2,779 ratings
Vanilla Factions Expanded - Vikings
Mod, 1.2, 1.3
File Size
30.666 MB
Sep 17, 2020 @ 6:59am
Jun 23 @ 6:08am
38 Change Notes ( view )

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Vanilla Factions Expanded - Vikings

In 1 collection by Oskar Potocki
Vanilla Expanded
90 items


1.3.2 (25/11/2020): fixed mead not applying correct buffs
1.3.1 (28/10/2020): Lothurr now drop lothurr antler when butchered, removed training dummy sound.
1.3 (15/10/2020): Fixed the issue with hordes of pillagers.

After 6 months in development and almost 2 months in beta testing, we are absolutely ecstatic to show you the effect of our hard work - Vanilla Factions Expanded - Vikings. This mod will enhance your selection of pre-industrial factions by adding two new Viking tribes - both with new, custom-made, legit name generators! It’s up to you to decide whether you want to help them pillage, or get pillaged by them!

This mod utilises a vast amount of new custom code we made available in Vanilla Expanded framework, including custom base generation code, which makes all sieges much more authentic! A number of new weapons, armor, apparel and furniture is also added, greatly adding to your selection of medieval flavour. To those who prefer spacer vibes, rare, experimental cryptotech weapons and armor are also added - now you can literally freeze your enemies as you shoot them!

Various new quests and events allow you to add more dynamic to any playthrough, as they will work just as well for a viking clan as they will for industrial or spacer colony. Hunt legendary creatures, explore ancient dangers, ransack viking tombs or get raided by two new raid types - pillagers, who will come and go like a thunder, stealing your valuables and throwing torches at your base, and slavers, led by a number of wolfhounds, they will try to kidnap all your colonists!

Freya Fierce storyteller introduces a new raid restlessness mechanic, forcing your colony to venture into the world and complete missions in order to remove a stacking debuff for inactivity! Event-wise, she’s just like Randy, but allows you to have 2x as many pawns due to the need for annual caravans.

Error about Royalty DLC Shrines missing is harmless. Please don't report it.

If you encounter just the roof where the viking base/tomb should be, make sure the mod loader is as follows: Harmony -> Core -> Royalty -> Hugslib -> Vanilla Expanded Framework -> Vikings -> any other mods. If it still occurs, please generate a log using a mod called hugslib - go into dev console and press the green share logs button, and post it in the comments.

If you guys don't want the logging enabled, you can disable it in mod settings.


Oskar Potocki, an artist and a designer, responsible for all the artwork and visual imagery.

Erin, an artist responsible for Wooly cow art.

Sarg Bjornson, a programmer responsible for mead code.

erdelf, responsible for facepainting code.

Kikohi, a programmer who wrote a big chunk of this mod’s code.

Taranchuk, a programmer who wrote more complex methods, like raids.

Helixien, a modder responsible for initial design of the mod.

Chowder, a modder responsible for xml tweaks and description writing.

Rimworld is owned by Tynan Sylvester.

(CC BY-NC-ND 4.0)[creativecommons.org]

Q: Is this mod compatible with Combat Extended?
A: Yeah!

Q: How to remove honey from apiary?
A: Your pawn needs at least 5 Animals skill!

Q: Will you keep updating the mod with new content?
A: Possibly, but we will much rather focus on developing new modules for the faction mod.

Q: Does Freya Fierce storyteller limit technology the way Maynard Medieval does?
A: No. She adds a raid restlessness mechanic.

Q: Is this mod save game compatible?
A: Yes, you can add it whenever you like, however bear in mind you can’t remove factions mid-playthrough, so always backup your save.

Q: How do I remove facepaints?
A: Simply deselect the currently equipped face paint.

Q: Does it work with Rimbees

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Popular Discussions View All (5)
Jul 15 @ 4:53pm
PINNED: Bug reports
Aug 4 @ 9:45pm
PINNED: Suggestions
May 5 @ 8:44pm
GOG User Reporting Bug
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Lord Rottingham Aug 10 @ 7:52pm 
I am unable to get the Restless mood debuff to go away. I've raided multiple places outside the settlement, done several quests on the world map and all of my pawns still have the -15 mood debuff. Is there something I'm missing or a specific type of quest I need to do?
Funky Aug 5 @ 9:56am 
Hey there,
i managed to get 2 fenrirs which starts breeding. I noticed that no faction will buy them.(In my playthrou) Is that intended? id rather like to sell the puppies than just kill em :(

thx for ur work!
⎛⎝🤡⎠⎞ Aug 4 @ 11:55pm 
Update: I'm like 80% sure that the problem with Apiaries not producing honey was being caused by ReGrowth changing the flowers or something because after uninstalling regrowth the Apiaries work fine with any flower.
MrXarous Aug 2 @ 1:49pm 
iirc the biolab sun lamp (from Vanilla Spacer Module) has a gizmo to "create a growing zone" based on its light that automatically creates a growing zone in that radius. If that is from your mod is there a chance we could get that gizmo on Apiaries that if selected would automatically create a growing zone in the display area of where flowers need to be?
⎛⎝🤡⎠⎞ Jul 28 @ 5:27am 
Maybe it's the Regrowth mods.
⎛⎝🤡⎠⎞ Jul 27 @ 3:12pm 
Apiaries always say the bees need 0 more flowers to forage, I have Alpha Biomes, the Vanilla Plants Expanded mod, and Morrowrim. Should I move Vikings down the load order?
HEX: MINMUS Jul 16 @ 5:46pm 
So what counts as a mission off map for the raid relentlessness mechanic because i just attacked a hunting camp and the restless moodlet is still present is it that the raid wasn't against a faction base?
Karmapowered Jul 12 @ 6:34am 
PS : I do know that I can mobilize ALL the pawns to stop the event, but that creates havoc in their routines (night owls, cooks, dropping stuff, etc.) and I also miss the chance at another positive event. Basically I just would like the event to never activate for some colonies.
Karmapowered Jul 12 @ 6:26am 
Could you be convinced to please add a toggle to disable feasts, or perhaps just tell us how to proceed to do so ? I couldn't find an easy way to do it even with mods such as "Incident tweaker".

I like most other parts of the mod, but that event is in *my opinion* exceptionally costly in resources, doesn't add much compared to a vanilla party and lasts way too long, immobilizing my whole colony. I don't think it's fair to impose the event on players whose faction has nothing of "viking" to start with. If anything, the event probably should be some kind ritual, but it's obviously not up to me to take such a decision.

As I said, I'd be perfectly happy if I could get a "DIY sheet" from you in layman terms, so that you don't have to go out of your way to change it.

Your consideration and time would be appreciated.
Oskar Potocki  [author] Jul 10 @ 12:51am