
Mods / Bastion of Civilisation
Author: SironaGold
Side: Both
Created: Mar 29th at 7:59 PM
Last modified: Apr 1st at 4:48 PM
Downloads: 894
Follow Unfollow 61
Latest file for
v1.20.7:
bastionofcivilisation v1.1.0.zip
1-click install
You've done your biiiiiiig migration. Using a boat or an Elk you've ported what you can scavenge from your original home and moved all the way to the Village of Nadiya. Okay so no, you're not in the village, and you're not really even in the outskirts, but you're like that weird forest witch or pioneer that collects rare and varied resources and anyone can buy things from. In fact you're eager for it!
And you walk, proudly past the Top Duckling right up to Agniezska, who tells you she can take 30 bars of iron off your hands. So you put your 20 bars down and she says "Oh, I'm sorry. I can't afford that!"
What. The. [expletive]!
Okay. Fine. So somehow the blacksmith in the richest trade hub for months around isn't able to buy the iron she wants. You go up to the local hunter, a man named Gerhardt that trades in furs and meat. Surely he'll be willing to buy some of the 40 bear asses you collected on your way here!
NOPE!
Okay, Wall the Alchemist! Surely he'll want to study gold and lea-
[Buzzer noise]
The Inn! The inn will 100% need ingredients for brea-
[Womp wooooooomp]
Does anyone in this damn backwoods want to buy anything???
Well now they do! And they have some more money to boot! and they restock more of their gears per week!
Current added trades:
The two innkeeps now buy spelt and rye flour, and buy the booze they sell by the bucket!
The Tailor buys flax fibers
The Barber Surgeon buys bandages, aqua vitae, and 2 types of shears!
The Hunter buys salt, pelts that are medium or larger, and sells a quiver!
The Blacksmith now buys steel and fire clay bricks, and she sells borax!
The Alchemist now sells sulphur, and buys lead, gold, and meteorite pieces
WARNING! THIS MOD CANNOT BE INSTALLED OR UPDATED MID PLAYTHROUGH!
Okay I mean it can, if you're willing to wipe all the villagers out, remove the lines in the entities folder -> villager.json that has the activity collections for all the trader villagers, giving them an amateur lobotomy in the process, and then spawn them in each individually in their homes or shops.
I have no idea why, but this is the only way I can get the daft @#!$s to actually forget the tradelist that seems to be generated at worldspwan for them, which is saved... somewhere that isn't their tradelist.json
This is my first mod for anything ever so I'm sure the balance of costs is off, some folks are ripping you off some are offering too much, so feedback is appreciated. If good suggestions are made as to additional trades they could make or price changes, I'll probably change them. For a while. Until I burn out on the game again. And this mod will probably be rendered nonfunctional at some point when they change villager behaviours or tradelists.
Oh well.
Special thanks (and apologies) to BrownishStorm for inspiring this mod, I know they intended to get around to this at some point, but my impatience led to me chewing holes in my hair to see this done. Hopefully they can forgive me, and perhaps if/when they get around to looking at Nadiya this mod can be deprecated!
I have no idea if this works on a server. If it does, let me know and I'll go "yipee" and probably make a cupcake for myself for being a good girl
Version | For Game version | Downloads | Release date | Changelog | Download | 1-click mod install* |
---|---|---|---|---|---|---|
v1.1.0 | 601 | Apr 1st at 4:48 PM | Show | bastionofcivilisation v1.1.0.zip | Install now | |
v1.0.1 | 279 | Mar 29th at 9:26 PM | Show | bastionofcivilisationV1.0.1.zip | Install now |
Ahhh...thank you very much
Luka
Nadiya is found by following the quest chain given to you by treasure hunter traders. Complete the Resonance Archives, and the Lazaret and you'll find your way there. As it is a vanilla POI, you can also look at the wiki for further instructions.
Where can I find the villages? I've been looking for ages
ya I'm hoping a future update will expand upon the village mechanics, as it is, it's a nice ground work though so I can easilly see it being expanded on
plus we'll see what the expanded ruins team will do with their village mod, might introduce some interesting elements
Aloy
Hopefully in future updates of the game, they'll expand Nadiya, and have some more NPC traders. I'd like it if the inn offered meals instead of just bread and meat, and if there was a proper brewery, maybe even a monastery as a nearby POI. As it is, it very much feels like the village is in sharp decline with all the ruined houses outside the walls, and so little on offer.
Maybe I'll figure out how to add trading windows and expanded dialogue for some of the NPCs that are already there. I know there's Beata the baker, and Lena the shepard who are noted in their AI as being different to the others. I'd also like it if Sedna the Musician would buy lore books and scrolls off the player, and if Waclaw the smith would also trade with you, but I can't make any promises to being smart enough for that.
@SironaGold honestly I would be more partial to them buying yeast/brewing ingredients, but your reasoning also makes sense. my line of thought was likely other than an alchemist, only the inn would be likely to afford and have the equipment to make more booze. (i.e. that tavernkeeper game)
Aloy
A brewer makes booze, a distillery refines it. An inn buys and sells booze, food and rooms. There's also a baker in the village, but she isn't a trader, and the inn sells bread instead.
More reasonably, the answer is to give players a reason to make a brewery, and later a distillery to trade with the surgeon, because I find that there's really no good reason to make either.
Is there something you'd prefer I add to the trade list instead?
I love it but why on earth would a tavernkeeper buy booze? they make it to sell thats like a bakery buying pastries
Thanks!
RockyFoliage
They'll be fully functional. The issue, for some reason, is that they generate a tradelist based on their tradelist.json when they first spawn, possibly even at world spawn. To be able to respawn the NPCs you have to disable their activities. I have 0 idea why they're set to do either of these things. It's only if you want to update their trades mid-playthrough that you have to replace them with cardboard cutouts of themselves.
If I have this on when I make the world, will the villagers still be brain dead eaither way? Or will the still do their fancy little things? This sounds awsome, but I do actualy like the villagers wandering around doing their things quit a bit sooo...
V1.1.0 is up, check the file for patch notes.
Please remember, if you want to update this, you have to go to appdata->roaming->Vintage Story->assets->survival->entities->humanoid, and then modify the villager file. Search for " activitydriven ", and then delete the lines under that that have the names of the 6 merchants. Then you have to go in game, delete those NPCs, and spawn them back in again with commands.
They'll be clinically brain dead, but their tradelists will be updated, and it doesn't seem to stop you progressing the story!
Just don't be surprised if Wall goes from beardy old man to cute little enbie in doing so... It happened to mine!
Thank you very much...it worked. I'm very excited :)
Luka
Err, yes that isn't correct. It should be 4kb? Make sure you're downloading the v1.0.1 which is the current working version. I have removed the broken 1.0.0 to simplify this.
When I download it it says that I have downloaded 0 kb...that can't be right
@mcTaco
It adds several additional trades to the various villager merchants in Nadiya, a village you discover as you progress the story. Wall the Alchemist now sells sulfur and buys gold and lead nuggets and meteorite pieces, Agniezska the Blacksmith now buys steel. Liga and her husband will now buy spelt or rye flour. Alba the tailor will now buy flax fiber. Tad the Barbersurgeon will buy bandages. Gerhardt the hunter will now buy medium and larger pelts. I gave them all a bunch of extra gears and gear replenishment too.
@drayce91
As far as I can tell, the forced tradelist is generated at world creation. I don't know why, that's not true of any other trader. Hopefully the devs will make it so that the merchants in Nadiya don't have their tradelists tied to their AI in some future patch...
lovely description however,
What they hell even does your mod do?
does it require another mod?
screenshots of your mod in action?
So, would you still need a new game, even if you haven't found the town yet?
LunaGore
That should be fixed now. The Modmaker.exe seems to have built the file without the version number
LunaGore
Errr... Hrmmm
What kind of error, at what point, and please remember that I am a very silly girl and basically put this together over a week and a half of bashing my head into very simple code
I seem to be getting an error when attempting to download.