Updated 23/03/14
Hello there.
Here are a couple of sub-mods I'm working on that seek to add to player imersion. They are a work in progress so may not have full functionality but may include bugs, so please give your feedback when you are able.
Cultural Graphics v4
The first is a graphical overhaul for those players that have all the Paradox unit graphic DLC's. It seeks to make different cultures feel closer to how they are represented in the books/TV series (Wildlings do not wear full plate into battle, nor do they build stone castles!) If you do not have the correct DLC your game will crash at startup.
DLC Needed:
Byzantine
Celtic
Finno-Ugric
Sword of Islam
Republic
Old Gods
Russian
Warriors of Faith
North African
Included:
*Overhauled Northmen unit/council graphics.
*Overhauled Freefolk unit/council graphics.
*Overhauled Dornish unit/council graphics.
*Overhauled Valyrian unit/council graphics.
*Overhauled Free Cities unit/council graphics.
*Overhauled Ironborn unit/council graphics.
*Overhauled Ghiscari unit/council graphics.
*Overhauled Naathi unit/council graphics.
***https://dl.dropboxusercontent.com/u/275192020/AGoTCGv4.rar***
Screenshots
Immersion v5
The second is an immersion mod that seeks to add touches here and there such as canonical roads, religious buildings, changes to province history, events, etc. This is very early work and while I'll try to make it as compatible as possible with future versions there will be potential clashes if you use other sub-mods. But feel free to use parts of the mod in your own work as long as you give me credit.
At least at first I'll focus on Westeros, mainly the North. Also if anyone can link me to a map editing tutorial that would be a big help. You'll see why if you look at the Dorne area.
Included:
*Northman cultures can host tournaments if they are knights, have high fighting skills, or are married to someone who follows the Seven.
*The Wall starts the game fully manned but will lose castle as the date progresses. In future there will be an event that causes castles to be destroyed unless the Lord Commander pays through the nose.
*The Stoneway added in northern Dorne.
*All major roads are now represented as a building that gives a small bonus to settlements. Crossroads can get the bonuses from multiple roads, increasing their attractiveness.
*Followers of the Old Gods, the Seven the Drowned God, and R'hllor can build religious buildings in their castle holdings if they or their spouse is religious.
*Centres of trade created in major coastal cities.
*Unique buildings for famous places.
*Temple holdings removed from the North and Iron Islands. These serve no purpose for these regions other than to quickly become controlled by Septons soon after the game starts, thanks to the religion of the Iron Throne. Religious holdings are better represented by the castle buildings and (future) events.
*If a character owns the traditional ancestral titles of one of the major Houses, and they are descended from that House, they may switch to that dynasty. This is optional and can be toggled off when you start a new game.
***https://dl.dropboxusercontent.com/u/275192020/AGoTIEv5.rar***
Screenshots
The next version of the Imersion sub-mod will include:
*More locations of interest, suggestions welcome.
*Events.
Later ideas:
*Events to destroy castles along the Wall unless heavy investment is made.
*Events for rulers south of the Wall to support the Night's Watch. Could include a Night's Watch Supporter trait, province modifier, (or similar), lowering income but raising piety/relation with the Night's Watch.
*A decision to destroy religious buildings if you are of another faith and intolerant.
*Pilgrimage events to settlements that possess the religious buildings included in this mod.
*Dragon Dreams trait and event chain similar to how Greensight is implemented.
Possible idea, feedback wanted:
*Events to change a childs dynasty to one of the major Houses if they are descended from them and the line is extinct.
Hello there.
Here are a couple of sub-mods I'm working on that seek to add to player imersion. They are a work in progress so may not have full functionality but may include bugs, so please give your feedback when you are able.
Cultural Graphics v4
The first is a graphical overhaul for those players that have all the Paradox unit graphic DLC's. It seeks to make different cultures feel closer to how they are represented in the books/TV series (Wildlings do not wear full plate into battle, nor do they build stone castles!) If you do not have the correct DLC your game will crash at startup.
DLC Needed:
Byzantine
Celtic
Finno-Ugric
Sword of Islam
Republic
Old Gods
Russian
Warriors of Faith
North African
Included:
*Overhauled Northmen unit/council graphics.
*Overhauled Freefolk unit/council graphics.
*Overhauled Dornish unit/council graphics.
*Overhauled Valyrian unit/council graphics.
*Overhauled Free Cities unit/council graphics.
*Overhauled Ironborn unit/council graphics.
*Overhauled Ghiscari unit/council graphics.
*Overhauled Naathi unit/council graphics.
***https://dl.dropboxusercontent.com/u/275192020/AGoTCGv4.rar***
Screenshots
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Immersion v5
The second is an immersion mod that seeks to add touches here and there such as canonical roads, religious buildings, changes to province history, events, etc. This is very early work and while I'll try to make it as compatible as possible with future versions there will be potential clashes if you use other sub-mods. But feel free to use parts of the mod in your own work as long as you give me credit.
At least at first I'll focus on Westeros, mainly the North. Also if anyone can link me to a map editing tutorial that would be a big help. You'll see why if you look at the Dorne area.
Included:
*Northman cultures can host tournaments if they are knights, have high fighting skills, or are married to someone who follows the Seven.
*The Wall starts the game fully manned but will lose castle as the date progresses. In future there will be an event that causes castles to be destroyed unless the Lord Commander pays through the nose.
*The Stoneway added in northern Dorne.
*All major roads are now represented as a building that gives a small bonus to settlements. Crossroads can get the bonuses from multiple roads, increasing their attractiveness.
*Followers of the Old Gods, the Seven the Drowned God, and R'hllor can build religious buildings in their castle holdings if they or their spouse is religious.
*Centres of trade created in major coastal cities.
*Unique buildings for famous places.
*Temple holdings removed from the North and Iron Islands. These serve no purpose for these regions other than to quickly become controlled by Septons soon after the game starts, thanks to the religion of the Iron Throne. Religious holdings are better represented by the castle buildings and (future) events.
*If a character owns the traditional ancestral titles of one of the major Houses, and they are descended from that House, they may switch to that dynasty. This is optional and can be toggled off when you start a new game.
***https://dl.dropboxusercontent.com/u/275192020/AGoTIEv5.rar***
Screenshots
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
The next version of the Imersion sub-mod will include:
*More locations of interest, suggestions welcome.
*Events.
Later ideas:
*Events to destroy castles along the Wall unless heavy investment is made.
*Events for rulers south of the Wall to support the Night's Watch. Could include a Night's Watch Supporter trait, province modifier, (or similar), lowering income but raising piety/relation with the Night's Watch.
*A decision to destroy religious buildings if you are of another faith and intolerant.
*Pilgrimage events to settlements that possess the religious buildings included in this mod.
*Dragon Dreams trait and event chain similar to how Greensight is implemented.
Possible idea, feedback wanted:
*Events to change a childs dynasty to one of the major Houses if they are descended from them and the line is extinct.
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