wanderers that have the attribute is_template set to «true» in the game’s xml files (even the ones added by any wanderer mods like my Bleinz’s More Wanderers mod). The result of the division gives us a proportion that tells us how much smaller is 25 compared to the actual amount of wanderers. In the next step, the game generates a random number between 0.0 and 1.0 and if that number is smaller or equal to the ratio calculated before, it spawns the wanderer.

It completely removes the soft cap. This means that every single one of the wanderer templates will be spawned in every campaign, but only once (the game only spawns them once too anyway).

All that said, if you want to make sure all your wanderers can eventually be found in your campaign and you only want one copy of every wanderer, this is your mod.

On the other hand, if you’d prefer to have an exact number of wanderers in the game, while there being multiple copies of the same wanderer template (with different random first names, but same stats), you should check out the Companion Hoarder mod.

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We’re Wanderers

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10 new wanderers whose purpose is to bring the wanderer mods to the next level.

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First, if you are looking for Demi-God companions, then this mod is not what you seek. There are 10 low level wanderers, 6 male and 4 female(I mean no disrespect to ladies) who just begin their adventure in the game! Each have their own skills to fit anyone need.

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This mod is different then all other companion mods out there (and again, I mean no disrespect for the authors) because it adds facial expression and body language into conversations reflecting whatever the wanderers say to the player and you can see in the screens and where the dialog starts, their facial expression and body language and how the wanderers change how you advance in the conversation accordingly to what they say to you. All this together I also set their personality traits as close as I could so their facial expressions and body language will be justified and everything will fit together nicely. I also let them be random generated for so I won’t get bored of them after I restart the game multiple times. The point is, they look far more alive then how they are in vanilla tavern conversations.

Compatibility: It works with or without any mods as long as another wanderers mod does not have the exact folder name or the exact id’s in the xml’s. Compatible with e1.2.1! I do not know about beta version.

Installation: Extract the zWanderers folder from the archive and copy/paste it into your Mount & Blade II Bannerlord\Modules. And don’t forget to enable the mod in the launcher.

Credits: to the gentleman/lady who made WandererStringsLoader.dll, who spared me and not only me from a lot of work, I appreciate.

I also recommend my other mod: I Name for a bigger range of names available for the generated NPC’s.

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Improved Wanderers

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Wanderer are pretty useless when death is enabled, you invest on their skill and they will eventually die anyway, so I increased the starting skills of the wanderer, the lowest skill they can have are 40, except for the 6 weapon skills.

This could also benefit the player if you want to send multiple wanderer on a quest.

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I think this makes sense since wanderer is potentially a leader of some of your formation, so even if he/she is a doctor or a scout, they should at least have a basic knowledge on other things, they didn’t wander around for nothing, at least that’s what I think.

Also, the lords wander around the map with more or less than 2000 total skill point, and even the children of those lords has the potential to reach that level, wanderers on the other hand is much inferior, it makes sense since wanderer might not have the training the same way the noble has, but for the whole lifetime of the wanderer, I don’t think they could even reach 1000+ total skill point, and so they might always lose a battle while leading their own party.

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Unlike the player, who can increase their skill by practicing, wanderer doesn’t have that kind of will, and they don’t have education system like the children, so since they are grown ups, it makes sense they have 40 points instead of 0 or 1 point on their skills.

Install inside Modules Folder or use vortex

New game is highly recommended but will also work on old save for a new spawn wanderer
Can be uninstall mid-save but spawned wanderer will retain the skill

So how does this work?

I just added +2 for every skill the wanderer has, so the highest skill they have at the start would be their specialties, alexander the healer will have a higher skill on medicine and alexander jr. the scholar will have a higher skill on engineering.

Support me by subscribing on my Youtube channel, Thank you : )

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Bleinz’s Wanderer Library

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This mod gives players and modders alike an easy way to add new wanderers to the game and easily enable/disable individual wanderers.
On top of that, this mod adds several new unique and interesting wanderers partially inspired by real historical people.

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Ovbiously, the method I use to make the game read the xml strings can be used freely by anyone as it was probably the way taleworlds intended it. If you want to learn how I did it take a look at the files with a program like dnSpy or wait for me or someone else to post an explanation somewhere.

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Thanks a lot to SomeDudeOnTheW3B for their wanderer mods that taught all of us how to add new ones.

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Version v2.0.2

Version v2.0.1

Version v2.0.0

Version v1.0.0

Check out my other new mod to allow for all your wanderers to spawn! Bleinz’s Unlimited Wanderers

This mod gives players and modders alike an easy way to add new wanderers to the game and easily enable/disable individual wanderers. That is done through C# coding that no user will have to actually touch.

If you want to create a completely new wanderer using this mod, duplicate any of the spspecialcharacter files and any of the wanderer_strings files and change the values to whatever you want, make sure the ids are the same and then follow the process above.
This mod will also add a plethora of new unique (meaning creative, not non procedural) wanderers to the game, inspired by real historical figures you probably won’t know until you look up the wanderer’s name on google.

As of now, I’ve added 12 wanderers with trading and stewardship skills to run your caravans and fiefs, two for each main culture in the game. They are not good at everything like other mods I’ve seen though, so they will have a hard time in a fight.

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I’ve added a config file that will let you disable or enable the wanderers you want so that you have an easier time finding them in game! (the more wanderers there are, the harder it can get to find a specific one. And without any mod that removes the wanderer spawn soft cap, the wanderer you want might not even be able to spawn ever at all! Don’t worry, I can remove the soft limit!)

Here’s the wanderers in the mod: 

Take a look at the images to see their exact skill levels.

- Figuring out a way to customize their starting gear a bit more.
— Finding out how to change the remaining conversation lines (I’m between jobs yada yada.. )
— Adding bards, skalds and poets.
— Adding engineers in the form of actual engineers, mathematicians or astrologists.

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