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With 3.0 a feature was added that would make your character fatter (or thinner) based on a trait, I assume this is some similar portrait-morph command, and might be usable for other purposes.
-Vampire / Werewolf, and 'Vampire Lord' portrait changes, if possible (Lich additionally)
It's not a new feature, it's just paradox taking advantage of features that modders already used,this sort of thing had already been done in mods for ages e.g. cpr+ had phiscal traits like ugly changining the portraits for ages.
 
Werewolves already have a special portrait overlay. Liches that decay away from their full state use the undead portrait set.


Ranking up within guilds provides equipment artefacts related to that guild.

Yeah, but I was thinking more of an Event system, or Blacksmithing-like (create a specific type of item for a set amount of gold, limited based on rank + small RNG + 'Guild'). Or like for Mages, a Forge-a-staff event, where you choose to make a staff, and then assign a (bonus) value to each type (small combat skill => replaces weapon, grants 2 knowledge + 1 of stat based on 'type' chosen; Staff of Charm gives you Diplomacy + small friendship bonus, Fireball gives you Martial + much improved personal combat skill (comparable or greater than a regular weapon of similar 'level')).

I've put about 50-60 hours into the SVN since then, was pretty legit.

Dragon Transformation? Dragonborn/Dragonblood + Legendary Mage. Gain ridiculous stats in a lot of things, opinion penalty of 100 with everyone but dragon cult. Bring back the glorious age of Dragons.
 
Dragon Transformation? Dragonborn/Dragonblood + Legendary Mage. Gain ridiculous stats in a lot of things, opinion penalty of 100 with everyone but dragon cult. Bring back the glorious age of Dragons.

Only reason I'd be ok with this is due to the rumors of that po-tun king/emperor turning himself into a tiger-dragon. Not that there is really any explanation as to how he did this.
 
Only reason I'd be ok with this is due to the rumors of that po-tun king/emperor turning himself into a tiger-dragon. Not that there is really any explanation as to how he did this.
Well... It depend on if he became true dragon or just dragon shaped.
A dragon form is just another shape, and it is not SO unlikely that a powerfull enough mage might be able to assume it.
A true dragon however...
Well, the dragonborn already has the soul of a dragon, so perhaps the sovereign was one
 
Perhaps he was merely dragonborn himself and the author who was not writing from firsthand experience and thus is an unreliable narrator made him an actual dragon. There are many possibilities and without any kind of actual look at TR in a game it's all conjecture.
 
We are talking about a book that goes "The Redguards destroyed Yokuda so they could make their journey [to Tamriel]", mentions that it is not known what Akaviri think of Tamriel and later on quotes Tosh-Raka and says he plans to invade Tamriel; all in all I'd place Mysterious Akavir as very unreliable at best.
 
That's not going to happen (read the thread title). If you want that desperately, look in the files to find out its trait number and add it manually to each character.
 
I change mtth and modifiers for spawning dragonborn for a bit more immersive, use as u want:
id = dragonborn.150
#
#
#
mean_time_to_happen = {
years = 10

modifier = { #In times of great crisis, a greater Dragonborn may be revealed
factor = 0.1
OR = {
has_global_flag = oblivion_invasion_azura
has_global_flag = oblivion_invasion_boethiah
has_global_flag = oblivion_invasion_clavicus
has_global_flag = oblivion_invasion_hermaeus
has_global_flag = oblivion_invasion_hircine
has_global_flag = oblivion_invasion_malacath
has_global_flag = oblivion_invasion_mehrunes
has_global_flag = oblivion_invasion_mephala
has_global_flag = oblivion_invasion_meridia
has_global_flag = oblivion_invasion_molag
has_global_flag = oblivion_invasion_namira
has_global_flag = oblivion_invasion_nocturnal
has_global_flag = oblivion_invasion_peryite
has_global_flag = oblivion_invasion_sanguine
has_global_flag = oblivion_invasion_sheogorath
has_global_flag = oblivion_invasion_vaermina
}
}
modifier = {
factor = 1.1
NOT = { combat_rating = 20 }
}
modifier = {
factor = 0.9
combat_rating = 40
}
modifier = {
factor = 0.9
combat_rating = 60
}
modifier = {
factor = 0.9
combat_rating = 80
}
modifier = {
factor = 0.9
combat_rating = 100
}
modifier = { # is lawful ruler of Tamriel
factor = 0.9
AND = {
has_landed_title = e_tamriel
has_artifact = amulet_of_kings
}
}
modifier = { # has amulet of kings
factor = 0.9
has_artifact = amulet_of_kings
}
modifier = { # is Septim
factor = 0.9
dynasty = 1
}
### Blood of Dragon increase chance of become new dragonborn
modifier = {
factor = 0.9
OR = {
trait = dragonborn_g_1
trait = dragonborn_g_2
trait = dragonborn_g_3
trait = dragonborn_g_4
trait = dragonborn_g_5
trait = dragonborn_descendant
}
}
modifier = {
factor = 0.9
OR = {
trait = dragonborn_g_1
trait = dragonborn_g_2
trait = dragonborn_g_3
trait = dragonborn_g_4
trait = dragonborn_g_5
}
}
modifier = {
factor = 0.9
OR = {
trait = dragonborn_g_1
trait = dragonborn_g_2
trait = dragonborn_g_3
trait = dragonborn_g_4
}
}
modifier = {
factor = 0.9
OR = {
trait = dragonborn_g_1
trait = dragonborn_g_2
trait = dragonborn_g_3
}
}
modifier = {
factor = 0.9
OR = {
trait = dragonborn_g_1
trait = dragonborn_g_2
}
}
modifier = {
factor = 0.9
trait = dragonborn_g_1
}
### Users of the voice
modifier = {
factor = 0.9
OR = {
trait = thuum_3
trait = thuum_2
trait = thuum_1
}
}
modifier = {
factor = 0.9
OR = {
trait = thuum_3
trait = thuum_2
}
}
modifier = {
factor = 0.9
trait = thuum_3
}

### Congenital traits
modifier = {
factor = 0.9
OR = {
trait = genius
trait = quick
}
}
modifier = {
factor = 0.9
trait = genius
}
modifier = {
factor = 1.5
trait = slow
}
modifier = {
factor = 2
trait = imbecile
}
modifier = {
factor = 1.1
trait = clubfooted
}
modifier = {
factor = 1.1
trait = hunchback
}
modifier = {
factor = 5
trait = inbred
}
modifier = {
factor = 0.9
trait = strong
}
modifier = {
factor = 1.5
trait = weak
}
modifier = {
factor = 0.9
OR = {
trait = powerful_voice
trait = melodious_voice
}
}
modifier = {
factor = 0.9
trait = powerful_voice
}
modifier = {
factor = 1000
trait = mute
}
modifier = {
factor = 2
trait = deaf
}
modifier = { # cuz lucky
factor = 0.9
trait = lucky
}
modifier = { # cuz unlucky
factor = 1.1
trait = unlucky
}
modifier = {
factor = 5
trait = infirm
}
modifier = {
factor = 5
trait = incapable
}

}
 
Hi there. I'm pretty sure there are already some ideas on the horizon about what to do with the new Wonders system, and some of them might be pretty obvious, but then again, it would be such a waste not to share some of them in the suggestions section : P

Some of the previous features of the mod (namely, towers) can easily become Wonders that, according to the desire of many players of EK, can have a good starting point and then potentially be developed further into truly impressive building full of goodies. That would make the basic baronies in some places (Adamantine, Imperial Isle, King's Haven, Falinesti) more "normal" while retaining the uniqueness of their location and their wonder. This would also add a distinct possibility of completely destroying the wonder/tower with secondary effects (like not being able to keep daedric realms apart) and the other way around. Other wonders might include the College of Winterhold, the Walls of Markarth, etc.

The main thing, however, would be the possibility of adding some custom uniqueness to the lands without towers. I think that although creating a tower of old capable of holding back the Oblivion would be way too much, a fantasy world such as EK would increase its attractiveness dramatically with the option to build typical wonders of high fantasy, such as towers (maybe not as powerful as the main towers), laboratories or even dungeons. There are limitless possibilities here, and even if it is obvious to me that the modelling, design and fleshing out of the features of these might take a long time, the sole idea of thinking about the future seems pretty exciting right now.
 
There is one big limitation to the wonder system, they always belong to the top liege even if they don't hold the county. This means any potential wonder needs to be carefully evaluated vs being a building/holding, for example say you have Imperial Isle but you lose a civil war and someone else takes your kingdom title. The local effects of the wonder e.g. tax modifiers, extra troops remain. But you lose the ability to control upgrades and more interesting effects like upgrades that give minor titles don't apply to you.
 
A wonder, that isnt a building. But a spell.
A massive ritual, to summon a daedra price or tear open the doors to oblivion, or raise a giant army of undead, darken the sun, construct a new god out of the heart of lorkhan, summon up alduin and destroy the world, enthrall the world to you or etc

Has many steps and is super expensive and slow, while in the final step of 'construction' heroes/adventurers/dragonborn around the world and if theyre all dead, generated by the event ones, are given the opportunity to strike you down and destroy the project before its too late.
Then if you manage to survive all that and finish it, a massive event is triggered which also destroys the wonder.

Like, the Wonders system could be used for Wonders sure, but it could also be used for other things. and Elder Scrolls is the sort of world where stuff like this happens and the wonder system could be the place to do them? as well as normal wonders.

I'd say leave the towers alone though, theyre good as they are.
Building your own massive dungeon or puzzle city or dark labratory, massive library, university (maybe the Imperial City one could be?) or giant temple or things would be good. Just all the vanilla stuff but also dungeons and necromancer lairs.
 
More events like the daedric invasion that cultists can cause would be awesome. Intrigue events like encouraging goblins/bandits/etc to band together into hordes to attack counties by supplying them arms and armor makes sense.

Being able to sell land to a hero for them to build a home on in order to give your county a modifier that removes negative modifiers like bandits/goblins/undead at the cost of a penalty to taxes (Sort of a reference to how you can gain land in most TES games and not pay taxes).

Wonders can be things like the Great Ghost Fence or Baar Dau in Vvardenfell, The White Gold Tower in the Imperial City, a Hist tree in Argonia, The Aetherian Archive in Hammerfell, etc. Summoning circles can be made into Gates to oblivion can be made by daedric cultists, Arenas can be made into Collusiums, Libraries can be made into Great Archives, Forts can be made into Citadels, Gardens into Hanging Garden-like wonders, Daedric/Aedric temples, Crypts into Necropoli. These wonders can fall into disrepair and even become "Dungeons" that need to be cleared out if/when they become infested by outside forces.
 
All those ideas are brilliant plansburn.

Tho the White-Gold and other towers like it, are already good in game IMM, and are kind of too big to be wonders.. most are older than the world being definitely physical and having normal time progression, atleast one predates existence. They can't be destroyed and are just, too wonderful for the wonder system?

Also we should make heroes pay taxes. I want an event chain where I make the dragonborn pay property taxes. I want the Neverarine to explain his income on a tax form. I want to be slain by the champion in retaliation a 98% tax rate on smug heroes who despite being from this world go around asking who the gods are like they don't know.
 
Bloodlines
Herald Bloodline - Herald of (Insert Daedric Prince/ The Ideal Masters)
Requires - Offmap Invasion
Activated - Same religion as founder
Benefit - Periodically attracts the servitude of Great Warriors, +0.20 Monthly Piety, +0.10 Monthly Prestige

Vampire Bloodline - Ancient
Requires - Age 300+, Known Vampire trait, 12 vampire spawn
Activated - Always
Benefit - +0.10 Monthly Prestige, -0.10 Piety, Murderous AI, +10 Opinion with Vampires, +5 Molag Relion, -5 Vassals, (Possible Vampire Hunter attack events)

Were Bloodline - Alpha
Requires - 7 lycanthrope courtiers, Known lycanthrope trait
Activated - Always
Benefit - +0.10 Monthly Prestige, +10 Opinion with Lycanthropes, +5 Hircine Religion, -5 Vassals, (Possible Lycanthrope Hunter attack events)

Kingdom/Empire Founder
Requires - Founding a Kingdom
Activated - Always
Benefit - Claim on Kingdom/Empire, +0.10 Monthly Prestige,

Hero of (Insert Capital)
Requires - End Daedric Invasion
Activated - Always
Benefit - +4 Personal Combat Skill, Attracts Knights, Bards and Damsels, +0.10 Monthly Piety, +0.20 Monthly Prestige

Conqueror Bloodline
Requires - Succesfully Invade Kingdom tier title on different continent
Activated - Always
Benefit - +0.20 Monthly Prestige, +15% Levy Reinforcement Rate, +10 Personal Combat Skill , Can use invasion once per lifetime

Dragonborn
Requires - Dragonborn Trait
Activated - Always
Benefit - +0.10 Monthly Prestige, +0.10 Piety, +5 Vassal, +5 Personal Combat Skill, Claim on Empire of Cyrodiil/Tamriel,

Servant of (Insert God)
Requires - Patron God Trait, Zealous or Holy Warrior, Veneration
Activated - Same religion as founder
Benefit - +30% Damage Against Religious Enemies, +0.30 Monthly Piety, Zealots may arrive at your capital to run amok. When at religious war units may spawn in your capital

Vigilant
Requires - Stendar Patron Trait, 30 monstrous characters killed (Vampires, Lycanthropes, Liches, etc.)
Activated - Aedric Religion
Benefit - +0.10 Monthly Prestige, +0.10 Piety, +10.0% Plot Power Increase, +5 Personal Combat Skill, +5 Aedric Religion, -5 Monster trait

Archaeologist
Requires - 10 Advanced Excavations
Activated - Always
Benefit - -15% Build Time, +15% Tech Spread, Cultural Tech research boost, Attracts Scholars

Ansei
Requires - Ansei trait (the most powerful one), Yokudan Culture & Religion
Activated - Always
Benefit +20 Personal Combat, +0.10 Monthly Prestige, +5 Yokudan Religion, +5 Yokudan Culture Group

Immortal Bloodline - Vanilla

Child of Destiny - Vanilla

A bunch of the vanilla bloodlines could be added or tweaked to fit.
 
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Some of those look like they should be associated with the ambition, while others are given out the moment you complete their conditions. The God servants and Archaeologists for example would work best as ambition ones.

The Empire/Kingdom founder one should be a one time one, so if someone already has a bloodline of that type they cannot get a second. Probably best to restrict it to either just great Kingdoms or Empires.

Herald, Vampire, Were, and Hero are all good as instant gains, or as the result of an event chain once you satisfy the conditions.

Dragonborn (and all other special hero titles) should at least require that they do something of note first, so you don't have random Dragonborn bloodlines all over the place for random counts/dukes who just sat there their entire lives. At least learn some shouts, do a big conquest, or counter some big event like an invasion?
 
Not so sure I agree about the Dragonborn being too easy to obtain. Most games I've played topped out at 3 of them after 4 centuries. In most cases the family dies out due to plague or murder/combat. Also just having the dragonborn as your ancestor should be a big deal since as far as I'm aware having their blood in your veins would qualify you for lighting the dragonfires.
 
More Bloodlines
Undead Bloodline - Blighted Blood
Requires - Undead Trait, Necromancer Trait, Kingdom/Empire Title, Prestige 10,000,
Activated - Always
Benefit - Periodically attracts Necromancers, +1% Revolt Risk, +0.10 Monthly Prestige, -5 Vassal Opinion, +5 Ideal Masters,

Hist Bloodline - Guardian of the Green
Requires - Create Empire of Argonia, Argonian Culture, Hist Religion,
Activated - Argonian Culture, Hist Religion
Benefit - Periodically attracts the servitude of Great Warriors, +0.20 Monthly Piety, +0.10 Monthly Prestige, Religious liberation CB

False Divine Bloodline (Like Orgnum and Tribunal) - Divine Blood of (Founder Name)
Requires - Immortal Trait, Reformation of religion, Godking Doctrine
Activated - Same religion as founder
Benefit - +1 Learning, +0.20 Prestige, +5 vassal, +5 same religion, -5 other religions

False Dragon Bloodline (Like Tosh Raka) - Dragon Blood of (Founder Name)
Requires - Dragon Trait
Activated - Always
Benefit - +0.20 Prestige, +5 Vassal, -5 Five Courts, +5 Dragon Cult, +5 Black Dragon, +5 Animism, -10 Dragon Trait
Would require similar decision to immortality ritual with equal or less chance of success to become a dragon. Potential to trigger duel between any living dragonborn and bloodline founder. Does not allow the lighting of dragonfires.

Orsinium Bloodline
Requires - Found Empire of Orsinium, Orc Trait/Culture, Malacath Religion
Activated - Is Orc
Benefit - Periodically attracts the servitude of Great Warriors, +0.10 Monthly Piety, +0.20 Monthly Prestige, +10 Orc

Atmoran Emperor Bloodline - Blood of (Founder Name)
Requires - Complete control of Empire of Atmora
Activated - Is Human
Benefit - Periodically attracts the servitude of Great Warriors, +0.20 Monthly Prestige, -10 Mer opinion, +10 Man opinion

Monkey King Bloodline - Blood of Emperor (Founder Name)
Requires - Tang Mo, Creation of Qing-Mo empire
Activated Is Tang Mo
Benefit - +0.20 Monthly Prestige, +10 Tang Mo Opinion, +1 Intrigue, +1 Martial

Elf Bane Bloodline (Pelinal) - Righteous Blood of (Founder)
Requires - Control and purge a kingdom of mer
Activated - Is Human/Argonian
Benefit - +0.20 Monthly Prestige, -10 Mer opinion, Anti Mer CB

Bane of Man Bloodline (Thalmor) - Righteous Blood of (Founder)
Requires - Control and purge a kingdom of man
Activated - Is Mer/Khajit/Argonian
Benefit - +0.20 Monthly Prestige, -10 Man opinion, Anti Man CB

Demon Bane - Mighty Blood of (Founder)
Requires - Kill 15 Daedra (Kynaz) in duels
Activated - Always
Benefit - +2 Personal Combat Skill, +0.10 Monthly Prestige, +5 Aedric religion, +5 Yokudan Religion, -5 Daedra (Kynaz)

Daedric Bloodline (Umaril) - Child of (Insert Daedric Prince)
Requires - Unique Event, Worship Daedra
Activated - Same religion as founder
Benefit - +0.25 Monthly Prestige, +0.10 Monthly Piety, Increased chance of being born with positive congenital trait

Herald Bloodline - Herald of (Insert Daedric Prince/ The Ideal Masters)
Requires - Offmap Invasion
Activated - Same religion as founder
Benefit - Periodically attracts the servitude of Great Warriors, +0.20 Monthly Piety, +0.10 Monthly Prestige

Vampire Bloodline - Ancient
Requires - Age 300+, Known Vampire trait, 12 vampire spawn
Activated - Always
Benefit - +0.10 Monthly Prestige, -0.10 Piety, Murderous AI, +10 Opinion with Vampires, +5 Molag Relion, -5 Vassals, (Possible Vampire Hunter attack events)

Were Bloodline - Alpha
Requires - 7 lycanthrope courtiers, Known lycanthrope trait
Activated - Always
Benefit - +0.10 Monthly Prestige, +10 Opinion with Lycanthropes, +5 Hircine Religion, -5 Vassals, (Possible Lycanthrope Hunter attack events)

Kingdom/Empire Founder
Requires - Founding a Kingdom
Activated - Always
Benefit - Claim on Kingdom/Empire, +0.10 Monthly Prestige,

Hero of (Insert Capital)
Requires - End Daedric Invasion
Activated - Always
Benefit - +4 Personal Combat Skill, Attracts Knights, Bards and Damsels, +0.10 Monthly Piety, +0.20 Monthly Prestige

Conqueror Bloodline
Requires - Succesfully Invade Kingdom tier title on different continent
Activated - Always
Benefit - +0.20 Monthly Prestige, +15% Levy Reinforcement Rate, +10 Personal Combat Skill , Can use invasion once per lifetime

Dragonborn
Requires - Dragonborn Trait
Activated - Always
Benefit - +0.10 Monthly Prestige, +0.10 Piety, +5 Vassal, +5 Personal Combat Skill, Claim on Empire of Cyrodiil/Tamriel,

Servant of (Insert God)
Requires - Patron God Trait, Zealous or Holy Warrior, Veneration
Activated - Same religion as founder
Benefit - +30% Damage Against Religious Enemies, +0.30 Monthly Piety, Zealots may arrive at your capital to run amok. When at religious war units may spawn in your capital

Vigilant
Requires - Stendar Patron Trait, 30 monstrous characters killed (Vampires, Lycanthropes, Liches, etc.)
Activated - Aedric Religion
Benefit - +0.10 Monthly Prestige, +0.10 Piety, +10.0% Plot Power Increase, +5 Personal Combat Skill, +5 Aedric Religion, -5 Monster trait

Archaeologist
Requires - 10 Advanced Excavations
Activated - Always
Benefit - -15% Build Time, +15% Tech Spread, Cultural Tech research boost, Attracts Scholars

Ansei
Requires - Ansei trait (the most powerful one), Yokudan Culture & Religion
Activated - Always
Benefit +20 Personal Combat, +0.10 Monthly Prestige, +5 Yokudan Religion, +5 Yokudan Culture Group
 
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