Expeditions: Viking

Expeditions: Viking

Expanded Mercenaries
37 Comments
rompier02 28 Feb, 2024 @ 4:44pm 
Hey. Is this working? Like to try it but the responses from others are not too encouraging.
dylan.a.bailly 14 Nov, 2021 @ 12:11pm 
Hey I'm having the same problem, I can't seem to get the mercs and half my times is up already
Gero Bearo 27 Jan, 2019 @ 2:02am 
I love the mod so far. But the second and third mercenary traveling event haven't fired yet. I am still in Denmark, wandering around to see if they will spark. Is there anything I can do to enforce the event to spawn?
spokenword  [author] 20 Nov, 2018 @ 6:37pm 
you can't mod the game ending slides, unfortunately.
Zig 20 Nov, 2018 @ 5:23pm 
how are game ending slides regarding the second merc romance?
spokenword  [author] 8 Nov, 2018 @ 4:34pm 
got it.

That's referencing a file that I didn't touch in the last patch, so I'm chalking it up to a glitch in the patch upload that screwed up localisation. I reuploaded the mod, and reinstalled on it a clean install of my game and it's playing fine for me. Please check and verify. Sorry for the glitch!
Lt. PP 8 Nov, 2018 @ 8:11am 
Link to screenshot [ibb.co] Here's a screenshot of the error I'm experiencing. Also, the new game I have created also seems to experience this error. I'm not sure if it's just something wrong with my game files, or if it's actually the mod. Please tell me if I can provide anything else you might need to fix this!
spokenword  [author] 7 Nov, 2018 @ 8:07pm 
hmmm ... out of curiosity, @bluestress or @ongoingprocess, can either of you send me a sample of the error message that you're getting? I just tried to reproduce on my system and am not seeing the "Missing Local" error message. I think there may have been glitch with uploading the fix from last week, but I want to check whatever error you're getting before seeing if that gets fixed.
Lt. PP 7 Nov, 2018 @ 5:44am 
I too, am experiencing the same problem with the "Missing Loca!", where strings of random assortment of numbers and letters replace readable text. I am assuming that it is supposed to be where conversations are called up, but the files are missing or something -- I'm not too sure to be honest. I assumed it's because I created hirdsmen instead of hiring one through an event, but nothing triggered before I reached Ribe so I'm as clueless if that's actually the problem. I tried looking for the conversation files according to the string of numbers and letters in my "steamapps/common" folder and the game folder in "Documents", can't seem to find anything.
OngoingProcess 5 Nov, 2018 @ 3:05pm 
I keep getting a "Missing Loca!" in event dialouges I made sure that my language was set to English. Any Idea what might be causing this error? I have uninstalled the mod in the meantime, since the frequency of the broken events were just spoiling my playthrough. I have set a save aside near the end of a motly hird quest just in case.
spokenword  [author] 4 Nov, 2018 @ 7:21am 
update posted.

and just to be clear, the romance path has three camping events:

random trigger after 90 days into campaign -- there's an argument where you have the opportunity to take the merc's side.

If you take their side and raise their morale, there's a second camping event that will fire randomly after that where you can pursue a romance with them. This fires randomly anytime after the first assuming you took their side.

There's another camping event that will fire after you're ready to return to the Althing or after 180 days pass where you have to sort out what happens next.
spokenword  [author] 3 Nov, 2018 @ 2:44pm 
good question! I looked back through the files.

after 90 days into the campaign, you'll get a camping event where your merc will get into an argument with one of your other hird. The exact argument will depend on your merc. Most of those arguments have a conversation choice where you either take the merc's side, their opponent's side or you're neutral. You need to take the merc's side for them to feel receptive towards you.

Then after that conversation event, a romance event should trigger.

However, UGH, on review of the different conversations -- it's possible for mercs that are either peaceful (and you ask them if they're looking for glory) or altruistic (and you ask them if they're looking for wealth) to not have a romance because I forgot to flip that boolean. I'll check and, if that's true, I'll try to post a bugfix tonight or tomorrow.
fraser.buchanan 3 Nov, 2018 @ 11:08am 
When does the romance with the 2nd merc trigger? I assume they have to be at a certain level and then they'll trigger at camp randomly right?
AT 24 Sep, 2018 @ 1:31pm 
Wow
Saint Augustine 2 Apr, 2018 @ 8:04pm 
Shortly after arriving in England, outside York iirc. Definitely in England though.
spokenword  [author] 2 Apr, 2018 @ 6:20pm 
oh, hmm ... let me take a look at that event and see if there's a bug. Out of curiosity, when did the event happen? Were you still in Denmark or was this after getting to England?
Saint Augustine 2 Apr, 2018 @ 8:26am 
Sorry to double post - Just wanted to say that I do have normal English selected, and I've had other merc events work fine. Just that one about the alcholism did this.
Saint Augustine 2 Apr, 2018 @ 8:24am 
Sometimes the mod seems to not to select or recognize a merc properly? I had an event where it kept saying " ." then when I talked to him, it showed my name and portrait for the entire conversation about his fathers brutal alcholism.
Kareo 7 Mar, 2018 @ 12:40pm 
A very cool mod! do you have someone to make a french translation?
Captain Mors 28 Feb, 2018 @ 6:49am 
yep that gone and done it. itt works now, it remained on englishnorse. and i didnt even notice
spokenword  [author] 25 Feb, 2018 @ 8:57am 
captain mors, is your installation using English or another language? The main mod only supports "English" right now.
Captain Mors 25 Feb, 2018 @ 6:37am 
hey since downloading your mod i keep getting "missing local" when my mercs talk to me, and several camp conversations are bugged like this aswell. you have any idea how i can fix this?
Moldon 25 Feb, 2018 @ 5:47am 
Okay, so it appears it's because I have "english (old norse)" selected in my options. Just plain english works. I'll keep playing like that then. Nice mod anyway!
spokenword  [author] 25 Feb, 2018 @ 5:46am 
COMMISSAR, it might be an issue with your localization. I only shipped this mod with English language support. Happy to share the source files of the mod for anyone who wants to do translation.
Moldon 25 Feb, 2018 @ 5:43am 
Hmm .... Just add an event while travelling with one of the mercenraries I created. I got an dialogue with 3 choices, however I just have a list of strings and letters, with "missing loca!" at the end.
What did i wrong?
donkeysaint 19 Feb, 2018 @ 12:52pm 
Great work, thank you!
Major 19 Feb, 2018 @ 4:58am 
I love the idea of adding backgrounds for Ribe mercenaries ! If you are in need of a French translator, feel free to contact me.
spokenword  [author] 16 Feb, 2018 @ 5:55pm 
start a new game or load a save in Denmark where you just finished the prologue and have to go hire mercenaries in Ribe. Hire mercenaries in Ribe. The first two events should trigger as part of traveling around Denmark and the third mercenary will be assigned at camp.
Hallfredur 16 Feb, 2018 @ 5:53pm 
Sorry, I don't understand how this triggers. Should I create my three new mercenaries in Ribe as normal? Are your mercenaries the ones I create at Ribe or do they appear at camp? TY
spokenword  [author] 4 Feb, 2018 @ 9:58am 
awesome. let me see if I can add you as a contributor and then share the files for you to review.
spokenword  [author] 4 Feb, 2018 @ 9:56am 
I'm sorry but I only speak English so it's only localized to English. I'd be happy to share the project with another writer who wants to localize the mod to their native tongue.
Gero Bearo 1 Feb, 2018 @ 2:08am 
Keep up the great work! I enjoy this mod immensely!
spokenword  [author] 5 Jan, 2018 @ 7:58am 
so, I've finished a couple of different playthroughs and noted that the current final event for Mercenary 2 needs to be reworked to make it easier for you to negotiate based on your current progress in Britain. In its current form, it either triggers after a certain number of days have passed (and you're still in the middle of finishing the questlines) or that you've reached the Althing quest and have resolved one of the alliances or the Orkneyjar questline (but if you do that then it's also possible for you to skip the event by traveling straight back to Denmark without camping)

So revisiting the event today to have it trigger check on progress in one of the earlier quests and have the mercenaries be a little more optimistic of your chances of success ;)

it shouldn't affect anyone mid playthrough. and once this is done, I'm fine w/ calling this 1.0 and post beta.
spokenword  [author] 3 Jan, 2018 @ 8:29am 
this should be fixed now
spokenword  [author] 3 Jan, 2018 @ 4:48am 
ooh, thanks for the report. I had thought that I put in a check to prevent that from firing before the motley hird had finished, but will review and fix.
firefighter30 3 Jan, 2018 @ 2:52am 
While I haven't seen most of thenew events, but from what is standing in the xml files, it has the makings of a great mod.
I only have an issue, when I started a new game recently, I decided to begin the tomb raider quest before finishing a motley hird, and in consequence, I got the new events before I had any mercenaries - which looked rather odd in the dialogue and it would be a good idea to fix it...
Kenji_123 30 Dec, 2017 @ 12:28am 
I'll give it a go, thanks for the effort.