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 after playtesting - the Franks start with a Town, but they're the exception, Lidsmenn-bug fixed, a much more aggressive campaign-AI from Stainless Steel added, added missing rebel unit-cards, starting diplomacy updated and new strat-models for the Norse & Rus, M2TWEOP-tool Version 2.0 made optional - easier to start-up, easier to use and start-up. Fixed hotseat with scripts working 2020-05/06, Fixed 2018-02/12 - Added new updated ancillaries and traits by Juzy90 - Fixed all the custom settlements, added correct rebels to all the regions.
Wrath of the Norsemen V. 3.5!
Edit as of 2022-04-20 -
- 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 after play-testing, which made the campaign unfair - the Franks start with a Town, but they're the exception. Now Svitjod won't have a clear advantage at the start as the Large_Town is the highest possible settlement in the game - and developing a village into a large_tow takes a long time in this mod.
- 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!]()
- 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.
- Added missing rebel unit-cards - the mod has been updated with fixes to rebel-unit cards that were missing.
- Starting diplomacy and victory conditions updated - improved the victory conditions and the diplomacy at the start.
- 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 Kertilsveinar-general texture variations for the Norse!]()
![New Kertilsveinar-general texture variations for the Norse!]()
![New Kertilsveinar-general texture variations for the Norse!]()
![New Vikingr-soldier strat-model variations!]()
- 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.
- 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 V. 3.4!
- New M2TWEOP-tool V. 2.0 that is much easier to start-up and use!
Wrath of the Norsemen Beta 3.3!
- New berserker-mental state for the Berserkers and the Ulfhednars thanks to the M2TWEOP-tool - the berserkirs also have 2h axes now!
Wrath of the Norsemen Beta V. 3.2!
- Fixed hotseat with scripts working 2020-05/06
- Mod has also been moved under the Kingdoms Expansion instead of the vanilla Medieval 2 game.
- Fixed 2018-02/10:
- Fixed all the custom settlements that were not spawning, as i failed to realize that all the entries were missing in the descr_strat - this probably was due to me uploading a version with the wrong files.
- Also added correct rebels to all the regions, so now you will fight Sami, Finnish, Slav, Baltic, Frisian, Saxon, Rus and Norse rebels in their own homeregions - not just Norse everywhere like before.
- I have also fixed the Frank Infantry unit - so it will attack now and won't just stand there.
- I have fixed the Erzemon Archers (Saxon Mercs) - by replacing the mesh with the mesh in use by TLK:WotN.
- I've replaced the Lokinyki Mercenaries mesh (the same in use by the Huscarls) with the Thengs of TLK:WotN.
- Burwaran-unit fixed - by replacing the animations in the BMDB-file.
- Formations added to Vikings, Saxons and Franks - just like in TLK:WotN.
- Outdated upgrade of the Skjoldborgsmen removed.
- Sami Shamans have gotten the old portrait back, that were never in use due to it's name being wrong in the folder.
- Diplomacy has been overhauled, factions start at war with most of the ones they should be at war with - this is done to stop the AI from being peaceful or a coward. It worked well i think.
- Saxon portraits updated - to the new ones that i created from TLK:WotN.
All in all the rebels took the most time, and i have tested it enough to know that it's stable (172 turns) and i did also check the settlements.
Fixed 27-07/17: Fixed issue with Freyseyr settlement plus added historical names for cities.
Previous changes:
1. Fixes all the remaining silver surfer captains and generals.
2. Adds missing portraits for the two sami units.
3. Changes the names of the Frisian/Saxon mercenaries to more easily identify them as mercs.
4. Re-adds the music-mod but with heavily edited and cut music tracks.
5. Re-uses the old scripts for the single player campaign - for hotseat plz rename the "campaign_script"-file to something else - and then name the one labeled "campaign_script_hotseat" as "casmpaign_script"
- When playing with hotseat most of the scripts doesn't work past turn number two, while on the other hand if you play with working scripts the hotseat will CTD when trying to enter the campaign.
6. I've also added new strat-models for the Frankish captain and general.
7. Also i've implemented new custom settlements for all factions. - Slavs and most Vikings share theirs:
- three out of four Norse vikings have different styled villages and towns but the same style in large town and cities:
- sami/finns do use the same as Alba will use in TLK:WotN:
- and finally the Franks have the Byzantium ones and is the only faction with civilized cities:
The mod is pretty much done now!
Start by clicking the .bat-file inside of mods/WotN.
Fantastic mod!
Thanks man - i am slightly annoyed at MODDB currently for archiving the article of the mod without an explanation - seems very odd to me.
I think it deserves some attention. It's not like adding this update didn't require work on my part..
But i am glad you liked it.
Please re-download the mod - i have updated it like 35 minutes ago and it corrects some issues regarding the adopted family members of Rygjalandi and Kvenland.
england? venice?
No, this is the Baltic release - not the Grand Campaign.
i just downloaded but it said it cant open as an archive plz help i really wanna play this mod
WinRar - and manually move the folder out of the archive.
Open the archive by doubleclicking.
Is the Grand Campaign ever going to come out? And does it have it's own page?
It has it's own page for Kingdoms.
And it will possibly be released, depends on if i manage to solve some bugs causing it to be very unstable - unlike the Baltic release.
I believe replacing the map made it unstable, and that i would need to fix it for the mod to be playable.
when I click the .BAT file it says it cant find kingdom.exe help?
Don't start it with administrator rights and just doubleclick.
How do you do that?
How do you don't start it with administrator rights?
One just click on it.
i only have MP and no singleplayer
No, you don't. You probably just missed the menu of the single player campaign - that is "Baltic Campaign".
tutorial on how to install plz?
Place the mod inside of your Medieval II Total War/mods-folder and start it up by doubleclicking the .bat-file named "WotNbeta". The name of the WotN-folder must be "WotN" - also make sure when un-raring that you don't get mods/WotN/WotN - it should be mods/WotN.
I cant seem to unrar it :(
Use the latest version of winRAR and use the mouse to move it out of the program.
windows cannot find kingsdom.exe
Manually move it out of the archive using your mouse.
Don't try to use the programs menu. And do not use 'start with administratör rights'.
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It says I can't open as archive please help the mod looks great and I would love to play
You'd need the latest version of WinRar.
whats the update here?
From the desc it seems like he used this Twcenter.net to fix some scripts and such. Go to Summary and scroll down for the real list
Here is a quick install video for the Wrath of the Norsemen- Baltic Release for Medieval 2: Total War. Link to mod in the description. As always let me know if you have any questions in the comments below! Stay super!
Hi uhm, How do you play as the Franks? because both Frankish Empires in the Wrath of the Norsemen and The Last Kingdom is freakin ridiculous why are they always the Empire that has a Massive freakin Upkeep? like when I even tried to remove all expensive units it just seems to be useless could you please buff the Frankish Empire?
Play the submod if You wish to play as the Franks - they're not intended to be played in the main release.
alright, sooo how do you install the disk version?
edit: and do i have to create my own bat file?
The .bat-file was deleted because it shouldn't be used anymore. Instead you'll have to use the M2TWEOP-tool to start the mod. It's inside of the main directory.
With the Regnum Francorum-submod from 2018 you can still use the old .bat-file.
this mod is not perfect but i really like it please add more updates
Thanks for your support.
Not sure what could be added besides more events and scripts. Certain factions could get updated models later maybe.
I've re-uploaded the mod with the new updated version of the M2TWEOP-tool - try re-downloading the mod again as the new version should not have the issue with Steam on Windows 10.
Changes include:
"Many stability issues have been fixed, new features have been added. The list of changes will be when the creator of the tool finish version 1.19
Some of the changes from this patch:
added an option that allows you to simply run the mod without opening the program window
spawn_army fix now works for the console command spawn_character, and now the army that appears will block the port if it is enemy.
The game will no longer crash when changing settings for resolution, anti-aliasing, etc.
The program now correctly detects the monitor resolution
and much more."
Hey, just installed it and I love it. The music works well, the factions, the map, the units, the battles. Just one real gripe here: my economy is now booming, chugging along at a decent pace, but every other faction I come across has gone completely and utterly bankrupt. I've never met a faction that wasn't, and I've sent envoys to all corners of Midgard. This makes diplomacy very frustrating (as there's no real gain in brokering peace as they can't ever afford tribute, and they're always desperate to stop the war) and wars are kind of a done deal as the AI can't field any armies and just sits there while I go to village upon village without any resistance. Is there any way to fix this quickly by myself? Just nerfing the unit costs, for example?
The AI is supposed to get money through scripts so that sounds weird.
I will have to playtest..
Can I install Regnum Francorum on top of the latest build from December 2020?
No, they're independent from each other.
Hi I really like the concept of your mod I'm really looking forward to playing it. One problem I have found very quickly is I went to play Gautland and unfortunately the text is very hard to see with the colours scheme your using for that faction for me. ( text is dark green background is brown)
If you have the time could you kindly fix this or advise me if it's possible to change it.
Thanks mate.
btw bless you for adding borderless mode
It won't be changed cause that's by the original team behind the mod.
I was trying to play the campaign when suddenly every time I press start to every faction in the campaign to play, it always crashed. Can someone explain what did I do wrong?
Try deleting the map.RWM-file inside of WotN/data/World/maps/base.
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