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I am looking forward to see what you can do with the new memories available for events in the next patch.

Are you thinking you may work that functionality into some of your existing events?

Yup, I'll definitely be seeing if I can work it in, but depending on how much work is required, I don't expect to have much (or any) in the next update I'll push out hopefully next Thursday on the same day the DLC drops. At the minimum I'll definitely have memories for some of the more interesting events or situations, but we'll have to see how it works out in the code.
 
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Version 1.7.0 "888" (Released 9/8/22)
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VIET 1.7.0 "888" has been released!
Steam Workshop Download | Github Manual Download | Paradox Mods Download

Discord Server | Website

In East Asian culture, 8 is a lucky number. With this update, VIET has reached the lucky milestone of adding 888 events into the game, just in time for the two year anniversary of VIET’s release! Thanks as always to all the players and modders who’ve helped and supported me over the years - the past year has seen the introduction of more interesting events like county events and court events, and the mod will certainly continue to grow in its third year with your continued support!

New events added in this version: 63

  • Added Mysterious Child court event chain (18 events total)
  • Added 45 new events with the following themes:
    • 12 vassals and courtiers
    • 16 court events
    • 2 Local Rumors
    • 15 Strange Dreams*
  • Added a few spoopy sound effects
  • Added placeholder friendship/rival reasons (more will be added in the future)
  • Made the golden rose result from the Treasure Chest decision an artifact
  • Moved the Dreamer mini-event chain to the event chain on_actions
  • Slightly decreased chances of some artifact events happening
  • Fixed localization in the flower visit decision referring to the donkey county modifier instead of the flower county modifier
  • Fixed ghost in the haunting decision chain “disappearing” by itself even after you did a successful exorcism
  • Miscellaneous bugfixes

*Adapted from VIET for CK2


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In case anyone is wondering, Elder Kings 2, which came out today, is compatible with VIET. Just remember to use the Conversion Mod Setting of the VIET Universe game rule to disable events that wouldn't make sense for a TC setting.
 
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Not sure if this is a VIET specific issue but lately i;ve been having CTD's randomly when the game is autosaving. sometimes it doesn't occur for years, sometimes after just two autosaves. no idea what could cause it. VIET is my only running mod
 
Not sure if this is a VIET specific issue but lately i;ve been having CTD's randomly when the game is autosaving. sometimes it doesn't occur for years, sometimes after just two autosaves. no idea what could cause it. VIET is my only running mod
I can’t help you troubleshoot this, but I’ve seen similar reports before from people who are not using mods, so I googled it to see if I could find a useful thread. This one is the most recent one that came up in my search.

Edit: so much for google search; this thread is from a week ago and has some instructions from a Tech Issues moderator. Much more useful, I suspect. At any rate, Tech Issues Forum is probably your best bet for resolving this. There seem to be a lot of CTD threads there. :)
 
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Not sure if this is a VIET specific issue but lately i;ve been having CTD's randomly when the game is autosaving. sometimes it doesn't occur for years, sometimes after just two autosaves. no idea what could cause it. VIET is my only running mod
Unfortunately if there doesn't seem to be any rhyme or reason to it, i.e. the CTD is hard to reproduce, it can be difficult to determine what could be causing it or if it is caused by a mod (as Flockingbird mentioned) - if you notice any common trends with the CTDs that might help narrow it down a bit, for example they only happen after a certain event triggers, only happens when your character dies, etc.
 
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Sometimes the code just works that way I guess lol
 
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Version 1.8.0 "Nothing" (Released 12/1/22)

As of this update, VIET has passed 200k subscribers on Steam Workshop. Thank you all for your continued support, it means a lot! My CK3 modwork has been an unusual but fun way for me to engage in creative writing, and I hope to continue adding even more content in the future.

This is the first VIET update with 0 new events! Too busy to add anything lol. A bigger VIET update will come out in December - will VIET finally reach 1000 events?

New events added in this version: 0
  • Updated to vanilla patch 1.8 “Robe”
  • Miscellaneous bugfixes

*Adapted from VIET for CK2


Nothing here :oops:
 
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Version 1.8.1 "Decade" (Released 12/11/22)

The new VIET update commemorates the 10th anniversary of the release of the first version of VIET for CK2 on 12/11/12. VIETerans who've been around long enough might recall how back then, VIET was more like VIET+RICE, but the mod has grown in the past 10 years, for the better in my opinion. The world may have changed significantly in the past decade, but I am always grateful for the help and support I’ve received over the years – thank you all!

With this update, VIET for CK3 passes another milestone of 900 events - there will be later updates this month, so hopefully we'll reach 1000 events by year's end!

New events added in this version: 12
  • Added 12 events themed around the number 10
  • Added a few new Middle Eastern event backgrounds
  • Investigate a Ghost Town decision now has a visible cooldown of 10 years, rather than a hidden cooldown of 20 years
  • Fixed Dreamer characters not appearing properly because they were pruned when they shouldn’t be
  • Miscellaneous bugfixes

*Adapted from VIET for CK2


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Thanks for your excellent mods! A viet event has some localisation problems, though... :)

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Thanks for your excellent mods! A viet event has some localisation problems, though... :)

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Thanks! I believe I should have fixed this issue with the update 1.8.1 I put out last Sunday. Is this screenshot from an older playthrough that you started before this Sunday and/or on VIET 1.8.0? If so the fix probably didn't get applied as it only affects new saves. If it is on a new save from 1.8.1 then maybe there's something I didn't catch when fixing it.
 
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Is this screenshot from an older playthrough that you started before this Sunday and/or on VIET 1.8.0?
Yes, definitely. So, everything should be sorted out from your end.

Thanks anyway for the great mods!

If you allow me a suggestion, I would increase by much the impact of your effects in many events, even when applying the double effects rule. As it is, with effects of single digits in many instances (stress, prestige, piety) it doesn't matter which option you pick. Don't take it bad, just my opinion...
 
The stress values are based exactly on the vanilla values, so if you have a lot of good traits that reduce stress then you're probably not going to get much. There's only a handful of events (like probably five or something) where it's explicitly defined to be very low values at like 1 or 2, and even so only for rhetorical/narrative effect; otherwise the values are all in line with vanilla.

Prestige/piety is a little lower than vanilla on average, but the range of the values are 5-100 normally, and 10-200 at the higher setting, which I don't think is really that low. More importantly, their insignificance is kind of the point, rhetorically/narratively I like emphasizing the mundanity of things so you really shouldn't be getting 100 prestige for a mundane conversation, and I only provided the game rules as a compromise for the occasional players who don't like that narrative aspect of my mod.
 
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The stress values are based exactly on the vanilla values, so if you have a lot of good traits that reduce stress then you're probably not going to get much. There's only a handful of events (like probably five or something) where it's explicitly defined to be very low values at like 1 or 2, and even so only for rhetorical/narrative effect; otherwise the values are all in line with vanilla.

Prestige/piety is a little lower than vanilla on average, but the range of the values are 5-100 normally, and 10-200 at the higher setting, which I don't think is really that low. More importantly, their insignificance is kind of the point, rhetorically/narratively I like emphasizing the mundanity of things so you really shouldn't be getting 100 prestige for a mundane conversation, and I only provided the game rules as a compromise for the occasional players who don't like that narrative aspect of my mod.
With all respect for your decisions and enjoying the narrative aspect of your mod, I only point out that from a gameplay perspective having events with tiny effects on the gameplay is not optimal, in my humble opinion.

After all, if you are going to stop the running of the game to fire an event that doesn't provide a challenge and doesn't carry a meaningful change in the variables the player is considering (be they Prestige, Stress, Opinion, Gold, Relations, etc) one might ask what was the point of it at all.

Just my two cents, you'll do as you think is best and certainly I will continue enjoying your mod!
 
With all respect for your decisions and enjoying the narrative aspect of your mod, I only point out that from a gameplay perspective having events with tiny effects on the gameplay is not optimal, in my humble opinion.

After all, if you are going to stop the running of the game to fire an event that doesn't provide a challenge and doesn't carry a meaningful change in the variables the player is considering (be they Prestige, Stress, Opinion, Gold, Relations, etc) one might ask what was the point of it at all.

Just my two cents, you'll do as you think is best and certainly I will continue enjoying your mod!
Cybrxkhan is so responsive to user-requests that I logged in solely to say that I like the tiny effects just as they are! :) I am not using your private mod, Torredebelem, so my characters usually end up with bloated stats. I love the flavor events and am grateful that the stat-changes are minor. So—I hope the game-rules default setting for the variables remains the same (any change to the increased-effect setting would make no difference to me, as I don’t use it).

Obviously I only speak for myself. :)
 
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With all respect for your decisions and enjoying the narrative aspect of your mod, I only point out that from a gameplay perspective having events with tiny effects on the gameplay is not optimal, in my humble opinion.

After all, if you are going to stop the running of the game to fire an event that doesn't provide a challenge and doesn't carry a meaningful change in the variables the player is considering (be they Prestige, Stress, Opinion, Gold, Relations, etc) one might ask what was the point of it at all.

Just my two cents, you'll do as you think is best and certainly I will continue enjoying your mod!

I understand that sentiment, and you're not the first person to bring it up (nor will you be the last), but that's not how I play the game and I gear my mods towards how I like playing the game, which is to use events more as glorified story/narrative/writing prompts or for roleplay ideas, particularly with a strong influence from the slice of life genre, than to really care about optimal gameplay effects or min-maxing. A lot of times for me, when I play the game, I honestly just wait for events to pop up - if you removed many of the mechanical effects of even vanilla events, I would hardly notice. Many of the "mechanic" or min-max aspects of the game bore me and I pay little attention to them. My mods do admittedly reflect that and I know that isn't to everyone's liking, so I've tried to at least provide the game rule for piety/prestige gain to be somewhat in line with vanilla's as a compromise so you can still customize that. If it were to be even higher, then honestly that'd be surpassing vanilla averages in my opinion, and while I don't think it would make sense for the player to gain 250 prestige just because they talked to a random servant, for example. Basically, from a narrative/roleplay point of view, the irrelevance of the effects is an intentional rhetorical device on my part to emphasize the slice of life-ness of the events, and this design philosophy is something I strongly believe in.

Cybrxkhan is so responsive to user-requests that I logged in solely to say that I like the tiny effects just as they are! :) I am not using your private mod, Torredebelem, so my characters usually end up with bloated stats. I love the flavor events and am grateful that the stat-changes are minor. So—I hope the game-rules default setting for the variables remains the same (any change to the increased-effect setting would make no difference to me, as I don’t use it).

Obviously I only speak for myself. :)

Thanks! I do think modifier/stat bloat is a bit of an issue, but that's more of a problem of the game in general as I don't think they're really that balanced even for vanilla, though I think that partly reflects the devs focusing more on the roleplay side of things. I feel if you really worked at it, CK3 is one of the easiest PI games to min-max, so to me, it's funner to focus on the roleplay side.
 
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A Very Special Christmas VIET Preview #1

It's back...!

While we're working our way towards 1000 events for VIET's next update, I wanted to give a little preview of something very special that will be included in the new 100 or so events. An old event chain from CK2 VIET, and one of my personal favorites, is finally returning to VIET! VIETerans who've played CK2 VIET, however, might notice it's a little different this time around in more ways than one....


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A Very Special VIET Preview #2

Here's another little preview of CK3 VIET's adaptation of an old event chain from CK2 VIET, and another way how it'll a bit different. Now, characters from your dreams in this event chain actually "appear" as NPCs. They are somewhat randomly generated, including potentially random culture and appearance each time, that are mainly cosmetic in effect.

Release will probably be out in a day or so. I'm happy to report that this will, in fact, be the biggest update for VIET ever, and VIET will surpass the milestone of having 1000 events!

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I understand that sentiment, and you're not the first person to bring it up (nor will you be the last), but that's not how I play the game and I gear my mods towards how I like playing the game, which is to use events more as glorified story/narrative/writing prompts or for roleplay ideas, particularly with a strong influence from the slice of life genre, than to really care about optimal gameplay effects or min-maxing.
Just to clarify, I am all for the roleplay element not only in CK3, but in every different game Paradox releases. I abhorr min/maxing as I find that transforms the game into a giant spreadsheet for one to drily analyse. That's boring as hell! :)

My mod designs go entirely in the narrative, role playing spirit but I really enjoy events to cause some sort of impact in the gameplay. That is all.

The important bottom line is you have me as a very happy user of your mods. Congrats on your work!

Have a great 2023!
 
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