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Cainrae

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NordEmp_zpse050313d.png


This version is most likely going to be used. The Mountain's in the background were a bit too detailed for a medieval century flag :)
 

WheelCarrier

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Having some issues starting the mod, as in I dont get it to start at all :p I have all the files in the right place (documents), along with ck2+, but when I start the game I only get the option to start +, not elder kings.
Should I start the mod from somewhere else? Or any other fix?
Sorry if this answer allready has been answered, I did a quick fix but I didnt find anything about not getting it to start when it is in the right place (as I know it is)
 

riknap

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Having some issues starting the mod, as in I dont get it to start at all :p I have all the files in the right place (documents), along with ck2+, but when I start the game I only get the option to start +, not elder kings.
Should I start the mod from somewhere else? Or any other fix?
Sorry if this answer allready has been answered, I did a quick fix but I didnt find anything about not getting it to start when it is in the right place (as I know it is)
are you sure you have the ElderKings.mod file outside?

you guys should really make an .exe version soon :laugh:
 

Korbah

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are you sure you have the ElderKings.mod file outside?

you guys should really make an .exe version soon :laugh:

I know, right? :confused:

Was it 1.07 or 1.06 (or earlier?) that brought in the changed mod path?
To quote myself from our own forums;

Take a look in that folder in the steam one, take a close look.
You'll notice a file "DontPutModsHere.txt" that was added in 1.07, that's right, it was added in 1.07, SIX patches ago, which in CK2 terms means...months. Inside that file it has the following text;

Mods should be put in <your user documents>\Paradox Interactive\Crusader Kings II\mod

This is not a new change, it's not specific to this mod, it's meant to apply to ALL mods due to the way CK2 loads resources now, it's a Paradox mandated instruction, please follow it.
 

Orinsul

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Cainrae said:
The Reach: (For all you Heathens out there)
k_thereachcopy_zpsc0abfb84.png

Just thinking on flags made me think back to this one.
Maybe for the reachmen kingdoms Markarth could use a recoloured [maybe red and gold or white on black] version of this reach flag, maybe in blue and the other kingdoms with different animal or etc symbols in the same style or whatevers used for the provinces the name comes from would work too, or recoloured if the duchy would also use the county flag.
 
Last edited:

Darkgamma

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I know, right? :confused:

Was it 1.07 or 1.06 (or earlier?) that brought in the changed mod path?
To quote myself from our own forums;
1.07 I think since in 1.06b we still had the mod folder
 

Bundeswag

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This looks really good. Who would be interesting character in skyrim to play as? Is it still possible to form kingdom/empire of skyrim? In the faq you talk of playing as characters like vivec what should I type in console to play as any god?
 

Korbah

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This looks really good. Who would be interesting character in skyrim to play as? Is it still possible to form kingdom/empire of skyrim? In the faq you talk of playing as characters like vivec what should I type in console to play as any god?

type "qqq".


note: that doesn't actually do anything in CK2. The FAQ answer is suggesting us adding god characters would be silly when you can just cheat your way to success anyway, which is what a god character would be.
 

Arakhor

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In the faq you talk of playing as characters like vivec what should I type in console to play as any god?

Anything you like. Once you start cheating, you may as well be a living god.
 

Darkgamma

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Well, we don't have enough liberty to add Vivec: you can't mod the map in-game, nor can you, you know, cause diseases
 

DarkReborn

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Shouldn't you add Vivec trough adding a temple holding in the city Vivec? I find it highly silly that he isn't the religious head right now.

It's because he shouldn't be the religious head. He isn't even the chief amongst the Tribunal gods (Remember? they're a "balanced" warrior-mage-thief trinity). The chief of the priesthood is the Archcannon of the Temple.
 

onyxja

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It's because he shouldn't be the religious head. He isn't even the chief amongst the Tribunal gods (Remember? they're a "balanced" warrior-mage-thief trinity). The chief of the priesthood is the Archcannon of the Temple.
Well he kind of is though, he is the tribunal that actually takes an active role in playing god and commanding the Dunmer. (at least that is how I understood it trough reading lore)
I feel that this makes him the most "important" in game terms as he will actually not be playable.

Edit: When I think about it, I guess the best way would be to add flavour events or some special mechanics concerning the whole tribunal.

Edit 2: I guess I made a pretty shit job of presenting my idea in the first place. I was thinking that Vivec would have two temple holdings, one for the Archcannon and one for Vivec. As I feel that the Archcannon can't do anything major without approval from one of the tribunal.
 
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kevster

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I know, right? :confused:

Was it 1.07 or 1.06 (or earlier?) that brought in the changed mod path?
To quote myself from our own forums;

OK I have all the files in the right folder (along with all my other mods), I've installed the latest patch but when I launch the mod it crashes just after after the initial screen Elder Kings screen. I can usually work these things out but this has me stumped. Any further thoughts?
 
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