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I think the Gydja is the only one in the first act, unless Skallagrimr had an option to join - but then during the second act, you should get the Druid's apprentice, Grainne/Leofric, Grimulfr (during a return home) and Steinn, during the invsaion planning (so quite late). And of course Hrodgerda druing the lindisfarne raid.
Hope that helps!
As I can't expect you to find the workaround from the comments, please check the installation workaround discussion thread, which specifically collects all of the information.
Btw, I'm happy that you like the mod in itself, after all, that's the most important part - I would happily explain to each one individually how to fix the installation.
Admittedly, I struggled to explain it in a way that is easy to understand, but I believe I mentioned the guide for the (free) editor - while it is certainly asking much to download the tool just for this, it does cover the basics of the folder structure of the game in much more depth than I could reliably explain in the forum. In the end, regardless of which instructions are used, it is necessary to have a look at the file structure of the game - which is not helped either since there are duplicate names by the design of the game.
For the work, the score is 5, for the description of the mod - 2.
P.S. Please accept my comments as instructions, but not as criticism in your direction.
Originally, I was hoping/assuming that it just worked, but as this pushed the event editor far beyond what was supposed to be possible, unfortunately I had to develop that installation workaround - but once that is done correctly, it should give you access to all. In fact, part of the reason for the Gydja was that this is a good opportunity to spot early in the game if it worked or not.
You need to split up the CustomRandomEvents/Camping into several folders, not just into a Camping subfolder, so there should be a Camping, a HomesteadSummer, a Ribe etc. - I just added the list where everything needs to end up to the thread.
After that, you should be good to go - let me know how it turned out!
first one looks like this "Custom Localization\English\Localization\Dialogue"
second one looks like "Custom Random Events\Camping"
is that correct ?? i will start a new game and test it out if so
It does sound as if you're one of those, who had trouble getting the mod installed properly, which is a known problem, and likely a side-effect of pushing the modding tool beyond its advertised limits. In this case, I would refer you to the troubleshooting threads that have been added to the mod, e.g. https://gtm.steamproxy.vip/workshop/filedetails/discussion/1679101165/1630790987576293364/
Maybe I should check if I can give the thread a better name, so it is easier to find...
If everything works correctly, the first character that you can recruit is the Gydja from Ribe, which you can use as a check if the mod is working now.
That said, probably a few days of re-writing all of those conversations/events. Probably less than coming up and implementing it in the first place. If it is as I expect (still mostly english text), you might be interested in renaming your "English" folder within the "Custom Localization" into English_Norse (or whatever is supposed to be the name), and I think you should get the majority of text back.
In order to recruit Grimulfr, you need to have leadership 4 (or higher) when you return to the village after you've made your first trip to the Isles across the sea... there's a new dialogue option in the part where he usually hands you his old chainmail (it should be visible for everyone, but recruiting will only work with enough leadership)
Great mod! Thank you for your time and work. I'm curious as to how one goes about recruiting our favorite uncle Grimulfr?
Love,
Prince SpermNugget.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1679101165
As for characters joining you right in the beginning, one of the problems is that when you set sail for the first time, you’re actually limited to 10 characters, player included. So you may actually lose characters at that point - and the Gydja is before that, that means if you’ve topped out the number of recruitable characters, you should only need two mercenaries. As for most of your suggested characters, I made the creative decision to only include characters with a portrait, otherwise it would look strange, but unfortunately this excludes most of the people from Denmark.
Unfortunately, not all of your suggestions are possible within the constraints that the modding tool provides – and actually, even recruiting any character was something that the developers said would not be possible, so this mod is technically already beyond what the supposed capabilities of modding for this game is. But while recruiting characters works reasonably fine, adding completely new conversations to characters in cities does not – so any recruitment has to be incorporated in the already existing dialogue. Actually, that’s exactly the same way Aife or Morcant get recruited later in the game – by the way, both of these characters you can turn away even before the actual recruitment conversation takes place… and that’s the original dialogue!
2. Make all the recruiting conversations specifically recruiting conversations. They can still have conditions you have to meet like diplomacy or leadership levels or completed quests, but they should be unmistakable recruiting conversations, and should enable you to return to them if you don't yet have all the conditions. If you learn you need diplomacy 3 or finish a quest first, you should have a chance to come back once you've upgraded or finished it and try the conversation again.
3. Design mods with players in mind, to enhance the fun of playing the game, not to add frustration to it.
I'm not going to do another play-through just to test out to see if this mod even works, I wasted enough time on it as it is, but if you want other players to be less frustrated, I suggest you do it differently.
1. First of all, make several characters available already at the first chapter, because getting people just for the final battle while you've already built up your custom characters through most of the campaign is kinda pointless. Maybe get to hire the farmer whose sons attacked you, maybe Brana whose husband you saved from the marsh, maybe someone else in your village, maybe the guy in Ribe that knew your father that tries to kill you. Maybe Gunarr's fellow sailors if you don't kill them, etc. You know... so maybe you have enough choice of people that you can avoid making custom characters altogether.
What am I supposed to do? Save before every conversation then go through all the combinations of replies to see what happens? I tend to answer questions the way I feel my character would answer them. For story-crucial points, the game still leads you into a direction regardless of the answer you give and forces outcomes, just reactions of followers change.
If you claim this is a mod that adds additional in-game characters, then add additional in-game characters! Let players chose whether we use them or not. If I can't get to them even when I want to, because I get no indication whatsoever that an answer I give in some random storyline conversation may or may not lead to the possibility of recruiting them, then this really defeats the purpose of the mod, which allegedly is to give the player more choice in available characters.
Part 1:
Nevermind, I'll just play with my default characters, this isn't worth it and it's just causing frustration. I spent hours in Ribe already going through all options and reloading so I'd get all conversations to see if I get anywhere with Skalagrimr and Gydja, and that turned up nothing. So if there is no indication Skalagrimr would be available later, how would I possibly guess it? How would I possibly guess the one chance to recruit Hrodgaerda was hidden with the bishop?
You gave no hints where and how any of these characters are recruited and then you gave only one chance to recruit someone, hidden somewhere in a conversation, where the player can't intuitively know where any answer will lead. So if he misses that one hidden trigger, the chance is gone. This looks more like you really made a mod for yourself, not for players.
Do you want me to tell you exactly which options you need to choose, or should I write an easier version of this mod?
It's hard enough to get anyone, why did it have to be hidden?
I even tried stabbing him myself and reloading letting him go and it never came up.
Hrodgerda is available at Lindisfanre, if you have high enough Leadership and Diplomacy
Let me look up how we've fixed this bug before, and I'll post instructions as a discussion for this mod!
If it still doesn't work, could you tell me if there are RibeGydja.xml files in the mod's localization and random events folder?
As to when you recruit the Gydja, it's built into her main conversation - if you can go there and make an offering, you should get an additional option asking for where to recruit followers. If you've already completed the Ribe quests, it should still be possible to go there if you haven't actually set sail yet - even if it is a little out of the way...
Let me know if you still have problems!