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Clan Manager v1.0.4

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@sin-0f-pride sin-0f-pride released this 17 Jun 01:47
· 36 commits to main since this release
b9ad631
  • Fixed an issue that resulted in 1-man parties roaming the map, largely doing nothing but distracting larger parties. There may be other sources of this issue, so please report if you find one.
  • Fixed a rare issue that could result in a crash when the player rejected a new clans request to join their kingdom and had no other valid destination kingdoms.
  • Added 'clanmanager.add_random_hero_to_clan [ClanName]' command, allowing the player to generate a new hero for any clan.
  • Added 'clanmanager.set_clan_kingdom [ClanName] [KingdomName / FirstTwoCharactersOfKingdomName]' command, allowing the player to move any clan to the chosen kingdom.
  • Added 'clanmanager.set_clan_leader [ClanName] [HeroName]' command, allowing the player to set the leader of any clan to the chosen hero.
  • Added 'clanmanager.set_hero_clan [HeroName] [ClanName]' command, allowing the player to move any hero to the chosen clan.
  • These commands are stopgaps until proper in-game methods of utilizing this code are completed.
  • Added 'I would like you to set off on your own and begin a new clan' dialog option allowing the player to create clans using their companions or family members without giving up a fief. Keep in mind that this uses your current MCM settings just as when clans are autonomously created using the normal mod features. The exceptions are leader changes and preserve kingdom features, since the new clan always joins the player kingdom.
  • Expanded the dialog option allowing the player to gift fiefs to companions to include children and siblings.
  • Refactored some aspects of the code for better organization and simplified some implementations to improve readability.