About this mod
The Jötnar, commonly referred to by citizens of the Empire as Giants are an ancient race from the North, beyond nigh impassable mountains bordering the Nordic lands. Raganvad's mother was able to secure their support in his war against the Empire of Calradia - prime among them being a clan known as the Sons of Fenrir led by the fearsome Valdyr.
- Requirements
- Permissions and credits
- Changelogs
- Donations
Jötnar of Sturgia adds a new race of troops to the Sturgian Principality, the troop tree consists of a total of 15 troops spread across tiers 2-6, as well as a new clan, and associated settlements. The goal was to incorporate giants (Jötnar plural, Jötunn singular), from Norse mythology in as lore friendly a way as possible - by building off of the fact that Sturgia is made up partially of Nordic people, and Raganvad's mother is a Nordic princess. These troops are intended to be slightly uncommon, somewhat in the vein of noble troops in Vanilla. By default 20% of Sturgian Recruits are replaced with Jötunn Recruits, this maps to the branching higher tiers. The mod comes with three separate modules, all three provide the full effect of the mod and at least two are required:
- Jötnar of Sturgia [Required] - This module adds the troops into the game, and replaces 20% of Sturgian Recruits with Jötunn Recruits. This does not require a new save and you will start to see the new troops become avaliable for recruitment over time. This module requires Adonnay's Troop Changer.
- Jötnar of Sturgia: Sons of Fenrir [Optional] - This module adds a new clan to the Sturgian Principality, the Sons of Fenrir, along with its members (see below for details). It also adds new settlements which belong to them, the town Fjall located to the North of Tyal, and Fenrisúlfr Castle located to the East of Sibir. This brings Sturgia up to 8 towns tying them with Vlandia and Aserai, and fills in a large empty area in their territory. This also appropriately adds some Jötnar troops to the default Sturgian lord's party template - roughly 20% of the troops become Jötnar. This module requires you start a new save in order for the settlements, clan, and Lords to be added to the game - it will crash if you don't.
- Jötnar Skins [Required] - This module utilizes DCC, and implements a modified version of its skins.xml file in order to add new skin colors and size adjustments needed to properly display the Jötnar. This module requires Detailed Character Creation, and must be placed at the very top of your load order above "*DCC Main* (Required)" so that this module's skins.xml file gets used by the game.
The troops are intended to be somewhat similar to Noble troops in terms of power and scarcity - the tree starts at Tier 2 and goes to Tier 6, and have a higher stat total than Commoner troops. Knowing this, when determining stats for each troop I looked at similar role Noble troops stat totals, and stat maxes. For example the Tier 4 Sturgian Noble Troop Varyag Veteran, has a stat total of 530, with its main offense stat of One Handed being 150, main movement stat being 110 etc. I balanced the troops by looking at stats in this way, as well as looking at what equipment the troops have.
20% of Sturgian Recruits are replaced with Jötunn Recruits, and this maps to the branching higher tier troops. The intent is for them to be present, but to be more scarce then regular Sturgian troops - which also fits in that there are considerably more humans than Jötnar in Sturgia.
The troops were added to Sturgian Lords' default party model by replacing ~20% of Sturgian troops with same role and tier Jötnar troops - this worked out to 11/55 troops in the model. This way you will see Jötnar represented in Sturgian armies, proportionate to how many are living in Sturgia compared to humans.
Jötnar of Sturgia/Jötnar Skins
These modules are incompatible with any mod that is incompatible with Detailed Character Creation or requires you to replace the skins.xml file.
Jötnar of Sturgia - Sons of Fenrir
This module is not compatible with any mod that adds. Currently, when adding new settlements to Bannerlord you have to replace the entire settlements.xml and Main_map/scene.xscene files in order to add anything to them. Further details on the matter: https://docs.bannerlordmodding.com/_tutorials/new_settlements.html
- When viewing the 3D model of the troops in the Encyclopedia or Party Screen all you will see is the lower half of their body. This is because the troops are much taller than the Vanilla human ones which the displays are designed for. I tried to edit the .xml file for these menus to see if I could zoom out or scale the display, as well as looked into potentially changing it via a .dll module but I can't figure out how to do this. If someone finds out/knows how to please let me know.
- The only way to scale troops to be this large right now was to change the scale of an entire sex/age combination as the height setting is hard capped currently. In this case I chose male teenager and female teenager and replaced all of their meshes etc with the adult versions, and set all of the troops to be within the teenager age range. This shouldn't really be much of an issue as I've played the game for 200+ hours and haven't seen many teenagers, but if you do see one just think, "It's a Jötunn." One place you will see oddities is character creation as it shows your character at different ages, but that's negligible.
- Install ATC - Adonnay's Troop Changer and follow all of his instructions.
- Install Detailed Character Creation and follow all associated instructions.
- Install !!JötnarSkins [Required]
- Install Jötnar of Sturgia [Required]
- Install Jötnar of Sturgia - Sons of Fenrir [Optional - Requires a new save for the new clan/lords/settlements.
- Follow the load order listed below for mod associated modules.
!!JötnarSkins
*DCC Main* (Required)
Native Modules
Jötnar of Sturgia
Jötnar of Sturgia - Sons of Fenrir
The following are mods I recommend using with Jötnar of Sturgia.
Shield Damage Rebalance (Nerf Shields) - In Vanilla, shields take WAY too long to break - it's practically a pointless mechanic. With the default settings on this you will actually see shields break, especially when they are hit with a weapon with Bonus Versus Shields - all of the two-handed axes and swords in this mod that the troops have possess Bonus Versus Shields. I once watched a Chosen of Ymir get 10 swings in a row from his great axe blocked by a puny southerner, only for him to die to arrows before he could break the shield - wouldn't happen with Shield Damage Rebalance.
Troop Collision and siege tower and castle stairs fix - Reduces how much troops clip into each other, helps with how big the troops are. Loose formation can also help, and the Infantry units added by my mod are all in the Heavy Infantry group by default so you can move them separately from your front line.
Xorberax's Cut Through Everyone - Let the big boi's cleave through the puny Southerners!
Armor Does Something - In Vanilla, bows do entirely way too much damage as their damage type is Pierce which ignores huge amounts of armor. ADS among other things makes Bows/Arrows do Cut damage. So lightly armored targets can still be taken out very quickly, but heavily armored targets will take much less damage and be able to properly survive ranged fire. Without ADS bows make for a bad time specifically with the size of these troops, as more arrows can hit them with larger hitboxes. Now the higher tier troops do get quite a lot of armor, but a lot of it is being ignored by Pierce damage. In this mod I gave all of my Archer troops Vanilla bows and arrows so that they will properly be changed to Cut damage by ADS. Honestly this is one of those mods that I installed within the first day of playing and haven't looked back.
This question or something similar to it is asked a lot. I didn't just pull this out of thin air just because I thought it would be cool, I actually thought the exact same thing at first while designing the troop tree and considering mounted troops. But as I was researching I did discover that the Mythology does actually back this up - so it makes perfect sense to include it. Specifically, Surtr and other Jötnar from Múspellsheimr are portrayed and described in text as riding horses. Hence why the Cavalry portion of the troop tree makes reference to Surtr and the Sons of Múspellsheimr.
Screenshots are all taken using my ReShade preset which uses among many other shaders, MartyMcFly's RTGI Beta (a ReShade based Ray Tracing Global Illumination Shader) - I may release it if enough people want it but since one of the shaders is in Beta and requires supporting via Patreon it seems like it wouldn't get much use yet. Still, it is an amazing shader that you should check out.
Pascal Gilcher/Marty McFly Patreon
Defection Overhaul - Prevents clans from defecting from or leaving the player's kingdom, unless the leader's relationship with the player is low. Thresholds for leaving are based upon the clan leader's relationship with the player, and varies based upon the clan leader's Honor trait. All thresholds are configurable.
Honorbound - Honorbound expands upon the Vanilla handling of lords you successfully persuaded to join your Kingdom - adding many conditions for personality traits besides only positive Honor. Valorous, Generous, and Merciful lords will join without needing to be bartered with, while Closefisted lords will require a bribe even if they are Honorable!