The realm rejoices as Paradox Interactive announces the launch of Crusader Kings III, the latest entry in the publisher’s grand strategy role-playing game franchise. Advisors may now jockey for positions of influence and adversaries should save their schemes for another day, because on this day Crusader Kings III can be purchased on Steam, the Paradox Store, and other major online retailers.
All what you said just now... I 100% agreed with you mate!1) My main approach to the mod was to have the bloodline (accquired after conquering Cyrodil/Imperial Isle duchy) be the key to all the other features of the mod so that's definitely staying.
2) I will be including some artifacts as it it's something small-scale fitting for a first release. I'll look over how Tiber's portrait was done and most probably use the same system.
3) Still debating on whether the religions or Ayleid empire will come first. I need to go over religion and governemnt modding much more to prevent the mess that the original features were.
And I'm glad you guys are excited for the mod coming back, hopefully this time it will be more polished. Should also note for anyone else reading that the current version in the original post is outdated and broken so it's best to wait until the next release.
I just tried it and made all the ayleid have "no_religion" and be unplayable. So I guess notIs this compatible with the least release of EK?
Thanks man. I wouldnt have guessed it would be so simple. Hey have you checked the Falmer submod? it has the particularity of fixing the religion this submod broke but it also breaks the ruins modifiers of all provinces. It simple removes the whole system. If the falmer submod is up your alley and you figure out whats wrong with it could you share it with us? https://forum.paradoxplaza.com/forum/threads/submod-falmer-expansion-touching-the-sky.1169729/For those having the religion issue: in the religion file, go to auri-el, and switch it to: auriel, that should fix it
all things using auri-el in the events and decisions should be switched as well
Ok, I just tried this and it didnt work. I dont know what I did wrong. Was I supposed to change "AURI-EL" or "Auri-El" too?For those having the religion issue: in the religion file, go to auri-el, and switch it to: auriel, that should fix it
all things using auri-el in the events and decisions should be switched as well
Did you change the "auri-el" to "auriel" in the other files as well? I forgot to mention that you have to change the "auri-el" in the tamriel_landed_titles.txt file as well in order to have holy sitesOk, I just tried this and it didnt work. I dont know what I did wrong. Was I supposed to change "AURI-EL" or "Auri-El" too?
I heard about the ruin modifiers being missing with the Falmer submod, but I have not seen it myself, I use the workshop version of itThanks man. I wouldnt have guessed it would be so simple. Hey have you checked the Falmer submod? it has the particularity of fixing the religion this submod broke but it also breaks the ruins modifiers of all provinces. It simple removes the whole system. If the falmer submod is up your alley and you figure out whats wrong with it could you share it with us? https://forum.paradoxplaza.com/forum/threads/submod-falmer-expansion-touching-the-sky.1169729/
That one works better?I heard about the ruin modifiers being missing with the Falmer submod, but I have not seen it myself, I use the workshop version of it
Turns out I forgot to change the dependencies in the .mod file, before hand the mod just wasn't loading apparently. So, I took a look at it, the issues you described happened to me as well. I don't really understand that part of the code stuff all that well, so as of right now I have not been able to figure out why the ruins are disappearing.That one works better?