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Personally, I just update each morning and leave it at that.
 
So in what thread do we post feedback on the SVN version?

I'll put this here for now:

common/cb_types/00_cb_types.txt

The crusade conditions don't account for daedra_hermaeus (Hermaeus Mora cultist)

Code:
       OR = {
         #Aggressive Religions
         religion = maruhkati
         religion = alikr_ebonarm
         religion = satakal
         religion = maloocian
         religion = aedric_the_beautiful
         religion = pact_fundamentalist
         religion = nerevarine
         religion = sixth_house
         religion = daedra_mehrunes
         religion = daedra_molag
         religion = daedra_jyggalag
         religion = hist_rogue
         religion = forsworn_heresy
         religion = king_of_worms_cult
         religion = crimson_scars
         religion = dragon_cult
         #religion = emperor_worship
         religion = winter_wind
         religion = cult_of_kaiwan
     
         #"Normal" Religions
         AND = {
           OR = {
             #religion = mothist
             religion = alikr
             religion = auri-el
             religion = daedra_boethiah
             religion = daedra_miraak
             religion = daedra_hircine
             religion = daedra_glenmorial
             religion = daedra_namira
             religion = daedra_peryite
             religion = baan_dar
             religion = hist
             religion = sithis
             religion = new_hand
             religion = void_anuiel
             religion = shani_cult
             religion = kapotun_pantheon
             religion = brethen
             religion = cult_of_othkartho
           }
           OR = {
             trait = zealous
             trait = ruthless
             trait = tyrant
             trait = ambitious
             trait = envious
           }
         }
         AND = {
           OR = {
             religion = arcturian
             religion = eight_divines
             religion = nine_divines
             religion = nudri-hi
             religion = green_pact
             religion = almsivi
             religion = reclamationist
             religion = reclamationist_lessons
             religion = daedra_mephala
             religion = daedra_meridia
             religion = daedra_nocturnal
             religion = daedra_nightingale
             #religion = reman_cult
             religion = pyandoneaic
             religion = five_courts
             religion = bhut_cult
           }
           OR = {
             trait = zealous
             trait = ruthless
             trait = tyrant
             trait = ambitious
           }
         }
         AND = {
           OR = {
             religion = daedra_malacath
             religion = old_gods
           }
             OR = {
             trait = zealous
             trait = ruthless
             trait = tyrant
             trait = ambitious
             trait = strong
             trait = brave
             trait = envious
             }

It should probably be in the first „Normal Religions” bracket.

---

common/religions/00_religion.txt

The zoroastrian_group (Khajiiti religions) have Daedra for 'bad god names'. That doesn't really fit with the theme.

Code:
    evil_god_names = {
       BAD_DAEDRA GOD_NIRNI
     }

It could be replaced with BAD_LORKHAJ - meaning Lorkhaj (Ta'agra Lorkhan)

---

decisions/k_empire_creation.txt

The decision to create e_elsweyr (Empire of the Two Moons) is triggered by owning k_elsweyr AND k_valenwood OR k_argonia, but it only incorporates de jure k_elsweyr and k_valenwood unlike other titles (so if you form it with Argonia, it won't be part of your de jure realm).

Code:
  create_e_elsweyr = {
     potential = {
       independent = yes
       NOT = { primary_title = { tier = EMPEROR } }
       e_elsweyr = { has_holder = no }
       has_landed_title = k_elsweyr
       num_of_king_titles = 2
       NOT = { has_character_flag = employment_open }
       NOT = { has_character_flag = edicts_open }
       NOT = { has_character_flag = spellbook_open }
       NOT = { has_character_flag = minor_title_open }
       NOT = { has_character_flag = prisoners_open }
       NOT = { has_character_flag = supernatural_decisions_open }
     }
     allow = {
       OR = {
         AND = {
           ai = no
           age = 21
           wealth = 1000
           prestige = 500
           piety = 250
           ruled_years = 10
         }
         AND = {
           ai = yes
           age = 25
           #wealth = 250
           prestige = 150
           piety = 100
           ruled_years = 5
         }
       }
       culture_group = khajiit
       has_landed_title = k_elsweyr
       OR = {
         has_landed_title = k_valenwood
         has_landed_title = k_argonia
       }
       war = no
     }
     effect = {
       wealth = -1000
       piety = -250
       prestige = 200
       primary_title = {
         e_elsweyr = {
           grant_title = ROOT
           copy_title_laws = PREV
         }
       }
       if = {
         limit = { ROOT = { has_landed_title = k_elsweyr } }
         k_elsweyr = { de_jure_liege = e_elsweyr }
       }
       if = {
         limit = { ROOT = { has_landed_title = k_valenwood } }
         k_valenwood = { de_jure_liege = e_elsweyr }
       }
     }
     revoke_allowed = {
       always = no
     }
     ai_will_do = {
       factor = 100
     }
   }

I think a good solution would be to replace k_argonia with k_cyrodiil, and add the latter to the effects, as it makes more geographic sense to have a grouping Valenwood - Elsweyr - Cyrodiil (besides, you're more likely to expand north a lot than east). That would make it similar with other groups like Argonia - Morrowind + Vvardenfell - Skyrim or Skyrim - High Rock - Hammerfell. The proposal:

Code:
  create_e_elsweyr = {
     potential = {
       independent = yes
       NOT = { primary_title = { tier = EMPEROR } }
       e_elsweyr = { has_holder = no }
       has_landed_title = k_elsweyr
       num_of_king_titles = 2
       NOT = { has_character_flag = employment_open }
       NOT = { has_character_flag = edicts_open }
       NOT = { has_character_flag = spellbook_open }
       NOT = { has_character_flag = minor_title_open }
       NOT = { has_character_flag = prisoners_open }
       NOT = { has_character_flag = supernatural_decisions_open }
     }
     allow = {
       OR = {
         AND = {
           ai = no
           age = 21
           wealth = 1000
           prestige = 500
           piety = 250
           ruled_years = 10
         }
         AND = {
           ai = yes
           age = 25
           #wealth = 250
           prestige = 150
           piety = 100
           ruled_years = 5
         }
       }
       culture_group = khajiit
       has_landed_title = k_elsweyr
       OR = {
         has_landed_title = k_valenwood
         has_landed_title = k_cyrodiil
       }
       war = no
     }
     effect = {
       wealth = -1000
       piety = -250
       prestige = 200
       primary_title = {
         e_elsweyr = {
           grant_title = ROOT
           copy_title_laws = PREV
         }
       }
       if = {
         limit = { ROOT = { has_landed_title = k_elsweyr } }
         k_elsweyr = { de_jure_liege = e_elsweyr }
       }
       if = {
         limit = { ROOT = { has_landed_title = k_valenwood } }
         k_valenwood = { de_jure_liege = e_elsweyr }
       }
       if = {
         limit = { ROOT = { has_landed_title = k_cyrodiil } }
         k_cyrodiil = { de_jure_liege = e_elsweyr }
       }
     }
     revoke_allowed = {
       always = no
     }
     ai_will_do = {
       factor = 100
     }
   }

EDIT: Perhaps the baan_dar religion could get allow_viking_invasion = yes for a bit of variety (compensating for heresies not being fleshed out).

EDIT: Speaking of prepared invasions, why doesn't the Sheogorath cult have it? They're crazy enough to go on a rampage for the shits.
 
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Korbah, I'm assuming the ticket assigned to 'VanillaIssuesUnfixable' are the issues that are beyond your control be resolved due to the modding bugs introduced with 2.4.x? Some of these issues look as though a workaround could be put in place... perhaps. For instance, "Elves don't seem to be losing fertility with children", I think I've suggested this before but adopting a system like warhammer's mod would be great, and may help prevent mer family bloodlines from going extinct (such as the great houses of Morrowind). Would you guys ever consider that or do you think it would be best to wait until Paradox release a new patch/DLC?
 
Korbah, I'm assuming the ticket assigned to 'VanillaIssuesUnfixable' are the issues that are beyond your control be resolved due to the modding bugs introduced with 2.4.x? Some of these issues look as though a workaround could be put in place... perhaps. For instance, "Elves don't seem to be losing fertility with children", I think I've suggested this before but adopting a system like warhammer's mod would be great, and may help prevent mer family bloodlines from going extinct (such as the great houses of Morrowind). Would you guys ever consider that or do you think it would be best to wait until Paradox release a new patch/DLC?

I've had a look; our systems are very similar as it is. The major difference is that they use a trait that nerfs fertility in one hit while we alter fertility directly and do so incrementally. Our system worked before 2.4.x and will work again once Paradox issue a patch with Gars fixes.
 
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Okay, umm whats the story behind this?
Art Saffron is working on
1. Older Altmer (clergy) looking at disgust at baby Altmer wrapped in cloth (no features shown). COMBINED WITH TWO
2. Same clothed baby crying out and being surrounded by dark, hooded Altmer attempting to end its' life (not too graphic)
3. Two Altmer looking smug, crossing their arms. One older Altmer looking furious at them
4. Disguised person (in hood). Running in the night, holding baby wrapped in cloth.
5. Army of undead (skeletons, draugr, hooded figures/necromancers) invade a village (nighttime), destroying shit, while villagers run for their lives
 
Are there DLCs that should be disabled? I remember hearing that there'd be a release of Elder Kings that updates up to a certain point and then further down the road it would be updated to current versions. At the moment, with the latest version of CK2 and all DLC, with only Elder Kings Dev enabled, it's running basically vanilla CK2.
 
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I have all the DLC enabled, but you won't need the dynasty flag packs or Sunset Invasion.
 
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Are there DLCs that should be disabled? I remember hearing that there'd be a release of Elder Kings that updates up to a certain point and then further down the road it would be updated to current versions. At the moment, with the latest version of CK2 and all DLC, with only Elder Kings Dev enabled, it's running basically vanilla CK2.
You have to change the text in your mod file to match the dev folder
 
I recently updated the dev version not having updated it in a cuple of days. I have noticed a rather large performance drop after updating. Is there anything I can do about this?

Edit: Reverting back to a version from 10th September restores the performance back to previous levels.
 
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Why are there skyrim trade routes built along the coast? I know that there was trade in those areas but this makes it almost impossible for merchant republics to capitalize on that trade. If the expansion of the trade routes along the coast extend to all of tamriel when the trade routes are complete, how will it be possible to play as a merchant republic?
 
also... Why are all the high kingdoms already formed when you load up the game?
Because the old system basically made it impossible for the ai to actually form a high kingdom. Now if the ai does manage to conquer enough they will actaully form the kingdom rather than have them stall because they can’t get the three kingdom titles that are right next to each other.
 
Because the old system basically made it impossible for the ai to actually form a high kingdom. Now if the ai does manage to conquer enough they will actaully form the kingdom rather than have them stall because they can’t get the three kingdom titles that are right next to each other.

Isnt that subjective? I remember fighting Cyrodill many times for control of the imperial city during my Argonian Empire game. Is there a way to restore the old system? i like it better than vanilla.
 
Isnt that subjective? I remember fighting Cyrodill many times for control of the imperial city during my Argonian Empire game. Is there a way to restore the old system? i like it better than vanilla.
There is nothing subjective about what he is saying. The old system is objectively broken, as in the developers of the mod said it does not work. The ai just cannot figure it out. I don't think they will put it back in unless something happens that allows the ai to use the title system.
 
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To second taimao, just because the AI lucked into a High Kingdom (and Cyrodiil isn't hard to do it in, where most of the titles are already created and inheritable through marriage/claims) doesn't mean that the AI can "figure it out". High Rock, Hammerfell, Skyrim, Black Marsh, and Valenwood I have never seen form, ever. Even Cyrodiil is only moderately often, in my recollection.