Wildermyth

Wildermyth

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Simon's Events
   
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Tags: Event
File Size
Posted
Updated
366.552 KB
4 Jul, 2021 @ 1:23pm
12 Jul, 2021 @ 9:52am
8 Change Notes ( view )

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Simon's Events

Description
There are currently 5 events.

These are the storytelling rules that I followed when making my events.
- Keep it light
- Create stories that makes players more connected to their characters
- Don't break the 4th wall
- Include different personalities in the dialogues
- Stay in tune with the base game

All events are triggered either when you scout an area or fight an area.
I plan on adding more events.
16 Comments
Noomster  [author] 11 May, 2023 @ 10:49am 
I guess it does.
MidnightDoom777 11 May, 2023 @ 10:02am 
Does this mod decrease the chance of getting transformations, as there would now be a bigger pool of events?
Haberdasher 15 Jan, 2022 @ 6:50pm 
There's the S word in one of these events I saw. It's fine I gues but I dont think it fits with the setting or the games rating.
Noomster  [author] 24 Jul, 2021 @ 1:33pm 
Thanks for the feedback. I am planning to add more events when I have the time and energy. I will revisit tollmen for improvements. :steamthumbsup:
tamtitam 20 Jul, 2021 @ 2:10am 
Some more constructive Feedback about Tollmen:

There is a lot happening:
- You meet a group of people. They tell you how they became bandits and why they think it's justified.
- They have a Morthagi with them(!) and ask you to befriend it
- They want to rob you, but somehow decide to maybe sell you a potion instead (?)
- They joke about your group, but in the end, the believe in you and your mission. They themselves, want to change for better.

Every single one of those things could be the basis of a great event. You had ideas for 3 or 4 Events. But all of them mingled together... It's a bit of a mess.

For example: Why did the bandit want to sell me a potion? Are they always doing it that way? Or did she suddenly decide, that she didn't want to fight us?

There a good stories in there, but they need more room to breathe.
tamtitam 19 Jul, 2021 @ 1:02pm 
Some Feedback about Tollmen:

Lorewise, everything about the Morthagi is very strange.

Especially my character shouting "You are making dealings with the Morthagi scum".
Morthagi are beings of a singular purpose, they don't work or even communicate with humans. My characters, living in this world and fighting them should know that.

You can explain away how those bandits got an obedient morthagi (propably the same way as the player character do in the second campain). But not my characters being so ignorant about the monsters they fight, nor being interested in them. They should know that Morthagi don't talk or deal with humans. That's propably the first thing any child learns about them.

Changing the dialogue a bit could help: The bandits could casually talk about finding this nice Morthagi-fellow in an old lab. The PCs should adress the Morthagi in a different way, or not at all.

Buecherweber 9 Jul, 2021 @ 7:07am 
Interesting ... this even makes sense, in a strange way. Thank you very much, I'll try it out immediately!
Noomster  [author] 9 Jul, 2021 @ 1:24am 
Thanks for the help, looks like it worked! Buecherweber I tried your mod and it does'nt work for me. It's seems to be because of how the game handles translation. You have to go into your mod folder and then assets>text>effects. All your .properties files should end with something like "en_GB". You have to edit the name of the files and remove the "en_GB" part or whatever is there.

Seems only people with the same system language can see events properly without this fix. Or if the system default language is used but I havent tried that yet.
MeBL 8 Jul, 2021 @ 8:58pm 
There are many event mods out there, but not many that try to maintain a flavour with the original content. 10/10 will wait for future updates.
SiDroid 8 Jul, 2021 @ 7:42pm 
Mm, also just realised that I hadn't updated to your latest version yet. I'll give that a try and let you know if that fixes anything the next time they come up!