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Calantyr

Perfection Personified
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Feb 12, 2003
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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
Freecities.jpg

ironborn.jpg

northman.jpg

valyrian.jpg

wildling.jpg

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
BTWSettlement.jpg

Stoneway.jpg

TheWall.jpg

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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New version of both mods up.

Changes include:
*Bug fixes for Cultural Graphics mod.
*New Ghiscari unit graphics.
*First round of unique buildings.
*Centres of trade in major coastal cities.
*Religious buildings for the Seven, Drowned God, and R'hllor.
*Religious buildings can be built if your spouse holds the religion in question and does not need to be the same as your own. For example, Eddard Stark can build a Godswood for himself and a Sept for Catelyn.
*Religious buildings moved to castle holdings to make more canonical sense and better game mechanics.
*Temple holdings removed from the North and Iron Islands, since all they do is flip to controlled by Septons 5 minutes into the game. I may remove most temple holdings from Westeros in future (except for the major ones).
 
Hey, me and my RP group tried your immersion sub-mod yesterday and we liked it a lot. I'd personally love to see this sub-mod to build up, and maybe be merged with the official mod itself. Anyway, I'd like to ask, if you are planning to work on the terrain map aswell to make it more ''Elder Kings style'', since as it is now it's quite unattractive.
 
Hello and thanks for the feedback!
I will continue to update this with new features as time allows. I think I will focus on religious and cultural aspects first, little things to make it feel more like the books.

Map editing is part of that but I am a novice when making anything but cosmetic changes.
 
by destroyed castles, do you mean that the holding dissapears or that it's replaced by a ruin?
 
by destroyed castles, do you mean that the holding dissapears or that it's replaced by a ruin?

I will have the holdings disappear, since I believe ruins are restricted to county-level titles, and simply deleting the buildings would still leave characters in control.
 
What about more Essos flavour? Like the ability to build roads there or something?

Eventually, yes. However it will take time.

Anyway, new version.

Version 3

*Bug fixes for Cultural Graphics and Immersion sub-mods.
*New option event when starting a new game. If accepted, characters will get the chance to convert dynasties to one of the major houses if they take over their ancestral titles (i.e Winterfell), but only if they are descended from the dynasty that historically owned that title. The events work better if using the Bloodlines sub-mod by blackninja9939.
 
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New option event when starting a new game. If accepted, characters will get the chance to convert dynasties to one of the major houses if they take over their ancestral titles (i.e Winterfell), but only if they are descended from the dynasty that historically owned that title.

I like this event, but this leads to an hilarious result in the Robert's rebellion scenario : in my game, he became a Targaryen after winning the war (despite Viserys, Aegon and Rhaenys being still alive). Beside this, I love these sub-mods.
 
I like this event, but this leads to an hilarious result in the Robert's rebellion scenario : in my game, he became a Targaryen after winning the war (despite Viserys, Aegon and Rhaenys being still alive). Beside this, I love these sub-mods.

Ha! Well at least it worked!
I'll put a fix in next version.
 
Immersion v4
*Updated for Bloodlines 2.1.
*Couple of bugfixes.
*Changes to ensure that Robert/Stannis-the-Mannis does not switch dynasties.
 
Only saying it in case it is relevant to the mod: there are already riun "baronies" (in Sothroyos and the Rhoyne at the least) so I think there are not any problem im principle with turning a barony into a ruin -nor the other way around: while the capital county of Oldstones is ruined, its subordinated holdings are full-fledged cities
 
Only saying it in case it is relevant to the mod: there are already riun "baronies" (in Sothroyos and the Rhoyne at the least) so I think there are not any problem im principle with turning a barony into a ruin -nor the other way around: while the capital county of Oldstones is ruined, its subordinated holdings are full-fledged cities

I'll investigate this. If I can ensure compatibility with the main mod, sure. Anyway:

Cultural Graphics v4
*Naathi culture added, thanks to a Mysterious Stranger.

Immersion
*Blackfyres will no longer switch to Targaryen dynasty, there is too much canonical animosity.

No new updates planned until I can afford the Raja's of India and Turkish Units expansion, probably 2 months from now if I'm lucky. Unless someone wants to gift it to me on Steam. :p
 
I don't think dynasties should ever change upon taking the Iron Throne. Anyone powerful enough to hold it shouldn't really have an incentive to change his or her dynasty to a more prestigious one anyways.
 
So is this a little bit like VIET: GoT edition? :p In any case, it sounds very interesting. There's certainly no shortage of additional immersion stuff that could be added all over the world.
 
Idea: Rise of the Blackfyre event,similar to vanilla's rise of the Shia, but spawns a Blackfyre Pretender in the Free Cities if there isn't one

With the Rajas of India expansion there will be a new condition script that will trigger at a certain number of dynasty members, so this will indeed be one of the things I will add. The same may be true for all the major noble families.

So is this a little bit like VIET: GoT edition? :p In any case, it sounds very interesting. There's certainly no shortage of additional immersion stuff that could be added all over the world.

Well that's the intention though I doubt I will match the scope of VIET, I'm massively busy in real life.

There will be one major difference: I will not be altering existing vanilla/AGoT files, only adding new ones. This is to allow as much forward compatibility as possible with the main mod and any other sub-mods you choose to play with.
 
With the Rajas of India expansion there will be a new condition script that will trigger at a certain number of dynasty members, so this will indeed be one of the things I will add. The same may be true for all the major noble families.

Tha-that's brilliant! So if the Starks are extinct,there might be a "Rise of the Stark Pretender" event in the north.
 
So, when can we expect this to be updated for the new version? :)