[1.0] Vanilla Factions Expanded - Medieval

Mod, 1.0


IMPORTANTFor 1.1 onwards, Vanilla Factions Expanded - Medieval is now being maintained by Oskar Potocki: https://steamcommunity.com/sharedfiles/filedetails/?id=2023513450



[www.patreon.com]



See the Change Notes



After all the mods we have already created, it was finally time to retouch the vanilla factions. I was always a big fan of Rimsenal (other mods a...

Author: Oskar Potocki

Created: 5 Sep, 2019 @ 7:36am

Updated: 2 Jan, 2020 @ 3:16am

Subscribers: 24233


Size (unpacked) : 3.313 MB

IMPORTANT
For 1.1 onwards, Vanilla Factions Expanded - Medieval is now being maintained by Oskar Potocki: https://steamcommunity.com/sharedfiles/filedetails/?id=2023513450



[www.patreon.com]



See the Change Notes



After all the mods we have already created, it was finally time to retouch the vanilla factions. I was always a big fan of Rimsenal (other mods are available), but I personally never found it quite fitting. The game however was in dire need of new faction mods, hence we decided to deliver. The scope of the mod is similar to Rimsenal - a unique faction alongside new items and mechanics.

The first iteration of this mod, Medieval faction, is a missing link between tribals and outlanders. With this mod you can experience a proper medieval siege, as the enemy base generation builds a massive, towering fortress with buildings inside. Have your own vineyard and brew the best wine, which appreciates in value the longer it’s in the barrel! Medieval subjects will be equipped with new armour, colour-coded depending on the faction colour, making medieval armies look like an actual army serving the same lord. Receive caravans of medieval armour makers, weaponsmiths, mercenaries and the elusive art patron!

A new storyteller, Maynard Medieval, has also been added, with whom you can create a dark-age world, limited to neolithic and medieval technology. With Maynard, no outlander or pirate factions will be generated upon world creation, allowing you to immerse yourself in a true medieval experience. This feature is compatible with all mods, allowing you to tailor your dark-age playthrough to your liking. The only way to research modern technology with Maynard is to use techprof subpersona cores, as they can still allow you to research technologies normally disabled by the storyteller.

With native support for the other Vanilla Expanded mods, knights and peasants will come equipped with Vanilla Armour Expanded armour and Vanilla Apparel Expanded clothing! Thanks to Vanilla Weapons Expanded, bowmen will start using longbows and crossbows, whilst Knights can be found using any medieval melee weapon there is and with Vanilla Security Expanded, Medieval factions will be able to lay siege using catapults!

Additionally, support for Editable Backstories allows us to inject the game with new, medieval backstories which will add to immersion as well as enhance the depth of the factions. If you have Dual Wield active, you can control what weapons are usable with shields; any weapon that is a 'Secondary weapon' in Dual Wield's settings can be used with shields.

And beware of the black knight!



This mod requires Vanilla Factions Expanded - Core to run. Make sure that VFE Core is near the top of your load order.



















If starting with a city scenario from RimCities, do not use the Maynard Medieval storyteller. This is because we've made an extreme effort to disable RimCities city generation for the medieval factions. A fix is not feasible on our end.

Faction Control destructively modifies world faction generation and breaks Maynard Medieval's tech level-based faction restriction.

If using KV's Keep Hands and Feet, shields won't be usable. This is because the aformentioned mod changes pawn body layouts.

We are currently not tracking any other issues. If any errors occur, please post them in the comment section, preferably with a save file uploaded to something like Dropbox or Google Drive, or a link to a HugsLib log (click 'Share logs' in the debug menu).



Authors:

Oskar Potocki, an artist and a designer, responsible for all the artwork and visual imagery.

XeoNovaDan, a programmer responsible for the C# and XML code of the mod.

Rimworld is owned by Tynan Sylvester.

Thank you:

Brrainz for creating Harmony Patch Library which has made this series of mods possible.

NotFood for kindly providing the community with PatchOperationLoadDefsOnDemand.

Vanilla Expanded team for constant support.

Beta testers for finding pesky bugs.

(CC BY-NC-SA 4.0)[creativecommons.org]



Q: Can I suggest a feature?
A: Absolutely, leave a comment down below!

Q: Will you keep updating the mod with new content?
A: Possibly, but we will much rather focus on developing new modules for the faction mod.

Q: Do I need the base module for it to work?
A: Yes, the base module is required as it contains all the functionality of the mod.

Q: Is this mod compatible with Combat Extended?
A: Not just yet, but the patch is being worked on and you can expect it soon.

Q: How can I use techprof subpersona cores once all research has been done?
A: VFE Core changes techprof subpersona cores to complete random projects after all researchable projects have been completed.

Q: Is this mod going to force me to play Medieval only playthrough?
A: No, this effect will only take place IF you activate the Maynard Medieval storyteller as your starting storyteller.

Q: Is this mod save game compatible?
A: Yes, though you do need a mod like Faction Discovery for the medieval factions to appear. Changing the storyteller to Maynard Medieval mid-save will not affect the factions since they are determined at world creation.

Q: I have seen what mods have integrations with the Medieval mod. What mod load order should I use?
A: All the integrated mods need to be loaded prior to VFE - Medieval.

Q: Is it compatible with Go Explore, Medieval Times or Medieval Madness: Tools of the Trade?
A: It is compatible with the majority of, if not all, mods. In case you encounter errors, please refer to Known Issues section.



[discord.gg]







How do I download and install mods?

Simply click the blue button above. It will open the file hosting page with the mod repacked by us from the official source.

How do I install this mod?

See the 'How to install' tab.

Is this mod safe to use?

The mods are repacked as is, without any additional software, malware, or bloatware added. To check for viruses, use a reliable antivirus or upload the archive to a website like virustotal.com. Anyway, It's always a good practice to keep backups of your saves in case of mod incompatibility .

There is a folder in the .zip archive. To install the mod, move the entire folder (not just its contents) into 'Mods' folder located under your RimWorld root isntallation folder.
So, for steam version of the game, the path would look like this: C:\Program Files (x86)\Steam\steamapps\common\RimWorld\Mods
For any other distribution, firstly locate your rimworld installation path and then unpack the archive into the 'Mods' folder.
Then enable the mod in the game mods menu by double clicking on its name and restart the game