Thea: The Awakening

Thea: The Awakening

180 ratings
Xas Mods for Thea
By Xas
24st June 2024.

Updated 3 files uploads. Market.mod, Faction.mod and Mine.mod.

Corrected error in Cane trade and other small fixes.
Lowered Rare resource sack from 15 gold to 12 gold.
Changed Mercenary, Human Scav to Bandit in the Tavern recruitment, for Market.mod.
Fixes for trade prices.

6th Sept 2021.

Greatly reduced chances in Xas.mod events and frequency but still going to be handful to handle.
Lowered Growing Up.mod chance.
Modified Shady Merchant in Factions.mod, Market.mod and Caravan.mod.
Increased Gold in Mine.mod.

Trade Modifications in all related mods.
Added debug options to certain events for ' reset ' or ' testings'.


4th Sept 2021.

Edits to Commodity trades in both The Markets and The Caravan.

Edits to Faction trades.
Modified Improvements to Village Building bonuses of Manger/ Pallisade/ Food/ Watchtower at town Bumpkinton @100Gold each.
Changed initial failed Gathering Radius of Blessed Path to Vision of Watchtower instead.
Edited Faction relation prompt frequency.

1st Sept 2021.

Extensive Market Mod v1.22 opened to public.
Edited initial Market and Outpost HQ spawns in Market.mod.
Little alteration in Mine.mod.

Updates to Factions Mod.

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Dec 11th 2019.

The Shady Merchant starts to travel, other than hiding in towns and outposts.
Meeting him during expeditions would ease your heavy loads or fancy you with rares for a small fee.
Added into Caravan.mod [] and Market.mod as part of ' Travelling NPCs '. []

WORK in Progress. [] []
~ Major Expansions to Bumpkinton, Howlingwood and Orc Slaver's Camp/ Villages.
More Jobs, Trades, and activities within the compounds.
Cleaned up literature and unnecessary contents.
Fixes to BumpJob. Zmiya.garden, Zmiya.Trolls.
Fixes to BumpWitch having problem healing those 'wounded' and 'cursed' at same time.
Original Howlingwood Phases are a mess. Fixed what I could see.
Added Drunken Horn in Howl, urgent need of Food.

~ Completed Master Smithy in Orc Town. [Market.mod. Not updated]
~ Still needs tweaking on Love.mod and Growing Up, too much birth, too little blooms.

- 29th Nov
Brought to you, a smaller sized Market.mod v1.1, 140kb.
(Without Alliance.mod which is a massive 669kb in size)
Updated Caravan.mod and Market.mod with more rare goods trades, in Stores, Loan Ranger and Shady Merchant.
Lowered Child Birthrates in Faction and Love.mod, so Growing Up.mod gets more chances.
Updated majority of the mod downloads with up to date versions.
Could try Re-download and overwrite existing mod copies, in order not to miss out.

- 24th Nov 2019.
NEW Growing Up v1.1 .mod
NEW Love v1.1 .mod

- 23rd Nov 2019.
*NEW* Xas Mod v1.1 uploaded
Overhauled Invasion of the Skelly, Troll and Bandits.

- 22nd Nov 2019
Caravan v1.1 uploaded.

- 20th Nov 2019.
Returned and decided to publish the Caravan Mod v1.

For those that are having a hard time with the mods due to playing in GodLike or above 300+ Difficulties,
go to editor and
~ edit Combat events for Groups = 'Packs'/ 'Swarm'/'Master' of enemies to 'Few'.
~ remove the Linked Events in the Spawning Adventure combat event, example for Skeletons ~ SS / EC - XXX in the encounter, so they do not respawn after encounter or elimination.

Even I struggled to stay alive without meticulous grind at certain spots and the advanced Market Alliance.

___________________________________
Just to share and to help expand your experiences in the world of Thea.

   
Award
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Download Instruction
Download mod by
replacing the weblink, ---- with .com for the, as the description stated under link.

Mod Files downloaded will go into your
Adventure Folder at
:\SteamLibrary\steamapps\common\Thea The Awakening\Thea_Data\StreamingAssets\Adventures

Image files downloaded will go into your
EventImages Folder at
SteamLibrary\steamapps\common\Thea The Awakening\Thea_Data\StreamingAssets\EventImages


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changelog
________________________________________

24st June 2024.

Updated 3 files uploads. Market.mod, Faction.mod and Mine.mod.

Corrected error in Cane trade and other small fixes.
Lowered Rare resource sack from 15 gold to 12 gold.
Changed Mercenary, Human Scav to Bandit in the Tavern recruitment, for Market.mod.
Fixes for trade prices.

- 6th Sept 2021

Greatly reduced chances in Xas.mod events and frequency but still going to be handful to handle.
Lowered Growing Up.mod chance.
Modified Shady Merchant in Factions.mod, Market.mod and Caravan.mod.
Increased Gold in Mine.mod.

Trade Modifications in all related mods.
Added debug options to certain events for ' reset ' or ' testings'.


- 4th Sept 2021
Edits to Faction trades.
Modified Improvements to Village Building bonuses of Manger/ Pallisade/ Food/ Watchtower at town Bumpkinton @100Gold each.
Changed original failed Gathering Radius to Vision instead.

Edits to Caravan.mod v1.11
Slight Grain error trade in Market.mod v1.23

-1st Sept 2021
Edited initial Markets and Outpost HQs spawns in Market.mod.
Edited Mine.mod

- 28th Aug 2021
Small fixes to Faction Mod.

- 24th Aug 2021
Market Mod v1.21
small fixes.
fixed Shady Merchant's Thread movement from group to village.

- 22nd Aug 2021
Market Mod v1.2
from the small 170 kb to 730 kb filesize.
Read Market Mod v1.2 for details.

- 28th June 2017

Updates to Love.mod v1.05.
Amendment to Chances and Marriage/Sibling tags.

Many downloaded the Mods, but yet few bothers to Feedback nor even Rate the Mod Guide to keep it Afloat.
Cease further releases including Market.mod v1.05 until this Mod Guide gets a better rating or response.

- 23th June 2017
Released Xas.mod v1.08 (638 kb) for public download.
An Extremely Hard mod, only suitable if you hand-play a mediculously and careful game.
Supposed to work hand in hand with 'The Alliance' Market.mod v 1.05,
intensive spawns and encounters that aims to wipe out your villagers and bring your buildings down.

Expansion to Market v1.05,
Improvement to Courier System for Crafted Food delivery from camp to expedition groups.

- 12th June.
Updated Market.mod v1.04 with changes to trades, typo, grammar and few amends to challenges. (130kb)
Only Markets for Elf, Gob and Orc, does not include Alliance, Caravans and Roaming NPCs events.
Take note the older versions of Lone Ranger, exchange of Silver does not disregard Mithril which happens to falls in same tag as Silver.
(so if you exchange silver for gold, dont carry mithrills or update Market.mod for changes.)

- 10th June.
Edited Love.mod for some logic filter error.
Download updated mod to avoid encountering certain Sworn adventure without choices.

- 9th June.
Completed Alliance Market v1.05. (618kb)
The Outpost Main HQ is built close to the village, begins the mod, while three other Secondary Posts are scattered to the far distant.
Smaller capacity for Trade goods, sells few low to mid tier resources including food but looks to buy mid rare resources unlike the Markets.
Lodge for resting the weary men, at the expense of BOTH Food and Crafted Food.
Courier send resources from expedition back to camp. (dependent on different Outpost)
Loan Ranger and Shady Mechant.
Administrator would oversee the Alliance Outpost Territory and Expansions.

Idea of the Alliance is to extend your scope and range of your expedition groups without the fear of surviving in the wild, far from the village, Resting point, a Relay point for lessening your load, Trade and accumulative purposes.
A process of constructing Outposts at the expense of resources, for the more you build, the further you can explore in that direction.
Every Outpost you build gives a probability to increase your Blessed Path and Defense.
Renown may aldo draw additions to your village.

New Courier Posts between Caravans and Alliance Outposts,
transfer inventory items of the expedition groups to the village storage for a fee.
Caravan Main Campsite and Outpost HQ will have full access to Courier while Roaming Caravans/ NPCs are limited to partial Courier to provide competitiveness for weight.

- 8th June.
Completed Courier System,
implemented into Caravan's Campsite 1 and Alliance Main HQ full access, extra Long and Laggy 100+ phases of
Goods Transaction, for as low as 10% fee, relaying bulky goods from Expeditions far out in the lands back to the Village Storage.

Further Caravans camps, roaming Caravans and Player Built Trade Posts are limited to partial Courier Services to provide challenge to the weight and option to sell/ exchange for gold rather than allowing easy access on all inventory deliverence back to village.

- 7th June.
Completed Xas.mod v1.08 (638kb)
Overhauled Human Bandit Incoming and Troll Invasion event.
(Corrected much of the earlier missing logic, increased difficulty and devastations)
Completion of Undead Invasion Prelude and Undead Invasion Part I - Skeleton (46 Interlocking adventures)

- 29th May.
Did not feel like releasing the update, but here goes.
Released FIRST HALF of Undead Prelude into Xas.mod (old version). 480+KB filesize.
Three Events, over 20+ interlock adventures from the Skeletons.
The later three events and some other linking to Undead Invasion were deleted from the uploaded mod file, not for sharing for now.
Graveyard 'Drophole 'finale for SS - Skelly 03 B is not ingame, replaced by simple and default Skeleton Tomb for the uploaded version.

These Prelude Skeletons together with Old version of Undead and Troll Invasion should make one sweat.
If you Dare take up the challenge, or feel the game is 'too easy'
Try Xas.mod at Hard Difficulty and Realism.
' How hard can it be, one of the lowest level enemies, " just mere skeletons ". '

Some additional EventImages were used in the newer mod but not included in any of the Image Packs,
so you might see a White Image.

- 28th May
fixed Faction.mod
Download file again if unable to proceed pass Wolf Brothers.

Major reworks on mechanics in Xas.mod v1.08.
Reached filesize 496KB, solely with Prelude and Invasion Part I.

Prelude to the Undead Invasion, ' Skellies have Risen '
Six new events = 29+ long interlocking adventures from the Undead,
linking up to Invasion of the Undead Part I - Skeletons.
More stories, choices, consequences, rewards and Alot more deaths.

Tells the tale of how the Plague and Unwelcomed first found and reach your village.
Undead kept swarming and loitering outside the village.
If you make the right choices, they might just go away. A wrong move, more would appear.

Your villagers would be busy with these skellies
for they will swarm towards your walls, to take your buildings apart, eat your children and stomp their foot on your food.

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Market Mod. v1.25 . ( 21st June 2024)
________________________________________

Greetings

Having downloaded few mods from the game main' forum,
most pleased with Destabilizing, Punishing, Faction and few others, looking through their scripts gave me insights on creation.

    Created several mods below for sharing,
  • Focus are on Realism, Trades, Storytelling, Recruitment and Emotional events.
  • Catered for High Difficulty and Hard Realism Games.
  • Most events created gives little or no exp/research pts and occasionally some gold.
  • No unrealistic simplicity of easy way out, prepare to face choices and consequences.
  • No unrealistic cheats for items unless fought and gathered for.
  • No unrealistic airborne item grabbing over long distance between groups and village storage.
  • To create a slower pace, meticulous growth for the village, adding harshness, risks, heavy losses and balanced trading environment.
  • Chances for my mods are set as low, so they dont appear too often, nor try to gamebreak.
Dislike complicated scripting, messy spiderwebs as the editor gets extreme laggy and slow when too much logic.

________________________________________
Download Link down end of the page



Market v1.04, Gobo Storylines Done.


    Rather large project for Markets of different races, providing different goods and prices.
  • Realism in trading mechanics where Gold and Goods plays a part in the economy.
  • Realism in most trade requires goods to be on hand and delivered, no airborne item grabbing between village and expedition unless utilizing Courier or Structure transaction mechanics.




















The Human-Elven Village spawns rather soon near your village, begins the mod.
Options to buy raw food products and mid rare materials.
Serve as a base for prices in comparison to other trade structures.




The Tavern Done.

Find events for Bounties, Encounters, Recruitments or mini events and even ' Love '.










Well

Grants you a variety of wishes if you have gold to offer.







Subsequently you should see the Goblin village and Orc fort appearing in the far distant.




















Each has its own background, characters, adventures and tales to tell.
Following similar trade system, but differs in price and qty dependent on the nature.






Brothers at War. Done.

Struggles between two brothers at Gobo Village.
Dragging yours into it,
can you withstand the amassing Goblin armies.









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The Alliance
Uploaded in Aug 2021


The Quest to Reclaiming the Land.


An Invitation to the Elder

~ " Having set up few Trader's Outposts
across the land of Thea, we acclaimed ourselves
' The Alliance '.
One of our recent built Outpost lies just on the outskirts of your village.
Being one of the few Honorable surviving Sanctuary, we would like to invite you to join our alliance to battle this Darkness, but in order to fight the darkness, we first need to expand our vision into the unknown, the mist and darkness that flood the land for what we have built isn't enough.



Participate and contribute to extend our reach, in expanding our Outpost Territory is one of the key to surviving in this harsh world, filled with the Unknown, the Undead and the Unwelcomed. " ~









Trader's Outpost

Constructing Outposts for the Alliance is the
Key to Expanding your Horizon.








    The Outpost Main HQ is built close to the village, begins the mod, while three other Secondary Posts are scattered to the far distant.
  • Smaller capacity for Trade goods, sells few low to mid tier resources including food but looks to buy mid rare resources unlike the Markets.
  • Lodge for resting the weary men, at the expense of BOTH Food and Crafted Food.
  • Courier send resources from expedition back to camp. (dependent on different Outpost)
  • Loan Ranger and Shady Mechant.
  • Administrator would oversee the Alliance Outpost Territory and Expansions.

Idea of the Alliance is to extend your scope and range of your expedition groups without the fear of surviving in the wild, far from the village, Resting point, a Relay point for lessening your load, Trade and accumulative purposes.
A process of constructing Outposts at the expense of resources, for the more you build, the further you can explore in that direction.
Every Outpost you build gives a probability to increase your Attack and Defense strength.
Renown may draw additions to your village in future.





















New Courier System located in Caravans and Alliance Outposts,
transfer of inventory items on the expedition groups to the village storage for a minimal fee.
Caravan Main Campsite and Outpost HQ will have full access to Courier while Roaming Caravans/ NPCs are limited to partial Courier to provide competitiveness for weight.



Market Squares, Outposts and in Caravan.mod




The Loan Ranger Done.

Based in Villages and Outposts.
Deposit and Withdrawal of Gold.
Exchanging Silver for Gold.










The Shady Merchant Done.

Is definately up to no good.









Roaming NPCs Changed to act as Caravans for now.

Wandering through the land
seeking a familiar face,
you might just have what they need in their shopping list.

All Trade Prices in terms of Gold are cohesive and competitive between the various Markets, Outpost and Caravans in the mods,
catered for High Difficulty Games.
Goods prices are gauged by the race's nature, location and dependent of which structure. example; Orcs will pay little for meat and granites, but they will pay more for fish and sea weed.


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Gold, Diamonds, rare goods are your spending currencies.


Market.mod v1.24
( Market and Alliance )

http://www.mediafire----/file/x7phliy179e48tv/Xas_-_Market.mod
(Replace the above ' ---- ' with ' .com ' in your browser to download the mod file.)

new and large 730 KB filesize.




The Market has become too big to edit, slow load time and laggy.
As much as I wanted to, hard to expand it further.


________________________________________
Xas Mod. v1.2 . ( 6th Sept 2021 )
________________________________________
Download Link down end of the page


This mod is meant to push up the bar on the difficulty by sending Massive and Tougher spawnings towards your 'Strong and Indestructable Village'.

Your villagers grow but they hardly dies, this is here to put you to the test.
Seeing players say the game is too easy and its a breeze,
or are they just lingering at normal mode.
Perhaps this mod might make you reconsider. Seemingly too hard,
after i tried headon with a vanilla normal 18 men expedition squad on 335 difficulty.

Had done several alteration and tweaks to lower the scale % and chance for a more balance game.

Mainly Generic, Spawn locations and Expeditions.

23rd Nov 2019, Xas.mod overhauled to 633KB.
Lessen the difficulty, respawn rates, altered literature and major tweaks.
28th May 2017, Xas.mod has reached filesize 496KB solely with Prelude and Invasion Part I.
29th May, Uploaded FIRST HALF of Prelude Undead into old version v1.07.
7th June, Completed Xas.mod v1.08 (638kb)
Overhauled Human Bandit Incoming and Troll Invasion Event.
Completion of Undead Invasion - Prelude and Undead Invasion Part I - Skeleton
23rd June. Released Xas.mod v1.08 (638kb)


Undead Invasion

A very Long Extensive Event spanning over 40+ and increasing Interlocking adventures of the Undead.


Prelude - The Skellies have Risen in Xas.mod v1.08

A stranger arrives with dire news of his home, his struggles to leave the plagued village area he once lived, now infested with Undead.
He yields for a shelter, but unknowingly he brought along the plague and the Unwelcomed.

The ordeal of the village begins,
' Can you and the Elder keep the villagers safe or see the village fall into ruins' .

If you do manage to withstand the rising dead, the Invasions Part I - Skeleton shall follows.




















included in Xas.mod v1.1
Undead Invasion Part I - Skeletons is not an easy task to clear for a new game.
For now Part I - Skeleton will return to the chance pool as soon as you eliminated any of its tougher forces as Part II - Zombie is not yet in game for the link.


Undead Invasion Part I - Skeletons


Massive spawns of Skeletons are approaching your village.
Can you put a stop to it or making it worst.

Do not be Conceit.
12% chance Tier 1 Difficulty, might still be alittle too much for you to handle.
(Already toned down the scale of the incomings)

23rd Nov 2019. Greatly lowered difficulty.
17th May 2017. lowered chance from 12 to 10%


Could use some feedback on
' Is it too easy for you for a new game. '








More to come for those
who feels the game might be too easy.










23rd May, Major works into reworking the mechanics of the Undead.
Added 6 events, over 20+ interlocking adventures, linking onto the Undead Invasions.
Lots more undead stories, encounters towards the village walls, to dismantle your builds, eat your children and make away with what you have.


Undead Invasion Part II - Zombies (not in game)






















Undead Invasion Part III - Betrayal of the Elves







Farm House - Would you be fortunate to meet the kind family or witness a horiffic scene.

















Skeletons and Bandits Events for your expedition and villagers to work together hand in hand.










100+ phases of Troll Invasion and Swarms to really torture you in a serious long battle.







Included in Xas.mod v1.1
The Troll Invasion, take heed as this is going to be HARD.
(if you hit it, reconsider before continuing, unless very confident. MANY will dies)
15th May, lowered scale % abit and destruction to buildings is moved to another mod.
16th May, Increased Chance to trigger at lower Difficulty rate.
________________________________________


Xas Mod v1.2 .
- 6th Sept 2021

http://www.mediafire----/file/veyw1ov4zx664l3/Xas%25282%2529.mod/file
Replace the above ' ---- ' with ' .com ' in your browser to download the mod file.

Changelog -

Modified chance frequency. 6th Sept 2021

Overhauled and heavily tweaked.
Hopefully all works well, much headaches due to the large amount of interlocking events.
May not work on old saves.




Invasion is getting way too large and laggy on the editor to work on.
Apologies if its buggy. Had some troubles with its tripping green lines.


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Caravan Mod v1.12 . ( 6th Sept 2021 )
________________________________________

Caravan v1.12


Caravan v1.12 - 6th Sept 2021.
http://www.mediafire----/file/ftjkktc2rlp1p2v/Xas_-_Caravan.mod/file
(Replace the above ' ---- ' with ' .com ' in your browser to download the mod file.)
Changelog:
Major Updates.


The Caravans

Sometime into the game,
The Caravans will come to your village for a Carnival.




Trades Supplies and Resources similar to the system of The Market and Outposts.

New Courier Posts between Caravans and Outposts,
transfer inventory items of the expedition groups to the village storage for a fee.
Caravan Main Campsite and Outpost HQ will have full access to Courier while roaming NPCs and encountered Caravans are limited to partial Courier to provide competitiveness for weight.




















Rumors of the travelling folks ... might point you towards interesting locations, fierce battles or even new additions for the village.


Once The Caravan leave, other caravan events will appear during Expedition or Village phase.

Few Roaming Caravans will move around on the land in the distant, if you see them, stand next to it to visit their campsite.
Useful to serve as a trade post to sell extra loot to free space,
or using the Courier to store certain inventory loot into the village storage.





Further expansion to the Caravans,
speaks of what they encounter while moving around Thea.













The Shady Merchant .
had always been lurking within towns, villages and caravan,
now occasionally travels.
Handy upon encountered if you have glittering Gold to pay for his services.











Revenge on the Orcs.




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Love Mod. v1.1 . ( NEW )
________________________________________

Download Link down end of the page



Everything to do with Two or More characters.


Sworns and Brotherhood - Completed
Growing Up - NEW Completed. Standalone
Construction - Completed in Market and Caravan.mod



A series of events regarding Emotions.




four parts event. Elder's Gift.

Are you lucky enough with your rng to help Elder meet his childhood love.










More events on Weds, Newborns and Demonic Births, not to make the game into a Love Story,
or gamebreaking for village to become an orphanage, all events are very low chance.






    Diverse Marriage events between Races.
  • Main races Humans, Elf, Orc and Goblin still cross-mate by 3 stages Wed, Wait, and Birth.
  • Upon that, there are also events which only Elf-Elf, Orc-Orc, Goblin-Goblin, Dwarf-Dwarf and Demon-Demon could bond and reproduce.
  • Not to interfere with any of the games event and mechanics, no alteration to the existing Birth system, events are set at low chance from 1-5 % 1st tier chance.




three parts event. One Night.

A rainy night as you meet a mysterious stranger.
A nightful of event.
A surprise awaits you in months to come.











Completed much of the Weddings and Births, still much to work on, Growing Up and Construction phases.
More to come in the following days.






Villagers are mostly required to be in village in order for chance to Wed or be Pregnanted.
Babies and children grow up and mature in Village, required at least one parent around to guide them into their Adulthood and choice of Specialization.




Sworns


Brotherhood and Sworn Siblings between your villagers.









Comes with good tidings,
but who says Brothers don't fight.
yes, they do.
Some got themselves killed too.



Your men on the fields, in the village or in bed sometimes could spark a closer relationship to Sworn and form a Brotherhood.
Most of the time depending on your luck, they does bring favorable results to the village.
If requirements are meant, could greatly improve the buildings output.



Love.mod v1.1
24th Nov 2019

http://www.mediafire----/file/pvjn46olyy6ofsi/Xas_-_Love.mod/file
(Replace the above ' ---- ' with ' .com ' in your browser to download the mod file.)
Changelog:
Overhaul.


* Take Note, All the above Mechanics are related to the Faction mod.

Coming Soon Growing Up and Constructions. COMPLETED



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Growing Up v1.1 . ( NEW )
________________________________________

Time to Grow up,
a part of the Love.mod but was extracted into a Standalone

Due to the amount of complaint and personal experiences of the game's default growing up events not triggering due to number of turns and interrupting events, lessening its chances.


Growing Up v1.1

http://www.mediafire----/file/8qwgaufs6082hw6/Growing_Up.mod/file
(Replace the above ' ---- ' with ' .com ' in your browser to download the mod file.)


Child_tag now have a good chance of becoming Adults,
under Elves, Orcs, Goblin, Demonic and Humans, with majority falling into the Human professions.












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Mine Mod. ( 6th Sept 2021 )
________________________________________

Download Link down end of the page


A Mine that spawns rather near to your village.




















Some easy fights but dont be conceit, you might be surprised.
(used to be second tier dragon fights at low chance, removed because it kills the villagers asap and replaced with easier fights).
A 'Useful' place to rest and heals alittle hp at expense of food sources,
requires both Raw and Crafted food to camp for Realism.
Reaching the end of the mine for small amount of gold or minerals.


* Considering to changing to harder fights, seems too easy.


19th May 2017, added a tougher expedition Dwarven Mine.
27th Nov 2019, Updated.

Mine.mod v1.1
27 Nov 2019

http://www.mediafire----/file/3atva9m983gy3f3/Xas_-_Mine.mod
(Replace the above ' ---- ' with ' .com ' in your browser to download the mod file.)



________________________________________

Both the Market and Mine Mods are Permanent Structures once spawned
Certain features could be exploited to give your village an edge,
but it all depends on the user if they want to keep using the function or once a blue moon.

________________________________________

Mods downloaded will go into your Adventure Folder at
:\SteamLibrary\steamapps\common\Thea The Awakening\Thea_Data\StreamingAssets\Adventures
________________________________________

The above mods are checked through several times, but there is still possibility of bugs or accidental errors.
Prefering a neat and tidy event, so took the trouble to rearrange every script neatly,
allocate appropriate .jpg to each and every adventure phases using my image database.

Always try to Backup your save files, before updating mods, incase of mishaps.
If there is any errors, please do inform with proper language and details.
If you can rectify the event, could always do it yourself.



Just for sharing purposes.

Hope u enjoy the writing.



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EventImage Image Pack v1.1 . ( New )
________________________________________

REMOVE ALL previously download image files, before copying the downloaded contents into EventImage Folder, for fear of duplicates as edits and renames were made.


EventImages Image Pack v1.1
3rd Dec 2019


https://www.mediafire----/file/6eynfjbl4z466cx/EventImages_1.1.rar/file
Replace the above ' ---- ' with ' .com ' in your browser to download the Image Pack file.
Updated.

If above v1.1 does not work, kindly reflect in Comments, or
download the older v1.03+Add1.rar below
Previous Version
http://www.mediafire.----/file/nc9elt9ty69estg/EventImages_v1.03.rar/file
http://www.mediafire.----/file/a3ujduhbgc7b9f8/EventImages_Add1.rar/file
Extract both .rar into Eventimage folder to use.

A necessity to download the above image pack since ' Pictures will tell half the story '.

Complied a large usable .jpg database, and always adding on.
All images don't belong to me, downloaded online, hand edited and some from other modders,
renamed to make seeking and allocating easier.

Do take note, the more images in the EventImage, takes abit longer depending on your system for images to load up on the title screen once you start the game,
required to give the game perhaps 10-20sec at the title screen to fully load the images so they could appear in the editor or mods that uses them.

Image files downloaded will go into your EventImages Folder
SteamLibrary\steamapps\common\Thea The Awakening\Thea_Data\StreamingAssets\EventImages

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DLC Main and Side
________________________________________
DLC, main and side
Lots of events.

Edited version;
Cleaned out debug errors.
Adjustments to literature and formats.
Arrangement of scripts for easiler reading.
Allocating appropriate .jpg to each and every adventure phase for immersion,
Filling in missing script errors.
LATEST - correct the bug on DLC Main, Hog Adventure 3, Bug on Missing Goblin Shaman.

* There are still other bugs and typo in the DLC, undiscovered yet, unless someone offers to tell about it.


Take Note that upon Steam Verifiy File process, your DLCs would be overwritten by the Originals. so either you backup my edited version or simply download again.


dlc2main.mod (28th Nov 2019)

http://www.mediafire----/file/alr1xseliaobeyy/dlc2main.mod
Replace the above ' ---- ' with ' .com ' in your browser to download the dlc mod.

dlc2side.mod (28th Nov 2019)

http://www.mediafire----/file/jepszypzch8k4iv/dlc2side.mod
Replace the above ' ---- ' with ' .com ' in your browser to download the dlc mod.



As these dlc are from the original game, and after edited, contains external images.
The above two files are not products of Thea. (if any copyright issues)
________________________________________
Download Event Images Pack from Main Page.
Modder Dushu's Faction Mod. []
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Dushu's Faction Mod 1.05.1 on game main web forum.

Great mod that adds Faction handling to the game, new settlements and quest to partake on.
Excellent modal to learn from, on the tag mechanics.
Created a great Tag Pattern for tagging relationship between the villagers.
Good writings in the stories and events.

6th Sept 2021.

Factions.

http://www.mediafire----/file/xewy08fjrr6e4nf/Factions.mod
(Replace the above ' ---- ' with ' .com ' in your browser to download the mod file.)

Changelog;
Major Expansions to Bumpkinton, Howlingwood and Orc Slaver's Camp/ Villages.
Cleaned up literature and unnecessary contents.
Alot more activities, trades and triggers.


Faction version will remain as it, little wishes to alter the original writings and meanings..





Werewolves roams these areas.






Edited version;
Cleaned out debug errors.
Adjustments to literature and formats.
Arrangement of scripts for easier reading.
Allocating appropriate .jpg to each and every adventure phase for immersion,
Filling in missing script errors.









The village of Howlingwood.










Only you could help the Wolf Brothers build their Sanctuary for the Wild.



Satyr, the Drunk Tavern Owner


















Witch for Hire



*Take note this mod is modified from Dushu's original Fraction.

Last and greatly Modified on 6th Sept 2021.


This Project may still in work from Modder Dushu who may still working on the expansion of the later quest of the Monsterous Hound.
Do pay attention to his work on the web forum,
if you wish to play Dushu' full version, do not download this, as I do not have the same ideas and vision of his project, little time i have to frequently alter upon updates.

________________________________________
Download Event Images Pack from Main Page.


Modder Sikker's Mod.
Mods by Sikker listed on game main web forum.

Sikker's mods are pretty well done.

The first two mods are meant to make your life in Thea more dreadful.
Many and most events have bad consequencies with chances to avoid or a lesser cut loss.
Highly recommend to try, since many complains the game is too easy from mid to end game.

Events from Sikker where Demon and Dragons attempts to 'TakeOver' your village, whereby removing your existing race, replacing with a Demon or Dragon race.
Tho there are chances of winning on the phase and overcoming it, there is a chance of losing your whole present village, if you do not want such incident to occur,
simply delete the Adventure Script or input an unobtainable Logic.

Edited versions;
Clean out if any debug errors.
Adjustments to literature and format.
Arranging all phases for better reading.
Attached appropriate images to each and every adventure phases for better story telling and immersion.

Destabilizing Mod.

http://www.mediafire-----/file/02v8cayapu04bqb/Destabilizing_events.mod


Punishing Mod.

http://www.mediafire----/file/d22awc8irqkobwo/Punishing_events.mod









Choices Mod.

http://www.mediafire----/file/flewzakwu9kptp4/Choices.mod


Choices 2 Mod.

http://www.mediafire----/file/2gc6csou5tdcvtm/choices2.mod







Animal Mod.

http://www.mediafire----/file/5w5onluqw355c9a/animals.mod


Cat Mod.

http://www.mediafire----/file/3v1zz2ej3wdgwlb/Cat.mod






Similar to the Holy Pig, but with its own 'Tale'.



Replace the above ' ---- ' with ' .com ' in your browser to download the mod.
________________________________________

Download Event Images Pack from Main Page.



Dev Yuuki's Bandits Mod.
Dev's Yuuki's three Bandit Events, from the game' offical event forum.


Edited version;
Cleaned out if any debug errors.
Adjustment to literature and formats.
Arrangement of scripts for easiler reading.
Allocating appropriate .jpg to each and every adventure phase for immersion,
Filling in missing script errors.
























Bandits (15th May )

http://www.mediafire----/file/oy7tfdbuqt15bcb/Bandits.mod
Replace the above ' ---- ' with ' .com ' in your browser to download the mod.








Had edited sometime ago, but did not have opportunity to share it here.
basically forgotten what i had altered.



________________________________________

Download Event Images Pack from Main Page.


Modder Spiggy's Snark Mod.
Modder Spiggy's Snark from game main web forum.

Edited version to;
Clean out debug errors,
Adjustment to literature and format,
Rearranging the phases for easier reading,
Attaching appropriate .jpg files to each and every adventure phase for immersion in story telling.
Edited some logic and the reward system.


Snark Mod v1.01 (15 May)

http://www.mediafire----/file/i24yrht8mjn3y1d/Snark.mod
Replace the above ' ---- ' with ' .com ' in your browser to download the mod.















________________________________________
Download Event Images Pack from Main Page.


Modder XenoReaver's Mod.
Mods from XenoReaver listed on game main web forum.


Edited version;
If any debug error, this is error free.
Adjustment to interature and formats.
Arranging adventure phases for easier readings.
Attaching appropriate images to each and every adventure phase for immersion and better story telling.


XenoReaver's Events V1

http://www.mediafire----/file/ge6kqawssati6fn/XenoReaver%27s_Events_V1.mod
Replace the above ' ---- ' with ' .com ' in your browser to download the mod.

XenoReaver's Events V2

http://www.mediafire----/file/qgbjjlqyd8uszr7/XenoReaver%27s_Events_V2.mod
Replace the above ' ---- ' with ' .com ' in your browser to download the mod.



________________________________________
Download Event Images Pack from Main Page.


Background of the Story behind the Mods.
________________________________________
The mods are written or edited in mostly third person.
Some writers wrote too much in first person, modern language, large chunk of words, or simply a phrase or gibberish, editing might be confusing or awkward, so I simply left them unchanged.

For my mods, and some edited texts of other' mods.


The protagonist, which is you, is mostly represented by the word ' You '.
You represent the body, not as a leader, but a term used to lead ' the men '.
Images of your mood are shown in a variety of Casualty, Battle, Human images, male or females.
One who tends to make choices on the field, right or wrong. You lead people to their death.
Incorporating the protagonist into the Love.mod, he/she is rather hard to denote by gender since the Player could be female, as best I could, i try to omit the gender, opposite sex and 'sexual content'. Tho sometimes it is extremely hard trying to fit images into the story without the gender, as well as making the story without a gender, but best I could, but for the norm, protagonist sides toward a Man.



There are no common folks, only workers, killers, and being killed.
The villagers are more commonly called, ' Your men ', ' the men ', ' the ladies '.
Tho at times, for storylines, theres descriptions of common folks (citizens) dying for a cause.
Moods and Actions of 'The men' are denote by the full range of Race, Casualty, and Land tagged images.
Common descriptions of villagers/ common folks will be denote by norm NPC images or landscapes.


The viilage will never be mentioned with a name in the text, as everyone calls it a different name,
The village is no mere village in my story, more of a Fort, a Castle, a Sanctuary, denote by this glorious image for the background.














Meeting Hall or House where people gathers and have drinks, discuss tactics, from images of tag Taverns.
In the scenes where the Elder often appears, the MH is portrayed with a Irish style meetingplace.




One could call The Elder (No Name), the leader, an aged Human Cleric, who would appoint, call, receive news, informations, reading of scrolls and patchment, giving orders for you and your men to venture to. He never leaves the Village.
Symbolizing a person with high esteem with Authority, simple as it is, representing decisions of the village.
Definately NOT you, as you always make wrong choices.


One Goblin named Sayani the Shaman might appear a few times in various Mods.
An aged old Shaman, friend to the Elder. Often would give you directions to lead you to your demise.
Lives in the Goblin 'Market' called Gobo Village,













A forgetful apprentice of Sayani, denote by a Fat Goblin that sits on a mushroom.










Monsters of the World are best as I tried, seeking as appropriate as I could to fit into the storyline, resembling the Actions the Enemy is expressing, the type of field the encounter is in, based on the images of Enemy, Undead, Demon, Giants, Battlefield tags.
Every battle are selected best fitting to its settings, background, action and mood.











Many a times, when you come to a Decision Making, an Escape, a Failure, you would be denote by the Gothic Hooded figure (Various of Moods), looking to a side in Despair, Ponders and Wondering to ....




















When you or your men gets hurt, or at a loss, Casualty images will represent the state, regardless of you being shot by arrows or not, the scene of Failure and Despair of you on your knees beaten, injured or dying.



Hardest to fit into the storylines are Images of Childen or Child. Never easy to find the right picture.



















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123 Comments
Peremat 28 Jun @ 1:16pm 
Thank you!
mzub245 10 Jun @ 7:39pm 
Nice! Didn't know there were mods for this game!

Could you please add a link to the main forum and instruction on how to install mods (where to place them and such)?
Xas  [author] 11 May @ 4:20am 
The Links are working fine.
From the date of upload till now for all the mods,
at least over twelve thousand downloads were served.

Recheck the Adblock or security of your browser.
Replace ---- with .com for the weblinks, as the description stated.
umar.mujahid6930 10 May @ 12:46pm 
thx for the mod

you da bestest
Bossman
umar.mujahid6930 9 May @ 10:16pm 
Hi
Late to the party
But the links for the mods dont work anymore
anybody can repost it plz?
or post screen shots so i can copy it in the events editor
thx and have a great day
SPRÆY 8 Sep, 2023 @ 3:19pm 
kudos on image selection, prolly it was as hard as making the mods :griin:
I Fart In Public 17 Apr, 2023 @ 7:46pm 
What tools are you guys using to make these mods (or do you have the source-code; or are you doing it via checking the binary code at runtime; or are you doing it via adjusting the files in the games folder)?
Xas  [author] 6 Sep, 2021 @ 12:15am 
Updated. 6th Sept 2021

Market.mod
Xas.mod
Caravan.mod
Growing Up.mod
Mine.mod
Faction.mod

Read changelog and descriptions for details.



Kronosfobi 2 Sep, 2021 @ 4:13am 
I understand. Thank you for the asisstance :flowey:
Kronosfobi 2 Sep, 2021 @ 3:26am 
Sorry, didnt mean to offend. I extremely appreciate everybody who made these mods.

By pointless, I meant the conflicting scripts, Overlapping events etc.

Since both mods include caravans, I assumed either;

A) Their caravans would conflict which causes bugs.

B) They would NOT conflict, BUT the sight of caravans would be doubled, tripled even because they are not checking each other.



Which may be undesirable.

While Im aware you said you have no compatible issues with your mods, I was asking if ALL of them were compatible with each other or not since half of the page includes mods that are not your own such as Yuuki's Bandits mod or Dushu's Faction mod.