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!
And beware of the black knight!
Vanilla Factions Expanded – Medieval Mod features
Faction Control destructively modifies world faction generation and breaks Maynard Medieval’s tech level-based faction restriction. If you want to use Faction Control, simply don’t use the Maynard Medieval storyteller 🙂
Sometimes medieval siege will use field artillery. Please make sure VFE-Security is loaded after Medieval mod.
- 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.
- ISOREX, for Moats code.
- Storyteller art by Vitalii
- Brrainz for creating Harmony Patch Library which has made this series of mods possible.
- NotFood for kindly providing the community with PatchOperationLoadDefsOnDemand.
- OwlChemist for a new Giddy-Up patch.
- Beta testers for finding pesky bugs.
Q: Compatible with Royalty DLC?
A: Empire faction is hardcoded to always spawn and will always appear even when using Maynard Medieval storyteller.
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?
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: Why do shields have -500% melee dodge chance and -200% melee accuracy?
A: That’s just a vanilla text formatting bug; it’s really just equivalent to -5 and -2 skill levels’ worth respectively.