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Thank you! This sort of thing is extremely helpful. (Does it show that I haven't spent a whole lot of time playing campaigns? :oops:)

I'll get these fixed.
To add onto the Varangians, characters also tend to become horrifically scarred and/or blinded

Also, all weapons have embarrassingly low personal combat (I'm assuming they weren't buffed for 3.0)
 
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A new version is up to account for changes in 3.0.1.1.
  • Fixes the bug making all children run off to join the Varangians, get maimed, etc. (This was caused by an on_action event that the update removed and I still had in my 00_on_actions.txt.)
  • The Crusaders now run on Absolute Cognatic Primogeniture instead of Agnatic Open Elective. (This was caused by the default succession laws not being allowed for primary type titles. Any titles like e_crusaders need exceptions added.)
  • The embarrassing spelling error in the name of the Renais culture has been fixed. I'm going to leave the religions alone until I have time to circle back and put in stuff on Magvel besides provinces.
  • I don't have Holy Fury so I'm not able to test issues with Random/Shattered worlds, but I think it may have something to do with not having all 7 holding slots defined for each province. Since apparently that's one of the sliders. If that's it, it'll be some time until I get to it, otherwise I'm open to suggestions on things that might fix it.
  • Re-localizing events is near the bottom of the to-do list. Sorry. I know it's immersion-breaking and all, but I want to knock off the mechanical stuff like the map, history, and events before changing all that text. Although if anyone wants to volunteer to do that, they'd be my new hero. :D
 
I have a suggestion for the story lined characters, make them temporarily immortal (At least some of them), when I was playing as Sigurd Chalpy I would have to restart to a certain point if a character that was not supposed to die yet dies (If I wanted the event line to continue), for example if the old king of Agustria died of old age in the beginning, his son would immediately invade Grannvale, but he is only supposed to do that once Grannvale invades and takes most of Agustria, which then causes his father to die of suspicious circumstances, if the queen of Saliane dies before Sigurd moves there the plot events stop, if Sigurd's father dies of old age I imagine it would cause problems for the event where he gives Sigurd his legendary sword. Also in the beginning war against Verdaine are you supposed to lose the Chalpy duchy if you win the war?
 
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I have a suggestion for the story lined characters, make them temporarily immortal (At least some of them), when I was playing as Sigurd Chalpy I would have to restart to a certain point if a character that was not supposed to die yet dies, for example if the old king of Agustria died of old age in the beginning, his son would immediately invade Grannvale, but he is only supposed to do that once Grannvale invades and takes most of Agustria, which then causes his father to die of suspicious circumstances, if the queen of Saliane dies before Sigurd moves there the plot events stop, if Sigurd's father dies of old age I imagine it would cause problems for the event where he gives Sigurd his legendary sword. Also in the beginning war against Verdaine are you supposed to lose the Chalpy duchy if you win the war?
Isn't that kind of the point of alternate history and playing it in CKII as opposed to the original game, though?
 
Kind of, but there are choices to those events where you can choose not to follow what happend in the game. Maybe it would be better as a game rule you could turn on/off, don't know if that's possible.
 
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I have begun work on the Lite version of this mod(Fire Emblem Mechanics from this mod ported to regular CK2).
Probably shouldn't take me more than a month or two unless I run into trouble finding a way to have the game assign classes at random to all the starting characters I don't specifically get a class to.
And I'll throw some Manaketes into Scandinavia, maybe give them Iceland.


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Does anyone know what is required to have a child be born with dragon blood?
I was able to(I think) get the mechanics transfered over and I gave Tiki a county in Wales as a test.
However when she had a child with a human that child was not born with the "dragon blood" trait...

I've also tested the "aquire a class" ambition and it should work for rulers that I don't assign a class to, if they choose to take it.
 
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The latest version of the mod is functional in version 3.2. Wonders appear to be buildable without any issue, and there are no problems with their GUI rendering.
province error 1.png province error 2.png province error 3.png province error 4.png province error 5.png
First, some minor issues. Here's a few provinces with incorrect borders. Some stray pixels on the map stretch out the province names.
NaRgA.png
The "Naga" localisation is rendered incorrectly, displaying as all-caps.
leaf displaced.png
I decided to play a Thracia game, but more severe issues lie here. For starters, instead of controlling Fiana province, the resistance controls the next province over from it. Leaf's army starts out on Fiana, despite not controlling it. The resistance is also open elective. More importantly, the flags setting off the resistance are not set correctly. A few months into the game, a random ruler spawns and seizes a random Thracian province. Leaf and Sety lose their titles of resistance leader and Magi Squad leader, replaced by generated rulers. The Leaf vs Blume war is ended inconclusively with an invalid CB, with no way to re-declare war without attacking the whole empire. (A side note, being tribal, Leaf can take concubines. However, "concubine" has been blanked out of the localisation, resulting in a command simply labelled "Take".
FallofGranRepublic.png Where'stheLoptEmpire.png
Trying a Galle run, the county conquests ran without any problems. When the time came to strike on the Gran Republic, the event following the war was bugged. A Kingdom of Gran is established for a day, before firing the event that's supposed to form the empire. Instead, the kingdom gets destroyed, no empire replaces it, and you fall back to duchy rank, with the former vassals of the republic independent. The Galle save is on this event.

I also tried a run at reviving the Lopt Empire, but one of the secret cult events crashes the game when hovering over its sole option. The province got the event before without the game crashing. See the numbered save file and play a few days and it should appear.

While I make this post, I'll ask a question: would there be any problem with me going through Jugdral and giving it a proper update for 3.x, making a submod if necessary? It has been a few patches since the last update.
 

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I don't know if you had already the occasion to try the new Fire Emblem, Balk. But if you had any plan to add it after Tellius and Magvel, it has a lot of potential: I'm still very early in the game but there is already a lot of lore about the political situation (especially for the vassals of each realm on the map) and religions in the continent of Fodlan and what is around it.
 
I don't know if you had already the occasion to try the new Fire Emblem, Balk. But if you had any plan to add it after Tellius and Magvel, it has a lot of potential: I'm still very early in the game but there is already a lot of lore about the political situation (especially for the vassals of each realm on the map) and religions in the continent of Fodlan and what is around it.

My thoughts exactly. If there is a FIre Emblem game makes transition to CK2 easier it's Three Houses. Lore, dates, name, locations. Got more then any other game in the series. Which is not saying much when all games have centuries old Empire with no prior ruler known outside of maybe the father to the current bad guy.
 
Playing through Three Houses right now, and I have to echo the sentiment that Fodlan has one of the richest histories and settings of the franchise, right up there with Jugdral. Dynastic politics and Holy Blood are back and better than ever in the form of Crests, and background lore events would be well modeled by CK2 mechanics (Adrestia's Insurrection of the Seven is a classic Council Authority revolt, Brigid is a rebellious vassal or tributary, the Western Church could be a heresy of the Church of Seiros, etc.) not to mention certain in-game plot developments would make for an exciting war campaign post-timeskip.

Even the internal structure of the imperial court under Emperor Ionius IX is well described and closely paralleled by CK2 councillors (i.e. Duke Aegir as Chancellor, Count Bergliez as Marshal, Count Hevring as Steward, Marquis Vestra as Spymaster, Count Varley as Lord Spiritual, Lord Arundel as Designated Regent). It is my solemn hope that one day we'll see the setting for 3 Houses adapted for CK2 (perhaps even as its own mod).

I really like how Jugdral was handled in this mod, and perhaps sometime in the distant future we'll see Fodlan as well.

Hail Adrestia! Black Eagles 4 Lyfe, don't even @ me, Petra best girl
 
My friend found it and we downloaded it, but it seems when you host a multiplayer game and click done for the rules portion it crashes.
Friend and me attempted to host with different timelines but to no avail, thoughts?

So far thought singe player seems to be fine, though it seems character creation is disabled or not functioning.
 
Not certain if this is still being worked on but I had a question I was curious if you could answer. The Kingdom of Frelia cannot be founded unless I am the de jure liege of "No Character"

Does this mean that the kingdom can't be formed in my timestamp? Is it waiting for an event to happen?
 
I've decided to go ahead and release an unofficial update. The mod should now be compatible with version 3.2. It is based off the latest public version, so no Tellius on the map.

Download here: http://www.mediafire.com/file/zvl8971q86jgtea/Emblem_Kings_Edits-0.17.zip/file

  • *Compatibility with CK2 3.2 Iron Century.
  • *Bloodlines added for descendants of the Twelve Crusaders. These work in tandem with the pre-existing traits, with the bloodline based off perceptions while the traits determine the reality of things. Bonuses have been split as appropriate.
  • *Gave fixed stats to many characters in the FE4 and FE5 bookmarks. Playable characters and major bosses will now be consistent from playthrough to playthrough. In particular, Sigurd should now more consistently defeat Verdane.
  • *Artifacts and classes have had their personal combat scores adjusted to match post-Holy Fury levels.
  • *Many dynasties in Elibe had broken family trees due to not being connected to their pre-generated ancestors. These connections have been made, fixing the issue, and making their family trees functional.
  • *Fixed several province border errors scattered around the world.
  • *Random/Shattered Worlds no longer crash the game. They have not been fine-tuned and placeholder real-world religions will often appear.
  • *Game rules up to Iron Century have been included.
  • *A bug in Sigurd's plot events causing the Duchy of Chalphy to be destroyed and demoting him to count rank after the Verdane invasion has been fixed. (A side note: the king often gave him the title back in playtesting.)
  • *A recent version of the mod changed "e_loptyr" to "e_loptous", but many events had not been updated to accommodate this change. These have been updated, restoring the ability to form the empire.
  • *The Manster Resistance should no longer form in the FE5 and FE4 Gen 2 bookmarks where the title already exists, generating a new ruler in place of its canonical one and breaking the scripted wars.
  • *Most kingdoms in the mod required the character to be the liege of the current king to usurp them. However, this caused issues in the case of there not being a king, as it required the player to have "No Character" as a liege. Now the player's primary title must be under the title that must be formed, as I believe that was the intent of the restriction.
  • *The Valega religion has been haphazardly assigned holy sites, corresponding to places Myrrh showed up and did things in.
  • *The Featured Ruler tab no longer has a blank ledger window at the bottom.

KNOWN ISSUES:
  • *Some recommended characters cannot be played, as they are landless. Lyn in the FE7 Lyn Mode bookmark and Sety in the FE5 bookmark are two I know of.
  • *Magvel is still a shattered world with no characters defined yet.
  • *Some secret cult events may cause issues when preparing ground.
  • *Holy Fury duels appear to have displaced the previous Game of Thrones duels.
  • *Immersion-breaking real-world references occasionally appear in events.
  • *Bloodline icons are placeholders and the descriptions are bad.
  • *Random bits of localisations end up disappearing at times.
Most of this stuff consists of bugfixes. No new wonders are present, and no brand new content has been created. Please report any issues, but I probably won't maintain long-term support. Hopefully Balk_J will show up soon to make a proper status update.
 
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Thanks for the (unofficial) update! Two issues I found are that the game crashes on peace deal with Edessa (Invasion of Ilia cb Binding Blade bookmark) and Galle's host has the same open succession issue that Crusaders used to have.
 
I played a Dark Druid, but the Quintessence research events never seem to fire of their own accord. I wound up using the console to trigger them. Is there something I was missing? I can't seem to find the decisions or events that should set them off anywhere. This was on the unofficial patch posted earlier, with CK2 3.2.