• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

_Arzakon_

Captain
53 Badges
Jan 19, 2008
418
229
  • Crusader Kings II: Charlemagne
  • Victoria 2: A House Divided
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Heir to the Throne
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Crusader Kings II
  • Divine Wind
  • Europa Universalis III Complete
  • Europa Universalis III
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Stellaris: Nemesis
  • Stellaris - Path to Destruction bundle
  • Stellaris: Synthetic Dawn
  • Crusader Kings II: Monks and Mystics
  • Age of Wonders III
  • Crusader Kings II: Jade Dragon
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Shadowrun: Dragonfall
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Imperator: Rome
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Magicka 2
  • Europa Universalis IV
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Victoria 2
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Magicka: Wizard Wars Founder Wizard
  • Crusader Kings II: Way of Life
  • Stellaris: Leviathans Story Pack
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Stellaris
  • Crusader Kings II: Reapers Due
Hi everyone, I just made a small submod for Elder Kings based on something I suggested a few days ago. I know that people are waiting for 0.1.7 to come out, but this will not hinder EK team work :p.

Features:
Life extension spell available for Mages (3 & 4), Priests (3 & 4) and Battlemages (4). This simple spell will extend your lifetime beyond your natural lifespan. In order to do so, you must have 250 gold and 100 piety (it's not cheap!) and a point of magicka per 10 years of your character's age; for long lived races (Mer, Tsaesci) it's a magicka point per 20 years, and it's starts at 100 (so a 200 years old altmer will need 5 magicka points).

The spell basically works like immortality, but it's timed, so after 25 years (50 for long lived races) it will begin to fade until you're mortal again. Of course, you can cast it again, as long as you have resources and magicka.

Top end non mer wizards will be able to live up to 600+ years, while Mer and Tsaesci, if careful, will be able to live up to 1300 years.

Versions:
- No immortality: This version removes immortality spell completely. Only Orgnum, Divayth Fyr and Undead will have complete immortality.
- Normal: This version still let's you go through the immortality ritual, risking your life to achieve ultimate control over time and aging.

Notes/Conflicts:
- No immortality: Minor changes to a_health_events, esm_trait_events, health_events, 00_spellbook and magicka_events.
- Normal:
Minor changes to a_health_events, esm_trait_events and health_events.
Any other submod making changes to these files will conflict with this submod.

Feedback/Ideas:

Feel free to give any feedback or to suggest changes to the resources needed for life extension. Aside from the relatively easy modding to get this new spell working, I have some ideas that I may or may not do in the near future:
- Quest for immortality: Instead of removing the spell, create a chain of events that may lead up to discover true immortality. The quest could be fatal, but once you get the spell, you will be able to live forever.
- Drain life: For necromancers, a targeted decision against prisoners to drain their life. This would effectively kill them, give temporal immortality (as per life extension ritual, depending on the race and/or race of the victim) and give massive penalty/risk massive penalty to opinion (if caught, that is). If a vassal, and caught, give a reason to imprison.

Compatibility:
EK 0.1.6.

EDIT: Just forgot to say, thanks to the EK team for this awesome mod! : D

Hope you enjoy this!
 

Attachments

  • EKRvImm102.zip
    20,7 KB · Views: 15
  • EKRvImmNoImmortality102.zip
    40,2 KB · Views: 4
Last edited:
  • 4
  • 1
Reactions:

Arakhor

Dremora Astronomer
102 Badges
Mar 20, 2010
3.185
951
  • Europa Universalis IV
  • Heir to the Throne
  • Cities: Skylines - Campus
  • Crusader Kings III: Royal Edition
  • Stellaris: Federations
  • Europa Universalis IV: Golden Century
  • Imperator: Rome - Magna Graecia
  • Crusader Kings III
  • Europa Universalis 4: Emperor
  • Stellaris: Necroids
  • Cities: Skylines Industries
  • Surviving Mars: Digital Deluxe Edition
  • Surviving Mars
  • Europa Universalis IV: Call to arms event
  • Crusader Kings II: Jade Dragon
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Common Sense
  • Humble Paradox Bundle
  • Tyranny: Archon Edition
  • Cities: Skylines - Natural Disasters
  • Stellaris: Lithoids
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Tyranny: Archon Edition
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Stellaris Sign-up
  • Stellaris: Galaxy Edition
  • Crusader Kings II: Conclave
  • Prison Architect
  • Crusader Kings II: Holy Fury
  • Stellaris: Megacorp
  • Europa Universalis IV: Dharma
  • Cities: Skylines - Parklife
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Crusader Kings II: Monks and Mystics
  • Imperator: Rome Sign Up
  • Stellaris: Ancient Relics
  • Age of Wonders: Planetfall Sign Up
  • Crusader Kings III Referal
  • Cities: Skylines - Green Cities
  • Age of Wonders
  • Europa Universalis IV: Mandate of Heaven
  • Imperator: Rome Deluxe Edition
  • Crusader Kings II: Horse Lords
  • Victoria 2
I think that those are some very interesting ideas. I'm not entirely sure that EK requires a quest for immortality, given the new one already in Reaper's Due.
 
  • 1
Reactions:

_Arzakon_

Captain
53 Badges
Jan 19, 2008
418
229
  • Crusader Kings II: Charlemagne
  • Victoria 2: A House Divided
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Heir to the Throne
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Crusader Kings II
  • Divine Wind
  • Europa Universalis III Complete
  • Europa Universalis III
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Stellaris: Nemesis
  • Stellaris - Path to Destruction bundle
  • Stellaris: Synthetic Dawn
  • Crusader Kings II: Monks and Mystics
  • Age of Wonders III
  • Crusader Kings II: Jade Dragon
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Shadowrun: Dragonfall
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Imperator: Rome
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Magicka 2
  • Europa Universalis IV
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Victoria 2
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Magicka: Wizard Wars Founder Wizard
  • Crusader Kings II: Way of Life
  • Stellaris: Leviathans Story Pack
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Stellaris
  • Crusader Kings II: Reapers Due
Updated. Two minor fixes.
- You no longer need to have at least 5 Magicka to use the decision to cast the spell. Small oversight on my part (the Magicka cost is still the same).
- Fixed Warlord trait loss. Being immortal you lose Warlord trait once you turn 300; I added the Life extension trait to the list of traits, so you no longer lose the Warlord trait when you're over 60 (150 if mer) and you're extending your life.

EDIT:

Updated.
- Fixed infirm and incapable traits appearing for characters with life extension ritual.

Note: Although I've checked for further inconsistencies, there are still some differences between being immortal and having life extension. Lycan, Vampire, Rebel Warlord and some WoL events are still limited only by true immortality.
 
Last edited:

Phil76

Second Lieutenant
49 Badges
Dec 1, 2007
103
63
  • Crusader Kings II
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Semper Fi
  • Iron Cross
  • Hearts of Iron III
  • For the Motherland
  • Hearts of Iron Anthology
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Darkest Hour
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Jade Dragon
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Nemesis
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Crusader Kings III
  • Battle for Bosporus
  • Stellaris: Necroids
  • Stellaris: Synthetic Dawn
  • Hearts of Iron IV: Death or Dishonor
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Digital Anniversary Edition
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Way of Life
  • Pride of Nations
  • Cities: Skylines
  • 500k Club
  • Victoria 2
  • Europa Universalis IV
I tried your mod on a save with a Taesci ruler.

When loading my save, with your mod, all my heir candidates were polymorphed into chicken.

I removed your mod, reloaded the same save, and my heirs were normal again.
 

_Arzakon_

Captain
53 Badges
Jan 19, 2008
418
229
  • Crusader Kings II: Charlemagne
  • Victoria 2: A House Divided
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Heir to the Throne
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Crusader Kings II
  • Divine Wind
  • Europa Universalis III Complete
  • Europa Universalis III
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Stellaris: Nemesis
  • Stellaris - Path to Destruction bundle
  • Stellaris: Synthetic Dawn
  • Crusader Kings II: Monks and Mystics
  • Age of Wonders III
  • Crusader Kings II: Jade Dragon
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Shadowrun: Dragonfall
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Imperator: Rome
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Magicka 2
  • Europa Universalis IV
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Victoria 2
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Magicka: Wizard Wars Founder Wizard
  • Crusader Kings II: Way of Life
  • Stellaris: Leviathans Story Pack
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Stellaris
  • Crusader Kings II: Reapers Due
Wow, I'll check that, but I did not touch anything related to the tsaesci anyway, xD. I've been playing my mod myself for a couple of days and there was nothing wrong, not even with the tsaesci. Anyway, as I said, I'll check it again. Sorry!

EDIT: Checked the files, checked my own games with the mod and I cannot find anything wrong with the number of chickens. And as a matter of fact one of my games started before I made the mod, and after applying it I continued it without any issue. Could you tell me exactly which version of the mod are you using, how you installed it and so on? I cannot reproduce that bug on my game, so I need to know the details to help you.

Anyway, it's just a small mod. If it's really breaking your game and there's no way to fix it, remove it completely and play with normal immortality.
 
Last edited:

Phil76

Second Lieutenant
49 Badges
Dec 1, 2007
103
63
  • Crusader Kings II
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Semper Fi
  • Iron Cross
  • Hearts of Iron III
  • For the Motherland
  • Hearts of Iron Anthology
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Darkest Hour
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Jade Dragon
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Nemesis
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Crusader Kings III
  • Battle for Bosporus
  • Stellaris: Necroids
  • Stellaris: Synthetic Dawn
  • Hearts of Iron IV: Death or Dishonor
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Digital Anniversary Edition
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Way of Life
  • Pride of Nations
  • Cities: Skylines
  • 500k Club
  • Victoria 2
  • Europa Universalis IV
I use CK2 2.4.5 and EK SVN 697

I have uncompressed your filesin my EKSVN directories (that's perhaps the source of the problem).

No worries, I was able to resume my gameplay by deleting EKSVN and re-uncompressing it.

I found your idea very interesting, that's why I wanted to try it.
 

_Arzakon_

Captain
53 Badges
Jan 19, 2008
418
229
  • Crusader Kings II: Charlemagne
  • Victoria 2: A House Divided
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Heir to the Throne
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Crusader Kings II
  • Divine Wind
  • Europa Universalis III Complete
  • Europa Universalis III
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Stellaris: Nemesis
  • Stellaris - Path to Destruction bundle
  • Stellaris: Synthetic Dawn
  • Crusader Kings II: Monks and Mystics
  • Age of Wonders III
  • Crusader Kings II: Jade Dragon
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Shadowrun: Dragonfall
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Imperator: Rome
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Magicka 2
  • Europa Universalis IV
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Victoria 2
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Magicka: Wizard Wars Founder Wizard
  • Crusader Kings II: Way of Life
  • Stellaris: Leviathans Story Pack
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Stellaris
  • Crusader Kings II: Reapers Due
Mmm, well, I did this mod and tested it for EK 0.1.6, not for any SVN version, unfortunately. Probably there's some new code in the SVN i'm not aware of. Once a new version of Elder Kings is released, I will update the mod.