Important: The Text Refreshment Mod is not yet updated to Brytenwalda version 1.332, expect the next version in 1.334.
This subordinate-mod mainly aims at correcting broken english in the mod (among other things).
Brytenwalda is a great period peace, in the place and time where Native Warband probably should have been set... but the text in the English version leaves a bit to be desired.
I created this Text Refreshment mod with the full understanding that the developers have much more important things to spend their time on in the mod.
Status: Public Beta 0.963b
Change-log:
Version 0.963b:
Version 0.96b:
Version 0.94b:
Version 0.93b:
Version 0.92b:
Features:
Requirements:
Installation:
Un-installation:
Download:
Text Refreshment Mod 0.963b for Brytenwalda
Optional Files 0.963b (see un-installation section for important details)
Planned Features:
Notes:
Credits:
The Brytenwalda team.
Suggestions (such as text you want fixed), bug-reports and ideas are welcome.
This subordinate-mod mainly aims at correcting broken english in the mod (among other things).
Brytenwalda is a great period peace, in the place and time where Native Warband probably should have been set... but the text in the English version leaves a bit to be desired.
I created this Text Refreshment mod with the full understanding that the developers have much more important things to spend their time on in the mod.
Status: Public Beta 0.963b
Change-log:
Version 0.963b:
Requirements Update: As of this version you now need to back-up your parties.txt file before installation.
A small update that includes the accidentally left-out parties.txt. Fixes some capitalization irregularities for training camps.
A couple of quests had their english broadened.
Fixed a small bug in one of the optional files.
A small update that includes the accidentally left-out parties.txt. Fixes some capitalization irregularities for training camps.
A couple of quests had their english broadened.
Fixed a small bug in one of the optional files.
Version 0.96b:
Requirements Update: As of this version you now need to back-up your factions.txt file before installation.
The 'Game Concepts' Page has had a large overhaul. The timeline is now split into three pieces and starts from 588 with several more historical stops and several expanded stops on the way to the year (and game start) 636.
The Game Concepts page now features a title reference point page known as 'Dark Age Titles' which gives a run-down of all the titles in the game and what they are.
The Game Concepts page now features a page detailing the land divisions of Anglo-Saxon territory to give a better understanding of how these dark age fiefdoms worked. The 'Court' game concepts page now shines some light into the men of noble, ducal and royal courts.
When choosing one's sovereignty, instead of seeing several references to 'Briton', you will see more accurate Brittonic sub-cultures for the faction you are actually choosing. The troop tree remains unchanged, your culture (and that of faction lords) are just called something else. Currently there are the Cornish in Dummonia and Glastenic, the Cymyr (Welsh) in Wales, the Cumbric culture in Northern and Lower Scotland, Gaelic in Ynys Manaw (still has the Briton tree) and Scottish Gaelic in Dal Riata (still has the Irish troop tree). Hwicce and Pengwern remain as 'Briton', mainly due to their eastwardness from the Cymyr sovereignties, though likely heavily influenced by their culture, they would have been more of a mix of Brittonic cultures that were forced west by the Angles and Saxons.
It is important to note that 'Briton' is a generic term, and a Briton can also be Cumbric, Cornish or Cymyr... so while you cannot specifically choose those at character creation, choosing 'Briton' is warrant enough that you can be any one of them of your choosing, or none of them, from an immersive stand-point.
Updated the text in the game to now appropriately feature the Mod's faction name system. In native nation names always had their government in the name, Kingdom, Khanate and so on.. so when referenced in text, a 'the' was needed before each nation reference. In Brytenwalda, it is just the name of the Kingdom or Dryhtendom without 'Kingdom' or 'Dryhtendom' in the name and so on and so forth (which I kind of like better). So 'the Bernacia' was a little odd, this is now corrected. You should take this into account when you name your sovereignty.
Renamed the 'Commoners' faction to 'Independent Sovereignties' as I have seen rebel lords conquer in their own name, and 'Commoners' was the name of their faction on the map. Only useful to new games. Sorry.
Fixed several quest related conversation and dialogue lines which featured broken English.
Squashed several more sporadic occurrences of broken-English.
Added an optional download that features changes to the names of parties and items and troops. It is optional because in-addition to the regular text changes of broken-English and grammatical/capitalization errors there are several non text related changes.
Optional Files Change-list:
Fixed the names of several parties which had non-capitalized letters where there should have been.
Fixed several items which had non-capitalized letters where there should have been.
Fixed several items which had the order of words wrong (broken-English).
Faction Lords now hire mercenaries to pad their numbers.
Faction Lords now recruit spies and scouts, which give them some pathfinding and spotting skill.
Faction Lords now have women in their employ. These represent slaves, servants, family and wives of soldiers who follow their husband to whom they are dependent.
Patrols are now led by a Captain and have a few scouts to aid their troll of the land. The captain is an elite with no special stats (compared to other elites) and is more expensive than the average elite footmen.
Manhunters are now led by a Slaver Chief automatically, they also have Slaver Hunters and Drivers. Hunters now have tracking, spotting and pathfinding skills. The latter only useful in new games, sorry.
Merchant caravans now have on occasion a couple of townsmen and a peasant woman or two, they represent hired non-militant help and or potential family of mercenaries or the caravan master himself.
Merchant caravans now hire a scout to aid them on their journeys and to navigate the local terrain.
A few household retainers had their equipment changed to be a bit more accurate of their status and rank. Your constable should wear normal noble clothing instead of a lorica, which would have been brought out mostly just for battle, or a special set of stylish lorica for ceremonies. Otherwise, fine cloth was the norm.
Banners have been adjusted to fit their animation (spear thrust), weapon reach has been shortened to be only the extension of their fists (roughly 30). This makes them a bit easier to wield by the AI. The thrust damage has been increased to 12, and changed to blunt. Now when companions use them they are not completely screwed.
Important Notes for Optional Files:
If you are going to use the party_templates.txt you have to use the troops.txt file. It adds two new troops. If you use the troops.txt file and later wish to uninstall, it will break your saved game because the troops file will be two troops short. You can just copy and paste the two troops added the end of my troops.txt file to your back-up Brytenwalda file, and increase the number under 'file version' in your troops.txt by two. The troops will not be featured in-game and you can go about your save with no issues.
Changes to party names in saved games will take place only to parties generated after the optional mod files are installed.
The 'Game Concepts' Page has had a large overhaul. The timeline is now split into three pieces and starts from 588 with several more historical stops and several expanded stops on the way to the year (and game start) 636.
The Game Concepts page now features a title reference point page known as 'Dark Age Titles' which gives a run-down of all the titles in the game and what they are.
The Game Concepts page now features a page detailing the land divisions of Anglo-Saxon territory to give a better understanding of how these dark age fiefdoms worked. The 'Court' game concepts page now shines some light into the men of noble, ducal and royal courts.
When choosing one's sovereignty, instead of seeing several references to 'Briton', you will see more accurate Brittonic sub-cultures for the faction you are actually choosing. The troop tree remains unchanged, your culture (and that of faction lords) are just called something else. Currently there are the Cornish in Dummonia and Glastenic, the Cymyr (Welsh) in Wales, the Cumbric culture in Northern and Lower Scotland, Gaelic in Ynys Manaw (still has the Briton tree) and Scottish Gaelic in Dal Riata (still has the Irish troop tree). Hwicce and Pengwern remain as 'Briton', mainly due to their eastwardness from the Cymyr sovereignties, though likely heavily influenced by their culture, they would have been more of a mix of Brittonic cultures that were forced west by the Angles and Saxons.
It is important to note that 'Briton' is a generic term, and a Briton can also be Cumbric, Cornish or Cymyr... so while you cannot specifically choose those at character creation, choosing 'Briton' is warrant enough that you can be any one of them of your choosing, or none of them, from an immersive stand-point.
Updated the text in the game to now appropriately feature the Mod's faction name system. In native nation names always had their government in the name, Kingdom, Khanate and so on.. so when referenced in text, a 'the' was needed before each nation reference. In Brytenwalda, it is just the name of the Kingdom or Dryhtendom without 'Kingdom' or 'Dryhtendom' in the name and so on and so forth (which I kind of like better). So 'the Bernacia' was a little odd, this is now corrected. You should take this into account when you name your sovereignty.
Renamed the 'Commoners' faction to 'Independent Sovereignties' as I have seen rebel lords conquer in their own name, and 'Commoners' was the name of their faction on the map. Only useful to new games. Sorry.
Fixed several quest related conversation and dialogue lines which featured broken English.
Squashed several more sporadic occurrences of broken-English.
Added an optional download that features changes to the names of parties and items and troops. It is optional because in-addition to the regular text changes of broken-English and grammatical/capitalization errors there are several non text related changes.
Optional Files Change-list:
Fixed the names of several parties which had non-capitalized letters where there should have been.
Fixed several items which had non-capitalized letters where there should have been.
Fixed several items which had the order of words wrong (broken-English).
Faction Lords now hire mercenaries to pad their numbers.
Faction Lords now recruit spies and scouts, which give them some pathfinding and spotting skill.
Faction Lords now have women in their employ. These represent slaves, servants, family and wives of soldiers who follow their husband to whom they are dependent.
Patrols are now led by a Captain and have a few scouts to aid their troll of the land. The captain is an elite with no special stats (compared to other elites) and is more expensive than the average elite footmen.
Manhunters are now led by a Slaver Chief automatically, they also have Slaver Hunters and Drivers. Hunters now have tracking, spotting and pathfinding skills. The latter only useful in new games, sorry.
Merchant caravans now have on occasion a couple of townsmen and a peasant woman or two, they represent hired non-militant help and or potential family of mercenaries or the caravan master himself.
Merchant caravans now hire a scout to aid them on their journeys and to navigate the local terrain.
A few household retainers had their equipment changed to be a bit more accurate of their status and rank. Your constable should wear normal noble clothing instead of a lorica, which would have been brought out mostly just for battle, or a special set of stylish lorica for ceremonies. Otherwise, fine cloth was the norm.
Banners have been adjusted to fit their animation (spear thrust), weapon reach has been shortened to be only the extension of their fists (roughly 30). This makes them a bit easier to wield by the AI. The thrust damage has been increased to 12, and changed to blunt. Now when companions use them they are not completely screwed.
Important Notes for Optional Files:
If you are going to use the party_templates.txt you have to use the troops.txt file. It adds two new troops. If you use the troops.txt file and later wish to uninstall, it will break your saved game because the troops file will be two troops short. You can just copy and paste the two troops added the end of my troops.txt file to your back-up Brytenwalda file, and increase the number under 'file version' in your troops.txt by two. The troops will not be featured in-game and you can go about your save with no issues.
Changes to party names in saved games will take place only to parties generated after the optional mod files are installed.
Version 0.94b:
Made compatible with Brytenwalda 1.331.
Touched up the new text in Brytenwalda 1.331.
Refined some text in a few quests.
Other sporadic fixes to broken-English.
Touched up the new text in Brytenwalda 1.331.
Refined some text in a few quests.
Other sporadic fixes to broken-English.
Version 0.93b:
Corrected more text in the Britannia Treasures quest.
Corrected Cado's dialogue. He speaks fluently now.
A few more tweaks to the text within the religion system which featured broken-English.
Revised the prologue merchant's dialogue to be less odd.
Corrected more text in companion back-stories.
Special item properties now feature fluent English.
Replaced several occurrences of 'Bye' with 'Goodbye'.
Minor punctuation and grammar fixes.
Other sporadic reduction of broken-English.
Corrected Cado's dialogue. He speaks fluently now.
A few more tweaks to the text within the religion system which featured broken-English.
Revised the prologue merchant's dialogue to be less odd.
Corrected more text in companion back-stories.
Special item properties now feature fluent English.
Replaced several occurrences of 'Bye' with 'Goodbye'.
Minor punctuation and grammar fixes.
Other sporadic reduction of broken-English.
Version 0.92b:
Requirements Update: You now must back-up your quests.txt file as of this version before installation.
The 'Brittania Treasures' quest is now legible.
Several companion back-stories have had their broken-English fixed.
A few mercenary hire dialogues have been tweaked to be more fluent in English.
The text for the Bounty Hunter quests have had a few text anomalies squashed.
The religion system text has had a few more touch-ups.
A handful more of instances where 'Kingdom' and 'King' referred to someone or something that may not be a King or a Kingdom have been altered to refer to a 'sovereign,' 'sovereignty,' 'land', 'realm' or 'ruler' accordingly.
A few occasions where 'troops' seemed an off term were changed to 'men', 'soldiers' and so on.
Minor grammar and punctuation improvements here and there to dialogue and menu text.
Other sporadic corrections of broken-English.
All changes are save-game compatible.
The 'Brittania Treasures' quest is now legible.
Several companion back-stories have had their broken-English fixed.
A few mercenary hire dialogues have been tweaked to be more fluent in English.
The text for the Bounty Hunter quests have had a few text anomalies squashed.
The religion system text has had a few more touch-ups.
A handful more of instances where 'Kingdom' and 'King' referred to someone or something that may not be a King or a Kingdom have been altered to refer to a 'sovereign,' 'sovereignty,' 'land', 'realm' or 'ruler' accordingly.
A few occasions where 'troops' seemed an off term were changed to 'men', 'soldiers' and so on.
Minor grammar and punctuation improvements here and there to dialogue and menu text.
Other sporadic corrections of broken-English.
All changes are save-game compatible.
Features:
Dialogue in the Prologue with the merchant, childhood/background story choices which featured several instances of broken English have been fixed.
Several odd NPC Dialogues in the game now make more sense.
The text related to the new religion system has had a massive touch-up and features much more fluent English.
The Info Page on the 'Dark Ages Battle System' is now legible and much better organized.
A few instances of odd menu text have been altered.
Several other touch-ups to the English in the game.
Immersive Changes:
The player's dialogue to his servants (as a sovereign lord) will feature less groveling.
Several instances of the words 'Kingdom' and 'King' where it could be referring to someone or something that is not a King or a Kingdom (even when localised to the native language) have been altered to refer to a 'sovereign,' 'sovereignty,' 'land', 'realm' or 'ruler' accordingly.
Changed default player kingdom's 'suggested' name to “Dryhtendom of (playername)”, to emphasize your entry to the lowest partition of the noble totem pole. It remains fully customizable, 'tis only a suggestion.
A handful of the meta-menu game/mod options in-game have had slight tweaks to make them stick out less.
A few comma's that unnaturally slowed down the flow of developing text have been removed.
Several other small changes with intent to improve immersion.
Several odd NPC Dialogues in the game now make more sense.
The text related to the new religion system has had a massive touch-up and features much more fluent English.
The Info Page on the 'Dark Ages Battle System' is now legible and much better organized.
A few instances of odd menu text have been altered.
Several other touch-ups to the English in the game.
Immersive Changes:
The player's dialogue to his servants (as a sovereign lord) will feature less groveling.
Several instances of the words 'Kingdom' and 'King' where it could be referring to someone or something that is not a King or a Kingdom (even when localised to the native language) have been altered to refer to a 'sovereign,' 'sovereignty,' 'land', 'realm' or 'ruler' accordingly.
Changed default player kingdom's 'suggested' name to “Dryhtendom of (playername)”, to emphasize your entry to the lowest partition of the noble totem pole. It remains fully customizable, 'tis only a suggestion.
A handful of the meta-menu game/mod options in-game have had slight tweaks to make them stick out less.
A few comma's that unnaturally slowed down the flow of developing text have been removed.
Several other small changes with intent to improve immersion.
Requirements:
You will need an English version of Brytenwalda 1.331.
It is also highly recommended that you back-up of the text files in your Modules\Brytenwalda 1.331 folder to easily uninstall the mod if needed.
The text files you should back-up are:
Parties.txt
Factions.txt
Quests.txt
Conversation.txt
Strings.txt
Info_Pages.txt
Menus.txt
Quick_Strings.txt
And if use the optional files:
ItemKinds1.txt
Party_Templates.txt
Troops.txt
It is also highly recommended that you back-up of the text files in your Modules\Brytenwalda 1.331 folder to easily uninstall the mod if needed.
The text files you should back-up are:
Parties.txt
Factions.txt
Quests.txt
Conversation.txt
Strings.txt
Info_Pages.txt
Menus.txt
Quick_Strings.txt
And if use the optional files:
ItemKinds1.txt
Party_Templates.txt
Troops.txt
Installation:
Unzip/UnRAR into your Modules\Brytenwalda 1.331 folder and click 'yes' when it asks to overwrite. The same goes for the optional files.
Un-installation:
Copy and paste the back-ups of these files into your Modules\Brytenwalda 1.331 folder and click 'yes' when it asks to overwrite:
Parties.txt
Factions.txt
Quests.txt
Conversation.txt
Strings.txt
Info_Pages.txt
Menus.txt
Quick_Strings.txt
And if use the optional files:
ItemKinds1.txt
Party_Templates.txt
Troops.txt
Optional File Notes:
If you are going to use the party_templates.txt you have to use the troops.txt file. It adds two new troops. If you use the troops.txt file and later wish to uninstall, it will break your saved game because the troops file will be two troops short. You can just copy and paste the two troops added the end of my troops.txt file to your native Brytenwalda file, and increase the number under 'file version' in that troops.txt by two. The troops will not be featured in-game and you can go about your save with no issues.
Parties.txt
Factions.txt
Quests.txt
Conversation.txt
Strings.txt
Info_Pages.txt
Menus.txt
Quick_Strings.txt
And if use the optional files:
ItemKinds1.txt
Party_Templates.txt
Troops.txt
Optional File Notes:
If you are going to use the party_templates.txt you have to use the troops.txt file. It adds two new troops. If you use the troops.txt file and later wish to uninstall, it will break your saved game because the troops file will be two troops short. You can just copy and paste the two troops added the end of my troops.txt file to your native Brytenwalda file, and increase the number under 'file version' in that troops.txt by two. The troops will not be featured in-game and you can go about your save with no issues.
Download:
Text Refreshment Mod 0.963b for Brytenwalda
Optional Files 0.963b (see un-installation section for important details)
Planned Features:
Finding and squashing/finishing more text anomalies.
Rooting out broken English in the mod.
Rooting out broken English in the mod.
Notes:
All changes are save-game compatible.
Credits:
The Brytenwalda team.
Suggestions (such as text you want fixed), bug-reports and ideas are welcome.