• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
So, I finally managed to try it (only for 2 hours or so) and the mod feels great. I started playing as the Treant king of High Forest and I love monsters controlled provinces and the selection of races. Aesthetically, this still has the same vibe as CK2 and even without was knowledge of Forgotten Realms (I only played about a third of the first Baldur's Gate and Icewind Dale, never got to play Dungeon and Dragons), I don't struggle finding my narrative and goals.
I played the first alpha four or five years ago with black coats of arms and I'm applauding to you because this feels like a completely different thing. It's such a polished mod. The balance between fantasy role playing and ruler roleplaying is good imho.
I haven't played far enough to encounter any major events, but I'm glad to report that the mod is fun even without narrative (something I struggle with when playing Game of Thrones mod).

Do you have or plan on having dev diaries? I would love to get little more insight.
 
  • 2Love
Reactions:
So, I finally managed to try it (only for 2 hours or so) and the mod feels great. I started playing as the Treant king of High Forest and I love monsters controlled provinces and the selection of races. Aesthetically, this still has the same vibe as CK2 and even without was knowledge of Forgotten Realms (I only played about a third of the first Baldur's Gate and Icewind Dale, never got to play Dungeon and Dragons), I don't struggle finding my narrative and goals.
I played the first alpha four or five years ago with black coats of arms and I'm applauding to you because this feels like a completely different thing. It's such a polished mod. The balance between fantasy role playing and ruler roleplaying is good imho.
I haven't played far enough to encounter any major events, but I'm glad to report that the mod is fun even without narrative (something I struggle with when playing Game of Thrones mod).

Do you have or plan on having dev diaries? I would love to get little more insight.
Thank you for your kind words! We absolutely do plan to have dev diaries in the near future. And there aren't any story events at the moment - just the event troops and special CBs for the Bhaalspawn. We are planning a wide range of events, and would love to recruit modders who are experienced with writing them. Among the options we're considering:
  • A series of events that trigger when particular cultures reclaim lost cities of importance to them. (For those who know the setting, the recapture of Myth Drannor in 1374 would be a good archetype for this kind of thing.)
  • A conclusion to the Bhaalspawn saga when only one or two of them are left.
  • A series of Realms-Shaking Events to show the effects of the Return of the Archwizards, the Spellplague, and the Second Sundering (and the Time of Troubles, when we move the start date earlier).
  • Series of lesser events to cover the Horde Campaign Trilogy, the Threat from the Sea, the shattering of Hellgate Keep, the Castle Trinity War, the Living Gem War, the Dragonspear Wars, and so on. Some of these would mean that the events in question do not generally happen anything like they did in canon - if the Living Gem or the Gatekeeper's Crystal are used in different ways, times, or places, things will pan out very differently!
  • Customisations of vanilla events to reflect the different cultures, religions, and even wildlife of the Realms - it should be possible to hunt krenshar, meet Rothé farmers, observe Auril's Blesstide or Shieldmeet, and even adopt a pet tressym.
But all this is some way off - we need to hammer out the bugs in the current release first.

nd
 
  • 2Like
  • 1
Reactions:
Tbh i just ended my first game from start to finish as Elturgard turned in an empire spanning from the savage north to tethyr, and the mod it's incredibly stable and almost devoid of any bugs. The main issues i see are:
  • Many events lack lore localization
  • Nations tend to blob a bit too easily
  • Children from incompatible races being born and inheriting more than a single race from their parents.
  • Every ruler becomes a werewolf in endgame
  • Magical healing it's a must, canon immortal characters become lunatic, depressed, stressed and maimed in every type of way
  • I'd nerf a bit the nomads and shou lung
  • I'd raise revolts risk in former monstrous counties after conquest, completely eliminating the automatic shift to your culture when you conquer them, it's a bit immersion breaking and some kingdoms become extremely powerful after blobbing in those territories. Some "liberation" and "instability" events would be nice or you could use a system of colonies similar to those in the AGOT mod to simulate claiming the land for civilization
  • I would also completely eliminate any type of casus belli between good worshipping nations except for de jure and inheritance claims. It makes little sense that thorass can holy war alzhedo nations.
  • Speaking of alzhedo i think that you can shift the multiple wives from religion to culture, so that if you're a estelar worshipper of the needed culture you can have them without splitting the religions
  • The use of navies it's practically non existent and some islands are impossible to take from the monsters or those that rule it
  • With the exception of long living races many races seems to have a really hard time reaching significant levels in their classes (i already made some suggestions about this in a previous answer to this post)
  • I would try to mod the government type of Thay so that they become a magocratic-merchant republic and can build red mages enclaves around the map
  • Some higher "Imperial" type of government for feudal/monastic/magocratic realms would be nice to have
  • Speaking about commerce it seems to me that the commerce from shou lung could be improved through the sea of fallen stars and the chiontar and the trade way could become a true ground trade route
 
Customisations of vanilla events to reflect the different cultures, religions, and even wildlife of the Realms - it should be possible to hunt krenshar, meet Rothé farmers, observe Auril's Blesstide or Shieldmeet, and even adopt a pet tressym.

That's a lot of stuff to cover. I'm the most excited about this part as ordinary events usually are what makes CK2 really flavourful.
 
Tbh i just ended my first game from start to finish as Elturgard turned in an empire spanning from the savage north to tethyr, and the mod it's incredibly stable and almost devoid of any bugs.
Thank you! That's really heartening to hear.

Of the issues you mention, we've already fixed this one for the next version:
  • With the exception of long living races many races seems to have a really hard time reaching significant levels in their classes (i already made some suggestions about this in a previous answer to this post)
We're working on these ones right now:
  • Many events lack lore localization
  • Children from incompatible races being born and inheriting more than a single race from their parents.
  • I would also completely eliminate any type of casus belli between good worshipping nations except for de jure and inheritance claims. It makes little sense that thorass can holy war alzhedo nations.
  • The use of navies it's practically non existent and some islands are impossible to take from the monsters or those that rule it
We're working out what to do about these ones:
  • Nations tend to blob a bit too easily
  • I'd nerf a bit the nomads and shou lung
  • I'd raise revolts risk in former monstrous counties after conquest, completely eliminating the automatic shift to your culture when you conquer them, it's a bit immersion breaking and some kingdoms become extremely powerful after blobbing in those territories. Some "liberation" and "instability" events would be nice or you could use a system of colonies similar to those in the AGOT mod to simulate claiming the land for civilization
  • Speaking about commerce it seems to me that the commerce from shou lung could be improved through the sea of fallen stars and the chiontar and the trade way could become a true ground trade route
  • Magical healing it's a must, canon immortal characters become lunatic, depressed, stressed and maimed in every type of way
And these are issues that we haven't really given consideration yet:
  • Every ruler becomes a werewolf in endgame
  • Speaking of alzhedo i think that you can shift the multiple wives from religion to culture, so that if you're a estelar worshipper of the needed culture you can have them without splitting the religions
  • I would try to mod the government type of Thay so that they become a magocratic-merchant republic and can build red mages enclaves around the map
  • Some higher "Imperial" type of government for feudal/monastic/magocratic realms would be nice to have
In particular, this is the first I've heard of the werewolf issue. Do you know where it spread from?

Many thanks,

nd
 
It seems to have started in Neverwinter, i can't really trace the genealogy, but whenever someone that is a lycanthrope or a pure born lycanthrope has a child it passes on. The thing exploded when it touched some guys with concubines and then multiple wives. It's not spread to all the map but i'd say that a good 20% of the sword coast it's now a lychantrope or a pure born lychanthrope. I suppose seduction and unfaifthfulness doesn't help a bit.
 
Version 0.3.1
We are proud to announce today the release of our first bugfix of the open beta version. Version 0.3.1, out today, brings small speed and stability improvements, and the following changes and fixes:
  • New graphics, titles, and localisation for giants
  • Bloodlines
  • All characters now get exactly one species trait. (Exception: dead fathers of automatically-generated patricians.)
  • Marriages between biologically incompatible couples are now dissolved automatically early on
  • New species: Half-giant, fey eladrin, troll, sarrukh
  • New religions: Sylvan, Qualith, Solipsist
  • New culture: Fomorian
  • A small new story event for Bhaalspawn
  • A decision to recreate one of those Forgotten Realms we hear so much about...
  • Generic monsters no longer spawn as adventurers
  • Immortality is now better-supported
  • Class levelling is now faster
  • Female characters can found merchant republics
  • For the time being, possessed characters do not sire tieflings
  • The Assassin class has been removed; the Shadow already covers its intended concept
  • Lots more events now have Faerun-specific localisation
  • Map fixes - Glister and the Upper River Chionthar now behave correctly
  • Ceremorphosis now works better
  • Changes to religion localisation
  • Nomads can now conquer monsters
  • Generic monsters have fewer interactions
  • Fixed broken buttons and localisation in patron deity decision
  • Lots of small history fixes
  • Lots of new cultural localisations
  • More flags
  • More international localisation
  • More playable dragons
  • More species diversity
Known outstanding issues:
  • The constituent duchies of the Kingdom of Tethyr cannot be created (should be possible)
  • Trade posts can only be created by patricians (should be reverted to vanilla)
  • Characters whose ages slightly exceed a multiple of 256 appear with child portraits (we have a fix, we just need to merge it)
  • Accessing the Reform Religion screen causes CTD
May Tymora smile upon your endeavours, may Siamorphe bless your dynasty, may Waukeen fill your treasury, may Najm guide your adventures, and may Oghma and Deneir guide you back here to tell us your wisdom!

nd
 
Last edited:
  • 13Like
Reactions:
I can't make it work, should i download the hotfix while keeping the old files and overwrite them or download the new file and unzip it into the mod folder? Because the latter method won't let me play.
 
I can't make it work, should i download the hotfix while keeping the old files and overwrite them or download the new file and unzip it into the mod folder? Because the latter method won't let me play.

It's not a patch - you should remove the previous version and install this one instead. The entire thing can go into the mod folder; you can ignore or delete the Git related files in root.

nd
 
Don't simply unzip it, you have to go in one folder level and copy that folder into the mod directory.
Good point - I have just submitted a revised version in which you don't have to do that. You'll know when it goes through (ModDB takes a while to approve changes) because the updated version is .zip rather than .7z. But If you get the .7z in the meantime, Ixalmaris' approach is correct.

nd
 
I love Forgotten Realms. I love the mod. I'm playing Moon Elves of the Vale of the Lost Voices and formed Kingdom of Cormanthyr, on my way to make it a proper empire. I've noticed that premade elves have longer lifespan than their offspring. It seems that the offspring have default human aging. Is that something you're going to change or is it meant to be like that to keep the dynamics of original CK2?
 
How do you guys make those custom portraits and armor? Is it just using something like GIMP?
We're very lucky to have had permission to use graphics from both Middle-Earth Project and Geheimnisnacht, so full credit is due to their awesome portrait artists for the base designs. For my work on the portraits, I've been using GIMP. So for something like hybridgfx, that's used for some yuan-ti malisons and abominations, I took elements from Geheimnisnacht's Jade and Lahmian sets, and recoloured them to use a range of emerald green shades using GIMP. Then I wrote new .gfx files to arrange those layers into dynamic portrait sets. I can't speak for the graphics work that other team members have been doing.

I love Forgotten Realms. I love the mod. I'm playing Moon Elves of the Vale of the Lost Voices and formed Kingdom of Cormanthyr, on my way to make it a proper empire. I've noticed that premade elves have longer lifespan than their offspring. It seems that the offspring have default human aging. Is that something you're going to change or is it meant to be like that to keep the dynamics of original CK2?
Which version were you using? The elves are supposed to have consistent long lifespans (although a few of the pre-made ones are old even by those standards), but the bug in 0.3.0 that led to species traits being inconsistently assigned could lead to this not happening.

Thanks,

nd
 
Version 0.3.2
A merry meeting, gentles!

Version 0.3.2 is here already. This version provides a hotfix for three related bugs causing CTDs in 0.3.1, and also:
  • Fixes the bug which gave certain immortals child portraits
  • Merges the Vhaerauni religion into the Drow Polytheist one
  • Adds even more cultural localisations
  • Overhauls the history of the Frozenfar region
  • Adds the ability to gain some murderous nicknames
  • Adds more bloodlines
  • Doesn't call Bhaal 'Bhaal Bhaal'
nd

ETA: And now we're on Steam Workshop too!
 
Last edited:
  • 4Like
  • 1Love
Reactions:
Oops, I just downloaded the newest update, and it's fixed. On another note, my character is married to Abdel Adrian. Why do I keep getting an event saying that she can't get pregnant? We are both the same culture and ethnicity. Is it because he is a Bhaalspawn?
 
Oops, I just downloaded the newest update, and it's fixed. On another note, my character is married to Abdel Adrian. Why do I keep getting an event saying that she can't get pregnant? We are both the same culture and ethnicity. Is it because he is a Bhaalspawn?
Try redownloading the latest version. We've just corrected a one-line error that was messing up species assignment, which in turn was leading to this kind of error.

nd