Wrath of the Norsemen is a modification of Medieval II: Total War: Kingdoms, set in the viking age. The aim is to create a mod that is both historical and enjoyable for anyone who has an interest in the early medieval era of history, or is just a little bit too fond of blood and big axes.

Campaign Dates:
WotN covers the period AD 785 - 1050.

Faction List:
Danmaurk (Danish Vikings)

Gautlandi (Gautland Vikings)

Sweþiuð (Swedish Vikings)

Vestfold (Norwegian Vikings)

Hálogaland (Norwegian Vikings)

Kursi (Curonian Balts)

Häme (Tavastian Finns)

Garðariki (Novgorod Rus')

Vendland (Western Slavs)

Obotrites (Frank Vassal)

The Franks (East Frankish Empire/Germans)

Moerrafylki (Norwegian Vikings)

Rygjalandi (Norwegian Vikings)

Kvenland (Sami/Finns)

Gutland (Gutland Vikings)

Prusia (Balts)

Kryvichy (Union of East Slavs)

Version 3.0 release video:

Version 3.2 Release Video:

Let's Play by a guy of Moerrafylki from 2020 (3.2):

Let's Play by a guy of Kvenland from 2020 (3.2):

EDIT of 2022-04-10 - New Overview-videos for both new mod releases detailing the features of said mods and their changes:

Wrath of the Norsemen: The Baltic V.3.5 (Main Mod):

Wrath of the Norsemen: The Baltic - Factions United Sub-Mod:

Edit of 2022-04-14 - I've started a new Let's Play of this mod as Svitjod - the Swedish Tribe (Factions United-submod based on Version 3.5 and the "Regnum Francorum" sub-mod by Aphain):

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EDIT of 2022-04-10 - New Overview-videos for both new mod releases detailing the features of said mods and their changes:

Wrath of the Norsemen: The Baltic V.3.5 (Main Mod):

Wrath of the Norsemen: The Baltic - Factions United Sub-Mod:

EDIT of 2022-04-02 - Vanilla Medieval II: Total War: Kingdoms Music-package uploaded for let's Players who want to play this mod on Youtube without the video being blocked in certain countries.

"This is a package of the vanilla music in use by older versions of this mod. Just place the content of the downloaded folder inside of the WotN_RF/data/sounds-folder (the submod) or the WotN/data/sounds-folder (the Main Mod) - before doing this you can move the custom mod-files already there to a backup-folder if you wish to keep the mods custom music as otherwise you'd be replacing the custom music of the mod.

Youtube has a tendency to block the mod if played with the custom music, and force the player to mute all the sound - using the vanilla music instead this won't be an issue for let's players of this mod.

These files will work with both the main release and the sub-mod."

Installation:

Wrath of the Norsemen: The Baltic Release Version 3.5:

Installation: (Steam)

1. You need to go into the folder named "Medieval II Total War" and then copy the file named "medieval2.exe" - then rename the copied file to kingdoms.exe. This is needed or the mod won't launch with Steam.

2. You might need to patch the medieval2.exe and the kingdoms.exe with a program named "4gb patch" found at this link (this is needed for demanding mods like Hyrule, Warcraft and Divide and Conquer but might not be needed with this mod):

Moddb.com

3. It's a program, extract it anywhere on your computer, then run it as an administrator - then browse to both .exe-files inside of the "Medieval II Total War"-folder and select one of them and click on "patch" - then repeat the process with the other one.

4. You need to have just one folder named "WotnBaltic" as in "Steam\steamapps\common\Medieval II Total War\mods\WotnBaltic - and then You'll start it by double-cllicking the "WotNbeta".bat-file.

5. With the CD instead it would be "D:\Games\SEGA\Medieval II Total War\mods\WotnBaltic - and you'll still start it by double-clicking on the "WotNbeta".bat-file.

With the "Factions United"-sub-mod instead the folder of the mod needs to be named "WotN_RF" and the file you click on when starting the mod is named simply "WotN".bat.

Edit (important): WotN Version 3.5 is a stand-alone mod, the same is true for the "Factions United"-sub-mod - you only need one of them to play that one, they shouldn't be placed on-top of one another. No files should be replaced as they are separate mods - the reason it's called a sub-mod is because it is based off of the other one.

The main mod can also be launched using the "M2TWEOP GUI".exe which will allow you to use some additional features while playing the mod - this file is not required to enjoy the mod anymore but would add the additional features of the tool such as the ability to zoom-out on the battlefield extremely, mark all the units in colors constantly, hands you additional features - see earlier articles for info regarding this tool.

Wrath of the Norsemen: The Baltic V 3.5 & the "Factions United"-sub-mod has been released! In the main mod there will be new stratmap-models for the Norse/Rus', the unit "Lidsmenn" has been fixed in battle, missing rebel unit-cards has been added, diplomacy has been improved at the start, winning conditions more accurate to history and the campaign-AI has been replaced with a much more aggressive one on the map - the submod allows you to start with all the territory of a faction at the start!

Wrath of the Norsemen 3.3 RELEASED!

Wrath of the Norsemen: The Baltic Release Beta 3.3


I've updated the original Wrath of the Norsmen modification from 3.4 to 3.5 - the update adds quite a few fixes, an enhanced AI and new strat-map models to the main mod!

1.

- Lidsmenn-bug fixed, the unit will now hold their spears correctly in melee and won't have a bugged javelin instead.

I've fixed the long-standing bug causing the Lidsmenn to not hold their spears properly in melee, so the unit is a combined javelin/spearmen unit - and it's using javelins that are pointing towards the enemy before they're thrown unlike in many other mods.

The issue was such that the spears and javelins where both rigged to the "Weapon_01" joint, causing the spears to be glitched in melee while the javelins looked fine, by changing this to the right_hand-joint the spear became alright instead but the javelin would point the wrong way..

I then finally managed to fix the issue by moving the spear-vertices to the right-hand while not moving the other vertices for the javelin. I had forgotten how to do this but managed to somehow do it in the end. So now the unit is fixed.

Lidsmenn bug fixed - they're now holding their spears in melee!

2. - A much more aggressive campaign-AI from Stainless Steel implemented - so the AI won't do nothing for a long period of time anymore and instead will attack everyone it borders.

3. Added missing rebel unit-cards - the mod has been updated with fixes to rebel-unit cards that were missing.

4. Starting diplomacy and victory conditions updated - improved the victory conditions and the diplomacy at the start.

5. New strat-models for the Norse & the Rus' made for and implemented to the mod - a new berserker-heretic for the Rebels without a weapon, a new berserker-assassin for all the Norse factions and the Rus, a new Shieldmaiden-spy based on the edited Call of Warhammer Shield Maidens, a new Vikingr-soldier stratmodel for all the Norse and the Rus using different skins for the armor and the shield - the Rus' share skins with Svitjod - and two of the Norse factions (Moerrafylki & Rygjalandi) do share shield-texture with each other, a new Kertilsveinar-general for all the Norse and the Rus' - the shields have unique textures for most factions, Moerrafylki and Rygjalandi share textures and Svitjod and the Rus' share.

New Berserker-assassin strat-map model for the Norse and Gardariki'Rus!New generic Shield Maiden Spy for the Norse/Danes etc!New Vikingr-soldier strat-model variations!New Kertilsveinar-general texture variations for the Norse!New Kertilsveinar-general texture variations for the Norse!New Kertilsveinar-general texture variations for the Norse!

6. M2TWEOP-tool Version 2.0 made optional - easier to start-up then the old version of the tool, the mod will now be easier to use and start-up as the WotN.bat-file is now back and could be used instead of the M2TWEOP-tool to play the game.

7. The berserker mental state removed as it required the tool, the Berserkirs and the Ulfhednars are using their old models with more shield-variations and using a 1-handed axe and shield in battle instead of a 2-handed axe with the shield on the back.

Wrath of the Norsemen: The Baltic - FACTIONS UNITED-sub-mod:

The sub-mod "FACTIONS UNITED" is including every change above in addition to some unique features such as:

1. Every faction in the mod starts with all their historical regions/settlements at the start of the game - in the original mod most faction would start with 1-3 regions and then most of the map stretching Scandinavia, the Baltic, parts of Western Europe and the Russian Steppes would be held by rebels. You would start small, your economy would be minimal and you would compete with the other nations in conquering the map from the rebels before the real war between the factions could even start. The map has the maximum 199 regions and the majority of it would be controlled by the rebels. In order to earn money you'd need to play very aggressively and sack, raid and pillage every settlement that you'd conquer to earn money. If you instead decided to turtle in your cities you would go bankrupt within a few turns.

Regnum Francorum-sub-mod dated February 2018 by Aphain, which the "Factions United"-sub-mod is based on:

It did include these changes compared to the main mod:

"Features:
- completely overhauled building tree (for all factions)
- new buildings
- special buildings in your capital (only settlement which can construct stone walls)
- removed unused factions
- cleaned up most files
- important characters will spawn
- new events
- new ancillaries
- new traits
- new ships
- new/updated texts
- redone family tree
- new settlement and region names for Frisian and Saxon Regions
- new character names
- fixed some bugs and a lot of spelling/grammar mistakes
Planned Features:
- correction of all spelling/grammar mistakes
- more cleaning up of the mod files
- more events
- reform into East-Francia after 843
- more unique traits, ancillaries and buildings
- region based recruiting system
- more historical characters
- new units?"

The new Factions United sub-mod includes the original mod and the Regnum Francorum sub-mod as its base, then it changes the starting positions on the map and hands all the rebel areas to different factions based on history. So the rebels are extinct in this sub-mod and instead you'd play with all of Danmörk, all of Svitjod, all of Vestfold etc at the start - allowing the Total War to start immediately between the factions in the game as there are no rebel regions anymore.

2. All the rebel-garrisons on the map are now a part of each of the factions - so for example every rebel garrison in Svitjod now will be player-controlled if the player is playing the game as Svitjod - this has been done for every faction on the campaign-map - you'd be controlling all of their armies and their entire country/tribe. Compared to version 1.5 where the rebels were placeholders for unconquered tribes in this sub-mod all the independent smaller tribes have united - Geats, Gutes, Svear, Danes - the Norse are still divided between four different factions on the map but there are no rouge-areas anymore - the starting garrisons are therefore more numerous and you are in charge of the united faction in this sub-mod.

3. The starting economy in the sub-mod has been adjusted to fit the new setting - so each faction will have more money at the start of the game to compensate having conquered all their regions and assimilated all the rebel garrisons into their armies. This is done to prevent bankruptcy and the economy is barely above the level required to not go bankrupt at the start of the campaign - if you lose areas you will get richer and if you conquer more areas and recruit more troops the economy might require specific buildings in order to not take a dip leading to bankruptcy. You can still earn money by sacking areas but I also believe that you can do the same thing by building the right buildings in higher level settlements then village.

Wrath of the Norsemen Factions United-submod.Wrath of the Norsemen Factions United-submod.Wrath of the Norsemen: The Baltic - FACTIONS UNITED Submod RELEASED!


4. New "Lagertha" strat-model for Svitjod in the "Factions United"-submod - I've remade the Lagertha-model from The Last Kingdom: Wrath of the Norsemen and added the remade much improved version to Wrath of the Norsemen: The Baltic - Factions United sub-mod as a strat-map model on the map for the Svitjod faction.

So the mythological Shield Maiden Lagertha where at one point a Norwegian Queen and would probably have fit well in the Vestfold-faction based on this, but she was also the wife of Ragnarr Lothbrok at one point - and Konungr Ragnarr is the leader of Svitjod in this mod so I added her to the same faction.

Ragnar started as the crown prince of Svitjod and this mod starts early in 785. The Viking-age started in 793 in England.

New

5. The battle-model of Lagertha has been updated - Unfortunately the battle-model is looking ugly compared to the strat-map model of Lagertha, and this is due to the normal-file causing it to look bad - I attempted to remake it but it didn't help..

So the difference with a strat-map model is that the models on the strategic map do not use files known as "normals", so the model looks much better on the map. I don't know how to make a battle-model look as good. In other mods the battle-models in for example Warcraft where already done by Bantu, in Hyrule by Undying Nephalim etc - strat-map models end up much better for some reason when I edit them.

This Lagertha has some weird looking areas but it will have to do for now. She looked a lot better in the MS3D-program then in the game - and she looked just as good on the map as in that program. But not in battle sadly.

By the way, some edited models in Warcraft and Hyrule looked great, where I edited them and moved gear around - but for some reason Lagertha didn't look as great in battle as for example the female commanders of Stromgarde (WarcraftTW) or the new Labrynnian Pistolmen (HyruleTW) that I did edit among other units - only some battle-models end up ugly when I edit them.

The battle-model of Lagertha has been updated!


Background of the sub-mod:

"- Factions United is a sub-mod of Wrath of the Norsemen: The Baltic by the original developers 2007-2011, and me since 2016 to now, and its submod Regnum Francorum by Aphain in 2018 in which he based his submod on my work of 2017-2018 - its goal was to recreate my failed sub-mod of January 2016 which aimed to add all the historical territory of each faction to each faction at the start of the campaign, increase the economy to make-up for the new regions, add garrisons to each area and then also update the sub-mod with the recent updates of the main mod."

Edit of 2022-04-14 - I've started a new Let's Play of this mod as Svitjod - the Swedish Tribe.

Credits:

WotN: The Baltic Version 3.5 and "Factions United":

- Mr_Nygren

Older Versions:

"Regnum Francorum sub-mod": Aphain

- the "1648: Thirty Years of War" mod team for some building pictures

Credits:
- Mr_Nygren (head) and Juzy90 (ancillaries, traits) for the awesome WotN 3.1 - without it this submod would not be possible
- The old WotN team including Absinthia, Ulfhednin, Horsa and Leif Eriksson - for the base mod, units and scripts etc! Basically all the groundwork and the whole 1.5 beta version
- Danova et al. from "Last Kingdom" - for the Frankish captain and general strat models
- Rhaymo and DBM - for the creation of the custom settlements in use by all factions
- The "East of Rome" mod, Deutschland et al. - for the new slavic textures applied to the custom settlements by Rhaymo
- Darius et al. from "East of Rome: The Danube Limes" for assets from "The Danube Limes"
- the "1648: Thirty Years of War" mod team for some building picture

Wrath of the Norsemen: The Baltic 3.0-3.4:

- Mr_Nygren for most of the new stuff.

- New traits and ancillaries have been added today 2017-07/16 by Juzy90.

But there are certain people who deserve credit as without them this wouldn't have been possible:

- The old WotN-team including Absinthia, Ulfhednin, Horsa and Leif Eriksson - for the base-mod, units and scripts etc! Basically all the groundwork and the whole 1.5 beta version. - My 2.0 were just some fixes really and without the music-mod (which was my big contribution to WotN) it weren't much.

- I am currently the only active developer of WotN, and i have permission from other old team-members such as Absinthia and Horsa - to continue this project. - I am an official developer on TWC for WotN.

- Danova and The Last Kingdom - for the Frankish captain and general strat models.

- There was a sharing agreement between Danova, creator of The Last Kingdom - and Wrath of the Norsemen. - There are proof of this on TWC, we have permission to use material such as the Frankish captain and general strat-models.

- Rhaymo and DBM - for the creation of the custom settlements in use by all factions.

- Rhaymo allows the use of DBM assets in other mods - alas we have permission to use the custom settlements.

- The EoR-mod and Deutschland etc - for the new slavic textures applied to the custom settlements by Rhaymo - the Viking/Slav custom settlements have re-textures from EoR.

- I am also an official developer of EoR (East of Rome) and Deutschland himself approved of this - i've gotten Darius permission to use assets from"The Danube Limes" in WotN - and as the custom settlements are Rhaymo's and were free to use for everyone i'd say permission exists for the re-textures also.

Wrath of the Norsemen: The Baltic Release Beta 3.3 RELEASED!

Wrath of the Norsemen: The Baltic Release Beta 3.3 RELEASED!

News 27 comments

I've updated the original Wrath of the Norsmen modification from 3.2 to 3.3 - it's a very minor update but nonetheless important: Changes: 1. Has edited...

Wrath of the Norsemen: The Baltic: Release Beta 3.2!

Wrath of the Norsemen: The Baltic: Release Beta 3.2!

News

Wrath of the Norsemen Beta 3.2! - Fixed 2018-02/10: Fixed all the custom settlements that were not spawning, Also added correct rebels to all the regions...

Wrath of the Norsemen: The Baltic: Release: Beta 3.0!

Wrath of the Norsemen: The Baltic: Release: Beta 3.0!

News 1 comment

A new version of WotN: The Baltic - now with every issue fixed, with the music-mod re-added but heavily cut and edited compared to last year - and finally...

The Last Kingdom: Wrath of the Norsemen Expansion V 3.8!

The Last Kingdom: Wrath of the Norsemen Expansion V 3.8!

News 6 comments

Updated july the 23, i suggest everyone to download this version when you read this - it adds the custom settlements to the mod, as i figured now that...

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Vanilla Medieval 2 Music Package!

Vanilla Medieval 2 Music Package!

Music

This is a package of the vanilla music in use by older versions of this mod. Just place the content of the downloaded folder inside of the WotN_RF/data/sounds-folder...

Wrath of the Norsemen: The Baltic - Factions United Submod! (2022)

Wrath of the Norsemen: The Baltic - Factions United Submod! (2022)

Full Version

Wrath of the Norsemen: The Baltic - Factions United is a sub-mod of Wrath of the Norsemen: The Baltic by the original developers and me since 2016, and...

Wrath of the Norsemen: The Baltic Release Beta 3.5 (2022)

Wrath of the Norsemen: The Baltic Release Beta 3.5 (2022)

Full Version 44 comments

3.5 - Svitjod Large Town-Capital of Sigtunir changed into a Village - everyone else starts with a village and I had simply forgotten to turn Svitjod back...

Wrath of the Norsemen: Regnum Francorum 1.6.5!

Wrath of the Norsemen: Regnum Francorum 1.6.5!

Full Version 9 comments

Aphain's submod. Regnum Francorum 1.6.5 (for WotN: The Baltic Release 3.2) Features: - completely overhauled building tree (for all factions) - new buildings...

Post comment Comments  (0 - 10 of 182)
doliwaq
doliwaq - - 32 comments

BTW it would be great if you add to WotNB few more factions like Pomeranians, Polans, pagan Saxons, Frisians, Saami people and Estonians. Maybe also Rujanis (powerful slavic pirate theocratic faction in Rugen) and some viking factions among Slavs like Dyre the Stranger in Kiev or Rogvolod in Polotsk.
I think Slavic factions should have more soldiers, for example armored cavalry for Obodrites in late game, more special lightfoot soldiers for Vendland, new slavic-only ships that would be weaker but faster ect.

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Mr_Nygren Creator
Mr_Nygren - - 3,796 comments

That's not something anyone will do for you. That's a sub-mod you'd need to teach yourself how to make yourself.

More factions are always fun, but I am not a modeller so I cannot create new battle-models. They would be clones and also it's enough work just coding all those factions in - as they'd need in this mod historically accurate family members, family tree's etc - WotNB is a mod that aimed to be very historically accurate - from the units to everything else.

It's not as finished as let's say Tsardoms or The Great Conflicts - but it had the same idea and started at the same time by some of the same people (Absinthia made the models in TGC as well) so no I won't be adding new factions as I don't have enough historical knowledge for them.

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doliwaq
doliwaq - - 32 comments

I had the problem with game (my antivirus deleted essential files for no reason), so I unistalled it and istalled again, but after that my save file is not working. There is message: "You trying load standard game save with M2TWEOP. Do't do this. EOP is not full savecompatibile with it".
Why I have such problem? This is save from this game so there should be no problem with compatibility.

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Mr_Nygren Creator
Mr_Nygren - - 3,796 comments

No, the 2.0 version of the EOP-tool doesn't work with the vanilla saves.

You're supposed to start the game using the .bat-file since I've re-added it in the latest release so people wouldn't need to use the EOP-tool.

If you use the EOP.exe you cannot load older saves made without it. 2.0 doesn't work with the saves of the old EOP-tool version 1.9 neither.

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Thunderofcannons
Thunderofcannons - - 190 comments

Thanks for the reply Mr_Nygren have you condidered moddong Thrones of Britannia? My only gripe with WOTN The Baltics is money is scarse, you end in the red very quckly, assume that's the way the mod plays?

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Mr_Nygren Creator
Mr_Nygren - - 3,796 comments

Try the submod Factions United then because it has a great economy at the start.

Yes, in the base-mod you're supposed to earn money mostly by raiding others.

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Thunderofcannons
Thunderofcannons - - 190 comments

I play WOTN with The last Kingdom and it's a lot of fun, downloading this one to try out, is Britain in this one or is it just in the Baltics? I was wondering can you make an Angles, Saxons and Jutes invasion mod similar to The Last kingdom, that would be a fun Campaign.

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Mr_Nygren Creator
Mr_Nygren - - 3,796 comments

Glad to hear that you enjoy my sub-mod for The Last Kingdom, a sub-mod I did update a week ago or so. I still need to write the article for that one.

Sadly this mod doesn't have England, even though a larger map with Britain was in the plans way back in 2007-2011 - which is also why there are Saxon troops available as mercenaries in Saxon-areas held by the Frankish Empire at the start - most of the models from Northumbria/Mercia and East Anglia in the other mod - excluding the elites.

There was a Grand Campaign in the works with Britain, Scandinavia, more of the Baltic than in this mod and more of Europe all the way to Crimea - but the mod had an issue with a re-occuring CTD and I failed to fix this crash to the desktop and gave up on that mod. I do still have the WIP but it's not being continued. I think the mod would need to be restarted from scratch to fix the issue with crashing and Iv'e never really done a mod from scratch before. The closest thing would be Warcraft where we only had the map at the start - but I had a team with it, now I do have the models and everything needed for the Grand Campaign but I haven't ever done a mod from scratch even with a map only by myself. Any mod I worked on alone had more work done on it - and Warcraft had other team members doing certain bits that I would have to do myself if restarting the Grand Campaign. But I almost want to do that because the map is much better as in larger, maybe not as detailed, and I had implemented 10 new factions..

The modder Peaman who made Game of Thrones: Fire and Blood and Valyria: Total War is working on a new Viking-mod based on the TV-shows "Vikings" and "The Last Kingdom" - his mod has 199 regions and is using an expanded TLK-styled map - the map is new but stretches the same areas as in"The Last Kingdom" - just with more of Scandinavia, France and Britain is bigger. You will certainly love his mod but it had an issue with CTD at turn 25 that he will need to fix before he can release it - or it would already have been released now. I did get a beta and I tried to play it but that turn 25 crash ruined it. The Grand Campaign had a turn 42 crash as well. It's sad when CTD causes mods to be unplayable. Hopefully he will fix it though.

No, making entire mods for others is a huge undertaking - it takes forever to make a new mod from scratch.

As an example the Warcraft Total War-mod was developed by 6 people between March 29th 2017 and April 23rd 2018 before its first release. It had a demo in September 2017 with custom battles only - but the real beta with a campaign took 1 year and 1 month to make ready for release - and this was when we modded it almost every day for at least 10 of those months. And we were three people for most of the time, 6 in the beginning.

There might be a mod such as the one you want but it might not use the best models - it would be using RTW-models.


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TheVikingofRus
TheVikingofRus - - 4 comments

Hello good sir, i am making my own viking mod and i wanna ask if i could use some files of your mod to help develop mine, i will of coruse give full credit to you and your mod.

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Mr_Nygren Creator
Mr_Nygren - - 3,796 comments

I do believe that the units are free to use as long as you credit the creator Absinthia who made all of them except the Vigamenn, that were made by Leif Ericsson I believe - Absinthia said something about him probably being alright with them being used in viking-based mods.

As for the new Norse strat-models as long as you credit me you can use them.

Any submod based on a mod or submod by me has to give equal permissions to me of course.

If your project is stand-alone and has nothing to do with this project but is set in a "Viking"-themed world I believe you're fine to use stuff without needing to share as long as you credit whoever made the assets.

Beware that the units of "The Last Kingdom" are made by a different guy/team and there are no permissions for those.

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Mr_Nygren Creator
Mr_Nygren - - 3,796 comments

That depends on which files, because I didn't create/make all of the files.

But write in Private Message.

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