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Hello, guys

Sorry if it was already mentioned - I was not able to find it via search. Does anyone know - where could Soltsheim player find ships for raiding?

As far as I understand, currently onle Towns and Churhes holdings grant any ships, while Castle holdings do not and have no upgrades for it. The only option is then relying on mercenary fleets (which cost a lot for a poor raider) or start building Town/Church holdings (for an even bigger price) just to have some ships.

I might be missing something - so, can anyone please advise me, how can a Solstheim lord begin raiding and find any ships?

Thanks.
 
Almost exactly recreated Tiber Septim and the Empire, and trying to make his dynasty banner as close as possible to the real thing. Is there anyway I could download a more accurate banner and put it in my save game?
 
Almost exactly recreated Tiber Septim and the Empire, and trying to make his dynasty banner as close as possible to the real thing. Is there anyway I could download a more accurate banner and put it in my save game?

If you change your dynasty to 1 (Septim) you will get their coat of arms as yours. If you want to add their COA to another dynasty the code for the dynasty file is
Code:
	coat_of_arms = { 
		template = 0
		layer = {
			texture = 4
			texture_internal = 2
			emblem = 0
			color = 0
			color = 0
			color = 0
		}
	}

I'm not sure if this would all work with an on going game though, I've honestly never savegame edited a Paradox game, I've always just "gone with the flow".
 
I have a sneaking suspicion that this might be a bug, but is the map supposed to stay nearly the same throughout the entire timeline? At the character selection screen I moved the date from the bookmark to the end of the timeline and almost nothing changed.
 
Just checking, because this seems odd. Playing as an argonian, and just formed a duchy, going around looking at other counts to see if i can gobble, er i mean vassalize them, and I'm getting negatives for being a "foreigner", but since we're in the same culture group (or should be), that shouldnt apply, right?
 
Just checking, because this seems odd. Playing as an argonian, and just formed a duchy, going around looking at other counts to see if i can gobble, er i mean vassalize them, and I'm getting negatives for being a "foreigner", but since we're in the same culture group (or should be), that shouldnt apply, right?

There are quite a few Argnonian tribes/cultures, and while they are all in the same group, that might still provide a "foreigner' penalty.
 
Are species / races with other cultures possible? Example: Reachmen with Colovian or High elf with imperial culture (lol).

Yes, culture shifts can occur to existing characters. It's rarer than vanilla but still happens.
 
Are species / races with other cultures possible? Example: Reachmen with Colovian or High elf with imperial culture (lol).

Yes. A character's physical appearance will give them their actual race trait, while their culture can be whatever they were educated as. My heir is a Breton, but ethnically Nord. Not particularly interesting there, but one of my vassals just accepted some refugees from Elsweyr. That should turn out interesting (although the beast races can't breed with anyone outside their racial groups).
 
Music Pack
Is there some way to find a seperate download with just the music pack?
I seem to have lost it...
Could anyone upload it? <3
 
Music Pack
Is there some way to find a seperate download with just the music pack?
I seem to have lost it...
Could anyone upload it? <3

It's available from the dvelopers' outside forums, which unfortunately can't be linked. Google "elder kings mod" and you should be able to find them.
 
If you change your dynasty to 1 (Septim) you will get their coat of arms as yours. If you want to add their COA to another dynasty the code for the dynasty file is
Code:
	coat_of_arms = { 
		template = 0
		layer = {
			texture = 4
			texture_internal = 2
			emblem = 0
			color = 0
			color = 0
			color = 0
		}
	}

I'm not sure if this would all work with an on going game though, I've honestly never savegame edited a Paradox game, I've always just "gone with the flow".

This does work under normal circumstances. However, for some odd reason in the EK mod. When you do it, it begins to trigger the resign CTDs. At least, for my PC.

Edit: At this point in time, how many types of vampire and werewolf traits are there? The one for the Volkihar clan seem to be lacking a description and are largely negative to the holder. Is it intended for them to have their own Volkihar vampire trait? Or Vampire Lord trait as per dawnguard?

So far, I only encountered the Cyrodiil vampire which gives the negative -20 opinion and several attribute boosts as you would think it does.
 
Last edited:
This does work under normal circumstances. However, for some odd reason in the EK mod. When you do it, it begins to trigger the resign CTDs. At least, for my PC.

Edit: At this point in time, how many types of vampire and werewolf traits are there? The one for the Volkihar clan seem to be lacking a description and are largely negative to the holder. Is it intended for them to have their own Volkihar vampire trait? Or Vampire Lord trait as per dawnguard?

So far, I only encountered the Cyrodiil vampire which gives the negative -20 opinion and several attribute boosts as you would think it does.

It's a WIP system that Etherion is working on, province by province (basing it on the lore sources he's researched). Cyrodiil is the most complete one at the moment.
 
It's a WIP system that Etherion is working on, province by province (basing it on the lore sources he's researched). Cyrodiil is the most complete one at the moment.
Anyway: have you though about making 'vampire' a good reason for imprisonment? I have too many vampires I can do nothing about in my realm... (well, almost as many as heresiarchs!)

And one of them (younger son of starting king of Nibenay) may even inherit Cuptors' throne if Khanaten Flu hits Cuptor's hard enough 8)