Expeditions: Viking

Expeditions: Viking

Together we are strong - the great heathen Hird
97 Comments
arock1 2 Mar @ 6:09pm 
Thank you!
firefighter30  [author] 27 Feb @ 9:00am 
What is your localization? The mod is built for english , so presumably everything else will create this error.
Rogue FOXHOUND 26 Feb @ 6:27am 
applied the folder fixes mentioned in one of the discussions but getting missing loca no matter what when trying to recruit Grimulfr.
firefighter30  [author] 25 Feb @ 3:21am 
And Skallagrimr has the option at the end of Act 2, if I remember correctly.
firefighter30  [author] 25 Feb @ 3:14am 
Hi, it's been a while since I last checked, so I hope I can remember everything...

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!
arock1 24 Feb @ 2:53pm 
Hi, I got the Gydla to join without issue. I'm curious if the other recruitable character events align with the file name structure locations, which is what I assume. But, I don't want to start act 2 having missed someone, so I thought I'd check. This is my second time through act 1, and I stopped playing early act 2 last time. so I'm unfamiliar with those locations (as far as I can remember).
firefighter30  [author] 30 Jun, 2024 @ 6:17am 
Possibly/Probably, sorry - although in the beginning I did not initially get the feedback that there was a major issue in order to get it to work, with time, I believe that most will need to perform the additional installation steps.
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.
Zenith 26 Jun, 2024 @ 7:36pm 
Ah, this would explain the problems I've been having. So without doing the semi-excessive workarounds earlier in the comments, this mod doesn't work?
firefighter30  [author] 30 Jan, 2024 @ 8:40am 
In the end, this is exactly the point where the devs said, the editor would no longer be able to mod the game, especially since installing it requires some knowledge about how to adapt the file structure. The alternative would have been to take the mod down a few days after publishing.

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.
firefighter30  [author] 30 Jan, 2024 @ 8:40am 
I am certainly not offended, in fact I tend to agree with you - had I known that there would appear a problem with the installation, I might have paid more attention to the instructions, unfortunately, I realized way too late that there is a problem.
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.
Björn 11 Jan, 2024 @ 6:06am 
Hello. Your problem is that you absolutely do not know how to make installation guides for your mods. You have made a mod for yourself, and it is not necessary that all other players have the same knowledge in the field of modding and installation. As the creator of quite a large number of mods in different games, I can say that: The main success of a mod is the correct and consistent instructions for installing it.
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.
firefighter30  [author] 4 Sep, 2023 @ 9:15am 
No problem, I'm glad it worked out - there should not be any separate workaround necessary, the procedure should take care of every character, assuming you did place all files correctly.

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.
SB 4 Sep, 2023 @ 8:09am 
aight just redid the workaround and it works. sorry for wasting ur time man. altho id like to ask if the other potential recruits from this mod would require their own workarounds or if they should work without any additional file moving. either way seriously man thanks for the mod, you a legend.
SB 3 Sep, 2023 @ 7:13pm 
hey, sorry about the delay, but i'm doing one more clean reset and re installation of both the game and the the mod. given what i've read about modding expeditions i think it might be because i was using almost every event mod on the workshop lmao. i'll run this with just this mod installed and if the gydia still doesn't work i'll send over the screenshots of my folders
firefighter30  [author] 2 Sep, 2023 @ 9:38pm 
Well, no it's not quite dead... unfortunately, I can't think of any issues with installation, except for the workaround described in the discussion thread. Right now, I would guess the most probably cause is that you might have made a typo on one of the folders, or misplaced some of the files - can you attach a list of you file tree in the discussion, then I'll take a look?
SB 2 Sep, 2023 @ 11:34am 
alr ik this place is prolly dead but idk where to ask. trying to recruit the ribe gydia and i can't figure out how. downloaded this thing before starting two seperate games, redownloaded in both, and followed the threat instruction to the letter to no availe. any help would be nice:steamthumbsup:
firefighter30  [author] 11 Jul, 2022 @ 12:17pm 
Almost... :steamthumbsup:
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!
Steve The Bandit 11 Jul, 2022 @ 12:08pm 
so now i followed your guide and tried to place the entire mod in the "my games\Expeditions Viking" folder in documents .. now i have 2 extra (new) folders in there that didnt exist before

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
firefighter30  [author] 11 Jul, 2022 @ 11:51am 
That's a strange error - I am quite certain that both work in parallel, as I have the expanded mercenaries installed myself (although having both severely distracts from each other, in my opinion - there are eventually just too many characters and events).
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.
Steve The Bandit 11 Jul, 2022 @ 11:08am 
so i finished the game just now with this mod installed and i didnt get any chance whatsoever to recruit anyone other than the vanilla game ... i only have this and expanded mercs mod ... am i correct to assume that they arent compatible with each other ?? if so im planing another run with only this mod active so im wondering if theres any guide or some info about who and how to recruit ? i see only hrodgera but nobody else (following that guide didnt work for me at all as well)
firefighter30  [author] 5 Feb, 2022 @ 11:54pm 
Honestly I don't know for sure - I've only worked and played with the english localization, I am not even entirely sure what the difference is exactly...
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.
Legionary Guard 5 Feb, 2022 @ 5:49pm 
How much work would it be to make this mod word (i.e. not having missing loc) in the English (Norse Names) language setting?
firefighter30  [author] 13 Nov, 2020 @ 6:31am 
Thank you!
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)
Prince 12 Nov, 2020 @ 4:09pm 
Hello,

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.
firefighter30  [author] 18 Aug, 2020 @ 9:01am 
Admittedly it's fairly hidden. since I wasn't sure I can fit it within the character limits of a comment, I've put it in a separate discussin on the mod - let me know if it worked!

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1679101165
MonkeyBoy 18 Aug, 2020 @ 4:22am 
I'd like to know the exact requirements for Hrodgerda, i've tried all option when she is torturing the bishop, but i've seen nothing, my leadership and diplomacy are 5.
firefighter30  [author] 7 Oct, 2019 @ 7:28am 
No apology needed, you did raise a couple of viable points overall. It's just that you seem to be the first one to have this problem on this scale, and some of your points of critique had actually been consicous decisions or constraints with what can be done with the tool/game.
Trig_the_Poor_Shot 7 Oct, 2019 @ 7:08am 
Apologies for being harsh. I appreciate the work and effort you put into this, but was just being frustrated that I'm in the last quarter of the game already and still saw no chance to recruit anyone outside of the usual characters.
firefighter30  [author] 7 Oct, 2019 @ 6:01am 
You are right, this was originally a mod I made for myself, I acknowledged as much when I first uploaded it. I never claimed it to be anything else than me tweaking where I thought it needed editing, but since most of the characters included in this mod were from subscriber suggestions, I don’t think I am the only one who enjoys it.
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.

firefighter30  [author] 7 Oct, 2019 @ 6:01am 
I’m sorry you feel this way, although I certainly can understand why you’re so annoyed. I would probably be the same, if it just didn’t work properly.
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!
Trig_the_Poor_Shot 7 Oct, 2019 @ 5:02am 
Part 4

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.
Trig_the_Poor_Shot 7 Oct, 2019 @ 5:02am 
Part 3

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.
Trig_the_Poor_Shot 7 Oct, 2019 @ 5:02am 
Part 2

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.
Trig_the_Poor_Shot 7 Oct, 2019 @ 5:02am 
Ok, long reply.

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.


firefighter30  [author] 7 Oct, 2019 @ 3:54am 
I don't mean literally hidden, but in order to make it believable, there's quite a bit of dialogue for that scene - if you don't convince her, she's not going to join you...
Do you want me to tell you exactly which options you need to choose, or should I write an easier version of this mod?
Trig_the_Poor_Shot 7 Oct, 2019 @ 3:12am 
Ah fer fck sake, man. Now you're just trolling! :(
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.
firefighter30  [author] 7 Oct, 2019 @ 3:01am 
Well, it's fairly hidden in the conversation with Hrodgerda when she tortures the bishop. Maybe you just took the wrong option?
Trig_the_Poor_Shot 7 Oct, 2019 @ 2:46am 
I took Lindisfarne, I've got Leadership and Diplomacy maxed but the conversation for recruiting Hrodgaerda never came up.
firefighter30  [author] 1 Oct, 2019 @ 9:44am 
Steinn will join you when you're deciding to side with Aiblinn and fight both Pictavia and Northumbria...
Hrodgerda is available at Lindisfanre, if you have high enough Leadership and Diplomacy
Trig_the_Poor_Shot 1 Oct, 2019 @ 9:35am 
Too late for Gydja, I cen't go to Ribe anymore. But what about Steinn?
firefighter30  [author] 1 Oct, 2019 @ 8:02am 
Well, actually Skallagrimr is REALLY late in the game, at the Althing to be precise. I've also just uploaded the instructions for the workaround to enable the Gydja, contact me if it still doesn't work!
Trig_the_Poor_Shot 1 Oct, 2019 @ 5:00am 
Well, finished the initial campaign without any options for those two. Now sailing around. I also got Orkneyar now and no option for Grimm either.
firefighter30  [author] 30 Sep, 2019 @ 10:00pm 
Well, Skallagrimr only joins you later in the game, but the Gydja should be available... then again, there have been prolems with her before...
Let me look up how we've fixed this bug before, and I'll post instructions as a discussion for this mod!
Trig_the_Poor_Shot 30 Sep, 2019 @ 3:18am 
Subscribed, started new game, did all Ribe quests, never got the Skallagrimr or Gydja join dialogues.
Commander Savage 17 Jul, 2019 @ 12:25pm 
Don't think so unfortunately, though I do recall clearly looking for any text out of the ordinary when I did first do that dialogue and not seeing any so it's also quite possible there's something causing it not to show up, especially if you say it should be available after anyways.
firefighter30  [author] 17 Jul, 2019 @ 12:22pm 
In theory, it should be available every time you visit the Gydja - I suppose you don't have an old save just to try it out?
Commander Savage 17 Jul, 2019 @ 12:14pm 
The file is there but I'm still not getting the dialogue. Maybe I could have missed it when I did the offering dialogue earlier by mistake and now it's cut off? If so I might have to start a whole new game if you can't make a way for it come up again after.
firefighter30  [author] 17 Jul, 2019 @ 11:56am 
I've just tried exporting the conversation again, on the odd chance thhat I did not properly include it in the mod - can you try again?
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?
Commander Savage 17 Jul, 2019 @ 10:01am 
Camping works like you said! Still no special dialogue though, just the option to say I'll come back later like in the vanilla.
firefighter30  [author] 17 Jul, 2019 @ 9:35am 
The infinite loop should be fixed with this update - on occasion, you may see a dialogue window pot´p up for about half a second during camping events, without anything else happening then. This is a workaround, as some nodes are not working as intended if the event doesn't enter the dialogue mode first.

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!