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Just letting yall know, I can only sacrifice prisoners via the 'sacrifice all' decision, the button in the character options does nothing. I should note, I haven't tested it in a cemented religion (like the Scaled or abyssal faiths) only the reformed Yuir.
Ended up playing a short Cormyr game on (a slightly modified) Experimental 101; might play another with some more modifications later.
- Extremely minor, with no gameplay effect, but tyr_aprehend_criminal typoes "apprehend" as "aprehend" in various places in the CB definition; might make it hard to find if someone searches for "apprehend" when looking for it.
- Perhaps this ambition and the opposite should be merged into a "Land for Child" ambition, seeing as gender equality is the default and having to pick between sons and daughters for the ambition thus might be a bit weird.
- Vanilla, and CleanSlate, but since bordergore is undesirable: Holy war distance checks check for any county in the target duchy being adjacent/within two sea zones, not for any of the defender's counties in the target duchy being adjacent/within two sea zones. Might be something to adjust.
- This event seems to be using the wrong frame (it's one of the Reaper's Due Eternal Life events).
- Another event with an incorrect frame.
- Looks like the mother also gets the Sickly trait somehow in some cases, which really shouldn't happen.
- Volo seems like someone that could use a biography trait and custom portrait.
- Probably vanilla; why would I want to strike at my lover (that I'm not plotting against and that I'm thinking highly of)?
- Perhaps the CHARACTER_TOOLTIP string could be updated to show the true parentage for characters that are publicly known to have a different father or mother from their public one, e.g. adopted lover children? ("Adopted son/daughter of <father> and <mother>, son/daughter of <mother> and <father>", with some handling of missing/unknown fathers/mothers).
- Forgot to screenshot it, and a vanilla bug: My landed Court Physician managed to treat me while he was in seclusion. Seems questionable.
- One of my bastards has gone Martial by age 6. Neither my character nor his mother is Martial. Seems weird.
- I sometimes get notified that I've inherited artefacts that don't actually get added to my treasury. I suspect it is to keep down the number of e.g. familiars belonging to ineligible characters, which seems reasonable, but perhaps the event that clears that up should instead fire on_death so that the "artefact heir" doesn't get a notification?
- I have no idea why I'm being notified of this; I have no connection to this character whatsoever as far as I can determine (she's not my friend, lover, rival, vassal, relative, plot target, special interest character, etc.).
- I think the icon for holy wars might be wrong; I forgot to screenshot it, but it wasn't a cross symbol or similar.
Polyamory stuff (contains opinions, because I found some new(ish) stuff here annoying):
- Just checking here: Does this mean the husband will get a "Do I want to be the real [official] father?" event, with the option to refuse (and the AI possibly picking that if they dislike the actual father and/or mother)? If so, that feels sensible; if not, the text doesn't really match what's going on.
- This event perhaps doesn't make a lot of sense in places where it'd not be at all criminal if something happened between your spouse and someone that might be interested in them.
- Another event that perhaps makes less sense in some places; marriages can certainly still be bad, but the consequences of sleeping with someone's spouse wouldn't be as bad.
- I'm reasonably sure I got a "Hopefully my lover will convince her husband to treat the child as his" event here, whereas this event seems to imply that she lied and told him he totally was the real father.
- Automatic legitimization of my bastard children seems rather wonky; sometimes they're considered of my dynasty, sometimes not. Considering the game over potential, I think this might need to be looked at... and Azoun IV's canon bastards are not considered legitimate, so it is pretty inconsistent too!
- (Later discovered what was going on, but I still feel like reporting it): My [former character's] bastards keep getting re-legitimized after I add the proper Bastard trait with the console. I suspect their mothers are behind it. I've never seen that sort of thing happen in vanilla, and it doesn't feel right that I neither get notified of it nor that a royal bastard's mother can unilaterally declare that my bastards are legitimate heirs (especially not when they're not considered part of my dynasty).
- Investigating the legimization thing in the files, it looks like things have been changed quite a bit since my last Cormyr game (late October), so perhaps things above are WAD. I'll remove this functionality from my games, however; between the risk of getting non-dynastic heirs and inconsistencies with some canon bastards (Azoun IV's three starting ones, very notably), I don't feel it's working in an enjoyable fashion; bastards being exposed on birth (but immediately getting the mother's husband set as the father and an "Adopted [bastard]" trait if he approved the suggestion that he would raise the child as his own), spouses (if fine with polyamory) not being upset, and the "That's not my child!" option being disabled seems very reasonable, but "This is your legitimate bastard (regardless of dynasty) and you can't do anything about it!" doesn't feel very fun.
Hi folks - it's time for a new release. It's been a bit longer than weintended, because our search for bugfixes in the wake of the last release led us to make quite a lot of back-end changes. But now it's time, so without further ado, here's experimental 103! (You didn't miss 102 - we found a bug in it just before publicising it.) Today's update includes:
History
History rework in the Northdark and Glimmerwood
Several new or massively expanded drow houses, most of them with at least one playable member
New moon elf and arctic dwarf realms
Sundry other changes
History rework in Raurin and Semphar
Lots of new historical characters, a few of whom hang on into playable start dates
Missing vassals added to 15th century Semphar
Later Muhjari Caliphs are actually Muhjari
Deeper title history in parts of the Shining South
New historical bloodline
New affairs and rivalries
United Kingdom of Moonshae removed
More monstrous humanoids in the early history of the Moonsea
Decisions
Decision to refound the kingdom of Muluk
Decision to refound Athalantar
Map
De jure rework of the Moonshae Isles
Lore
Forest Gnome dynasty names
Character biographies
Gameplay
Improved mass sacrifice support
Magic apprentices will eventually graduate and drop the title; they stick around a bit longer if they're loyal
Duergar and derro can take the ambition to level up as psions, as they should
Some minor titles (like apprentice) grant regular XP
Further adjustments to legitimation for polyamorous couples, with more options being considered depending on how these ones go
Opinion penalties for mixed-species characters reduced and adjusted
Better aging procedures
Tightened requirements for title adjacency in several casus belli
Court priests are easier to appoint
Some decisions will be available to human players more often
Adjustments to pregnancy for long-lived characters
Fewer characters' dark secrets will be given away by things like their combat stats
It's now easier to convert to your liege's religion
Nomads are less likely to pillage
It's not much easier to create the Land of the Lions
Guardian of the Deep can be chosen from a much wider candidate pool
The Harp of Healing is no longer indestructible
Revoke title plot should now be able to be chosen at appropriate times
Graphics
New static portraits
Elves can now get grey hair with age
Less Christian-looking heraldry in Moonshae
Optimisation
Species compatibility trigger is now modular
More casus belli brought into line with CleanSlate
Wonders brought into line with CleanSlate
Wonder upgrades brought into line with CleanSlate
More wonder and wonder upgrade flags added for future feature compatibility
New and hopefully better approach to fixing the overspill bug with the ages of immortal characters
Some diseases brought into line with CleanSlate
Temporary artifacts get cleaned up more promptly
Lots of small CleanSlate fixes
Bugfixes
AI will not send adventurers against host leaders who are already in prison
Dryad and centaur seduction now makes sense in context
Lots of historical wars fixed
Patron deity traits cleaned up to not have unwanted legacy modifiers
Gendered pronoun fixes and related issues in several events
Broken event window frames replaced
Corrected several tooltips
Same-gender marriage should now be available at appropriate times
Several broken historical wars fixed
Venetian customs will no longer trouble the patricians of Toril
Cormyrian royal bloodline restored
Enjoy, and as always we look forward to your feedback!
This is a deeply, deeply minor thing, but that Vecna adventure noted that Lord Neverember's claim to the Alagondar bloodline is false, as far as lore things, might want to remove it from him.
This is a deeply, deeply minor thing, but that Vecna adventure noted that Lord Neverember's claim to the Alagondar bloodline is false, as far as lore things, might want to remove it from him.
For the time being, we're leaving it on - his claim to the title was partly driven by his having made the claim and had it believed. We might at some point have a 'not the real heir' event chain, as there's a few other characters with similar issues in their background - Emir Rimaq al-Nimar springs to mind.
Hi everyone - I'm back from my break, and please to announce the latest experimental version! This is mostly a functional update rather than a big content one - featuring:
General
Existing CleanSlate material brought up to date with latest updates
Character history
Longer title histories in Semphar and Zakhara
Alustriel has a new spouse
When Drizzt's parentage is revealed, he's still treated as legitimised
High Reader Janussi's gender corrected
The Storm Maiden now enjoys the favour of Umberlee
The Beast Lord takes Dekanter much earlier
Halfling Huntinghorn dynasty tree connected correctly
Gameplay
Conditions for Open Elective Succession tightened up
Many events relating to bastardy cleaned up
More adjustments to events for polyamory - a work in progress
Nomadic tribal government conditions relaxed slightly
No more dummy religious revolts
Female characters will retain their sex appeal later in life
Asexual characters can be lustful again (although they're unlikely to act on it)
Members of Kara-Turan faiths can join the Empty Hand society regardless of culture
To form the Nogari priestly cults, you may now be Reformed, but you must worship the appropriate deity
Restoration spells now correctly heal a full range of diseases
Certain artefacts can no longer be stolen
Localisation
More casus belli names now include the target title
No more overlaps in Elvish names for regions of Cormyr
Old Zakharan cultures get the same religious localisations as the regular Zakharan ones
More clarifying epithets when choosing obscure deities in Zakhara
Missing tooltip replaced for sending a physician to Shou Lung
Raid failure messages will only appear once
Dynasty-titled Shou realms corrected
Graphics
Static portrait files compressed
New GFX for the ambition to reject negative traits
Bug fixes
Reduced risk of children inheriting undead graphics sets from their parents
Impregnation effects include checks for genetic compatibility
Maligor's civil war in Thay should now work properly and feature spawned troops
Stoneblade bloodline now has active conditions
Players can no longer make the Jaziri faith doubly sacrificial
The correct duchies are now cited in the potential for the Land of the Lions
Fighters can now lose the Frail trait under the right conditions
Troop summoning should now have the correct timeouts
Limbless creatures can't lose limbs
Independence faction conditions fixed
Lots of small code tweaks
Enjoy!
nd
PS: We haven't been able to reproduce the reported issues with sacrifices, but we'll keep an eye on it.
Hi there! It's been a while, as several of the devs have been taking time to deal with issues away from the mod. Development has not stopped, though - we're making progress on several fronts. We've recently hit several small milestones, and we're pleased to present Experimental Version 105:
Character and title history
Complete rework of 15th century Sembia
New early history for Wizard's Reach
New early history for Chondath
New early history for Turmish and Hlondeth
Small history changes in Zakhara, the Chultan peninsula, Semphar, Shou Lung, Shao Shan, Cormyr, the Moonsea, and Damara
More history detail for mercenary companies
Optimisation
All birth events reviewed and updated for CleanSlate
Titles
New formable titles of Galadorna, Maurmurra, and Chu Yuan
Graphics
New aasimar portrait details
New eye graphics for celestials
Nicknames
Many new nicknames
Adjusted chances for some existing nicknames
Events
A courtier may initiate a romance with their liege
Gameplay
Western Shou Provinces regain Open Elective succession
Courtier romance events will no longer assume human ranges of fertility
'Recently conquered' modifier will not apply for certain liberation CBs
Events relating to concubinage will check character orientation correctly
Siege events relating to raiding will check permissions correctly
Better distance checks for great conflicts
Better creature type assignment for cambions
Localisation
Commonwealth and Celestial government types now have their own title localisation, including some culturally-specific ones
Child of Destiny custom titles will have much more variety
Bugfixes
Crash from maintenance event corrected
Character encoding fixed
...and an Easter Egg!
As ever, have a great time exploring Toril, and let us know about your adventures, ideas, suggestions, and any other feedback.
Hello, I have a modding question. How much of the CK2 history, characters, all that's accessible through notepad++ would be easily converted into CK3. Would it be at all? I know that this group has tried porting but left it because of a lack of 3D modelers. Well, I've switched to CK3 on release and I can't go back anymore because of my preference. I would love to see the Forgotten Realms in CK3 however.
Give me a private message or an answer here because I sure as heck would love to help myself even if no one else would.
Hello, I have a modding question. How much of the CK2 history, characters, all that's accessible through notepad++ would be easily converted into CK3. Would it be at all? I know that this group has tried porting but left it because of a lack of 3D modelers. Well, I've switched to CK3 on release and I can't go back anymore because of my preference. I would love to see the Forgotten Realms in CK3 however.
Give me a private message or an answer here because I sure as heck would love to help myself even if no one else would.
Converting any of it would involve some effort. Stuff like history files, where it's largely being read as data, could probably be converted with a script, although you'd need to be pretty careful in writing it because we do some funky things in character histories.
The other text bits would need work. You'd basically have to rebuild things like events and governments from scratch, and then work out which bits of localisation you could preserve, and which bits would also need to be completely rewritten.
But without at least some kind of 3D modelling, it would be very difficult to reproduce the CK2 Faerun experience. We have a lot of playable non-humanoids - dragons, beholders, all sorts - and our humanoids vary wildly in posture, size, skin colour and texture, way outside the range envisaged by regular CK3 play. I would recommend that before you embark on trying to convert data files, you make and test a plan to do something about the graphics aspects. Is this something you've already considered?
Converting any of it would involve some effort. Stuff like history files, where it's largely being read as data, could probably be converted with a script, although you'd need to be pretty careful in writing it because we do some funky things in character histories.
The other text bits would need work. You'd basically have to rebuild things like events and governments from scratch, and then work out which bits of localisation you could preserve, and which bits would also need to be completely rewritten.
But without at least some kind of 3D modelling, it would be very difficult to reproduce the CK2 Faerun experience. We have a lot of playable non-humanoids - dragons, beholders, all sorts - and our humanoids vary wildly in posture, size, skin colour and texture, way outside the range envisaged by regular CK3 play. I would recommend that before you embark on trying to convert data files, you make and test a plan to do something about the graphics aspects. Is this something you've already considered?
Hi! There are two mods for CK3 that come to mind in particular, Elder Kings 2 and A Game of Thrones, which have some assets that could be reused after minor tweaking rather than doing all the work. As long as the respective teams would agree, that is.
AGoT has dragons and dragon riders, EK2 has elves, orcs and a working magic user system. These are the reasons why I've asked. I'm not the person to lead the modding team as I've no experience in modding Crusader Kings past editing save games and so, understanding how things work, more or less. I would be able to write an event on my own but that's the extent of my modding abilities at the moment.
I would accept training but similarly to the FR team, I'm no 3D designer. If that's correct. And I'm happy to help however I can.
One last note, no one is saying that the first alpha cannot be a demo of the Sword Coast alone, are they? That would limit the amount of work.
How does one go about becoming a psionicist? Is it just treated like any other class if you have potential?
Have you considered expanding the congenital traits to kind of fall in line with D&D stats?
One thing I miss from the SOIAF mod are the different types of plots available. I can't remember all that was available, but being able to kidnap people is definitely fitting.
Yes - if you have the potential trait, or your species naturally has aptitude, it's a class like any other. You can't take it if you're a monk, and vice versa.
It's been considered, but new traits of this sort work best if they have supporting events. We added more levels of physical and mental traits because it's easy to mesh those with existing events, but it's a lot more effort to do so for, say, a dextrous/clumsy family - doubly so as there's not much potential there for interaction with CK2's core mechanisms.
One thing I miss from the SOIAF mod are the different types of plots available. I can't remember all that was available, but being able to kidnap people is definitely fitting.
Happy holidays everyone! We're back with another update: here is experimental release 106. This time, we're bringing you a whole new religion, lots of brand new graphics, a lot of big history improvements, and much, much more. Please note that this release will break existing saves, so finish your run before installing. Here's the full change log:
Religion
New Turm religion, replacing the Calishite faith in and around Turmish, and in the history of Chondath and Tathtar
History
Complete history overhaul in Moonshae - new characters, new dynasties, new title setup, including closer canon compliance both during the rise of Tristan Kendrick and during the arrival of the LeShay.
Major rework of the Reghed Glacier and Icewind Dale, including lots of new historical figures and new playable rulers
Overhaul of 15th century Neverwinter and the Sword Coast, including new holders
New mercenary companies and holy orders
Minor rework in the Silver Marches
New historical holders of Sureggol
More canonical holder history in Melvaunt
More family members for several characters from early TSR novels
Several new formable titles
Graphics
New Mulhorandi interface
New portraits for erinyes, glabrezu, balors, mariliths
Infernal CoA frames and patterns
Improved portraits for incubi and succbui
Graphical support for Turm faith
New static portraits
Map
A few holy sites moved and added
Decisions
Decision to found Rhymanthiin, the Hidden City of Hope
Decision to create the Mage Hunters, the Entropic holy order
Events
Vampires will occasionally be harassed by vampire hunters
Flavour
More nicknames, and improved triggers for existing ones
A new death type, retrospectively applied to some existing historical characters
Optimisation
Health events brought into line with CleanSlate
Holy War conditions rationalised
Great conflict events restructured
Gameplay
Creation of new vampires and lycanthropes is now limited to a sensible range
More summoned units now disband on peace
Courtiers of incarnate patrons will now be very likely to worship those patrons if they can
Species that are strictly female-only will now not have males
Cupbearers must be at least 12 years old
Species that lack certain body parts will not lose them in battle
Bugfixes
Great conflict invaders should retain the correct religions
Lots of loc tidied up
That's it for 2024 - we'll see you in the new year. Until then, enjoy, and let us know how you get on!
It's been a while - but I want to announce that we are working on version 0.7.1. This has involved adding a lot of new features, which are slower to add than our usual incremental upgrades. This means there's a bit of a drought of experimental releases at the moment. But development continues, and we are working to bring you:
Hiya! Just joined the forum to ask this question but... how do you form Phalorm? What are the specific requirements (besides owning Daggerford)? Because it doesn't say what the special conditions are. Sorry if I'm not asking in the right place.
Hiya! Just joined the forum to ask this question but... how do you form Phalorm? What are the specific requirements (besides owning Daggerford)? Because it doesn't say what the special conditions are. Sorry if I'm not asking in the right place.
Phalorm is one of a number of titular titles that can only be formed by decision... but the decision in this case is going to be pretty complicated, because it's going to require at least some of the constituent realms to have been formed first, and when taken, it will enforce elective succession.
So we haven't implemented it yet. It's on the list.
Thank you for your patience!
The new update will have a lot of formable titles that you will actually be able to form.