Step 1: Find the lord you want to marry, then increase Relationship with him, at around 10 and higher. Female Characters: As a female character Marriage or Courtship is extremely easier. Some podfics are also available in m4b (audiobook) or m4a format. Courtship, This is a new feature added to Mount and Blade through Warband, it adds the ability to get married. Slot_faction_ai_last_rest_time = 96 #the last time that the faction has had default or feast AI - this determines lords' dissatisfaction with the campaign.This is a list of Merlin podfics. If you can find the Lord on the field, he might say that gathering all of the lords together is a difficult task and suggest that you two marry in any hall. Slot_faction_last_offensive_concluded = 95 #Set when an offensive concludes Courtship as a female character is very simple and direct: Find the lord you want to marry Increase your relationship with him Ask to 'cement the alliance to their house' If he accepts, talk to him during a feast to perform the marriage ceremony. Slot_faction_ai_last_offensive_time = 95 #Set when an offensive concludes Slot_faction_last_feast_start_time = 94 #this is a bit confusing Slot_faction_last_feast_concluded = 94 #Set when a feast starts - this needs to be deprecated
#slot_faction_deserter_party_template = 62 #slot_faction_inactive_leader_location = 66 Slot_faction_political_issue_time = 65 #Now is used Slot_faction_political_issue = 64 #Center or marshal appointment Slot_faction_war_damage_suffered_when_marshal_appointed = 63 #Probably deprecate Slot_faction_war_damage_inflicted_when_marshal_appointed = 62 #Probably deprecate Slot_faction_instability = 61 #last time measured Slot_faction_village_walker_female_troop = 56 Slot_faction_village_walker_male_troop = 55 Slot_faction_town_walker_female_troop = 54 Slot_faction_quick_battle_tier_2_cavalry = 46 Slot_faction_quick_battle_tier_1_cavalry = 45 Slot_faction_quick_battle_tier_2_archer = 44 Slot_faction_quick_battle_tier_1_archer = 43 Slot_faction_quick_battle_tier_2_infantry = 42 Slot_faction_quick_battle_tier_1_infantry = 41 #overriding troop info for factions in quick start mode. Slot_faction_last_mercenary_offer_time = 31 Slot_faction_ai_offensive_max_followers = 9 Slot_faction_ai_rationale = 6 #Currently unused, can be linked to strings generated from decision checklists Slot_item_multiplayer_availability_linked_list_begin = 61 #temporary, can be moved to higher values Slot_item_multiplayer_item_class = 60 #temporary, can be moved to higher values Slot_item_enterprise_building_cost = 58 #enterprise building cost Slot_item_secondary_raw_material = 57 #in this case, the amount used is only one Slot_item_overhead_per_run = 56 #labor and overhead per run Slot_item_output_per_run = 55 #number of items produced per run #slot_item_production_site = 54 #a string replaced with function - Armagan Slot_item_base_price = 53 #taken from module_items Slot_item_input_number = 52 #ie, how many items of inputs consumed per run Slot_item_multiplayer_faction_price_multipliers_begin = 30 #reserve around 10 slots after this Slot_item_positions_begin = 23 #reserve around 5 slots after this Slot_item_tied_to_good_price = 20 #ie, weapons and metal armor to tools, padded to cloth, leather to leatherwork, etc Slot_item_desert_demand = 13 #consumer demand in villages, measured in abstract units Slot_item_rural_demand = 12 #consumer demand in villages, measured in abstract units The more essential the item (ie, like grain) the higher the price Slot_item_urban_demand = 11 #consumer demand for a good in town, measured in abstract units. # that it will be easy to change it if you need to. # just define it here rather than copying it across each file, so # If you need to define a value that will be used in those files, # These constants are used in various files.