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bombusfrigidus

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The Witcher's Realms is a fantasy total conversion set in the world of the Witcher. Version 0.3 is now available.

Steam Workshop
Mod DB

FAQ
1. Is the mod available?
Yes! See above.

2. Is the mod done?
No. The August 24 update is version 0.3.

3. When will the mod be done?
The mod will be done* with the release of version 1.0. There's no schedule.

4. What's happening between versions 0.1 and 1.0?
Check out the roadmap below. Details will come with each update.

5. What's in the mod so far?
The Northern Realms in 1262, with some monsters and the Elder Folk.

6. What's not in the mod so far?
Other monsters, witchers, mages, Nilfgaard, and certain canonical characters.

7. When will [my favorite thing in the Witcher's world] be in the mod?
See 4.

8. Will there be more bookmarks?
Yes. Bookmarks for 1268, 1153, and 1061 will come with later updates.

9. Will there be bookmarks for the events of the games?
There could be, but only after version 1.0.

10. What sources are you referring to for this mod?
First Sapkowski's stories and saga, then CD Projekt Red's games, then everything else.

11. I have fantastic ideas for the mod. Where can I contribute?
Join the Discord server linked below to find a channel for contributions.

12. Can I donate?
No. This mod will not involve donations or charges.

13. Who illustrated the mod's flatmap in a brilliant medieval style?
Lale from Mahakam Workshop, an artist inspired by medieval art and the Witcher.
Mahakam Workshop on Instagram
Lale's Instagram

Roadmap
0.4 | Monstrum | Witchers
0.5 | Ars Magica | Mages
0.6 | Curses and the Cursed | Werebeasts
0.7 | Falka's Rebellion | 1153 Bookmark
0.? | Aelirenn's Rebellion | 1061 Bookmark
0.9 | The Slaughter of Cintra | Nilfgaard's Invasion
1.0 | The Wolf and the Swallow | Geralt and Ciri

Links
Steam
Mod DB
Discord

Thanks for checking this out! Comments might be answered fastest on Discord. Updates posted on other media will also appear in this thread.
 
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The mod is updated to 0.1.1 for CK3 1.8.1!
Notes:
This update brings the mod up to CK3 1.8.1 with minor changes for flavor.
- Loading Screens:
- The mod features an initial five loading screens from the portfolios of artists David Fresheski and Mateusz Michalski.
- Map:
- Winters differ over latitudes and elevations.
- Special Buildings:
- Universities can be built through a generic decision in 10 locations (2 canonical, 8 non-canonical).
- Mines can be developed in 26 locations (most canon-inspired, some non-canonical).
- Great Temples can be built for all holy sites.
- History:
- An initial five kingdoms (Cidaris, Kerack, Verden, Brugge, Sodden) have balanced and canon-inspired buildings for each province.
- Thanks to Figly Bigly on Steam for contributing these details to history files.
- Characters:
- Scripted DNA, nicknames, traits, and other details are added or polished, especially for Skelligers.
- Thanks to IHearTheRain on Discord for Vissegerd's DNA.
- Cultures:
- GFX are updated for greater differences across the Nordling cultures and better use of community assets.
- Thanks to MattAlexi for sharing his fantastic Slavic and Celtic holdings.
- Traditions are balanced and differ more over cultures and heritages.
- MAA are unbalanced for flavor and Skelliger glory.
- Skelligers get Northern Lords features that weren't enabled in 0.1.0.
- Titles are flavorized to match canonical details and/or for variety.
- COA:
- Scripted COA are added and/or polished.
- Generated COA are now specific to heritages and religions.
- Religions:
- Priests in all realms are flavorized to better match Nordling conventions.
- Druids and followers of the Eternal Fire are, in some experimental cases, better-titled and flavorized.
- Decisions:
- Rulers of all heritages can access heritage- and regional-specific formable empires through decisions.
- Thanks to Geononin on Discord for outlining a formable empire for Temeria.
- Dynasties:
- Dynasties' canon-inspired mottos are added.
- Errors:
- Miscellaneous errors in localization and graphics are corrected.

From 0.1.2 to 0.2, the mod will be updated with -- besides monsters -- localization in at least Spanish and Russian, major changes to map graphics (but not titles), and additional minor flavor and corrections for canonical and/or mechanical errors. Thanks to Lale with Mahakam Workshop and zh1zyanskij for their ongoing work on Spanish and Russian localization.
 
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The mod is updated to 0.1.2 for localization to Russian and bugfixes!

- Localization to Russian is available thanks to zh1zyanskij.
- Textures are corrected for walls of holdings in MattAlexi's Slavic set.
- Inspirations and related vanilla artifact content are working thanks to Brice Underhill on Discord.
- Artifacts generated at game start (dynastic and house banners) are working.
 
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The mod is updated to 0.1.3! This update adds Spanish localization and corrections for Russian localization.

This is the last minor update before 0.2, Physiologus (Monsters). Teasers for 0.2 will trickle out in the coming weeks.
 
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Physiologus, the first major update for The Witcher’s Realms, will release between June 30 and July 31 of this year. This has been a long time coming, and I’m excited to preview what the monsters of the Witcher’s world will look like in Crusader Kings 3. There aren’t any promises here – a lot of the update is still in progress.

If you want to skip to the good bits, this outline might help.
  1. Where’s the mod at now?
  2. What does Tours and Tournaments mean for the mod?
  3. What’s in the next update?
    1. Monsters
      1. Major Contracts
      2. Minor Contracts
      3. Monster Cults
      4. Activities and Travel
      5. Artifacts
      6. Monster Slayer Trait and Nicknames
    2. Buildings
    3. Special Buildings
    4. Polish for Religions, Cultures, and Dynasties
    5. Contributed Art
  4. What’s after the next update? What about witchers?

Where’s the mod at now?​


Since the mod released last year with the kingdoms, cultures, and religions of the Northern Realms in 1263, minor updates have fleshed out some features and added localization for multiple languages. The updated features run from Skelligers’ access to mechanics from the Northern Lords flavor pack to formable empires and buildable universities. The added localization fills out Spanish and Russian translations of the mod’s content – huge thanks to Lale with Mahakam Workshop and zh1zyanskij for their work. Meanwhile, an excellent submod has added Nilfgaard’s invasions (check it out if you haven’t!).

What does Tours and Tournaments mean for the mod?​


If you follow other total conversion mods for CK3, you might have heard that Tours and Tournaments was a tough update. That’s less true for The Witcher’s Realms than more complex projects, but the compatch has still eaten up time. The good news is that several mechanics from CK3 1.9 are great for Physiologus.

Those are, in no particular order, harm, travel, and activities.

What’s in the next update?​


Monsters​


Obviously. To be precise, monsters will plague the rulers of the Northern Realms in events, and in those events monsters will be represented in text.

Later major updates will add more, from mages’ frighteners in 0.4 to elf-stalking aguaras in 0.5.

Minor Contracts​


Of the different monster events, Minor Contracts are the simplest: there’s a monster in your realm and something must be done. Or not – in fact, characters facing a monster will always have three options: ignore the problem altogether; send a knight to deal with the creature; or seek out a witcher. This last option will come with the next major update. Unlike in Major Contracts, none of these options put the ruler themselves at risk, and the potential malus of a bad outcome will never be too terrible. However, there are stakes: a knight or witcher unequal to the task will be wounded at best as the monster runs rampant, while a successful intervention will earn your subjects’ (fleeing) appreciation.

twr_contract_minor.jpg

Archespores are obnoxious, but really the least of Vizimir’s troubles.

There are 40 Minor Contracts set to appear, with 21 involving monsters that can turn up anywhere in the world – nekkers, for example – and 19 involving monsters that will strike only in certain terrain or under certain conditions. Glustyworps will only haunt wetland provinces, while draugirs will only despoil war-torn lands.

The full list of monsters in Minor Contracts is:

TerrainGroupMonster
AnyNuisancesMamune, Misguid, Mecopteran
AnyDraconidsCockatrice, Forktail, Wyvern
AnyInsectoidsArachas, Endrega, Kikimora
AnyNecrophagesGhoul, Grave Hag, Gravier
AnyVampiresPlumard, Ekimmara, Fleder, Garkain
AnyOgroidsNekker, Troll
AnyRelictChort
AnyOther, MultipleArchespore, Wild Hunt
ForestMultipleArachas, Endrega, Leshen
HillsMultipleBasilisk, Cyclops, Arachnomorph
MountainsMultipleCatoblepas, Harpy, Manticore
WetlandsMultipleAeschna, Cinerea, Fogler
War-TornCursed OnesDraugir
RiverMultipleWater Hag, Drowner, Amphisbaena
CoastalMultipleClabater, Siren, Vodyanoi

Major Contracts​


If Minor Contracts are the sort of thing you can ignore, Major Contracts are the opposite. These are problems that involve a monster at your doorstep, if not even closer. Where Minor Contracts leave the outcome to your lessers, Major Contracts can be up to you, for better or worse. The structure for these event chains was inspired by The Witcher 3 and, to some degree, 1 and 2. Geralt’s progress through complex contracts in CDPR’s games is about as good as interactive stories get. Whether in a witch hunt in Vizima’s outskirts or outside a drunken troll’s den in Flotsam, the steps of investigation, choice, and consequence make for great stories.

twr_contract_major.jpg

Who doesn’t love a troll?

The thing is, after drafting and redrafting some painstaking event chains, stories of more than 3-5 events were just too long to be fun in CK3’s pacing. So, Major Contracts involve 2-4 back-to-back events in general, with some special cases involving additional events. Like Minor Contracts, characters will always have a choice in approaching these event chains, between hoping the problem will go away; engaging a courtier or a witcher to tackle the matter; or going after the monster themselves. Unlike Minor Contracts, Major Contracts hide multiple, branching narratives, so that a character boldly riding out against a troll might find out that the troll is no villain but an honest mason – or that there was never a troll at all, but a plot by the Steward to siphon off tolls. This unpredictability and the resulting hard choices offer a little of the tension familiar to fans of either CDPR’s quest design or Sapkowski’s narratives. There are 20 Major Contracts set up for Physiologus, with another 12 to appear in later updates for mages and dryads, dwarves, and elves.

Each Major Contract is really two or three different event chains, with greater risk and reward than other parts of the update.

The monsters set to appear in Major Contracts include:

Mod VersionMonsters
0.2Alp, Bruxa, Doppler, Dragon, Godling, Higher Vampire, Hym, Korred, Merfolk, Nightwraith, Noonwraith,
Plague Maiden, Succubus/Incubus, Troll, Weeper, Werewolf, Wight, Wild Hunt, Wraith, Zeugl
0.4Djinn, Koshchey, Hybrid
0.5Dryads: Yghern, Treant, Vypper; Dwarves: Shaelmaar, Kobold, Barbegazi; Elves: Aguara, Banshee, Barghest

Monster Cults​


Who could forget the Ladies of the Woods? There are several cults worshiping monsters or monstrous entities in the Witcher’s world, and their corruption of desperate humans happens to fit well into CK3’s framework for heresies. From time to time, characters might receive an otherworldly nudge to abandon their false godhead for a real power. Characters who give in and abandon their old faith to lead a cult will be empowered, but also despised by their righteous neighbors. Characters who resist the promises of power will keep to their old faith, only to cope with the betrayal of their subjects – counties’ populations, vassals, and even courtiers – who don’t share their resolve. While Monster Cults can be quashed like regular heresies in CK3, characters can also dispatch a witcher or take it upon themselves to seek out the horror enthralling their subjects, which plays out like a Major Contract.

The monstrous godheads appearing in Physiologus include:

RegionTerrainMonsters
AnyAnyCoram Agh Tera
AnyAnyLilit
AnyCoastsMelusine
AnyPlains, FarmlandsSylvan
AnyWoods, WetlandsLeshen
VelenAnyLadies of the Woods
VizimaAnyDagon
Vizima, ToussaintAnyLady of the Lake
SkelligeAnySvalblod
YsgithAnyGernichora

Activities and Travel​


The event-driven features of Tours and Tournaments offer a lot of opportunities for monsters to ruin your day. The obvious space for monsters to appear is in Hunts, both in unexpected ambushes – there’s nothing like riding after a hart only to be ripped from the saddle by a peckish griffin – and in Monster Hunts. This special type replaces Legendary Hunts with (in)glorious opportunities to track down monsters yourself, from dangerous beasts like manticores to creatures that might be best left alone (unicorns, for example). Chances to embark on a Monster Hunt are few and far between, if not quite so sparse as Legendary Hunts in the base game. The risks and rewards of Monster Hunts are brutal and glorious, as only the craftiest characters stand a chance of surviving a head-on encounter with a monstrous predator. This update will feature Monster Hunts for griffins, fiends, and unicorns (at the absolute least).

Monsters will also appear in Travel events, with a clear relationship to the Danger mechanic introduced in Tours and Tournaments. Where in the base game you might risk an encounter with bandits on a shortcut through a province with low Control, in The Witcher’s Realms you might just be torn in two by a ravening fiend. Of course, the bandits could still show up, too – the mod doesn’t replace the mundane challenges that keep CK3 interesting, it just adds more. The list of monsters who might wreck your travel plan is a subset of the monsters in Minor Contracts; terrain-specific monsters are the same between the two lists.

There are other chances for monsters to turn up in activities. I’m sure some players will want to drag a shaelmaar into their tournament and watch their least favorite knights get pulped. Meddling with other activities is tricky and a little less obviously necessary than Hunts, though, so while I have some specific plans for monsters in Tour, Tournament, Feast, and Grand Wedding activities, those will remain mysterious for now.

This section is sort of about T&T, so I’ll add a mechanical note here. Paradox did a nice job detailing their approach to the Harm mechanic in the latest round of events and dev diaries, and it sets up a convenient solution to a problem inherent to monsters: they’re all about killing your character. That’s fun and all, but like anyone who’s lost an heir to poisonous plant will know, at some point the random deaths are too much. So, I’m working to integrate monster events into the Harm game rules. It’s not clear to me where the right balance lies, but hopefully the mod can accommodate everyone from hardcore masochists to players who don’t prefer to see every other character eaten by monsters.

Artifacts​


Everyone loves a trophy. When you bring down a monster in a Major Contract or a Monster Hunt, most monsters should yield a souvenir: something to remind your character, or their intimidated and impressed subjects, of their feat. Some are only a little different from mundane artifacts – griffin feathers, for example – while others are grotesque (fogler teeth for good luck, anyone?). Because 3D assets are unbelievably hard to come by, these all depend on vanilla assets. So, don’t expect to see a lovingly rendered stuffed unicorn in your court. Artifacts are a lot of fun but also time-intensive to implement, so this part of the update will be the first to be pushed back to a later, minor update in the interest of a sooner-rather-than-even-later release.

Monster Slayer Trait and Nicknames​


Stuff is fine, but what about fame? Events with monsters can lead to characters gaining a trait (Monster Slayer) memorializing their feat and tweaking their stats a little, as well as characters gaining a nickname. The nicknames aren’t always good ones – your subjects might well remember you for that one time you let a fiend eat their children, instead of all of those other times you responsibly sent your knights to their aid. Thanks to Lale with Mahakam Workshop for the gruesome trait art:

traits.png

Illustrations for Monster Slayer and a secret second trait.

twr_monster_slayer.jpg

Vizimir’s knight took care of those archespores after all. Good for her.

Buildings​


From 0.2 on, each update will add at least one building chain to integrate the characters and creatures of the Witcher’s world into your day-to-day realm management. For Physiologus, the monster-themed building chain is the Butcher’s Quarter. This gruesome district is where craftsmen turn the mangled remains of monsters, from harmless relicts to vicious predators and unspeakable horrors, into garb and knick-knacks for their novelty-seeking customers.

The levels of the Butcher’s Quarter are:
  1. Flesher’s Shacks
  2. Plumer’s Stalls
  3. Furrier’s Shops
  4. Carver’s Workshops
  5. Tanner’s Manufactories
Besides the monster-themed chain, Physiologus adds building chains for Fish Ponds, Apiaries, Shrines, and Cemeteries.

twr_building.jpg

Don't tell Dorregaray of Vole about this place.

Special Buildings​


Wonders, monuments, and other great works add a lot to our world in CK3, and so Physiologus also adds a heap of special buildings for characters to construct for undying glory and mechanical bonuses. While later updates will stack on more special buildings, in particular remote keeps for witchers in 0.3, mysterious towers and grand academies for mages in 0.4, and everything from sorrowful ruins to great delves for dryads, dwarves, and elves in 0.5, this update sticks to human buildings and a small handful of monstrous edifices. There is at least one unique building in each de jure kingdom, and at least two after accounting for future updates.

The list for special buildings in 0.2 includes:

De Jure KingdomBuildings
PovissIcebound Ports, Salt Works
KovirGreat Canal, University of Lan Exeter, Royal Shipyards
HengforsDucal Mills, Margrave’s Canals
JamurlakGuild Ports, Luton Road
RedaniaGreat Temple of the Eternal Fire, Temple Shipyards, Hierarch Square, Oxenfurt Academy, Oxenfurt Aqueduct, Dungeons of Drakenborg
VespadenGreat Fur Markets, Summer River Ports
KaedwenRoyal Wineries, Vrani Amphitheater
TemeriaSeat of Friendship, Crones’ Lair, Royal Cripts, Bastions of Gors Velen, Citadel of La Valette, Trader’s Trail
CidarisRoyal Bazaar, Corsair’s Yards
VerdenAdalette Lighthouse, Royal Beacons
BruggeRoyal Causeways
AedirnRoyal Foundries, Royal Wool Mills
RiviaEskalott Citadel, Royal Forges
LyriaMelitele’s Orchards
SkelligeShipwright’s Harbor, Freya’s Garden, Grymmdjarr’s Keep, Eldberg Lighthouse, Elverum Lighthouse, Cave of Dreams
CintraRoyal Citadel, Highland Duns
AngraBeauclair Palace, Gernichora’s Lair, Tesha Mutna

Polish for Religions, Cultures, Dynasties, and Characters​


While the bones of human societies in The Witcher’s Realms are in decent shape, there’s some polish left to add and corners left to fill in. For religions, besides overhauling Monster Cults with event chains in this update, I’ve added the Crow Clan Druids (from standalone Gwent and the R. Talsorian RPG), and polished custom localization for some faiths – this means, for example, having faith-appropriate names for your court chaplain. For cultures, I’ve polished traditions a bit; in future minor updates, I’ll revisit name lists and coats of arms. A culture-adjacent is revisiting gender-dependent access to combat; instead of most cultures sending women to war, in 0.2 there will be a system resembling the awarding of the Shieldmaiden trait in the base game. For dynasties, I’ve added appropriate legacies to some canonical dynasties, and otherwise brushed up their renown, etc. to match their reputations. I’m planning on adding dynastic artifacts – for example, an ancient scepter for Dezmod’s heirs – to make the oldest dynasties feel more impactful, but that might not make it into 0.2. For characters, I’ve added a small handful of canonical characters, my favorite being Silgrat, a bit character from The Witcher 2 (thanks to whoever suggested him on Discord). More usefully, I’ve polished canonical characters with more history, traits, and so on.

Contributed Art​


Several phenomenal fan artists were kind enough to grant permission for the use of their Witcher art in loading screens, so there will be about 16 unique loading screens in Physiologus. It’s not fair to the art or the artists to shout them out at the very end of a long preview, so I’ll post a teaser and link to their sites later on.

What’s after this update? What about witchers?​


I keep mentioning witchers in Contracts and so on, but there will still be no witchers in the Northern Realms in Physiologus. They’ll come in to save your characters from evil in 0.3 (Monstrum) along with systems for existing witcher schools and opportunities to patronize witchers. The gist is that a Court Witcher position will let you keep a witcher on retainer, although keeping a monster slayer from returning to the Path might be difficult; and when Contract events come up, you’ll have the option to seek out a witcher on a moment’s notice. However, rulers with a bad reputation among witchers – for non-payment, arbitrary arrests, and so on – might find themselves left to figure out their own monster problems, while rulers with a good reputation will have an easier time finding the right witcher for their problem.

Physiologus has been difficult to set up, in part for reasons unrelated to the mod but also because narrative design and implementation in CK3 is hard. The good news is that the trial and error that went into this update should save a lot of time on Monstrum and the major updates to follow. In fact, a lot of the events involving witchers are already outlined, written, and even partially implemented, since figuring out systems for monsters also depended on systems for monster-slaying. So, the next major update ought to come along faster than this one.

There are two big features I haven’t mentioned, one of which will come with Physiologus: clean-up of errors in CK3’s scripting system that are thrown by the mod, and an overhaul of the mod’s terrain, terrain textures, and province borders. The error clean-up has taken some iteration, as total conversions risk breaking a lot of things, but now that it’s done (for now), implementing mod systems is enormously easier. The terrain overhaul, on the other hand, needs further iteration – I’ve had fun revisiting procedural terrain, but finding the right balance between styles of terrain and map aesthetics will need another month or two of attention. So, those are a couple of behind-the-scenes challenges that have begun to pay off for this update.

If you’ve read this far, thanks for bearing with me.

Drop your questions about Physiologus here or on Discord, and otherwise you’ll see smaller previews and patch notes soon enough!
 
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I'm eating some humble pie and delaying the monsters update to tackle bugs and flesh out content. But! The mod is updated for CK3 1.9.1.2 on Steam.

So, if I were you I'd wait for a real update to start a run, but if you can't wait, here's the link.
https://steamcommunity.com/sharedfiles/filedetails/?id=2882431747

To be clear, this delay on 0.2 is both a bummer -- definitely my bad -- and a short-term thing. There will still be monsters soon.
 
My sobbing emoji didn't post. I'll have some of that humble pie too.

No worries on the delay, I'm waiting until the Nilfgaard update personally. ( And for my CK3 coding skills to be up to scratch :p , someday soon hopefully so I can help out the team speed things along if there will still be space by then. )
 
The Witcher's Realms is updated to 0.2.0 for CK3 1.10.2.
  • This update delivers the first batch of monster events and corresponding flavor!
  • Events and artifacts for bookmark characters are also added thanks to Jaco_Daan.
  • Decisions to unify Kovir and Poviss and Lyria and Rivia are also in thanks to Jaco_Daan.
  • DNA for several canonical rulers is updated thanks to VITORION.
  • Witchers' eyes can be enabled with a placeholder Witcher trait thanks to bathsebah.
 
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The Witcher's Realms is updated to 0.2.1 for CK3 1.10.2.
  • This update marks a year since the mod's release! Thanks to everyone who's contributed and played since then.
  • This is a simple bundle of additional monster events. The rest are on the way.
  • DNA for rulers and unlanded canonical characters is updated thanks to VITORION.
 
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The Witcher's Realms is updated to 0.2.2 for CK3 1.11.1!
  • This update adds monster events for travel and brings the mod up to date with CK3.
  • This update also brings additional DNA and the groundwork for Elder Folk ethnicities thanks to VITORION.
  • There's more! This update also has MAA icons thanks to Chief33__ and cultural traditions illustrations thanks to Hart.
0.2.3-0.2.4 will add monster events for activities, branching monster events, and an overhaul to religion with a focus on monster cults.
 
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@bombusfrigidus
hey, man.. loved the mod so far, but i have a question regards the bastards.

Playing as foltest i tried to make Anais and Boussy with La valette. but everytime my child (bastard) was born, even if i released the secret telling they child was mn, it would still be La valette dynasty and doesn't show up as my bastards so i could legitimize. Is this a bug?
 
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@bombusfrigidus
hey, man.. loved the mod so far, but i have a question regards the bastards.

Playing as foltest i tried to make Anais and Boussy with La valette. but everytime my child (bastard) was born, even if i released the secret telling they child was mn, it would still be La valette dynasty and doesn't show up as my bastards so i could legitimize. Is this a bug?

I believe this is a feature of vanilla's handling of illegitimate children, not a bug or a mod issue. If/when the mod has a 1268 bookmark I'll add events to support adding Foltest's canonical children to his dynasty, but messing with vanilla code to make legitimizing bastards easier in general or just for Foltest doesn't seem worthwhile to me.
 
I believe this is a feature of vanilla's handling of illegitimate children, not a bug or a mod issue. If/when the mod has a 1268 bookmark I'll add events to support adding Foltest's canonical children to his dynasty, but messing with vanilla code to make legitimizing bastards easier in general or just for Foltest doesn't seem worthwhile to me.
No, i mean, when you seduce a woman and make her pregnant and the baby yours.. You can choose to release the secret and the child will be a bastard of your dynasty, correct? on vanilla.

that's not what's happening on the mod right now, even if your bastard is born and choose to acknowledge as yours to the world still gets "disputed heritage" and her husband dynasty not as your bastard
 
No, i mean, when you seduce a woman and make her pregnant and the baby yours.. You can choose to release the secret and the child will be a bastard of your dynasty, correct? on vanilla.

that's not what's happening on the mod right now, even if your bastard is born and choose to acknowledge as yours to the world still gets "disputed heritage" and her husband dynasty not as your bastard
I'll test the vanilla outcomes of legitimization to compare with the mod. The mod's history for Foltest and Maria Louisa La Valette doesn't set up different circumstances than a vanilla scheme to seduce or romance, so I'm not sure what could cause different outcomes. Thanks for noting the discrepancy in any case!
 
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I'll test the vanilla outcomes of legitimization to compare with the mod. The mod's history for Foltest and Maria Louisa La Valette doesn't set up different circumstances than a vanilla scheme to seduce or romance, so I'm not sure what could cause different outcomes. Thanks for noting the discrepancy in any case!
no problem... Temeria is my fav after Nilfgaard. But I noticed that, even everyone knowing is a bastard it goes to go Maria Louisa husband dynasty and not Foltest, even when I acknowledge as mine