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dek_torres

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Aug 30, 2016
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With Hellblade just released and God of War on the horizon, I’m guessing some of you might be thinking of starting the game again as a Norse character. Don’t do so without this mod!* Check it out on the Workshop here.

It is a large expansion to playing as a character with the Germanic pagan religion, focussing on RPing as the new Head of the Faith (the Oðinnshrafn, or Odin’s Raven, called the Fylkir in vanilla). Drawing on the fascinating mythology of the Norse, the mod immerses the player in a world that could have been, had Scandinavia not largely converted to Christianity in the Middle Ages. Some features are available at game start, but the mod comes into its own once you have reformed the faith.

It is compatible with save games where you are already Reformed Germanic, but you will miss out on some tasty flavour events.

Direct download: If you want to download this outside the workshop, download the .zip attached to this post, and extract the contents (not the whole .zip file, but just its contents) into your mod folder. This is normally located at C:\Users\<your name>\Documents\Paradox Interactive\Crusader Kings II\mod. Then simply activate the mod in your launcher as usual.

Main features
  • New powers for the Head of the faith, alongside his new title of Oðinshrafn (Odin’s raven)
  • New lore around the reformed faith, with rich and immersive flavour events
  • A new Holy Order, the Hammers of Thor
  • Send your courtiers to the Halls of Faith to become Eiðmaðr (Oathsmen, powerful warrior monks) or Friggjarsniptar (Sisters of Frigg). These function somewhat like monks and nuns
  • Two new societies: the Kappa af Miðgarðr (Champions of Midgard), a sect of powerful Norse warriors (closest to the Assassins, but with a focus on military power and combat prowess); and the Order of the Vanir, modelled on the monastic orders, but with a focus on the arcane.
    Also made the Hermetic Order accessible to reformed and feudal Norse Pagans
  • Powerful new artifacts with complex acquisition event chains, based on Norse mythology
  • To come: new heresies, including a ‘purity’ based heresy that aims to stamp out some of the more barbaric practices of the Norse
Why did I make this mod?
I started a new game as a Norse character and worked my arse off securing all the Holy Sites to reform the faith, only to find that very little changed afterwards. There is just so much more to do as a Christian ruler, and I found the absence of bespoke Societies particularly galling considering I had just shelled out for the Monks DLC. So I set about tweaking a few bits here and there to make things more interesting. This expanded into many other areas until I had quite a sizeable mod on my hands. I love the RP aspects of CK2, and this mod really focusses in on creating a more immersive and interesting experience to playing as a reformed Germanic character.

Future updates
I've had lots of excellent suggestions for expansions to the mod, and in the near future will be working on:
  • New government type to represent a Norse version of feudalism
  • New factions system based on a development of the Þing (like a Norse parliament)
  • Adapted Devils Worshippers society
  • More flavour events
  • Personal Champion minor title
  • Challenges to personal combat to resolve wars
  • and other stuff
Compatibility
This is quite a large mod, so as with any mod you could run into issues. I’ll try to help out if anything does, but I’m not a full-time developer, so please use at your own risk. That said, I’ve now got a reasonable amount of experience in modding and have tested this thoroughly, so hopefully it shouldn’t do anything drastic.
Version: Compatible with CK2.7.2 (latest patch as of date of publishing this mod). Not tested on previous versions.
DLC: Obviously the Old Gods, to be able to play as a pagan. Some features (such as Societies and artefacts) will only work with the relevant mods installed. But other than that it should be compatible with anything. I play with all DLC enabled.
Ironman: No.
HIP & CK2+: Workshop and download link version not compatible. There are merge files available on p4 of this forum, thanks to @Doukan @marcinfa and @Vonbalt for putting these together. For any queries on these merge files, please reply to this thread and include @Doukan for CK2+ or @Vonbalt for HIP in your reply.
Other mods: Again, it’s quite sizeable, so may clash with other mods. For a quick guide on how to check this mod’s compatibility with others, see the bottom of this post
Language: I’m shamefully poor at languages, so have just used Google Translate for the French, German and Spanish localisations. They’re probably wrong in places, but at least the results should be funny. If anyone wants to have a go at translating, please let me know! Also, I haven’t used the mod in those languages and as the sentences tend to be longer, the text might clip outside of the event boxes.

I am not a historian, and knew little about Norse culture before I approached this mod. I have done quite a bit of research, and I’m fairly confident most of the stuff in here makes sense from an anthropological perspective, but I’m sure I’ve got some bits entirely wrong. If you do have expertise in this area, I’d be interested to hear your thoughts.

There’s a lot of words from the Old Norse language in this mod. I’ve tried to use them for proper nouns, and for titles. However, I didn’t know a word of it before I started this mod, and used web searches and a lot of Wiktionary pages for the words, and I’m sure I have a lot of it wrong. If you speak Icelandic, I’d love to hear from you, as you may be able to help improve it (although obviously I recognise modern Icelandic is very different, but it’s the closest we have!)

Also, there is some light fantasy in this mod. Nothing major, and most can be explained through psychosomatic effects (e.g. if everyone thinks an individual has the blessing of the God of Personal Combat Týr, then they might indeed find themselves performing better in duels). Mostly this is done to immerse the player more in the thinking of the time. However, some of it is less easy to explain rationally (cancer being cured by a Healing Ritual, for example). This should happen very rarely, but if you are a stickler for 100% realism then you might want to avoid this mod.

More features
For a fuller (although not exhaustive) list of features, click the tag below.
  • A new event chain for when you reform the Norse faith, that recognises the reformers role as essentially a profit of Odin. It grants him/her a nickname and powerful trait, and all patrilineal descendants a trait much like the Muslim Sayyids.
  • Loads of new flavour events around the new faith, including ‘offering’ ceremonies for your children, blessing from the Gods, interactions with the Goðis (priests), and more
  • All new titles for every rank of characters, based on the Norwegian and Icelandic aristocratic titles on the early Middle Ages (most lower appear only after you adopt feudalism, before that you’ll still be largely seeing chiefs
  • Decision: Establish the Norse monastic orders - the Oathsmen and the Sisters of Frigg. After you have done this you will be able to order courtiers to retire to the Oathshall, where they will take a vow of celibacy and be disqualified from succession (a useful way to get rid of all those cousins with claims on your titles...)
  • Decision: Raise the Oathsmen - raise an army of powerful warrior monks when in a defensive war against infidels
  • Decision: Choose your pantheon - like other pagans can choose a patron God, reformed Norse rulers can select the Æsir or the Vanir to be their patron pantheon, with respective traits conferring different benefits
  • Society: Order of the Vanir - available after you’ve established the Norse monastic orders, this Society functions similarly to the other monastic orders in the game. It has a number of bespoke features, however, including the ability to learn potioncraft and/or seiðr (sorcery), perform a healing ritual, or a curse
  • Society: Champions of Miðgarðr - a sect of powerful Norse warriors who compete to be crowned the Kappi-Efstr (Grand Champion). Closest to the Assassins, but with a focus on military power and combat prowess. Quests include Viking raids, winning battles, and other ways of proving oneself a great warrior. Powers include challenging others to duels to climb the rankings, inspiring your armies, and even raising a huge army of followers. The most distinctive feature of this society is that the Grandmaster (the Kappi-Efstr, or Grand Champion) cannot sit idle, and will be unlikely to hold their position until death. Any rank 3 member can challenge them to a duel, and if the Grand Champion loses they will forfeit their place in the Champions. In addition, s/he must regularly hold a Champion’s Tournament, where their position is contested by other Champions.
  • Society: Hermetic Order now accessible to feudal reformed Norse Pagans
  • Holy Order - the Hammers of Thor (Hamrar af Þor), with all the features such as zealous sons/courtiers asking to join
  • New artifacts, with rich acquisition event chains (these are currently unfinished, I’ll be working on them over the next couple of weeks). Mímirshǫfð (Head of Mimir, bonus to learning), Brísingamen (Freyja’s necklace, intrigue), and Óðrerir (mead of poetry, diplomacy). I’ve also edited Mjolnir and Andvaranaut, two of the Norse artefacts in the base game, as I found them and their acquisition event chains underwhelming
The mod in numbers:
  • 6 new artifacts (more to come)
  • Dozens of new event chains
  • 20 new decisions, with associated event chains
  • Over 100 new character modifiers
  • 4 new nicknames to acquire (more to come)
  • 2 new Societies, with powers and quests
  • 10 new traits
  • More stuff I’ve probably forgotten

For a guide on how to check this mod’s compatibility with other mods, click the spoiler tag below
Basically, to check whether mods are compatible with one another, you need to check whether they edit or replace the same vanilla files.

This mod edits the following vanilla files:
  • common\artifacts\00_artifacts.txt
  • common\cultures\00_cultures.txt
  • common\landed_titles\landed_titles.txt
  • common\minor_titles\00_minor_titles.txt
  • common\modifier_definitions\modifier_definitions.txt
  • common\religions\00_religions.txt
  • common\societies\00_societies.txt
  • decisions\ mnm_monastic_order_decisions.txt
  • decisions\ mnm_society_decisions.txt
  • events\ mnm_misc_events.txt
  • events\ mnm_monastic_orders_events.txt
  • localisation\customisable_localisation\00_ customisable_localisation.txt
  • localisation\text1.csv
  • localisation\v1_10.csv
The process for checking is thus:
  1. Check the .mod file for the mod you want to check compatibility with. This is usually located in Documents\Paradox Interactive\Crusader Kings II\mod. Open with a text editor, and you should see a short file that starts something like name = "Ascent of the Hrafn".
  2. Check whether this file contains the line replace_path = "<name of a folder here>". If so, this means the mod actually replaces vanilla files. You need to check whether the name(s) of the folders specified match any of the paths of the files my mod edits above. (e.g. ‘common\artifacts’ or just ‘common’)
  3. If the answer to the above question is yes, then sorry it is likely incompatible, as your mod replaces a file I'm trying to edit
  4. If the answer is no, you then need to access the zip file for the mod you want to check (mine is called ‘robmod_raven’).
  5. Navigate to each of the paths of the files I have edited in the list above, and check whether your mod has a copy of the same file.
  6. If the answer is yes, then sorry again, it’s incompatible, as both mods are trying to edit the same file. If it is in the ‘localisation’ folder then it shouldn’t matter too much, but otherwise you would need to create a compatibility mod (there are guides online for how to do this).
  7. If the answer to both these questions is no, then they are compatible.

For reasons known only to themselves, Paradox used a numbering system for recording character traits in save files, rather than using the trait’s code name. What this means is that if you add in new traits into an existing save file, it will jump these numbers around and you’ll end up losing traits from every character in the game. Now my mod uses a file name system for the traits which should circumvent this (and definitely won’t cause a problem with vanilla traits), but could (although unlikely) clash with traits from other mods. If you want to know for sure before you use this mod on an existing save (as it can be pretty game breaking) then comment on the thread below and I’ll explain how to check.

I hope you enjoy this mod, it has been a bit of a labour of love for me and I’m excited to hear you’re feedback.

* I began working on this mod before I was really aware of the sudden surge of interest in Norse mythology... jus sayin’

Here's that link again!
http://steamcommunity.com/sharedfiles/filedetails/?id=1108337366
 

Attachments

  • robmod_raven.zip
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Its amazing Paradox never did this for their reformed religions; but people seem to dislike the Alt History stuff (which is wierd as they are popular in mods) - excellent work! I don't know how the mod community keeps putting out so much cool stuff.
 
This seems like a really interesting mod, and I'm excited to see how it continues to develop. My only real criticism so far is that I think it would be better if King-level rulers were called Konungr as opposed to Duke-level rulers, who I think should still be referred to as Jarls.

Also, as a suggestion, I think it would be interesting for Beyd/reformed Norse rulers to receive a new government type once they get out of tribalism, which, like the Iqta government, would allow rulers to hold temples, given that they also have a secular religious head (though the government wouldn't have the same gender laws as Iqta or an equivalent to the jizya).
 
Nice mod! I have some comments on the Norse words in your post:
  • Oðinnshrafn should be Óðinshrafn, I believe;
  • Eiðrmaðr is incorrect; it should either be Eiðmaðr (singular) or Eiðmenn (plural);
  • Friggsnipta is incorrect; it should either be Friggjarsystir (singular) or Friggjarsystr (plural);
  • Kappa af Miðgarðr is theoretically speaking not incorrect, but seeing how Old Norse was a language with many cases, Miðgarðskappi (singular) or Miðgarðskappar (plural) would be more correct; also, kappi translates to ''fighter, warrior'', not ''champion'' (yes, the word is related to ''champion'', but the meaning is different);
  • The leader of the Warriors of Midgard would rather be called something like Kappadrótinn (''leader of the warriors''), as the current title literally means ''warrior-most'' (as in ''much, more, most'');
  • Hamrar af Þor is also theoretically speaking not incorrect, but Þórshamrar is more correct and viable;
  • Mjolnir would better be spelled as Mjǫllnir (though I believe ǫ is replaced by ö in CK2; in that case, Mímirshǫfð would also be written Mímirshöfð).
Good luck!
 
There are new decisions on characters; I think I found a bug. Right click on anyone and you'll see "revoke_allowed" and "ai_will_do".

Yep, I have absolutely no idea why this is. I've scoured the decisions file and can't find a single { out of place. I've tested it too and found that the decisions don't make any changes, so it shouldn't cause a problem, but yeah extremely annoying. If any experienced modder would have a look through my decisions files in the mod and see if they can see the problem that would help.
 
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This seems like a really interesting mod, and I'm excited to see how it continues to develop. My only real criticism so far is that I think it would be better if King-level rulers were called Konungr as opposed to Duke-level rulers, who I think should still be referred to as Jarls.

Also, as a suggestion, I think it would be interesting for Beyd/reformed Norse rulers to receive a new government type once they get out of tribalism, which, like the Iqta government, would allow rulers to hold temples, given that they also have a secular religious head (though the government wouldn't have the same gender laws as Iqta or an equivalent to the jizya).
Thanks for the suggestion. They're Konungr because - as in vanilla - independent Norse dukes are Kings of petty Kingdoms instead of Dukes of Duchies, just like the Anglo-Saxon (e.g. King Alfred of Wessex). This is quite historically accurate, I believe. If you become an actual King level you remain as a Konungr but your vassal Dukes are called Jarls (and later Gulljarl when Feudal, a name I invented meaning something like Golden Earl to differentiate them from plain Jarls). Hopefully this all makes sense as the game unfolds.

I love your idea of a new feudal system, and thought about doing just that as the standard feudal system just doesn't feel 'Norse' enough, based as it was on divine right and title dispensation overseen or at least validated in theory by the Pope. I like the idea of a governance system based more on strength and glory, and maybe limiting succession to electoral or even invent a new one influenced by some sort of 'Þing' mechanic (an Old Norse assembly). This woukd fit more with the 'right by strength' feel of the culture. Tbh I only haven't done this because I don't really know how to edit government forms and didn't want to mess with something I don't understand. But now that it's released i might look into some other mods that have edited succession and government and see whether i can do something.
 
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Nice mod! I have some comments on the Norse words in your post:
  • Oðinnshrafn should be Óðinshrafn, I believe;
  • Eiðrmaðr is incorrect; it should either be Eiðmaðr (singular) or Eiðmenn (plural);
  • Friggsnipta is incorrect; it should either be Friggjarsystir (singular) or Friggjarsystr (plural);
  • Kappa af Miðgarðr is theoretically speaking not incorrect, but seeing how Old Norse was a language with many cases, Miðgarðskappi (singular) or Miðgarðskappar (plural) would be more correct; also, kappi translates to ''fighter, warrior'', not ''champion'' (yes, the word is related to ''champion'', but the meaning is different);
  • The leader of the Warriors of Midgard would rather be called something like Kappadrótinn (''leader of the warriors''), as the current title literally means ''warrior-most'' (as in ''much, more, most'');
  • Hamrar af Þor is also theoretically speaking not incorrect, but Þórshamrar is more correct and viable;
  • Mjolnir would better be spelled as Mjǫllnir (though I believe ǫ is replaced by ö in CK2; in that case, Mímirshǫfð would also be written Mímirshöfð).
Good luck!
Wow, thanks so much, I'll make those changes! Yeah, I'm sure my Old Norse is pretty off in a few places, I got it from a few different sites but had to make adaptations based on my own interpretations of conjugation, but I understand Old Norse was a very complex language! And I can see that being a bit annoying for people who know more of it. How do you know this stuff, by the way? I know it's asking for a lot, but if I sent a few phrases and names like that to you, would you be willing to have a look and offer your thoughts?
 
Excellent - glad to see those two things don't cause any problems. Playing through it; yeah, they don't. Two minor suggestions:

1. My reformer of the faith was a Queen - but it still referred to her as 'him'.
2. Likewise, would it be possible to have the ravensblood trait work like the Saoshyant trait, and not like the Muslim trait? I mean, with Shieldmaidens and all it doesn't make quite as much sense...
 
Wow, thanks so much, I'll make those changes! Yeah, I'm sure my Old Norse is pretty off in a few places, I got it from a few different sites but had to make adaptations based on my own interpretations of conjugation, but I understand Old Norse was a very complex language! And I can see that being a bit annoying for people who know more of it. How do you know this stuff, by the way? I know it's asking for a lot, but if I sent a few phrases and names like that to you, would you be willing to have a look and offer your thoughts?
No problem. Feel free to send me the phrases in a private message (so we don't bloat this thread too much).
 
Excellent - glad to see those two things don't cause any problems. Playing through it; yeah, they don't. Two minor suggestions:

1. My reformer of the faith was a Queen - but it still referred to her as 'him'.
2. Likewise, would it be possible to have the ravensblood trait work like the Saoshyant trait, and not like the Muslim trait? I mean, with Shieldmaidens and all it doesn't make quite as much sense...
Never played as the Saoshyant, by that do you mean inherited from women as well as men? That sounds reasonable, tbh the only reason I didn't make it enatic is because i started making this for me and in my game all succession was still agnatic only at that point, so it felt more true to my game. But I can see it would be annoying if you're playing as a queen. Will also correct the description! Again, this will be because mine was a him. Where did you see it say him incorrectly?
 
Has anyone who's playing with this managed to take the decision to Establish the Norse Monasteries yet? Someone over on the workshop is reporting they can't do it, so wanted to check if it was just him or a wider problem as I can't replicate the issue.
 
Yep, I have absolutely no idea why this is. I've scoured the decisions file and can't find a single { out of place. I've tested it too and found that the decisions don't make any changes, so it shouldn't cause a problem, but yeah extremely annoying. If any experienced modder would have a look through my decisions files in the mod and see if they can see the problem that would help.

Either a missing or excessive bracket in decision definition would be the cause for that, or a similar parsing error.

Anyways, great mod!

Some suggestions if I may:

Regarding the low-fantasy parts you could maybe bloxk them (or make them less likely) if the player has the supernatural events game rule turned off.

Regarding societies I would love to see an 8original ragnarok-based devil worshipper society replace "the trollcrafters" as that's just a reskin of the abrahamic satanists.

Oh, and this is a pet peeve of mine, but I'd say religious reformation should not require feudalisation first. Instead reforming the religion should open up the possibility to reform to a custom government type. Perhaps even having a feudal and a merchant republic version of this new government (at the end of the day, the scandinavian people used ships to trade as well as to raid).
 
@ngppgn - I reformed without going fuedal. Unless I'm badly confused....I'm not sure what you mean.

Regarding the other stuff:

1. It was in one of the reformation texts. Its not a big deal; I just noticed it had "he" in it rather then actually checking for the variable. You cannot create the monastaries. I'm not sure what the mod does, but it seems to turn every sub-vassal of my vassals into one of my vassals as well (somehow)? - and I can't seem to demand a religious conversion of either them, or my direct vassals. I can of SOME of them, but not all. I think there's probably something odd going on somewhere, but I'm not enough of a coder to see what.

Regarding the agnatic trait: Looking at the code, apparently all you have to do to duplicate the muslim one is "agnatic = yes"; so thats actually an argument for implementation in terms of simplicity. I can't figure out how to change it on my own though, sadly.
 
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@ngppgn - I reformed without going fuedal. Unless I'm badly confused....I'm not sure what you mean.

Regarding the other stuff:

1. It was in one of the reformation texts. Its not a big deal; I just noticed it had "he" in it rather then actually checking for the variable. You cannot create the monastaries. I'm not sure what the mod does, but it seems to turn every sub-vassal of my vassals into one of my vassals as well (somehow)? - and I can't seem to demand a religious conversion of either them, or my direct vassals. I can of SOME of them, but not all. I think there's probably something odd going on somewhere, but I'm not enough of a coder to see what.

Regarding the agnatic trait: Looking at the code, apparently all you have to do to duplicate the muslim one is "agnatic = yes"; so thats actually an argument for implementation in terms of simplicity. I can't figure out how to change it on my own though, sadly.
Thanks for checking out the decision for me. I think I'll just remove the dependencies on your vassals being converted to the reformed faith, it was a way of saying 'everyone in the church is behind you' (and also to stop you being able to do it straight away) but if it's causing problems I'll just get rid of it.

Yeah, it's very straightforward to change the trait to be inherited from the female line too. It was more of a choice for me as it suited my game better, and it was one of my first changes before I really planned to release this so wasn't really thinking about other people at that stage. Happy to change it though!

Agree, you don't need to be feudal to reform the religion. In fact, it's the other way round - you need to be reformed to become feudal, as far as I remember.
 
If your goal is to keep you from doing it right away.....You could turn the monastic event into a MTTH event, and choose a random religious figure to do it, instead. You could either have them form it, or approach you and ask for your permission, which would then fire the event for you. Perhaps someone else 'had the idea' and brought it to you?