Sencantor
Educated
- Joined
- Jan 9, 2021
- Messages
- 52
Hi Murk,
Thanks for the kind words about the translation! I know there are still typos here and there and some out of place lines, but in time I hope to fix most of them. In my World of Gothic post I went into more detail on how some lines simply don't want to use my translation, so they're basically google translate. I haven't figured out how to fix this, but from my testing so far, less than 5% of lines are affected.
Regarding the NPC you mentioned won't talk to you: if you're referring to the smuggler leader, then you just have to keep doing more quests for them until the questline with him opens up (though I'm not actually sure if these guys in particular will let you "join them"). Do note that in this mod joining one of the new camps does not add you to a guild like the 3 main camps do. You can join them and play through their quest lines without having to worry that you block progression in the vanilla game or with one of the other new camps (from what I've seen so far, at least).
Jinn , the mod is definitely not perfect, but in my opinion, definitely worth a playthrough! It adds tons of new content and if you really want a challenge, you can go for hard difficulty (although I don't recommend it, it makes even killing scavengers and molerats a nightmare - I think they're given insane resistances). Regarding the money problem that Murk mentioned: yeah, lol. I actually made a rule for myself to NOT loot merchant NPC's, in order to just not get too rich. Pretend it's like in all the other games where you open their inventory and there's nothing there :D
Oh and regarding the lore: there's actually lots of conversations and books that explain what's going on. I also tried to make the story more cohesive and just more interesting overall.
Thanks for the kind words about the translation! I know there are still typos here and there and some out of place lines, but in time I hope to fix most of them. In my World of Gothic post I went into more detail on how some lines simply don't want to use my translation, so they're basically google translate. I haven't figured out how to fix this, but from my testing so far, less than 5% of lines are affected.
Regarding the NPC you mentioned won't talk to you: if you're referring to the smuggler leader, then you just have to keep doing more quests for them until the questline with him opens up (though I'm not actually sure if these guys in particular will let you "join them"). Do note that in this mod joining one of the new camps does not add you to a guild like the 3 main camps do. You can join them and play through their quest lines without having to worry that you block progression in the vanilla game or with one of the other new camps (from what I've seen so far, at least).
Jinn , the mod is definitely not perfect, but in my opinion, definitely worth a playthrough! It adds tons of new content and if you really want a challenge, you can go for hard difficulty (although I don't recommend it, it makes even killing scavengers and molerats a nightmare - I think they're given insane resistances). Regarding the money problem that Murk mentioned: yeah, lol. I actually made a rule for myself to NOT loot merchant NPC's, in order to just not get too rich. Pretend it's like in all the other games where you open their inventory and there's nothing there :D
Oh and regarding the lore: there's actually lots of conversations and books that explain what's going on. I also tried to make the story more cohesive and just more interesting overall.