Sky’s Tweaks

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Author: InfernalSkys

Last revision: 19 Feb at 10:17 UTC (3)

File size: 1.54 MB

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Description:

Just some tweaks I made for myself while playing the game. Everything is disabled by default and toggleable through MCM or console commands. Changes are immediate, no restart required.

Every feature is modular: Enable just what you want. If you don’t like something then keep it disabled.

Mercenary Companies

Hire mercenary companies instantly for gold via the Party Management screen ( hotkey > Mercenaries tab).

  • Select a culture and troop count > pay gold > company spawns at your location
  • Troops randomly selected: ~30% Tier 2, ~40% Tier 3, ~25% Tier 4, ~5% Tier 5
  • Each company has a generated captain with culture-appropriate name, skills, and equipment copied dynamically from elite troops
  • Captain joins your clan as a companion and will stay if the company disbands or is destroyed (Configurable)
  • Companies do NOT count against your party limit
  • Cost is based on each unit’s recruitment cost (plus a configurable multiplier) and is affected by any perks you have to further reduce costs

Captain Death: If 75+ troops remain, a 1/5 of the company deserts (forming a hostile party nearby) and a new captain takes command. If fewer than 75, the entire company collapses entirely into deserters.

Party Systems

Party Orders – Command Governor Parties, Mercenary Companies, and Companion Parties. You can order them to do all sorts of actions such as Besiege, Raid, Patrol, Follow, Garrison, and more.

Governor Parties – Governors auto-form parties that recruit and default to garrison their governed settlement. They don’t count against your party limit. Can also enable auto-build for settlements. Recruit parties will also be formed and path to reinforce the Governor’s party from governed settlement and bound villages (If you’re also Auto-Recruiting from the same settlement then you get priority).

Companion Parties – Idle companions can automatically create new parties. Companions can also join the garrison in settlements when idle and without a party as long as it is clan/faction settlement. You might actually have a good reason now to leave a well armed companion in a settlement.

Auto-Recruitment – Designate a Town/Castle (includes bound villages) for daily recruitment from their pool. Recruit parties will path to you until your party is full. These recruit parties can be intercepted by enemies and lost.

Auto-Upgrade – Will upgrade troops as soon as they are ready. Configure path preferences: balanced, infantry, ranged, cavalry, or horse archer. Can keep your party balanced when paired with auto recruitment.

Retinue

Select a troop that replenishes over time. Replenishes faster if you have more settlements. You get 1 slot per clan tier with +5 max size each. For example clan tier 2 gives two slots with 10 troop capacity each. You can either pick any troop in the game as a retinue or pick a more balanced "Recruit Mode" that filters out to only units that have an upgrade tree and also only to the lowerst tier of that tree. (This can allow you to recruit minor clan troops)

Population System
  • Recruitment costs hearths/prosperity
  • Option to limit recruitment to clan-owned settlements causing clans with more land to be able to field larger armies faster than clans with less land
  • Option to cause Villages and towns to spawn mostly militia instead of recruits (castle-bound villages have elite chance based on hearth) – troops that can rank up to tier 6 will become rare in armies
  • Over-recruiting can leave villages and towns poor and affect the economy.
  • Option to make losing militia reduce hearth/prosperity in settlements. (Makes raiding and sieges a lot more devastating)
  • When recruiting you can optionally reduce hearths/prosperity per recruit.
  • Friendly Clan Bypass: Recruit from settlements if you have good relations with the owning clan’s leader (configurable threshold)

Combat Features
  • Health regeneration in combat. Affects everyone including enemies. Can scale with medicine skill.
  • Throwables can replenish from arrow barrels during sieges
  • Player can participate in auto-resolve battles, gaining kills and XP

Character & Economy
  • Dual Perks: Get both perks when selecting one (Option to grant perks to troops as well and not just heroes when battle starts if their skills are high enough)
  • Immortality option (No aging for your character or for everyone, can still die from everything else)
  • Steward/Trading income (optional extra base scalable income or modifier just on profits)
  • Charm Renown: Gain passive renown daily based on Charm skill (can also grants Charm XP)
  • Keep workshops on war declaration or town capture
  • Increase workshop storage capacity

Quality of Life
  • Skip intro
  • All clan heroes visible in inventory cycling (Allows you to edit a companion’s equipment when they are leading a party from anywhere)
  • Receive marriage proposals as a player
  • No casualties when breaking into sieges

And more features I can’t list due to character limits on steam

Random fix – Fixed nord militia troops not being able to upgrade to their veteran counterparts. (upgrade paths are not connected in the base game)

AI Conversation & Diplomacy

Requires local Ollama or cloud API key. Enabling this feature disables the base game’s diplomacy processing.

Faction leaders will negotiate with each other, remember conversations and decide strategically when to declare war, peace, trade. When encountering lords you can freely speak to them and even demand their surrender. If you manage to convince them they can even pay you.

Each faction leader has traits (Valor, Mercy, Honor, Generosity, Calculating) that shape how they interpret facts. The same military report means different things to different personalities. A war hungry leader with high Valor might see a weakened neighbor as opportunity. A more cautious leader seeing consistent losses and many of their lords held prisoner might offer tribute for peace. An honorable leader will keep alliances while a dishonorable one might break them when convenient. The way this system determines the personality of a lord is by looking at what traits the character already has in the base game, so this adds interaction with the game’s already existing traits. This also means that if the traits change naturally through gameplay then the personality of the character can also morph over time.

Faction leaders can hire mercenary clans and also attempt to poach them from rivals. Mercenary clans have a reputation system – whenever they defect they lose reputation and all factions can see it, so they might be less inclined to hire them. Mercenary clans will then be more likely to work for less. Consequently if their reputation is very high then they can charge a lot more.

All these interactions happen in the background and you can interact with all of these systems using natural language, either by finding and talking to a lord or by pressing ALT+ to tell your Advisor to relay your message. Your advisor can also interact with the order system so you can send orders to your companions with natural language, hire companions and more.

For cloud models, input your API key via console:

skystweaks.ai_cloud_key YOUR_KEY_HERE

Hotkeys
  • (Backslash) – Party Management: orders, hire companions/mercenaries, auto-recruitment
  • ALT+] – Retinue Menu
  • ALT+ – Talk to Advisor (requires AI setup)
  • F9 – World History: diplomatic events log (requires AI setup)

All features are OFF by default. Configure via MCM or console commands (type "skystweaks" for auto-complete).

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Required items:

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HarmonySteam Workshop
Mod Configuration Menu v5Steam Workshop
ButterLibSteam Workshop
UIExtenderExSteam Workshop
Revisions:

Old revisions of this mod are available below. Click the link to download.