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    Mar 2014

    [MOD] Drake's and YaK's BS2 Fixpack

    Drake's & YaK's Fixpack for BS2 - version 1.41

    Hi y'all!

    nafeij kindly updated the mod to be compatible with the current game build (2.48.10) and fixed a few things too!

    For the downoad and the changelog, look at post #76, HERE.

    The ol' good YaK's BS2 Personal Restoration Mod is reborn with a shiny new name as a PROPERLY fixpack, since it's now merged with the fixes by Drake713.
    I'll try to keep it updated and, possibly, fix other tiny bugs/inconsistencies along the way.

    For the extended change log, look at POST #46 and POST #47

    What's new in 1.40:

    #FIXED (ENG) Another three typos on the map, in the description of Skogr: "... the the beast …". The updated list of ALL changes in "strings.json", is here , download and open it in your browser);

    #FIXED (ENG) Another two typos in conversations (ENG), full details here, new ones on top);

    #FIXED No clansmen, fighters nor supplies are added when Aleo’s village joins. Now 39, 12 and 17 supplies are added after the conversation ends;

    #TWEAKED** The achievements in such way that most of them cause the flying text to show and award renown after the very first time you achieve them . Keep in mind that this seems to prevent the normal unlock in Steam (in case you don't like the change, use the backup file "achievement2.json.z.orig" included in the zip archive).

    What's new in 1.33:

    #FIXED*** In Ch12, after the population is scattered during the Serpent's attack, people that come out confused from the forest are not a fixed number anymore, but in percentage. This is part of a bigger fix of the whole Serpent/Caravan Population issue;

    #FIXED*** At the beginning of Ch14, you could retrieve ALL the people lost in the Serpent's attack (if Rugga's peaceful) or just and half of them (if you have to fight). Now the numbers are tweaked to keep in count also the scattered people of Ch12. This is part of a bigger fix of the whole Serpent/Caravan population issues;

    #FIXED*** In Ch14, AFTER you confront Rugga and have a truce with him, you get back not only all the caravan's member that were scattered after the attack of the Serpent, but also, AS A PLUS, another 200 clansmen, 80 fighters and 30 warrior. This was a leftover of the old implementation of the event. This is part of a bigger fix of the whole Serpent/Caravan Population issue;

    #FIXED In the same event, days only increment if you're playing with Alette (day+1);

    #RESTORED* A hidden achievement: "Not Done Yet", awarded if you clear also the second wave of the Dredge, during the cleaning of debris blockade, on the river;

    #FIXED At the beginning of Ch11, if you stayed outstide, you will suffer an ambush, but the text at the end of the battle (Victor or Loss), in which you resolve to go inside to talk with the Valka / Got saved by Gudmundr, will actually shows AFTER you talked with Zefr, just before opening the cart in the barn;

    #FIXED* At the end of Ch13, after the battle, Gudmundr is mentioned also if dead. Added a new version of the dialogue without any reference to him that will show only in case he is dead;

    #FIXED (ENG) Quite a bunch of typos/missing words in the (eng)dialogues, thanks to Ratatosk, who spotted most of them (for a detailed list, look here);

    #FIXED (ENG) Lots of typos(eng) in map's, heroes', items' and whatever's descriptions, again thanks to Ratatosk (report of changes in "strings.json", here, download and open in a browser);

    #FIXED (ENG) Two lines in which the trainer refers to "Nid/Yrsa" as "Oddleif", when they use "Rain of Arrow" ability, and viceversa refers to "Yrsa/Oddleif" as "Nid", when they use "Bird of Prey" ability;

    What's in version 1.2:

    #TWEAKED The starting difficulty setting from "Normal" to "Hard" in saga2.json.z. Too often is happened that i have started a new game and notic it was at "Normal" instead of "Hard" only after quite a while, maybe screwing also the achievment for hard. So the change, since switching from "Hard" to "Normal" don't break anything . It's just a personal tweak but it's so a minimal one that i don't want to do another package just for my personal use;

    #FIXED The second part of "Ship Kids" random event not happening, due to an error in the first part.

    #FIXED The second part of "Ship Kids" random event showing some odd text on screen and wrongly removing another clansmen;

    #FIXED An unnecessary but potentially dangerous (when importing in Saga3, in the future) "dagre_alive" setted to "0" in the event on the river, when you see a burning village, that happens if you don't stop;

    #FIXED a missing linkpath in Iver conversation in Ormsdalr, at the end of the Chapter;

    #RESTORED A full conversation between Bolverk and Krumr, that will now trigger as soon as you camp;

    #FIXED Two location that should start a random quest, but didn't. The placement of the "9_post_refs" flag teleports you past the random event - instead of being located at 4900, "9_post_refs" should have been placed around 3900;

    #FIXED Second part of Oli's "Gathering" random event is broken, not awarding the correct reward (+9 supplies) in one of the five outcomes, not showing another one at all and causing a console error due to a wrong speaker tag;

    #FIXED In "Hunting" random event, you will not get any supplies if you choose "Let the hunters hunt";

    #FIXED When you defend Lundar the events are handled a bit oddly and you could end getting two times the reward or not. Now all the events are redone in a much more rational flow:
    #1 Saved Houses ---> +5 renown; Solvi's Method; added text "And here, to show my thanks.";
    #2 Saved Houses+Market ---> +5 renown; Solvi's Method; added text "and here's a little something, to show my gratitude.";
    #3 Saved Houses+Great Hall ---> +5 renown; Solvi's Method;
    #4 Saved Market ---> +5 renown;
    #5 Saved Market+Great Hall ---> +5 renown;
    #6 Saved Great Hall ---> Nothing;
    #7 Didn't Save anything ---> Nothing.
    The Ch12 part, when Lundar EFFECTIVELY could joins you, it's not modified;

    #FIXED When you search houses in Bindal it's clearly stated that you return with an old drunk lady and 12 childern, but no clansmen are added;

    #TWEAKED A flavoured converstaion between Bolverk and Sparr, that would trigger ONLY IF you end up in a battle with skulkers;

    #FIXED A bug that prevented some lines of text correctly showing, when Nikels sacrifice himself;

    #FIXED At the end of Ch11, choosing "Step back" in the conversation regarding the Stonesinger, abruptly ends the dialogue;

    #FIXED In the first part of Ch10/12 "Witch" random event, no clansmen added if the old lady joins, nor supplies removed when you give her food and water, now it's fixed;

    #FIXED In the second part of Ch12 "Witch" random event, not clansmen is removed when the "witch" depart, now it's fixed;

    #FIXED In Ch12 "Blue Fires" random event no morale is awarded when "The clansmen cheer your bravery and adventurous spirit", now you get +15 morale;

    #FIXED (ENG) A typo in a Ch12 conversation with Rugga, after the fire in Ettingbekr event;

    #FIXED In the dialogue at the end of Ch12, a line of text shows twice;

    #FIXED In Ch13 "Hole" random event, "The others all cheer at your words" but no morale it's awarded, now you get +10 morale;

    #FIXED In Ch13, Fasolt would like to take revenge of Rook/Alette for destroying the bridge in Saga1 when they don't and acts in a normal way if they've destroyed it. Now the conditions are correctly switched;

    #RESTORED In Ch14 a random event that should have triggered after Canary and his herd join you, but it was probably left out (or it was a bug, who knows). It involves clansmen complaining on horseborns, cause they are "naked". Tweaking this event also have the side effect of letting Canary be avaible in the roster at the end of her first conversation, after the bridge battle, and not only in the last Arberrang battle. Probably in an early version of the game that series of events was planned to be a bit more complex, since in the gamefiles there are also leftovers of her joining with around 300 fighters and more. Anyway i don't want to umbalance the game, so just the text is restored and you will not gain any fighters nor supplies;

    #FIXED In Ch14, during the last fight in Arberrang, sided with the King, chosing "Hakon, can you stop them at the gate?" will start a battle with the default "Charge" unit placement, now it's fixed and in this case Hakon is properly ahead of the other units in a really forward (and risky) position.

    Download Link and How to install:

    Nexusmods Link:
    Gdrive Link:

    Just uncompress the .zip in your "../steamapps/common" folder. It will ask you to overwrite some files. It's all right! The archive come with the backups just in case! (the ones with a .orig files). It will not affect at all survival mode.

    This should also be compatibile with GOG version, you should just be sure to respect the file structure.

    How to uninstall:

    Just delete the files and rename the backups ".orig" files OR verify the integrity of game files in Steam.


    It works (with some exceptions explained below) and is tested with the latest version of the game - 2.38.58/2.39.02 - so, as soon as Stoic will realeas a patch, it will probably screw up, but if you're interested, i'll try to keep it updated. It's "savegame compatible", obviously it's not retroactive, so it could not change the outcome of an event already happened.
    To experience the Krumr/Bolverk chat, it will not suffice to start from chaper 9, but you need to redo the ending of chapter 8 (When Bolverk confronts Hakon) because the changes are done at the very start of chapter 9, just a tiny bit prior of the automatic save.

    *: These changes to work add some new strings/branch of dialogues, so they fully work only in English. In the other localizations their mechanics (rewards, bonus, malus etc.) work, but “Missing text” message will be displayed instead of the current text. Sorry, I can’t translate those things in every localization, it would be really time consuming and I can’t even speak most of them!
    **: Some achievements correctly displays the flying text, but don’t award renown (“Against all Odds”, “The Saga continues”) and all the class ones (Kill 3 enemis with “X”), if unlocked in the training tent will not award renown too (works normally in other battles). Anyway I am pretty sure this happens also in the unmodified games, so there is no REAL loss of income in any case.
    ***: The whole handling of caravan's population lost/retrieved had a few logical flaws. Due to leftovers that added people out of nowhere and the rejoining of people saved by Rugga (Truce=100%; Battle=50% of people lost), not counting the few people retrieved just after the attack, you'll always end with more than you started. Oddly, the better result (around +300 people) happens in the case you should have retrieved just half of them. Enough talking, this is an example of how it works now, with numbers taken directly from my current game:

    Last edited by YaK; 05-02-2018 at 12:17 PM. Reason: Update!

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