How do Ciri become the daughter and heir of Emhyr var Emreis? Any events for it?
Playing is a chore due to the constant peasant rebels and adventurers' incursions.
What a time to be alive! with the series from Netflix and this mod! Let's bring Wither world back!!Btw will the latest version work with 3.3 update?
How do Ciri become the daughter and heir of Emhyr var Emreis? Any events for it?
I would maybe recommend something like what the game of thrones mod has, an event to simply reveal or add emhyr as her father like with the events that change jon snow's parents to rhaegar and lyanna. Maybe also something to change fake ciri's dynasty and name back to her real identity? She kinda messes up the dynasty screen.
I often marry Ciri, and when the Nilfgaard is crumbling I try to press her claim.Yep definitely feasible technically, but what I'm not clear is what would be the conditions for such event/decision to occur ?
I'd assume: Emhyr need to be alive and conquer the North, then Ciri decides randomly 50/50 ?
I was wondering if it is possible to have a child become a Witcher? I had the event trigger for a Magic Potential child and was pleasantly surprised so I was wondering if there was a surprise event for Witcher claims child or send child to become a Witcher?
The biggest thing thats always held this mod back were graphics, polish and extended events.
Sure all the basics are there, terrain, characters and general races. But a lot of the extended witcher mechanics, environment, events and lore is just bare-bones.
As an example, Nilfgaard is just not fun to play as... they're basically a huge horde, lack mechanics and you get spammed by constant pop-ups from all your vassals endlessly.
I wish this mod would get a huge polishing, events added (and fixed) and mechanics expanded on.
It's not possible yet - it hasn't been a priority since in the current bookmarks the Witchers lost that knowledge.
Oh yes, there's so much that could be added to the mod !
If you have design ideas for concrete mechanics or events don't hesitate to propose them.
The Witcher setting has grown in popularity with TW3 and now with the Netflix series, so we can hope more modders will want to contribute (and also with CK2 becoming free to play).
Not sure if this is added yet, but as I didn't encounter this in my last plays of the mod, I assume not:If you have design ideas for concrete mechanics or events don't hesitate to propose them.
It's not possible yet - it hasn't been a priority since in the current bookmarks the Witchers lost that knowledge.
The Witcher setting has grown in popularity with TW3 and now with the Netflix series, so we can hope more modders will want to contribute (and also with CK2 becoming free to play).
Hopefully work on the mod will be smoother this year, Witcher universe is on the rise once more. I wish you luck and resilliance boys, you were doing a great job through all those years. Can you share any plans on overhauling the mod?
BTW, i am working on CPR+ comp-patch(submod), and i have some questions. Guys, how did you come with cultural associations? There are many discussions on this topic in the fandom, but your take on this is quite different... Are they based just on look of the portraits, or there is something else to consider?
So, let's take Temeria as an example: french and slavic names for nobles and places; english for city folk; and peasants, like most of the dirty peasants in the Witcher series are slavic too. And you still associate them with germans. At the same time, aedirnians have more common with germans in their namings, with some additions of dutch and maybe bohemian too... and they are of frankish culture in your mod. And Nilfgaardians too. The most confusing of them all are ebbingians, why the hungarians of all the ethnicities?
Is there a plan to create a scoyael society (which nonhumans can enter). And what about the creation of the Vrijedd division, as mercenaries and Isengrim Faioltiarny as their leader? (For Nilfgaard)
Adventurers are not really touched, so it should be the same as vanilla - I think there's a rule to disable them ?
Note that the revolt risk is greatly increased with monster infestations (need to hire witchers) and/or Scoia'tael presence (if ruler is racist - need to have a competent special force commander). I have some ideas to rework these and tie them more to the economy / (de-)population.
Oh yes !
The mod still works fine with CK2 3.3, there was no conflict on any critical files.
You'll get the warning event popup about checksum though.
I don't think there are, what would you propose ?