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From a first glance this looks very well done with a lot of effort put into it. However, right now it is not playable for me due to constant ingame crashes. The game crashes when I select to play with a higher time compression, when panning around the map while unpaused and in general when a lot of stuff seems to go on. It seems to me that the problem is caused by my pc not being able to keep up, however I never had that problem in other rather demanding mods like Geheimnisnacht. Any clues?
It is running with stability for me. If you were installing a modb, dropbox of forum zip, did you remove the old mod or just overwrite it? You should have removed the old one. Regardless of how you are downloading (including steam), please delete the contents of the cache.

Another problem people have is if they are using the Units submod and they are lacking one of the DLCs that it calls for one of the units. Lacking the graphic reference is usually a crash to desktop. So if you are having trouble with POD Units enabled, try playing without that.

I routinely run the mod for hundreds of years at max speed for hundreds of years without a crash.

You might go slow at the very start up as supernatural traits are handed out to random courtiers on the 2nd day.
 
I’ve had some minor bugs, but it mostly runs smoothly for me.

EDIT: You guys really need to eliminate the events that reduce traits if you have more than 5, though. With rulers who can live forever, and who are supposed to become less mutable as they age, those events are both ridiculous and immersion breaking, and seriously detract from the mod.
 
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You guys really need to eliminate the events that reduce traits if you have more than 5, though. With rulers who can live forever, and who are supposed to become less mutable as they age, those events are both ridiculous and immersion breaking, and seriously detract from the mod.
Uh... what?
upload_2019-4-21_17-21-30.png
 

It only happens for personality traits. If you have more than a certain number (5, iirc), events kick in to remove one. HIP eliminated the events responsible, I'm pretty sure, but I don't know where they were.

You can even see it in the photo. He's been alive forever, accumulated tons of traits - still only 6 personality traits, one of which will be shortly removed.
 
Hey y'all, I was wondering if anyone knew how to roll an abomination in the ruler designer, or what I should expect via gameplay as one? When I tried making one (giving vampire, blood potency, clan, and abomination traits) it looked like I could only modify or use vampire traits but not werewolf (unless that is working as intended).
 
You need the ruler designer vampire trait and the abomination trait. You don't need the werewolf trait (its opposite of vampire). Abominations can shape shift.

Thank you for the response! Time to make my abomination empire. Am I able to learn werewolf disciplines as well as vampire as an abomination, and if so will that require one of the werewolf religions for gnosis?
 
Thank you for the response! Time to make my abomination empire. Am I able to learn werewolf disciplines as well as vampire as an abomination, and if so will that require one of the werewolf religions for gnosis?
Canon wise, I think abominations don't lose gifts, but can't get any anymore. The only werewolf "religion" that makes sense for abominations is "Wyrm" or "Black Spiral Dancers". Abominations are cut off from Luna and Gaia.

While they still remember the gifts and rites they possessed before their Embrace, they can only affect Wyrm rites, and can only learn new rites from Banes. Abominations cannot increase their Gnosis trait at all. Finally, they cannot spend points from different pools (Rage, Gnosis, or blood) in the same turn. Abominations can learn and use Disciplines as usual for a vampire of their clan or bloodline.

Since Abominations are extremely rare, we haven't put much ore effort into them. Werewolves overall need a big overhaul to be more viable.

You might be happier as a Gangrel, maybe an Einherjar.
 
Canon wise, I think abominations don't lose gifts, but can't get any anymore. The only werewolf "religion" that makes sense for abominations is "Wyrm" or "Black Spiral Dancers". Abominations are cut off from Luna and Gaia.



Since Abominations are extremely rare, we haven't put much ore effort into them. Werewolves overall need a big overhaul to be more viable.

You might be happier as a Gangrel, maybe an Einherjar.

Gotcha, thank you. I like trying to rp as something rare or odd and abomination had just caught my eye in the ruler designer. I'll look forward to future updates.
 
So after two decently long plays as Geoffrey du Temple and Josef Zvi...
(~130 years and 80, respectively)
The Tremere Thaumaturgy-rituals may need to be re-evaluated in who or how they target, or get a cooldown. I have had baron-tier tremere spam me with rituals to force favors on me, then make my stewardship tank with the ritual for bad bureaucracy (which I had on me FOUR TIMES) while I had... literally no idea who they are or why they target me.

I had some crashes, usually on opening character-menus, but otherwise it has been a stable experience for me! Especially fun was actually shunting the Toreador out of France, the smarmy bastards. :D

Curious question(s) though: When, if ever, does the creation of Camarilla/Sabbat trigger if I do not start at the bookmark with it? And when will hunters become a viable path to play?
I know I am probably annoying -and- a broken record on it, but the biggest joy in this mod is hunting down the millenia-old jackass who thinks he owns your town. I did it as Geoffrey, and as Josef, but it's more fun if a regular dynasty of people does it =)

Otherwise, thanks for the time you invest in this mod! I appreciate it a lot.
 
Curious question(s) though: When, if ever, does the creation of Camarilla/Sabbat trigger if I do not start at the bookmark with it? And when will hunters become a viable path to play?
Camarilla/Sabbat formation happens after the Anarch Revolt and Shadow Inquisition events. You will see it if you play long enough on a 1230 or 1355 bookmark. If playing the 1505/1506 bookmar, Camarilla/Sabat are already formed. We are talking about doing a 1490 bookmark based on the Convention of Thorn LARP where they player has more influence on how the rival sects form in terms of their doctrines.