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Мод переносит игрока в неспокойные времена Второй Эры, где ему предстоит своими глазами увидеть падение Второй Империи и пройти сквозь хаос Междуцарствия за несколько сотен лет до рождения Тайбера Септима.
Прошлый тред - >>1725999 (OP)
Ну ты и кринж. Взял бы хоть картинку из третьих крестов, а то вторые уже говно мамонта.
Третьи пока ещё малоиграбельны, если разработка не затухнет, то следующий тред можно будет делать со скриншотом из третьих
+
Скриптованные кампании это прикольно, конечно, но вне их - мод пока слишком мало от ванилы отличается.
Пока я использую вторые кресты, на ОП-пике будут вторые кресты. Третьи неготовы.
>>863007
Челы, но в чём отличие-то? Первый Элден это буквалити огрызок версии 0.3 в котором не особо что-то есть, то что есть тупо кривое или хуёво забалансино(типа игра за урков ты должен строить какий-то айлендские хуёвины, чтобы строить орочьи постройки(???)).
Во втором Элдене хотя бы есть основная детализированная карта, а третьи кресты более красивы и играбельны.
Отличие в сабмодах для первого ЕК, которые я допиливаю. Их там наплодили практически на все. С ними можно хоть Умарилом возрожденным стать. Сыграть за Гелебора, поиграть за Ремана Сиродила(недоделано). В ЕК2 этого всего просто нет.
>в сабмодах для первого ЕК
Смотря на первый ЭК, то можно предположить, что они не особо не нужны.
>марилом возрожденным стать. Сыграть за Гелебора, поиграть за Ремана Сиродила
А какая разница-то? Это же тупо портретик, которые никак не влияет на игровое действо. В третьих крестах вы сами можете создать разных челиков.
>Первый Элден это буквалити огрызок версии 0.3
Нихуя откровения. Ты вчера про мод узнал, чтоли? Версия для CK2 пилилась и отполировывалась годами, туда завезли всё, что только нужно, а EK2 это как раз "огрызок версии 0.3" и есть.
>Во втором Элдене хотя бы есть основная детализированная карта
Чем детализированнее, баронствами, чтоли, которые что есть, что нет?
>третьи кресты более красивы и играбельны.
Чем играбельны? Удобнее имбу делать и карту красить? Ну да, именно под такую ЦА параходы третьи кресты и пилили, ведь какие-то сложные механики не нужны, не дай бог что-то у игрочка не получится. Лучше вкинуть перков побольше, получить +100 ко всем статам и тогда ничего не будет мешать нагибать.
А что красивые - насрать, от графики в стратегиях один вред, только видюху грузит лишний раз. И самое смешное - даже с тем, что третьи красивее вторых, можно поспорить.
>А какая разница-то
Большая. Игра за Гелебора совершенно отличается от игры за Умарила, например тем что Гелебор - бессмертный, а Умарил - реинкарнация. А еще у Гелебор за служение Ауриэлю может получить лук и щит Ауриэля. И как реинкарнация Меридия любит его больше, что даст буст к ее милости, и возможность создать империю айлейдов. А Реман Сиродил вообще смертный и драконорожденный. Так что это совершенно разный стил игры за каждого из этих персонажей.
Графонорожденный чтоли?
Даэдра нет, магии полтора нихуя, бессмертным стать нельзя. Акавир .да да, ненужен, знаю
Да не обращай внимания. Если у одного персонажа 10 военки, а у другого 11, это это уже сличается полностью другой стиль игры.
По разному. Зависит от конкретного персонажа. У Гелебора можно вкачаться через любовь своих вассалов и их руками жар загребать. У Ремана через династические браки потому что все хотят породнится с драконорожденным. У Умарила можно загребать жар призывными дийдрами. Домики строить им все при этом не надо, это экономически невыгодно.
Да брось, и вторые кресты, и третьи - одинаково простые игры. Просто на вторые механики наворачивали в дополнениях годами, а на третьи только начали. Вон, страггл за Иберию - неплохая механика.
Гильдий ещё нет
Третьи это кринж на 99% состоящий из новиопов, багов и недоработок, по сравнению со вторыми это просто неиграбельный кал
>состоящий из новиопов
Так новиопы это вполне себе канон. Вон в аргонианской деве или в Берензии сколько хуев побывало.
> Ни разу не видел
Значит ты ниразу не играл
> А почему не должно быть?
Потому что так никогда не было, и в играх новиопов нет, тем более нет у знати за которую мы играем
Сам жду на третьи, но до нормального реиграбельного состояния это еще пару лет ждать. Пока что на третьи кресты (которые и сами по себе что бы не пездели - максимально пустые по сравнению с 2 частью) мод очень пресный.
>Значит ты ниразу не играл
Ты дурачёк?
>что так никогда не было
Где так не было-то?
> и в играх новиопов нет
В каких играх-то? Бретонцы новиопы, предельцы новиопы, а в самих играх межрасовые отношения возможны и книги про это есть.
>тем более нет у знати за которую мы играем
Чел, большую часть истории знати было важно знатное происхождение и привилегии, а не раSSовой крови.
>Ты дурачёк?
Это ты дурачок, каждый кто отписывался про мод в прошлом треде говорил про новиопов или даже скрины белокожих орков кидал
>В каких играх-то? Бретонцы новиопы, предельцы новиопы
Во всех. Новиопами они были несколько тысяч лет назад, они уже давным давно людская раса. Лучше покажи мне синежопого ярла виндхельма или беложопого редорана, или вождя орков наполовину человека.
>а в самих играх межрасовые отношения
А в борделях тоже есть выбор на любой вкус и цвет, правда за пределы борделей это почему-то не выходит
>Чел, большую часть истории знати было важно знатное происхождение
Во первых ты забываешь фактор религии который игра зачастую игнорирует, во вторых знатное происхождение данмера и норда не равно друг для друга.
>Лучше вкинуть перков побольше, получить +100 ко всем статам и тогда ничего не будет мешать нагибать
Лол, во вторых крестах можно было выбить себе бессмертного персонажа, нафармив по пути трейтов; фармить трейты через каннибализм, собрать себе уберменша со всеми крутыми бладлайнами в игре, который с рождения будет сильнее среднего рыцаря, получать ебейшие бонусы обществ (здоровье и снятие стресса, интеллект, боевка, пищали, ОТРАЩИВАНИЕ КОНЕЧНОСТЕЙ)
Я согласен, что в плане механик третья часть сильно беднее (хоть и лучше чем вторая на релизе, где даже полноценного совета и возможности игры за мусульман/кочевников не было), но навороты второй части скорее наоборот имбовые.
>нафармив по пути трейтов
Ну по большей части там все те же перки только их меньше и получить их сложнее. А вместо блудлайнов дали какой-то кринж наследия династии, который получить гораздо легче чем искать выживших потомков древних героев. Так что главное отличие это невозможность изменить черты характера выданные с рождения
>только их меньше и получить их сложнее
Зато перки работают с системой стресса. Играть трусливым или сострадательным правителем - буквально челлендж "попробуй не сдохнуть".
>А вместо блудлайнов дали какой-то кринж наследия династии
Ну, они выглядят более осмысленно. Ты сам определяешь облик своей династии, а не фармишь все что под руку попадается, и делаешь это очень долго.
>чем искать выживших потомков древних героев
Что их искать-то, лол, через поиск отлично ищутся.
>работают с системой стресса.
Один из главных винов третьей части по-моему. До этого тебе просто давали трейт с шансом сдохнуть в любой момент при этом ты мог творить что угодно, а теперь каждое твое действие добавляет или убавляет стресс
>Зато перки
Не перки а трейты. Перки за образ жизни дают, во вторых давали за то что "обучаешся" специализации в гильдии
>Ну, они выглядят более осмысленно.
По-моему наоборот, теперь каждая династия неотличима друг от друга. И неважно кто ты Чингисхан или каролинг.
>Что их искать-то, лол, через поиск отлично ищутся.
Не все хотят жениться, не всех много , на всех нужно несколько поколений потратить
>с системой стресса
Большинство здесь и так достаточно аутисты чтобы отыгрывать по перкам персонажа, так что эта примитивная система стресса никакой разницы не делает.
Я сужу по контенту прошлого треда. Но как скажешь, если тебе удобней принуждать себя, то окей.
Кстати, по идее, этот фунцкионал можно и ко вторым крестам прикрутить. Вот с рыцарями сложнее. Рыцари годная тема, жаль в остальном боевку упростили в кал.
Это со всеми религиями так, обещали исправить в следующих версиях точно так же как и с святыми местами
Мб, ты в курсе, можно ли отредачить файл сохранения и изменить отношения к моей конфессии? А то грустно, что браки я могу заключать только внутри своего королевства :(
Когда реформируешь религию она создаётся без святых мест старой
>>864553
>Мб, ты в курсе, можно ли отредачить файл сохранения
Отредачить то можно, я только не знаю что редачить. Возможно нужно добавить специальную доктрину которая делает заблудшими всех кто обладает этой доктриной.Используй pdx unlimiter, с блокнотом в третих будут сложности
Спасибо
разобрался до конца. для улучшения отношений надо в каждой религии ручками поднимать отношение к твоей. скрин, который ранее прикреплял, - это отношение твоей религии к остальным
мб, кому-то будет полезно
Заклинания открываются только в гильдии магов?
Дебаф "пустующего поселения" после изгнания жителей для установления своей культуры всё таки пропадёт?
Как продавать предметы?Писалось на загрузачном экране что на рынке можно,но там только магазины,или продать можно только уникальные артефакты?
казус бели на соседние поселения навсегда?:/
чем может помочь советник маг?
в чём профит платить дань совету?
Заклинания зависят от уровня магического образования. Также если имеешь магическую специализацию и придворного мага то можешь читать базовые заклы и без маг образования
>Дебаф "пустующего поселения" после изгнания жителей для установления своей культуры всё таки пропадёт?
Убирается, чем больше управление тем быстрее
>Как продавать предметы?
Правой кнопкой на своего персонажа, появится кнопка продажи артефектов. Рынок не работает
>казус бели на соседние поселения навсегда?:
Вмысле? У всех религий ест бесплатный кб на соседнюю прову если ты об этом .
>чём профит платить дань совету?
Знаешь событие когда ты состоишь в совете и тебе предлагают решить проблемы рандомной провы, еще там можно доплатить для результата или спиздить деньги? Вот если платишь дань совету то иногда таким образом будут решать проблемы твоего домена
уяснил,благодарю!
Можно как-нибудь организовать союз кроме брака? За каджитов с мерами, например.
Ну так и при женитьбе детей только этот пакт получается. А потом пакт можно проапгрейдить до союза (Must be a close relative OR have a non-aggression pact)
Я это знаю но ты забываешь про разницу в религии которая обнулит любые шансы на союз и political concerns ----------, который не дает заключить союз с любыми соседями даже родственниками , даже наследниками лол
Это вне плоскости вопроса. Все эти неприятности относятся и ко всем остальным способам заключения союза, включая прямой брак.
Это конкретно про данный вопрос. Союзы во вторых не заключаются браками, пакт это не союз, к чему ты вообще сказал про пакты когда спрашивали про союзы совершенно непонятно
Союз получается из пакта, долбоеб. И про браки анон который задавал вопрос и сказал.
Кончай уже кривляться, глупо выглядишь уже.
картинка фе становиться и на самом деле слабо помогает,фризы никуда не уходят
Фризы идут от процессора, а не от видеокарты. Меняй проц.
Долбоеб здесь только ты потому что спрашивали как заключать союз а не пакт. Поебать вообще на это событие вообще так как можно через взятку женить на любом персонаже просто дальше нихуя ты не заключишь
>>866357
Выкручивание настроек на минимум поможет только если у тебя очень хуевая видеокарта, В остальном можешь попробовать все уведомления которые всплывают слева сверху отключить, вроде должно чуть чуть помочь.
>всплывают слева сверху
Справа сверху. И быстродействие напрямую зависит от количества провинций, так что все ненужное типо акавира и атморы вырежи
И ответ на это - заключаешь пакт, затем заключаешь союз. И это верный ответ, в отличие от твоего "во вторых крестах это невозможно".
>так как можно через взятку женить на любом персонаже
Ой дебил. С персонажами первой очереди родства правителя взятка не всегда работает. Кончай уже позориться.
Впрочем это и не важно, т.к. анон спрашивал "кроме брака", дислексик ты наш.
И насчет "дальше нихуя не заключишь" ты хуйню несешь, я вчера прекрасно заключил, благо мне как раз этот эвент выпал. С персонажами других реалмов и религий даже проще, у них реже "political concerns" встречаются.
Ну, будешь дальше упираться как пятилетний малыш?
> затем заключаешь союз.
Я тебе про это и говорил дебил. Что дальше ты сможешь заключить союз только если религия разрешает и нет political concerns. А political concerns зависит от религии или удаленности от твоего реалма если цель союза независима, а учитывая что цель того эвента абсолютно случайно то это невозможно в большинстве случаев особенно меров с котами как в вопросе.
> я вчера прекрасно заключил
Ты можешь заключить только если тебе религия жениться на этой религии жениться не запрещает, то есть пользы твой пример не несет
> С персонажами первой очереди родства правителя взятка не всегда работает.
Кончай позорится, женить нужно на придворных родственниках а не на просто родственниках
>Что дальше ты сможешь заключить союз только если религия разрешает
Сколько раз тебе повторить что это не так? Религия не запрещает союзы даже если ты вообще еретик.
Хоть в игру поиграл перед тем как умничать, не было бы таких казусов постыдных кек
> Религия не запрещает союзы
Просто ты их никогда не заключишь. Знал бы если бы играл хоть раз
Пиздобол. Вчера я заключил, за даэдрапоклонника.
Вообще твое упрямое отрицание очень забавно, и действительно напоминает капризного ребенка.
не просто так оно в игре же,видел что у домов моровинда влияние для узурпирования земель используется
ии какие могут быт ьпрофиты от пути любовника?
кроме плодовитости
>ии какие могут быт ьпрофиты от пути любовника?
Охуительный бонус к отношению противоположного пола, например. И при соблазнении если выпадает эвент на балу, то выбирая flirt discreetly ещё и дополнительно бустишь отношение.
так отношения ничего не дают,если это не вассал,обрету я любовницу много 100 отношений,мб даже рога наставлю,а что мне с этого?Была любовница королева так я даже с ней пакт о ненападении подписать не мог.
А вассалы это что-то незначительное что ли?
А так очень помогает для заговоров. Ну и ценных баб можно заманивать к себе. У баб и геев правителей можно услуги за взятку брать если бабло есть.
(говорю про вторые кресты, если что, как в третьих не знаю)
Сам я иногда ещё использую соблазнение чтобы заработать себе куколдов-райвалов чтобы раздать им мелкие титулы и ебашить с ними мелковойны для призыва халявных армий за племенной строй, но это аутизм если объективно
Отпишите, Elder Kings 2 уже обновили? Если да, то что добавили?
Спасибо Антончез
Сразу говорю: Пропажу святых мест у новых религий не пофиксили.
- Fixed wrongly assigned Crime Doctrines for most Daedric Faiths
- Fixed missing Legitimized Bastard trait for a few Bastards that should have been considered Legitimized
- Fixed issue with Reach and Daedric faiths having odd or duplicate holy sites
- Readded Horse Archers to Bjoule, accidentally removed
- Fixed an issue where Malacath Champion was checking for Sheogorath doctrines
- Fixed Greater Wrothgar not being accounted for by Form the Reach decision
- Fixed the partition or reunification of Skyrim pulling the kingdom of the Reach out of a formed High Kingdom of the Reach, and back into Skyrim or Western Skyrim
- Fixed some Dunmer characters missing education traits
- Fixed Magicka tooltip of another character showing how much Magicka you have
- Fixed an invisible emblem in the CoA designer
- Fixed inconsistency in effect of Fortress Monasteries and Fortified Cities
- Fixed some Khajiiti patron inconsistency (for real this time)
- Added missing icons to Propose Nonmarital Alliance, Send Mage to Wander and Send Knight to Wander interactions
- Added missing Arcana effect to Skooma Drinker trait
- Fixed a missing DLC check
- Fixed champion of Vaermina event triggering when there already exists a champion
- Fixed an issue with Chukka-Sei events
- Ensured you can only be champion of one Daedric Prince at a time
- Fixed issue that made vampires, lycantrophes, liches and undead able to contract diseases, causing weird combinations like werewolf vampires, vampire liches etc
- Fixed issue where lycantrophes would make people into vampires, not lycans
- Reduced chance of contracting vampirism and lycantrophy to hopefully contain the current pandemic of vampires and lycans
- Fixed issue where vampire characters with naturally longer lifespans (elves) did not have children with long lifespans
- Fixed issue that made Threnody of Lost Love feast event needlessly strict with its choice in who could comfort you
- Fixed broken trigger for Imperial Legacy tradition (for real this time)
- Fixed broken trigger for Jungle/Jungle Hills terrain based traditions
- Fixed inconsistency with Scions of Lamae Bal faith, added an Aspect
- Added missing Aspect to Baandari Code faith
- Removed prompt to hire a court mage if you have no valid candidate anyway
- Disabled tribals doing shirtless duels, as it caused an issue where duellists would just be wholly naked instead
- Various minor spelling mistakes, localisation mistakes and errors fixed
- Rituals are now accessed through a new tab in the spellbook, not as its own button in your character screen
- Holy Site and Special Buildings mapmodes now feature an explanation for its colour scheme
- The three EK map modes now have icons
- Assorted GUI fixes
- Reduced maximum values for vassal contributions for Autocracies, bringing them down to a level more comparable with Feudal government
- Reduced the barony building slots in holdings by one, aka back down to the vanilla amount
- Daedric Monolatrist faiths now unlock their chosen Prince as a Patron, as part of an ongoing effort to streamline how pantheons work
- Daedric Princes Secondary Pantheon added
- Streamlined logic for unlocking Daedric Princes through Main Pantheon: Instead of adding the Prince as patron directly, now certain Main Pantheons instead unlock the ability to set the Prince to Pantheon in the individual Daedra Doctrine. This to avoid a paradox where Main Pantheons required setting a Daedra Doctrine to Pantheon, but setting the Daedra Doctrine to Pantheon required the Main Pantheon
- Removed the Piety cost for picking No Secondary Deity
- Allowed Monolatrist faiths to unlock setting Daedric Doctrines to Pantheon through normal means (Tenets, Doctrines)
- Added missing icons for Aspect of the Shadow and House of Troubles pantheon
- Replaced placeholder icons for Spirits of the Reach and Bretic Traditions doctrines
- Made tooltip explaining how to set Daedric Doctrines to Pantheon clearer
- Legalism Tenet now unlocks setting Azura to Pantheon
- Deviancy (Accepted) Doctrine now unlocks setting Sanguine to Pantheon
- Halved the values gained from Aspect of Knowledge, Aspect of Religious Conflict, Aspect of Harmony, Aspect of Cavalry, Aspect of Control, Aspect of Development, Aspect of the Law and Aspect of the Shadow
- Holy Site disabled tooltip now properly explains that you can enable it by making it a Holy Site using the Consecrate Holy Site decision
- The Mane Head of Faith title is now duke tier, not king tier
- Several cultural traditions unlocking innovations that unlock Men at Arms changed - the innovations are gone and the traditions instead unlock the MaA directly
- Camel buildings are now locked to Hammerfell, Yokuda and Anequina
- War Mammoths cut for now (maybe to return another time?)
- Reachfolk no longer gains Witch Knights by default. They are instead unlocked by the Unite the Reach Kingdoms decision
- Unite the Reach Kingdoms no longer requires controlling Elinhir
- Spellblades now receive the same bonuses as Mages from legacies, innovations and Academies.
- Mage Academy bonuses to mages and spellblades have been updated to properly scale
- Mage education traits added to the Ruler Designer
- Some traits from both vanilla and EK removed from the Ruler Designer
- Some changes to RD trait costs
- Made Enterprising Merchant-Lords unlock the Metropolitan Legacy. Specified in tooltip that this only counts when Fate of Iberia is active.
- Nibenu given Jungle Dwellers tradition instead of Agrarian
- Cyro-Nords given Imperial Legacy tradition instead of Honor-Bound
- Hereditary Hierarchy and Aedric Lineages traditions are now mutually exclusive
- Prescriptivism and Ruling Caste traditions are now mutually exclusive
- Vassal Faction Power Threshold reduction from Beasts of War tradition is now tied to the vassal being that culture, not the liege
- Marshlanders tradition has had its combat bonuses cut (aka: how to get the Horwalli to stop killing off the Argonians)
- Keening, Sunder and Wraithguard artifacts are no longer possible to acquire (for lore reasons)
- Daedric artifacts now tell you in the description that they disappear upon death
- Daedric artifacts are no longer giftable to get around the aforementioned disappearance
- Daedric artifacts are no longer stealable
- Cult of Heroes faith followers of Pelinal can now also use the Shield of the Crusader
- The AI should now use the Send Knight to Wander and Send Mage to Wander interactions
- The AI will now use the Recruit Shadowscale decision
- Settle Wrothgar decision is now visible to count tier rulers as well - requirements have not been changed
- Aramea Drinith, ruler of Kogoruhn, is now Gah-Julani culture like her county is
- Ritual Suicide decision now checks for age equivalent to 60, not simply 60 (Elves)
- Reduced AI eagerness to offer Nonmarital Alliance a little
- The recipient can now no longer have more than one Nonmarital Alliance
- Empire tier Ashlanders are now called Great Ashkhans
- More potential nicknames added to House of Reveries artists
- Updated some bookmark character DNAs
- Removed marriage feasts for AI for performance reasons
- Riddle'thar pantheon no longer includes Boethra
- Made Khajiiti faith Daedra crime doctrines more nuanced
- Made Reach faith Daedra crime doctrines more nuanced
Сразу говорю: Пропажу святых мест у новых религий не пофиксили.
- Fixed wrongly assigned Crime Doctrines for most Daedric Faiths
- Fixed missing Legitimized Bastard trait for a few Bastards that should have been considered Legitimized
- Fixed issue with Reach and Daedric faiths having odd or duplicate holy sites
- Readded Horse Archers to Bjoule, accidentally removed
- Fixed an issue where Malacath Champion was checking for Sheogorath doctrines
- Fixed Greater Wrothgar not being accounted for by Form the Reach decision
- Fixed the partition or reunification of Skyrim pulling the kingdom of the Reach out of a formed High Kingdom of the Reach, and back into Skyrim or Western Skyrim
- Fixed some Dunmer characters missing education traits
- Fixed Magicka tooltip of another character showing how much Magicka you have
- Fixed an invisible emblem in the CoA designer
- Fixed inconsistency in effect of Fortress Monasteries and Fortified Cities
- Fixed some Khajiiti patron inconsistency (for real this time)
- Added missing icons to Propose Nonmarital Alliance, Send Mage to Wander and Send Knight to Wander interactions
- Added missing Arcana effect to Skooma Drinker trait
- Fixed a missing DLC check
- Fixed champion of Vaermina event triggering when there already exists a champion
- Fixed an issue with Chukka-Sei events
- Ensured you can only be champion of one Daedric Prince at a time
- Fixed issue that made vampires, lycantrophes, liches and undead able to contract diseases, causing weird combinations like werewolf vampires, vampire liches etc
- Fixed issue where lycantrophes would make people into vampires, not lycans
- Reduced chance of contracting vampirism and lycantrophy to hopefully contain the current pandemic of vampires and lycans
- Fixed issue where vampire characters with naturally longer lifespans (elves) did not have children with long lifespans
- Fixed issue that made Threnody of Lost Love feast event needlessly strict with its choice in who could comfort you
- Fixed broken trigger for Imperial Legacy tradition (for real this time)
- Fixed broken trigger for Jungle/Jungle Hills terrain based traditions
- Fixed inconsistency with Scions of Lamae Bal faith, added an Aspect
- Added missing Aspect to Baandari Code faith
- Removed prompt to hire a court mage if you have no valid candidate anyway
- Disabled tribals doing shirtless duels, as it caused an issue where duellists would just be wholly naked instead
- Various minor spelling mistakes, localisation mistakes and errors fixed
- Rituals are now accessed through a new tab in the spellbook, not as its own button in your character screen
- Holy Site and Special Buildings mapmodes now feature an explanation for its colour scheme
- The three EK map modes now have icons
- Assorted GUI fixes
- Reduced maximum values for vassal contributions for Autocracies, bringing them down to a level more comparable with Feudal government
- Reduced the barony building slots in holdings by one, aka back down to the vanilla amount
- Daedric Monolatrist faiths now unlock their chosen Prince as a Patron, as part of an ongoing effort to streamline how pantheons work
- Daedric Princes Secondary Pantheon added
- Streamlined logic for unlocking Daedric Princes through Main Pantheon: Instead of adding the Prince as patron directly, now certain Main Pantheons instead unlock the ability to set the Prince to Pantheon in the individual Daedra Doctrine. This to avoid a paradox where Main Pantheons required setting a Daedra Doctrine to Pantheon, but setting the Daedra Doctrine to Pantheon required the Main Pantheon
- Removed the Piety cost for picking No Secondary Deity
- Allowed Monolatrist faiths to unlock setting Daedric Doctrines to Pantheon through normal means (Tenets, Doctrines)
- Added missing icons for Aspect of the Shadow and House of Troubles pantheon
- Replaced placeholder icons for Spirits of the Reach and Bretic Traditions doctrines
- Made tooltip explaining how to set Daedric Doctrines to Pantheon clearer
- Legalism Tenet now unlocks setting Azura to Pantheon
- Deviancy (Accepted) Doctrine now unlocks setting Sanguine to Pantheon
- Halved the values gained from Aspect of Knowledge, Aspect of Religious Conflict, Aspect of Harmony, Aspect of Cavalry, Aspect of Control, Aspect of Development, Aspect of the Law and Aspect of the Shadow
- Holy Site disabled tooltip now properly explains that you can enable it by making it a Holy Site using the Consecrate Holy Site decision
- The Mane Head of Faith title is now duke tier, not king tier
- Several cultural traditions unlocking innovations that unlock Men at Arms changed - the innovations are gone and the traditions instead unlock the MaA directly
- Camel buildings are now locked to Hammerfell, Yokuda and Anequina
- War Mammoths cut for now (maybe to return another time?)
- Reachfolk no longer gains Witch Knights by default. They are instead unlocked by the Unite the Reach Kingdoms decision
- Unite the Reach Kingdoms no longer requires controlling Elinhir
- Spellblades now receive the same bonuses as Mages from legacies, innovations and Academies.
- Mage Academy bonuses to mages and spellblades have been updated to properly scale
- Mage education traits added to the Ruler Designer
- Some traits from both vanilla and EK removed from the Ruler Designer
- Some changes to RD trait costs
- Made Enterprising Merchant-Lords unlock the Metropolitan Legacy. Specified in tooltip that this only counts when Fate of Iberia is active.
- Nibenu given Jungle Dwellers tradition instead of Agrarian
- Cyro-Nords given Imperial Legacy tradition instead of Honor-Bound
- Hereditary Hierarchy and Aedric Lineages traditions are now mutually exclusive
- Prescriptivism and Ruling Caste traditions are now mutually exclusive
- Vassal Faction Power Threshold reduction from Beasts of War tradition is now tied to the vassal being that culture, not the liege
- Marshlanders tradition has had its combat bonuses cut (aka: how to get the Horwalli to stop killing off the Argonians)
- Keening, Sunder and Wraithguard artifacts are no longer possible to acquire (for lore reasons)
- Daedric artifacts now tell you in the description that they disappear upon death
- Daedric artifacts are no longer giftable to get around the aforementioned disappearance
- Daedric artifacts are no longer stealable
- Cult of Heroes faith followers of Pelinal can now also use the Shield of the Crusader
- The AI should now use the Send Knight to Wander and Send Mage to Wander interactions
- The AI will now use the Recruit Shadowscale decision
- Settle Wrothgar decision is now visible to count tier rulers as well - requirements have not been changed
- Aramea Drinith, ruler of Kogoruhn, is now Gah-Julani culture like her county is
- Ritual Suicide decision now checks for age equivalent to 60, not simply 60 (Elves)
- Reduced AI eagerness to offer Nonmarital Alliance a little
- The recipient can now no longer have more than one Nonmarital Alliance
- Empire tier Ashlanders are now called Great Ashkhans
- More potential nicknames added to House of Reveries artists
- Updated some bookmark character DNAs
- Removed marriage feasts for AI for performance reasons
- Riddle'thar pantheon no longer includes Boethra
- Made Khajiiti faith Daedra crime doctrines more nuanced
- Made Reach faith Daedra crime doctrines more nuanced
Играю на ck3 и спустя определенное время игра крашится.
Стоит упомянуть,что иногда играю с WeMod ,но он же никак не мешает по факту .
На ck3 мод сырой. Если не хочешь быть бетатестером, то лучше играй на ск2. Или же самому допиливать.
Сильно? На ютубе вроде играют. Видел чел стал драконьим жрецом и восстановил власть драконов в Скайриме.
Можешь на реддите почитать подробности. Когда я в последний раз проверял, то там вой стоял.
Пропажу святых мест у player made религий не пофиксили.
0.12 "Eye of Magnus"
AI Magic:
The AI is now able to cast magic and use rituals
The AI will now spend perk points in the Magic lifestyles
Court Mages now gain Magic lifestyle XP over time
Necromancy:
New Dark Arts Lifestyle added, containing the new Necromancy Lifestyle tree
4 new Necromancy spells - Summon Undead Knight, Leech Health, Claim Corpse and Curse of Undeath
Necromancy rituals
Becoming a Necromancer is now an event chain, not merely a decision. Requirements adjusted
Becoming a Lich now triggers an event with risk involved, not merely a decision. Requirements adjusted
Necromancers may now be so in secret
Many new events dealing with Necromancy
Other Magic Additions:
New coping trait: Experimentalist
Mannimarco, Chiluk the Ancient, Keerasa the White-Queen and Divayth Fyr now start with some magic event troops
Dead Culture Revival:
When starting as a Dwemer, Falmer or Betrayed ruler using the Ruler Designer, an event pops up giving you the option of making the culture lose Dead Culture
Culture Hybridisation:
Cultures of the same species (humans with humans, elves with elves) may now form cultural hybrids (Integration of submod)
Pariah Folk:
Pariah Folk mechanic added, applying to Orcs, Goblins and the Betrayed
Pariah vassals at game start given Cultural Rights
New game concepts to explain these mechanics
Daedric Race:
The new Daedric Race innovation replaces Dead Culture for Dremora
This specifies that Dremora cannot be "revived" like other Dead Cultures
Cultures with this innovation may be targeted similarly to Pariahs, except Daedric Race cannot be lost
Aetherial religion:
Magna-Ge religion renamed to Aetherial
New faiths added: Magna-Ge, Magnus Cult, Scaled Court
These may appear as heresies for Celestial Cult (Magna-Ge, Scaled Court) or Breton Rite/Bretic faiths (Magnus Cult)
Meridia religion:
New faith added: Ilpenada, for Daedraphile Ayleids
Cult of Meridia Ayleids set to Ilpenada
Azura religion:
New faith added: Order of the Hidden Moon
Ashen Scar county set to Order of the Hidden Moon
The Deep religion:
Deep Ones religion renamed to The Deep
New faith added: Temple of Xrib, for the Betrayed
Hist religion:
New Living Law pantheon added, for the Lilmothiit Living Law faith
Unique descriptions for Living Law patrons added
Reach religion:
New Old Gods pantheon added, replacing Daedric Princes with Divines Secondary Pantheon for the Old Gods faith
Velothi religion:
New faith added: Tribunal Cult, with new Good Daedra Secondary Pantheon
Shares Head of Faith with the Tribunal Temple
Primarily present among Great House Dres
Added new icons for the Good Daedra patrons
Nedic-Nordic religion:
Nedic Aedra pantheon revamped, renamed to Nedic Pantheon
Now unlocks Arkay, Dibella, Mara, Kynareth, Zenithar and Shezarr, with unique names
Faith, pantheon and patron descriptions updated
Faith icon changed
Magic Tutorial:
* It now actually exists!
* Works like regular game advice when using the Magic lifestyle
New cultural traditions:
* Knight-Paladins for Falmer
* Chaurus Husbandry and Pale Shamans for Betrayed
* Deep Lore and Inoxidizable Metallurgy for Dwemer
* New MaA added for these three cultures
Other:
* Missing God, Nordic Pantheon, Redguard Pantheon, Nedic Pantheon Secondary Pantheons added
* Yespest variant of the Ayleid Court Room added - for now used by both Yespest and Ayleids
* New on-map holding models for Westholder culture added
* One new loading screen
* Amulet of Kings added as an accessory
* New events and artifacts for Dunmer
* New Ahnurr and Fadomai Special Doctrine to Khajiit faiths reducing hostility with all Aedric family faiths
* Patron trait icons to Forgotten Gods, Thousand Cults and Attrebus (should he become a saint)
* 330+ new community made CoA for dynasties and titles
* New community made DNA applied to some characters
* New icons for all EK innovations
* New icons for some MaA
* New icons for some traditions
* 36 Coat of Arms assets for Argonians ported over and adapted from EK1
* Elegance of the Empire assets accounted for
* Several new assorted events added
* Added a lot of new tooltips to better explain various EK2 mechanics
Faith Hostility:
* Faith hostility made clearer by adding tooltips to every relevant factor explaining their impact
* Cut Sins and Virtues from the calculation to simplify it
* Game concepts related to Faith Hostility updated to better explain how the calculation works
* Faiths with a Daedra as part of their pantheon now gets reduced hostility with Daedric Monolatrist faiths dedicated to that Daedra
* Daedra Doctrines of all faiths reworked to make their view of the individual Daedra more nuanced. The base stance is now Shunned rather than Criminal
Missing God Doctrine:
* The Missing God doctrine no longer unlocks Shezarr as a patron or makes it a sin. The faith hostility effect remains as before.
* Instead, the following pantheons unlock it directly: Nedic Aedra, Living Law, Old Gods
* Totemism, Nordic Pantheon and Thousand Cults pantheons unlock their own versions (Fox/Shor and Cult of the Missing)
* Missing God: Falling out of Favour renamed to Missing God: Respected
* Since it no longer directly unlocks Shezarr, certain faiths have had their view on the Missing God edited:
* *Hero Cult, Reman Mysteries, Sanguine Mysteries and all Velothi faiths now set to Respected*
* *Thousand Cults, Totemism, Ternion Totems and all Reach faiths set to Worshipped*
* As a consequence of this, Imperial Cult no longer has the Shezarr patron
* Adding a pantheon containing Shezarr or an equivalent (Fox/Shor, Cult of the Missing) now requires setting Missing God to Worshipped
* Meanwhile, the Aedra and Magnus pantheon doctrines require setting Missing God to Forbidden
* New custom names/descriptions for the Shezarr patron added (Lorkhan, Sheor, Tseol, version of Lorkh for Nedic Aedra)
Orsinium:
* Denizens of Lost Orsinium innovation replaced by a tradition, given to Mountain Orcs but available to other Orc cultures too
* Reduced costs of Orsinium special building
* Updated tooltips for Orsinium special building to better explain how it works
* The Greater Orsinium decision now integrates completely controlled kingdom titles as de jure
Falmer, Betrayed, Dwemer:
* Falmer now native to all of Skyrim+Solstheim, except Karth
* Dwemer now native to Velothis Mountains, Dark Water, White River and Karth alongside Vvardenfell
* Betrayed remains Migratory
* Betrayed given Disorganized Military, gains new Crag Warfare innovation instead unlocking unique MaA
* Updated culture and faith descriptions for Falmer and Betrayed. Added missing language description for Falmeris
Magic:
* Rituals are now tied to unlocking perks, each Magic Lifestyle tree now contain an additional three perks
* Rituals now have a 1 year cooldown so they cannot be immediately enabled and disabled again
* Rebalance of spell and ritual effects and Magicka costs
* Rework of available spells and rituals, some added, changed or cut where they overlapped too much
* Magic Lifestyle XP gain is now capped at +40%, like other Lifestyles
* Magic Pragmatic Focus renamed Thaumaturgic
* Aptitude calculation for Court Mages reworked
* Court Mage position now gives +1 Arcana
Necromancy:
* Adjusted view on Necromancy and Undead for several faiths
* New trait icon for Undead
* Mastery over Undeath tenet reworked
* Mannimarco doctrine renamed to King of Worms
* King of Worms doctrine icon resized
* Lamae Bal doctrine renamed to Blood Matron
Other:
* Reform Military decision now only requires finishing two Military Lifestyle trees, but requires high prestige level
* Removed age as a factor for marriage acceptance to avoid very long lived characters going "help I'm growing old, pls marry me" and always accepting offers
* Introduced new blockers on AI behaviour for isolationist cultures, which should reduce them marrying outside their heritage. Especially so for Pariahs
* Visit Orphanage decision now shows the requirements for adoption
* Reduced cooldown for recruiting a priest knowing your liturgical language from 5 years to 1
* Shadowscale content is now also available to Amber Hist faiths
* Occultist trait and content surrounding it has been cut (it didn't work properly and nobody really knew what it was meant to be/wanted to work on it)
* Council of the Eight and content surrounding it has been cut (it didn't work properly and nobody really knew what it was meant to be/wanted to work on it)
* Imperial Cult, Redguard Creed, Breton Rite, Thousand Cults and Cult of Heroes now share Head of Faith
* When creating a new faith, Bretic Traditions, Spirits of the Reach and Ahnurr and Fadomai Special Doctrines are now kept
* Cut Clan-Mothers tenet (redundant beside the innovation of the same name)
* Black Marsh Materials innovation moved from Unification Wars innovation era to Early Interregnum
* Update of Daedric Cult faiths Sins and Virtues
* Updated effects of some patron traits
* Updated desc for Green Pact patrons
* Reduced base piety cost of Daedra Doctrines somewhat
* Also reduced piety cost multiplier from changing faith doctrines in general by 0.25
* Dawn Court faith given the Divines Secondary Pantheon with Akatosh, Mara and Stendarr to show its syncretism with Imperial Cult
* Updated requirements for most unique cultural traditions to account for hybridisation
* Daedric Champion traits no longer gives a flat +25 Same Faith opinion, now instead considered a Virtue to their respective Daedric Monolatrisms
* Reman Cult is no longer Imperial Cultural Identity, as most of its adherents are Ilniviri anyway
* Sorcerous Elective candidates are now extended family of holder, not the whole dynasty (performance reasons)
* Rework of Ohmes Khajiit furstock visuals
* Some changes to culture parentage
* Perena culture renamed to Hared
* Soulbound Defenders tradition removed from Hared
* Hared and Gemha cultures now speak the Ald Cyrod language
* Rimmenese and Nibenu now speak the Cyrodiilic language
* Ancestor Moth, Ni-Mohk and Alma temples are now ruled by Thousand Cult priests with the Ancestor Moth patron trait
* Veeskhleel faith renamed to Ghost-Hist, changes to tenet and doctrine setup
* Faith of some counties in southern Black Marsh set to Ghost-Hist
* Keerasa the White-Queen set to Ghost-Hist
* Changes to Satakal and Ruptga tenets
* Some tenet icons switched around
* Some Nibenese rulers in southern Nibenay set to Nibenu culture
* Various history changes
* Halved AI frequency in infecting others with vampirism, hopefully containing the vampire pandemic a little
* Fixed exposing a secret vampire making their visual age match their actual age
* Fixed long-lived characters visually aging when becoming vampires
* Ravenwatch vampires are now hush hush about the whole thing
* Fixed looking at another faith's patrons not displaying the proper icon/description
* Fixed the AI unlocking dynasty legacies they shouldn't be able to unlock
* Fixed Ceremoniarchy government not being able to change vassal levy/tax obligations
* Fixed broken notification icon for available magic lifestyle perks
* Fixed unlanded characters (and court mages) not regenerating magicka
* Fixed Found Holy Order decision endlessly cycling through all possible names of a Daedric Prince
* Fixed some nicknames endlessly cycling various names for the Daedric Princes
* Fixed some characters having two patron traits
* Accounted for Disinherited characters in Rule By Might succession
* Fixed the Abecean islands beings considered part of the Camel region (despite no deserts)
* Fixed Matriarchal tradition referencing vanilla cultures in its tooltip
* Fixed icons for Champion of Hermaeus and Champion of Mehrunes not displaying properly
* Added missing Champion traits for Mephala, Peryite, Nocturnal
* Fixed Daedric Princes Secondary Pantheon not unlocking Mehrunes Dagon
* Fixed Daedra Secondary Pantheon not being accounted for by Faith Hostility
* Removed estimate of Faith Hostility with parent faith during faith creation, as the calculation is done afterwards anyway and thus won't be correct
* The correct bonus from Level of Devotion when forming or converting to a faith with an Aspect should now be applied
* Added Horse Archers bonus to Aspect of Cavalry
* Fixed Khajiit version of Xylo Border Incident decision not properly reverting the old borders
* Removed the Attrebus tasks from the Encyclopedia as some apparently found this confusing
* Fixed tooltip saying holding more than two duchies is too many (In EK the limit is 3)
* Cut tenet tooltips claiming to change names of Patrons (this was in reality always handled by the pantheon itself)
* Added missing localisation for new EK terrain in combat
* Green Pact tenet now gives bonuses in Valenwood terrains, not simply generic forest/jungle
* Fixed issue preventing Clan-Mothers interaction from being used
* Fixed some issues with Send to Wander interactions
* Nords may now also use the Send to Legion interaction
* Added a missing DLC check
* Fixed culture tooltips for Cyrodiilic cultures not displaying Nativity Regions properly
* Fixed a random Nibenese count being Feudal
* Localisation using * as bullet points changed to •
* Cut a lot of unused code from various files
* Various minor bugfixes, errors and spelling mistakes fixed
* Various missing localisation added
* Various errors in character history fixed
Known Issues
* Faith hostility numbers don't always add up correctly, in particular for the Auri-El faith
* When forming a cultural hybrid, the new culture will not gain all innovations the hybridisation window claims it will (THIS WORKS AS INTENDED, JUST THE WINDOW INFO IS WRONG)
* "Proclaim the Empire of Tamriel" decision does not change the year from the Second Era to the Third Era
* Some tooltips are too large to click the button beneath them (Temporary fix: enable tooltip delay in settings)
* The mod does not properly work when using Vulkan
* Linux users experience crashes
Пропажу святых мест у player made религий не пофиксили.
0.12 "Eye of Magnus"
AI Magic:
The AI is now able to cast magic and use rituals
The AI will now spend perk points in the Magic lifestyles
Court Mages now gain Magic lifestyle XP over time
Necromancy:
New Dark Arts Lifestyle added, containing the new Necromancy Lifestyle tree
4 new Necromancy spells - Summon Undead Knight, Leech Health, Claim Corpse and Curse of Undeath
Necromancy rituals
Becoming a Necromancer is now an event chain, not merely a decision. Requirements adjusted
Becoming a Lich now triggers an event with risk involved, not merely a decision. Requirements adjusted
Necromancers may now be so in secret
Many new events dealing with Necromancy
Other Magic Additions:
New coping trait: Experimentalist
Mannimarco, Chiluk the Ancient, Keerasa the White-Queen and Divayth Fyr now start with some magic event troops
Dead Culture Revival:
When starting as a Dwemer, Falmer or Betrayed ruler using the Ruler Designer, an event pops up giving you the option of making the culture lose Dead Culture
Culture Hybridisation:
Cultures of the same species (humans with humans, elves with elves) may now form cultural hybrids (Integration of submod)
Pariah Folk:
Pariah Folk mechanic added, applying to Orcs, Goblins and the Betrayed
Pariah vassals at game start given Cultural Rights
New game concepts to explain these mechanics
Daedric Race:
The new Daedric Race innovation replaces Dead Culture for Dremora
This specifies that Dremora cannot be "revived" like other Dead Cultures
Cultures with this innovation may be targeted similarly to Pariahs, except Daedric Race cannot be lost
Aetherial religion:
Magna-Ge religion renamed to Aetherial
New faiths added: Magna-Ge, Magnus Cult, Scaled Court
These may appear as heresies for Celestial Cult (Magna-Ge, Scaled Court) or Breton Rite/Bretic faiths (Magnus Cult)
Meridia religion:
New faith added: Ilpenada, for Daedraphile Ayleids
Cult of Meridia Ayleids set to Ilpenada
Azura religion:
New faith added: Order of the Hidden Moon
Ashen Scar county set to Order of the Hidden Moon
The Deep religion:
Deep Ones religion renamed to The Deep
New faith added: Temple of Xrib, for the Betrayed
Hist religion:
New Living Law pantheon added, for the Lilmothiit Living Law faith
Unique descriptions for Living Law patrons added
Reach religion:
New Old Gods pantheon added, replacing Daedric Princes with Divines Secondary Pantheon for the Old Gods faith
Velothi religion:
New faith added: Tribunal Cult, with new Good Daedra Secondary Pantheon
Shares Head of Faith with the Tribunal Temple
Primarily present among Great House Dres
Added new icons for the Good Daedra patrons
Nedic-Nordic religion:
Nedic Aedra pantheon revamped, renamed to Nedic Pantheon
Now unlocks Arkay, Dibella, Mara, Kynareth, Zenithar and Shezarr, with unique names
Faith, pantheon and patron descriptions updated
Faith icon changed
Magic Tutorial:
* It now actually exists!
* Works like regular game advice when using the Magic lifestyle
New cultural traditions:
* Knight-Paladins for Falmer
* Chaurus Husbandry and Pale Shamans for Betrayed
* Deep Lore and Inoxidizable Metallurgy for Dwemer
* New MaA added for these three cultures
Other:
* Missing God, Nordic Pantheon, Redguard Pantheon, Nedic Pantheon Secondary Pantheons added
* Yespest variant of the Ayleid Court Room added - for now used by both Yespest and Ayleids
* New on-map holding models for Westholder culture added
* One new loading screen
* Amulet of Kings added as an accessory
* New events and artifacts for Dunmer
* New Ahnurr and Fadomai Special Doctrine to Khajiit faiths reducing hostility with all Aedric family faiths
* Patron trait icons to Forgotten Gods, Thousand Cults and Attrebus (should he become a saint)
* 330+ new community made CoA for dynasties and titles
* New community made DNA applied to some characters
* New icons for all EK innovations
* New icons for some MaA
* New icons for some traditions
* 36 Coat of Arms assets for Argonians ported over and adapted from EK1
* Elegance of the Empire assets accounted for
* Several new assorted events added
* Added a lot of new tooltips to better explain various EK2 mechanics
Faith Hostility:
* Faith hostility made clearer by adding tooltips to every relevant factor explaining their impact
* Cut Sins and Virtues from the calculation to simplify it
* Game concepts related to Faith Hostility updated to better explain how the calculation works
* Faiths with a Daedra as part of their pantheon now gets reduced hostility with Daedric Monolatrist faiths dedicated to that Daedra
* Daedra Doctrines of all faiths reworked to make their view of the individual Daedra more nuanced. The base stance is now Shunned rather than Criminal
Missing God Doctrine:
* The Missing God doctrine no longer unlocks Shezarr as a patron or makes it a sin. The faith hostility effect remains as before.
* Instead, the following pantheons unlock it directly: Nedic Aedra, Living Law, Old Gods
* Totemism, Nordic Pantheon and Thousand Cults pantheons unlock their own versions (Fox/Shor and Cult of the Missing)
* Missing God: Falling out of Favour renamed to Missing God: Respected
* Since it no longer directly unlocks Shezarr, certain faiths have had their view on the Missing God edited:
* *Hero Cult, Reman Mysteries, Sanguine Mysteries and all Velothi faiths now set to Respected*
* *Thousand Cults, Totemism, Ternion Totems and all Reach faiths set to Worshipped*
* As a consequence of this, Imperial Cult no longer has the Shezarr patron
* Adding a pantheon containing Shezarr or an equivalent (Fox/Shor, Cult of the Missing) now requires setting Missing God to Worshipped
* Meanwhile, the Aedra and Magnus pantheon doctrines require setting Missing God to Forbidden
* New custom names/descriptions for the Shezarr patron added (Lorkhan, Sheor, Tseol, version of Lorkh for Nedic Aedra)
Orsinium:
* Denizens of Lost Orsinium innovation replaced by a tradition, given to Mountain Orcs but available to other Orc cultures too
* Reduced costs of Orsinium special building
* Updated tooltips for Orsinium special building to better explain how it works
* The Greater Orsinium decision now integrates completely controlled kingdom titles as de jure
Falmer, Betrayed, Dwemer:
* Falmer now native to all of Skyrim+Solstheim, except Karth
* Dwemer now native to Velothis Mountains, Dark Water, White River and Karth alongside Vvardenfell
* Betrayed remains Migratory
* Betrayed given Disorganized Military, gains new Crag Warfare innovation instead unlocking unique MaA
* Updated culture and faith descriptions for Falmer and Betrayed. Added missing language description for Falmeris
Magic:
* Rituals are now tied to unlocking perks, each Magic Lifestyle tree now contain an additional three perks
* Rituals now have a 1 year cooldown so they cannot be immediately enabled and disabled again
* Rebalance of spell and ritual effects and Magicka costs
* Rework of available spells and rituals, some added, changed or cut where they overlapped too much
* Magic Lifestyle XP gain is now capped at +40%, like other Lifestyles
* Magic Pragmatic Focus renamed Thaumaturgic
* Aptitude calculation for Court Mages reworked
* Court Mage position now gives +1 Arcana
Necromancy:
* Adjusted view on Necromancy and Undead for several faiths
* New trait icon for Undead
* Mastery over Undeath tenet reworked
* Mannimarco doctrine renamed to King of Worms
* King of Worms doctrine icon resized
* Lamae Bal doctrine renamed to Blood Matron
Other:
* Reform Military decision now only requires finishing two Military Lifestyle trees, but requires high prestige level
* Removed age as a factor for marriage acceptance to avoid very long lived characters going "help I'm growing old, pls marry me" and always accepting offers
* Introduced new blockers on AI behaviour for isolationist cultures, which should reduce them marrying outside their heritage. Especially so for Pariahs
* Visit Orphanage decision now shows the requirements for adoption
* Reduced cooldown for recruiting a priest knowing your liturgical language from 5 years to 1
* Shadowscale content is now also available to Amber Hist faiths
* Occultist trait and content surrounding it has been cut (it didn't work properly and nobody really knew what it was meant to be/wanted to work on it)
* Council of the Eight and content surrounding it has been cut (it didn't work properly and nobody really knew what it was meant to be/wanted to work on it)
* Imperial Cult, Redguard Creed, Breton Rite, Thousand Cults and Cult of Heroes now share Head of Faith
* When creating a new faith, Bretic Traditions, Spirits of the Reach and Ahnurr and Fadomai Special Doctrines are now kept
* Cut Clan-Mothers tenet (redundant beside the innovation of the same name)
* Black Marsh Materials innovation moved from Unification Wars innovation era to Early Interregnum
* Update of Daedric Cult faiths Sins and Virtues
* Updated effects of some patron traits
* Updated desc for Green Pact patrons
* Reduced base piety cost of Daedra Doctrines somewhat
* Also reduced piety cost multiplier from changing faith doctrines in general by 0.25
* Dawn Court faith given the Divines Secondary Pantheon with Akatosh, Mara and Stendarr to show its syncretism with Imperial Cult
* Updated requirements for most unique cultural traditions to account for hybridisation
* Daedric Champion traits no longer gives a flat +25 Same Faith opinion, now instead considered a Virtue to their respective Daedric Monolatrisms
* Reman Cult is no longer Imperial Cultural Identity, as most of its adherents are Ilniviri anyway
* Sorcerous Elective candidates are now extended family of holder, not the whole dynasty (performance reasons)
* Rework of Ohmes Khajiit furstock visuals
* Some changes to culture parentage
* Perena culture renamed to Hared
* Soulbound Defenders tradition removed from Hared
* Hared and Gemha cultures now speak the Ald Cyrod language
* Rimmenese and Nibenu now speak the Cyrodiilic language
* Ancestor Moth, Ni-Mohk and Alma temples are now ruled by Thousand Cult priests with the Ancestor Moth patron trait
* Veeskhleel faith renamed to Ghost-Hist, changes to tenet and doctrine setup
* Faith of some counties in southern Black Marsh set to Ghost-Hist
* Keerasa the White-Queen set to Ghost-Hist
* Changes to Satakal and Ruptga tenets
* Some tenet icons switched around
* Some Nibenese rulers in southern Nibenay set to Nibenu culture
* Various history changes
* Halved AI frequency in infecting others with vampirism, hopefully containing the vampire pandemic a little
* Fixed exposing a secret vampire making their visual age match their actual age
* Fixed long-lived characters visually aging when becoming vampires
* Ravenwatch vampires are now hush hush about the whole thing
* Fixed looking at another faith's patrons not displaying the proper icon/description
* Fixed the AI unlocking dynasty legacies they shouldn't be able to unlock
* Fixed Ceremoniarchy government not being able to change vassal levy/tax obligations
* Fixed broken notification icon for available magic lifestyle perks
* Fixed unlanded characters (and court mages) not regenerating magicka
* Fixed Found Holy Order decision endlessly cycling through all possible names of a Daedric Prince
* Fixed some nicknames endlessly cycling various names for the Daedric Princes
* Fixed some characters having two patron traits
* Accounted for Disinherited characters in Rule By Might succession
* Fixed the Abecean islands beings considered part of the Camel region (despite no deserts)
* Fixed Matriarchal tradition referencing vanilla cultures in its tooltip
* Fixed icons for Champion of Hermaeus and Champion of Mehrunes not displaying properly
* Added missing Champion traits for Mephala, Peryite, Nocturnal
* Fixed Daedric Princes Secondary Pantheon not unlocking Mehrunes Dagon
* Fixed Daedra Secondary Pantheon not being accounted for by Faith Hostility
* Removed estimate of Faith Hostility with parent faith during faith creation, as the calculation is done afterwards anyway and thus won't be correct
* The correct bonus from Level of Devotion when forming or converting to a faith with an Aspect should now be applied
* Added Horse Archers bonus to Aspect of Cavalry
* Fixed Khajiit version of Xylo Border Incident decision not properly reverting the old borders
* Removed the Attrebus tasks from the Encyclopedia as some apparently found this confusing
* Fixed tooltip saying holding more than two duchies is too many (In EK the limit is 3)
* Cut tenet tooltips claiming to change names of Patrons (this was in reality always handled by the pantheon itself)
* Added missing localisation for new EK terrain in combat
* Green Pact tenet now gives bonuses in Valenwood terrains, not simply generic forest/jungle
* Fixed issue preventing Clan-Mothers interaction from being used
* Fixed some issues with Send to Wander interactions
* Nords may now also use the Send to Legion interaction
* Added a missing DLC check
* Fixed culture tooltips for Cyrodiilic cultures not displaying Nativity Regions properly
* Fixed a random Nibenese count being Feudal
* Localisation using * as bullet points changed to •
* Cut a lot of unused code from various files
* Various minor bugfixes, errors and spelling mistakes fixed
* Various missing localisation added
* Various errors in character history fixed
Known Issues
* Faith hostility numbers don't always add up correctly, in particular for the Auri-El faith
* When forming a cultural hybrid, the new culture will not gain all innovations the hybridisation window claims it will (THIS WORKS AS INTENDED, JUST THE WINDOW INFO IS WRONG)
* "Proclaim the Empire of Tamriel" decision does not change the year from the Second Era to the Third Era
* Some tooltips are too large to click the button beneath them (Temporary fix: enable tooltip delay in settings)
* The mod does not properly work when using Vulkan
* Linux users experience crashes
Ну зайди с другого браузера.
0.12.2 "Eye of Magnus"
Checksum: pending
Game Version: 1.8.2
Пропажу святых мест не пофиксили (блять)
New:
- When starting as a Vampire, Lycanthrope or Necromancer ruler using the Ruler Designer, an event pops up giving you the option to be so secretly
- Added icon for Lycanthrope secret
- New Extinct Race innovation given to Falmer and Dwemer, replacing Dead Culture. This innovation explains that these cultures cannot ever be revived, and prevent them from being revived even if they have living same-heritage relatives. The event at game start when using Ruler Designer still works as before
- New 'Join the Council of the Eight' decision added, letting a faith gain the shared Head of Faith with other Divines faiths. Available to faiths with the Divines, Nordic Pantheon, Redguard Pantheon, Nedic Pantheon or Cyrodiilic Cult doctrines, but without a HoF already
Changes:
- Undead Hordes no longer spawn as Ghost-Hist when not Argonian
- Cut Hidden Moon as a potential faith for Undead Hordes
- Undead Hordes in Atmoran heritage counties may now also sometimes be Dragon Cult faith
- Changed Dwemer nativity region from White River to East Ghost
- Daedric Monolatrist faiths now also get prompted to pick a patron
- Rewrote formula for checking age equivalent to human age (for long lived races)
- Reenabled old age as a modifier for marriage acceptance (disabled with 0.12), using the new age equivalency formula
- Added tooltips about requirements for Prowess, Arcana and Devotion vassal obligations
- Gave Ivulan 'the Apostate' the Ebony Mail
- Faiths sharing a Head of Faith now get -5 Faith Hostility with each other
- Disallowed Lycanthropes from becoming liches
- Removed Sanguinare Vampiris and Sanies Lupinus traits from Ruler Designer (didn't play nice with other stuff)
Fixes:
- Fixed Feudal government not accounting for some powerful vassals being children or otherwise invalid councillors when deciding who may be appointed to your council
- Fixed Necromancy event chain sometimes not wrapping up
- Fixed tiny clickable area for Dark Arts lifestyle
- Fixed Ruler Designer characters not getting the correct Arcana assigned
- Fixed Betrayed missing the Migratory innovation
- Fixed vampire characters ageing to look old for no good reason
- Fixed Piety/Devotion exploit with Become Lich decision
- Fixed some errors with Become Necromancer decision requirements
- Fixed wrong scaling magicka cost for Raise Dead
- Fixed Betrayed and Falmer traditions being able to stack
- Fixed Falmer culture having access to Disorganized Military innovation
- Fixed Breton cultures having access to Mnemolichite Foci innovation
- Fixed Mapping the Planes event giving too many options when you have many Daedra in your pantheon
- Fixed crash issue when preset divergence names overlapped
- Fixed a bunch of broken tradition localisation
- Fixed court event requesting the liege host a feast when their culture has the Frugal tradition
- Fixed Karthspire randomly becoming a tribe in 450
- Fixed non-tribe, feudal or autocratic rulers from adopting Rule by Might succession, which messes with non-dynastic governments big time
- Fixed marriage acceptance not checking for age equivalent to human age, simply age
- Fixed AI being unable to use Send to Legion interaction
- Fixed some cases of undead characters appearing in events when they shouldn't
- Assorted spelling errors
- Assorted minor errors
0.12.2 "Eye of Magnus"
Checksum: pending
Game Version: 1.8.2
Пропажу святых мест не пофиксили (блять)
New:
- When starting as a Vampire, Lycanthrope or Necromancer ruler using the Ruler Designer, an event pops up giving you the option to be so secretly
- Added icon for Lycanthrope secret
- New Extinct Race innovation given to Falmer and Dwemer, replacing Dead Culture. This innovation explains that these cultures cannot ever be revived, and prevent them from being revived even if they have living same-heritage relatives. The event at game start when using Ruler Designer still works as before
- New 'Join the Council of the Eight' decision added, letting a faith gain the shared Head of Faith with other Divines faiths. Available to faiths with the Divines, Nordic Pantheon, Redguard Pantheon, Nedic Pantheon or Cyrodiilic Cult doctrines, but without a HoF already
Changes:
- Undead Hordes no longer spawn as Ghost-Hist when not Argonian
- Cut Hidden Moon as a potential faith for Undead Hordes
- Undead Hordes in Atmoran heritage counties may now also sometimes be Dragon Cult faith
- Changed Dwemer nativity region from White River to East Ghost
- Daedric Monolatrist faiths now also get prompted to pick a patron
- Rewrote formula for checking age equivalent to human age (for long lived races)
- Reenabled old age as a modifier for marriage acceptance (disabled with 0.12), using the new age equivalency formula
- Added tooltips about requirements for Prowess, Arcana and Devotion vassal obligations
- Gave Ivulan 'the Apostate' the Ebony Mail
- Faiths sharing a Head of Faith now get -5 Faith Hostility with each other
- Disallowed Lycanthropes from becoming liches
- Removed Sanguinare Vampiris and Sanies Lupinus traits from Ruler Designer (didn't play nice with other stuff)
Fixes:
- Fixed Feudal government not accounting for some powerful vassals being children or otherwise invalid councillors when deciding who may be appointed to your council
- Fixed Necromancy event chain sometimes not wrapping up
- Fixed tiny clickable area for Dark Arts lifestyle
- Fixed Ruler Designer characters not getting the correct Arcana assigned
- Fixed Betrayed missing the Migratory innovation
- Fixed vampire characters ageing to look old for no good reason
- Fixed Piety/Devotion exploit with Become Lich decision
- Fixed some errors with Become Necromancer decision requirements
- Fixed wrong scaling magicka cost for Raise Dead
- Fixed Betrayed and Falmer traditions being able to stack
- Fixed Falmer culture having access to Disorganized Military innovation
- Fixed Breton cultures having access to Mnemolichite Foci innovation
- Fixed Mapping the Planes event giving too many options when you have many Daedra in your pantheon
- Fixed crash issue when preset divergence names overlapped
- Fixed a bunch of broken tradition localisation
- Fixed court event requesting the liege host a feast when their culture has the Frugal tradition
- Fixed Karthspire randomly becoming a tribe in 450
- Fixed non-tribe, feudal or autocratic rulers from adopting Rule by Might succession, which messes with non-dynastic governments big time
- Fixed marriage acceptance not checking for age equivalent to human age, simply age
- Fixed AI being unable to use Send to Legion interaction
- Fixed some cases of undead characters appearing in events when they shouldn't
- Assorted spelling errors
- Assorted minor errors
Они наконец сделали магию нормальной? Или всё такой же каличный список заклинаний, из которых треть не работает (по крайней мере, я не разобрался, вот как кастовать тот же огненный шторм, или может у меня с установкой криво?), а ещё треть полностью бесполезна? Ну ритуалы ещё есть более-менее полезные, но всё равно не стоит того.
Можно себе жизнь продлить при помощи восстановления (в смысле там получить трейт на продолжительность жизни), или только лечить мелкие раны и получать маленький бонус к здоровью? Убрать черты типа безумия, меланхолии, пьяницы при помощи иллюзии/восстановления, улучшать общее мнение/привлекательность при помощи иллюзии?
Во вторых крестах вот магия была что надо, пусть и с кривым интерфейсом, но тут тебе можно было и наколдовать мнение вассалов, и улучшить тело, и т.д., а тут, объективно, кроме как для ролеплея (или чтобы стать личом) образ жизни мага вообще не было смысла брать (покрмере до 0.12).
Идеш сюда
https://catalogue.smods.ru/game/crusader-kings-iii/
качаешь мод, екстрактиш в
Documents\Paradox Interactive\Crusader Kings III\mod
будет папка мода и фаил с окончанием ".mod". Откриваеш .мод с ноутпадом, если нужно меняешь строчку "path=" в
path="/mod/[название папки мода]"
В папке игры есть фаил dowser.exe, это ланучер. Запускаешь его, там будет "playlists" или как там. Потом "add mod" и далее ясно.
Незнаю понятна ли многоходовка, так делаю я, мб кто то знает лучше.
мб strategium.ru есть старая версия, мб в cs.rin.ru
там очень бета, мало всего этого
В стиме тоже 1.8.2
Checksum: 6d43
Game Version: 1.10.2
NEW Savegame required.
Elder Kings 2 brought up to date with CK3 1.10.2
New:
Map Related:
Added multiple mountain passes along the Hammerfell/Cyrodiil, Skyrim/Cyrodiil and Skyrim/Hammerfell borders
Added multiple mountain passes between Craglorn and Sunforge
Unsquared and unstraightened a lot of barony/county borders mostly in High Rock, Skyrim & Summerset
Overhauled the looks of all mountain ranges in Northern Tamriel (no more tiling mountain textures)
Overhauled the outline of High Rock alongside many titles:
Remodelled terrain of Wayrest and Daggerfall coasts to be more in line with pre-ESO depictions
Remodelled terrain of Bjoulsae to better resemble a river
Remodelled terrain of Skyrim/High Rock border to better resemble pre-Skyrim descriptions of the area
Added k_jehanna as a new de_jure kingdom of e_high_rock
Moved c_daggerfall to the east of Glenumbra, relocated counties on Daggerfall peninsula to be in line with their TES2 appearance
Moved c_evermore to the west bank of the Bjoulsae
Southern Bangkorai is now a de_jure kingdom of e_hammerfell
Added 5 new counties to the Greater Wrothgar region, including a county for c_old_orsinium
Added 3 new counties to k_camlorn
Added 1 new county to k_shornhelm
Added 1 new county to k_northpoint
Added 2 new counties to k_wayrest
Added 1 new county to k_evermore
Added 2 new counties to k_daggerfall
Updated papermap for this region
Overhauled the history/ruler setup of High Rock to be more interesting including:
Adding a second (often dead) parent to almost every ruler
Adding a spouse to almost every ruler
Adding more relatives to almost every ruler
Set traits and birthdays for every ruler + most of their relatives
For F&F owners: added feud between Moile (Evermore) and Guimard (Bangkorai)
Added DNA to many rulers
Minor Summerset Rework
Added 5 baronies, 1 county to Summerset
Swapped the baronies b_durell and b_lilanor on Summerset
Shifted b_aarveli from c_alt_nir to c_crystal on Summerset
Minor Northern Tamriel Mountains Rework
remodelled all Northern Tamriel Mountainranges to avoid texture repetition
Added 2 new mountain passes between Skyrim/Cyrodiil, including 1 new county
Added 1 new mountain pass between Hammerfell/Cyrodiil
Added 1 new mountain pass between Hammerfell/Skyrim
Added 3 new mountain passes between High Rock/Skyrim
Added a d_silgrad to k_velothis
Added decision to de_jure shift d_silgrad between Skyrim/Morrowind/Cyrodiil
Added 1 barony to Pankor in Hammerfell
* Added lore bridges to Cheydinhal, so navigating the county is easier
* Added AI generated decision illustration for all our title related decisions
* Added the Viridian Sentinel as a character
* Added decision for Druid Circles rulers to return Viridian Woods to the Viridian Sentinel
* Added decision to return Beldama to the Beldama Wyrd
* Reworked High Rock county development spread
* Reworked Cyrodiil county development spread
Imga:
* Imga, the Apemen of Valenwood, added
* One new culture with an unique tradition and unique MaA
* Two new faiths added, Ius Cult and Soul of Anu
Magic:
Arcane Clash:
* Arcana Clash Tournament Phase added
* Magical themed tournament art added
* Hastiluder trait given a Magic path
* Arcane Clash victory grants a Staff type artifact
Other Magic:
* Added Mage Towers building type for boosting Mage and Spellblade unit types
* Hostile province spells can now be used when travelling
* Using hostile spells is now considered a crime
* Using hostile spells can now result in them gaining a CB to imprison the caster
* If imprisoned after using a hostile spell, your captor can now use the Disrupt interaction on the caster
* Court Mages can now cast spells independently without needing to be managed by the player
* New interaction "Instruct Court Mage" added to allow you to decide whether your court mage should manage themselves or not
* Court Mages of AI rulers will now cast spells, so that not only AI rulers cast themselves
* Rituals now show their effect before they are enabled
* Hire Alteration Mage travel option
Universities and Academies:
* Visitable universities are Academies, Special Buildings with a Learning Point of Interest, and Holy Site SBs of your faith
* Academies added to Caer Suvio, Blueblood, Soulrest, Arnesia, Solitude, Cambray, Daggerfall and Doomcrag
* University visits are blocked for vampires, lycanthropes and undead based on crime doctrines
* University visits blocked for Pariahs based on host view on Pariahs
Lore Compendium:
* Added a new type of Game Concept to provide lore background on EK2 mechanics. Recognizable via golden hyperlink (vs usual blue).
* Added lore entry for the Second Era
Other:
* Many new events related to travel
* Silverhoof culture added, replacing the Horsemen in Silverhoof Vale.
* New Numenism faith added for the Orma
* New Wilderking pantheon doctrine added
* Added descriptions to most EK nicknames
* Several new nicknames added
* Nicknames formerly included by the integrated mod Epithet adapted to fit new 1.9 vanilla nickname systems
* Nicknames can now by default only be given to one living character at a time
* Khajiit skeletons now have Khajiit skulls
* Undead visual decay system implemented, slowly turning undead into skeletons
* Eyeless trait added, genetic trait given to the Betrayed and Orma
* New building icons for certain special buildings
* Added Punish Raider CB as a reaction to being raided
* Clergy holding specific great temples will now be given an appropriate patron trait (i.e. Zenithar for Grand Abbey-Bazaar)
* New "Fight for Survival" tradition added, given to Goblins and Riekr, replacing Practiced Pirates
* New "Symbols of Power" innovation added, replacing Primal Tradition for the Riekr
* Added 250+ new or edited CoA by the community
* Added several character DNAs by the community
* 36 new CoA emblem variants of current emblems added
* 43 new CoA emblems with Altmeri calligraphy added
* Text based CoA emblems split off into their own Elder Kings Writing category
* New regiment icons and illustrations for several MaA
* EK is now displayed as a "DLC" in the main menu, and events added by EK will be marked as such
* Incapable rulers may now abdicate by decision
* Added ruler title localisation for Worm Cult
* Added bookmark entry for Ulmug Fharun in the 450 "The Tower's Shadow" bookmark
* Added "Reclaim the Legacy of King Eplear Camoran" decision akin to "Reclaim Reman's Legacy" for the Camoran dynasty
* Added important action notification for when a courtier has an inspiration
* Added mottos to various dynasties all over Tamriel
Changes:
Compatch:
* Many EK events reworked to fit into new 1.9 Activity or Travel frameworks
* Traditions edited to account for new 1.9 effects
* Tenets edited to account for new 1.9 effects
* Buildings edited to account for new 1.9 effects
* Grand Tournaments can now be held in any barony within a county you hold, not just your personal domain
* Replaced EK2 Bow artifacts with new 1.9 vanilla Bow artifacts
* Bows no longer fire errors, just arrows
Harm events:
* Vanilla harm events edited to better account for our long lived characters
* Increased cooldown on harm events
* Harm events that previously could only render you incapable are now also able to kill you
* Reduced lethality of other harm events to compensate
* Included trigger to spare specific characters from harm events at all
Holy Sites:
* Dynamic Holy Sites and all associated content cut (didn't survive compatch to 1.9)
* Every faith assigned 3-5 Holy Sites with effects
* Several special buildings previously requiring holder to consider them a holy site have had their requirements changed
* New "Holy Site" Building added, instantly flipped to the building appropriate to your faith upon completion, to get around building slot limitations
* "Lay Ground for a Holy Building" decision renamed "Repurpose Holy Site", instantly flips buildings type rather than just remove the old one
Other Faith Related:
* Beldama Wyrd given a Head of Faith
* Courtiers under a Praxis government now also have a Praxis score, not just rulers
* Julianos patron trait edited to not be identical to Magnus
* Arkay and Phynaster patron traits edited to not be identical
* Namira Cult and Beldama Wyrd now accept vampires
* The vanilla decision to hold a gruesome festival can no longer be taken if only a vassal faith allows it
* Edits to Cantemiric Sect tenets, Cantemiric culture history setup
* Daedric Worshipper and Champion traits give negative Zealot vassal opinion if your faith does not allow worship of that Prince
* Blood Dynasty Legacy locked to faiths with the Divine Purity tenet
Languages:
* Cut some languages only used by one culture, consolidated the rest
* Galen and Bjoule gain Old Bretic. Horwalli and Kothringi gain South Nedic. Keptu, Duraki and Men-of-Kreath gain Western Nedic. Yespest gains Ayleidoon. Betrayed gains Falmeris. Current Falmeris renamed Ald Falmeris. Ald Cyrod got overhauled desc
* Galen, Kothri, Horwalli, Yespest, Perena, Gemha, Duraki, Keptu, Kraethish cease to exist as separate languages
Special Buildings:
* Great House Tomb Special Buildings moved to be in castle holdings to make them usable for players
* Cut Ayleid Ruins of Belda Special Building
* 4 of 5 Nirncrux mines in Craglorn cut (it was waay too much)
* Lilmoth New City special building reworked (to be somewhat less punishing)
* Krona Konu Xanmeer SB given new effects
* Bridges of Leyawiin Duchy Building made a Special Building
* Rebalanced income from mine buildings
* Switched around many Special Building icons for variety
* Special buildings now mostly give their effects to county holder, to make their effects apply without having to hold a city or temple in some cases
* Arena type buildigs now give a Grand Tournament cost reduction
Renames:
* 'Imperium Saliache' Ayleid cultural name for Cyrodiil renamed 'Imperatum Saliache'
* County of Zamunda in Yokuda renamed Hattu
* Empire game concept renamed to High Kingdom to fit naming scheme in EK2
* Horsemen culture renamed to Horse-Folk
* First Era innovation era renamed Empire of Men
Other:
* Increased marrige acceptance penalty for female rulers when offered a patrilineal marriage from 100 to 140, to help avoid them wiping out their dynastic lines so much
* Unlocking Spellswords MaA moved from Schools of Magic innovation to Codified Magical Studies
* A very short Dunmer tunic made somewhat less short
* Visit Orphanage decision cooldown increased from 1 to 10 years
* Duchy of Ghartok made Autocratic
* Mazzatun in Black Marsh made Autocratic
* Tribe of Fharun made Autocratic
* Imperial Legion icon replaced
* Hidden Cities tradition now include Valenwood terrain
* Reworked several EK events into travel events
* Adjusted e_reach colour to be slightly darker
* Ravenwatch vampires now know about each other being vampires, despite it being secret to the world otherwise
* Adjusted Empire of the Nords decision to require only holding Dragontail (not all of Craglorn), now also shifts Velothis into Skyrim
* EP1 music now plays for any ruler with a capital in mundus_tamriel_skyrim (and for any character of a culture that has Atmoran heritage as before)
* Compressed EK image files a lot, drastically reducing the size of the mod
* Adjusted costs for the "Reclaim Reman's Heritage" decision
* Daedric Curses and how to lift them are now explained by game concept
* Nativity Mapmode Tooltip now explains it doesn't work in Observer Mode
* Turn Vampire/Lycanthrope Character Interactions + Schemes now have proper Icons
* Reworked Magic related Game Concepts to better inform about the game mechanic
* Spells and Rituals Game Concepts are now linked in the Spellbook
* All living Ilniviri now know how to speak Tsaesci.
Fixes:
* Fixed some mismatching casing of EK files, should resolve crash issues on Linux (NOTE: Requires a fully fresh install of EK2 to apply)
* Fixed issues with using Vulkan
* Fixed mystery province adjacency between a barony in Morrowind and a barony in Elsweyr
* Fixed information on some MaA types overflowing the GUI
* Fixed several mine buildings not displaying their requirements
* House of Reveries characters can no longer become Court Priest
* Fixed lifespan trait inheritance for vampire elves
* Fixed the Sundering Undone event for Cyrodiil triggering twice in some cases
* Fixed the Sainthood event triggering thrice
* Shortened the Magna-Ge patron descriptions so they fit into the window
* Fixed Skyrim and Cyrodiil split/reunification events disregarding other formed empires, like Reach and Orsinium
* Fixed an issue with kingdom creation decisions when uniting three kingdoms and not two
* Vamps, lycans and necromancers can no longer blackmail other vamps, lycans and necromancers over this
* Secret necromancers can no longer be targeted by abomination wars
* Fixed divergent cultures not getting the default culture desc
* Age equivalency appled to marriage, romance and seduction logic
* Betrayed no longer use the White Gold throne room
* Fixed Altmer naming convention using the wrong words for matronyms and patronyms
* Fixed an exploit allowing infinite Arcana gain from Become Necromancer event line
* Fixed the Claim Corpse spell not working in some cases
* Fixed Goblins and Riekr not spawning with MaA at game start like other cultures do
* Fixed generic nicknames overwriting some unique preset ones
* Fixed existing/lore Breton dynasty names being used for randomly generated Breton dynasties
* Fixed Solstheim missing winter severity values
* Fixed multiple wrong province_terrains all over Tamriel
* Fixed multiple wrong locators all over Tamriel
* Fixed Blighted Isle not connecting to the county it belongs to (c_glen)
* Fixed misgendering Daedric Princes in secret worship exposure event
* Fixed an issue with the Ku-Vastei "Return to Tribal Ways" decision
* Added disclaimer to hybridisation window, stating that some innovations will not be gained after all
* Added missing description for Dremora heritage
* Added back in missing tooltips for various Crown Authority levels
* Fixed being able to add Arkay or Xarxes to your pantheon while Vampirism or Necromancy is accepted
* Some holy orders existing at game start now get the correct names
и т.д и т.п
Checksum: 6d43
Game Version: 1.10.2
NEW Savegame required.
Elder Kings 2 brought up to date with CK3 1.10.2
New:
Map Related:
Added multiple mountain passes along the Hammerfell/Cyrodiil, Skyrim/Cyrodiil and Skyrim/Hammerfell borders
Added multiple mountain passes between Craglorn and Sunforge
Unsquared and unstraightened a lot of barony/county borders mostly in High Rock, Skyrim & Summerset
Overhauled the looks of all mountain ranges in Northern Tamriel (no more tiling mountain textures)
Overhauled the outline of High Rock alongside many titles:
Remodelled terrain of Wayrest and Daggerfall coasts to be more in line with pre-ESO depictions
Remodelled terrain of Bjoulsae to better resemble a river
Remodelled terrain of Skyrim/High Rock border to better resemble pre-Skyrim descriptions of the area
Added k_jehanna as a new de_jure kingdom of e_high_rock
Moved c_daggerfall to the east of Glenumbra, relocated counties on Daggerfall peninsula to be in line with their TES2 appearance
Moved c_evermore to the west bank of the Bjoulsae
Southern Bangkorai is now a de_jure kingdom of e_hammerfell
Added 5 new counties to the Greater Wrothgar region, including a county for c_old_orsinium
Added 3 new counties to k_camlorn
Added 1 new county to k_shornhelm
Added 1 new county to k_northpoint
Added 2 new counties to k_wayrest
Added 1 new county to k_evermore
Added 2 new counties to k_daggerfall
Updated papermap for this region
Overhauled the history/ruler setup of High Rock to be more interesting including:
Adding a second (often dead) parent to almost every ruler
Adding a spouse to almost every ruler
Adding more relatives to almost every ruler
Set traits and birthdays for every ruler + most of their relatives
For F&F owners: added feud between Moile (Evermore) and Guimard (Bangkorai)
Added DNA to many rulers
Minor Summerset Rework
Added 5 baronies, 1 county to Summerset
Swapped the baronies b_durell and b_lilanor on Summerset
Shifted b_aarveli from c_alt_nir to c_crystal on Summerset
Minor Northern Tamriel Mountains Rework
remodelled all Northern Tamriel Mountainranges to avoid texture repetition
Added 2 new mountain passes between Skyrim/Cyrodiil, including 1 new county
Added 1 new mountain pass between Hammerfell/Cyrodiil
Added 1 new mountain pass between Hammerfell/Skyrim
Added 3 new mountain passes between High Rock/Skyrim
Added a d_silgrad to k_velothis
Added decision to de_jure shift d_silgrad between Skyrim/Morrowind/Cyrodiil
Added 1 barony to Pankor in Hammerfell
* Added lore bridges to Cheydinhal, so navigating the county is easier
* Added AI generated decision illustration for all our title related decisions
* Added the Viridian Sentinel as a character
* Added decision for Druid Circles rulers to return Viridian Woods to the Viridian Sentinel
* Added decision to return Beldama to the Beldama Wyrd
* Reworked High Rock county development spread
* Reworked Cyrodiil county development spread
Imga:
* Imga, the Apemen of Valenwood, added
* One new culture with an unique tradition and unique MaA
* Two new faiths added, Ius Cult and Soul of Anu
Magic:
Arcane Clash:
* Arcana Clash Tournament Phase added
* Magical themed tournament art added
* Hastiluder trait given a Magic path
* Arcane Clash victory grants a Staff type artifact
Other Magic:
* Added Mage Towers building type for boosting Mage and Spellblade unit types
* Hostile province spells can now be used when travelling
* Using hostile spells is now considered a crime
* Using hostile spells can now result in them gaining a CB to imprison the caster
* If imprisoned after using a hostile spell, your captor can now use the Disrupt interaction on the caster
* Court Mages can now cast spells independently without needing to be managed by the player
* New interaction "Instruct Court Mage" added to allow you to decide whether your court mage should manage themselves or not
* Court Mages of AI rulers will now cast spells, so that not only AI rulers cast themselves
* Rituals now show their effect before they are enabled
* Hire Alteration Mage travel option
Universities and Academies:
* Visitable universities are Academies, Special Buildings with a Learning Point of Interest, and Holy Site SBs of your faith
* Academies added to Caer Suvio, Blueblood, Soulrest, Arnesia, Solitude, Cambray, Daggerfall and Doomcrag
* University visits are blocked for vampires, lycanthropes and undead based on crime doctrines
* University visits blocked for Pariahs based on host view on Pariahs
Lore Compendium:
* Added a new type of Game Concept to provide lore background on EK2 mechanics. Recognizable via golden hyperlink (vs usual blue).
* Added lore entry for the Second Era
Other:
* Many new events related to travel
* Silverhoof culture added, replacing the Horsemen in Silverhoof Vale.
* New Numenism faith added for the Orma
* New Wilderking pantheon doctrine added
* Added descriptions to most EK nicknames
* Several new nicknames added
* Nicknames formerly included by the integrated mod Epithet adapted to fit new 1.9 vanilla nickname systems
* Nicknames can now by default only be given to one living character at a time
* Khajiit skeletons now have Khajiit skulls
* Undead visual decay system implemented, slowly turning undead into skeletons
* Eyeless trait added, genetic trait given to the Betrayed and Orma
* New building icons for certain special buildings
* Added Punish Raider CB as a reaction to being raided
* Clergy holding specific great temples will now be given an appropriate patron trait (i.e. Zenithar for Grand Abbey-Bazaar)
* New "Fight for Survival" tradition added, given to Goblins and Riekr, replacing Practiced Pirates
* New "Symbols of Power" innovation added, replacing Primal Tradition for the Riekr
* Added 250+ new or edited CoA by the community
* Added several character DNAs by the community
* 36 new CoA emblem variants of current emblems added
* 43 new CoA emblems with Altmeri calligraphy added
* Text based CoA emblems split off into their own Elder Kings Writing category
* New regiment icons and illustrations for several MaA
* EK is now displayed as a "DLC" in the main menu, and events added by EK will be marked as such
* Incapable rulers may now abdicate by decision
* Added ruler title localisation for Worm Cult
* Added bookmark entry for Ulmug Fharun in the 450 "The Tower's Shadow" bookmark
* Added "Reclaim the Legacy of King Eplear Camoran" decision akin to "Reclaim Reman's Legacy" for the Camoran dynasty
* Added important action notification for when a courtier has an inspiration
* Added mottos to various dynasties all over Tamriel
Changes:
Compatch:
* Many EK events reworked to fit into new 1.9 Activity or Travel frameworks
* Traditions edited to account for new 1.9 effects
* Tenets edited to account for new 1.9 effects
* Buildings edited to account for new 1.9 effects
* Grand Tournaments can now be held in any barony within a county you hold, not just your personal domain
* Replaced EK2 Bow artifacts with new 1.9 vanilla Bow artifacts
* Bows no longer fire errors, just arrows
Harm events:
* Vanilla harm events edited to better account for our long lived characters
* Increased cooldown on harm events
* Harm events that previously could only render you incapable are now also able to kill you
* Reduced lethality of other harm events to compensate
* Included trigger to spare specific characters from harm events at all
Holy Sites:
* Dynamic Holy Sites and all associated content cut (didn't survive compatch to 1.9)
* Every faith assigned 3-5 Holy Sites with effects
* Several special buildings previously requiring holder to consider them a holy site have had their requirements changed
* New "Holy Site" Building added, instantly flipped to the building appropriate to your faith upon completion, to get around building slot limitations
* "Lay Ground for a Holy Building" decision renamed "Repurpose Holy Site", instantly flips buildings type rather than just remove the old one
Other Faith Related:
* Beldama Wyrd given a Head of Faith
* Courtiers under a Praxis government now also have a Praxis score, not just rulers
* Julianos patron trait edited to not be identical to Magnus
* Arkay and Phynaster patron traits edited to not be identical
* Namira Cult and Beldama Wyrd now accept vampires
* The vanilla decision to hold a gruesome festival can no longer be taken if only a vassal faith allows it
* Edits to Cantemiric Sect tenets, Cantemiric culture history setup
* Daedric Worshipper and Champion traits give negative Zealot vassal opinion if your faith does not allow worship of that Prince
* Blood Dynasty Legacy locked to faiths with the Divine Purity tenet
Languages:
* Cut some languages only used by one culture, consolidated the rest
* Galen and Bjoule gain Old Bretic. Horwalli and Kothringi gain South Nedic. Keptu, Duraki and Men-of-Kreath gain Western Nedic. Yespest gains Ayleidoon. Betrayed gains Falmeris. Current Falmeris renamed Ald Falmeris. Ald Cyrod got overhauled desc
* Galen, Kothri, Horwalli, Yespest, Perena, Gemha, Duraki, Keptu, Kraethish cease to exist as separate languages
Special Buildings:
* Great House Tomb Special Buildings moved to be in castle holdings to make them usable for players
* Cut Ayleid Ruins of Belda Special Building
* 4 of 5 Nirncrux mines in Craglorn cut (it was waay too much)
* Lilmoth New City special building reworked (to be somewhat less punishing)
* Krona Konu Xanmeer SB given new effects
* Bridges of Leyawiin Duchy Building made a Special Building
* Rebalanced income from mine buildings
* Switched around many Special Building icons for variety
* Special buildings now mostly give their effects to county holder, to make their effects apply without having to hold a city or temple in some cases
* Arena type buildigs now give a Grand Tournament cost reduction
Renames:
* 'Imperium Saliache' Ayleid cultural name for Cyrodiil renamed 'Imperatum Saliache'
* County of Zamunda in Yokuda renamed Hattu
* Empire game concept renamed to High Kingdom to fit naming scheme in EK2
* Horsemen culture renamed to Horse-Folk
* First Era innovation era renamed Empire of Men
Other:
* Increased marrige acceptance penalty for female rulers when offered a patrilineal marriage from 100 to 140, to help avoid them wiping out their dynastic lines so much
* Unlocking Spellswords MaA moved from Schools of Magic innovation to Codified Magical Studies
* A very short Dunmer tunic made somewhat less short
* Visit Orphanage decision cooldown increased from 1 to 10 years
* Duchy of Ghartok made Autocratic
* Mazzatun in Black Marsh made Autocratic
* Tribe of Fharun made Autocratic
* Imperial Legion icon replaced
* Hidden Cities tradition now include Valenwood terrain
* Reworked several EK events into travel events
* Adjusted e_reach colour to be slightly darker
* Ravenwatch vampires now know about each other being vampires, despite it being secret to the world otherwise
* Adjusted Empire of the Nords decision to require only holding Dragontail (not all of Craglorn), now also shifts Velothis into Skyrim
* EP1 music now plays for any ruler with a capital in mundus_tamriel_skyrim (and for any character of a culture that has Atmoran heritage as before)
* Compressed EK image files a lot, drastically reducing the size of the mod
* Adjusted costs for the "Reclaim Reman's Heritage" decision
* Daedric Curses and how to lift them are now explained by game concept
* Nativity Mapmode Tooltip now explains it doesn't work in Observer Mode
* Turn Vampire/Lycanthrope Character Interactions + Schemes now have proper Icons
* Reworked Magic related Game Concepts to better inform about the game mechanic
* Spells and Rituals Game Concepts are now linked in the Spellbook
* All living Ilniviri now know how to speak Tsaesci.
Fixes:
* Fixed some mismatching casing of EK files, should resolve crash issues on Linux (NOTE: Requires a fully fresh install of EK2 to apply)
* Fixed issues with using Vulkan
* Fixed mystery province adjacency between a barony in Morrowind and a barony in Elsweyr
* Fixed information on some MaA types overflowing the GUI
* Fixed several mine buildings not displaying their requirements
* House of Reveries characters can no longer become Court Priest
* Fixed lifespan trait inheritance for vampire elves
* Fixed the Sundering Undone event for Cyrodiil triggering twice in some cases
* Fixed the Sainthood event triggering thrice
* Shortened the Magna-Ge patron descriptions so they fit into the window
* Fixed Skyrim and Cyrodiil split/reunification events disregarding other formed empires, like Reach and Orsinium
* Fixed an issue with kingdom creation decisions when uniting three kingdoms and not two
* Vamps, lycans and necromancers can no longer blackmail other vamps, lycans and necromancers over this
* Secret necromancers can no longer be targeted by abomination wars
* Fixed divergent cultures not getting the default culture desc
* Age equivalency appled to marriage, romance and seduction logic
* Betrayed no longer use the White Gold throne room
* Fixed Altmer naming convention using the wrong words for matronyms and patronyms
* Fixed an exploit allowing infinite Arcana gain from Become Necromancer event line
* Fixed the Claim Corpse spell not working in some cases
* Fixed Goblins and Riekr not spawning with MaA at game start like other cultures do
* Fixed generic nicknames overwriting some unique preset ones
* Fixed existing/lore Breton dynasty names being used for randomly generated Breton dynasties
* Fixed Solstheim missing winter severity values
* Fixed multiple wrong province_terrains all over Tamriel
* Fixed multiple wrong locators all over Tamriel
* Fixed Blighted Isle not connecting to the county it belongs to (c_glen)
* Fixed misgendering Daedric Princes in secret worship exposure event
* Fixed an issue with the Ku-Vastei "Return to Tribal Ways" decision
* Added disclaimer to hybridisation window, stating that some innovations will not be gained after all
* Added missing description for Dremora heritage
* Added back in missing tooltips for various Crown Authority levels
* Fixed being able to add Arkay or Xarxes to your pantheon while Vampirism or Necromancy is accepted
* Some holy orders existing at game start now get the correct names
и т.д и т.п
Cut Baar Dau Holy Site for Baandari Code
Added links to birthsign traits in Mundus Stone travel event
Vardengroet of the Doomcrag Academy now actually knows some spells
Changed "unmoored from Mundus" death reason to be more informative
Blocked the fp2 event Compromising Position from firing ever again
Fixes:
GUI:
Ruler Designer should now function as before, displaying birth signs, furstocks, arcana etc
Portrait debug button on character windows hidden
Fixed being able to pick mismatching Ethnicity and Heritage in RD in some cases
Assorted fixes to GUI windows
Holy Sites:
Fixed tribals being unable to construct holy site buildings
Fixed holy site buildings in some cases not properly converting to the correct version, instead simply disappearing
Fixed holy site buildings not giving the builder piety as it is supposed to
Vampire Pandemic:
Reduced frequency of vampire encounter travel event
Reduced AI willingness to risk infection during vampire encounter travel event
Reduced chance to get infected during vampire encounter travel event
Other:
Fixed one potential cause for MP desyncs
Fixed faulty DNA for High Chieftain Ulmug on Bookmark Screen
Cut 527 bookmark wrongly appearing in multiplayer (not in development yet, sorry!)
Fixed an issue related to Magicka regeneration, should hopefully work better now
Fixed dead Fharun founder being of wrong dynasty
Fixed tier 2 Mage Tower being unbuildable
Fixed a faulty bridge in Black Marsh
Prettied up perk loc for magic perks
Fixed "Host a Grand Rite" activity cycling through many different possible names for the Daedric Princes
Fixed broken HoF for Numenist faith
Fixed being able to gain Christian Saint bones during pilgrimages
Removed reference to Ireland and Cathay in a nickname description
Fixed some nicknames displaying the wrong (vanilla) description
Removed reference to Vikings
Removed an Imga decal causing crashes
Added missing skill icons to several event options
Fixed dragons being seen as a lowly quarry during hunts
Accounted for level 5 Education Traits in various tenets and traditions
Fixed Experimentalist and Secret Necromancer traits being stackable
Fixed missing illustration for Spellblades MaA (again!)
Fixed broken requirements for third level Orsinium Special Building
Fixed an issue with Altmeris liturgical language
Fixed "Request a new Realm Priest" being unavailable for Soul of Anu
Fixed an issue with the Bangkorai nativity region
Fixed Ruler Designed Feudal rulers becoming Autocracies
* Fixed Military Orders being playable
* Fixed Blood Legacy not being properly blocked for non-Divine Purity faiths
* Added missing tooltip about prisoner escape change for level 2 Bastion
* Fixed repeatable "Return Viridian Woods to the Sentinel" decision
* Fixed repeatable "Return Beldama to the Wyrd" decision
* Fixed repeatable "Form Greater Bangkorai" decision
* Fixed the "Return Beldama to the Wyrd" decision giving the Beldama Wyrd HoF infinite opinion gain of themselves
* Fixed House and Dynasty Heads being unable to offer diplomatic vassalisation to house members/dynasts
* Fixed/adjusted all Elsweyr Locators
* Fixed/adjusted all Valenwood Locators
* Fixed De Rerum Dirennis decision not requiring Bangkorai
* Dremora can no longer become undead
* Mindless characters can no longer participate in activities
* Fixed some broken triggers for Pariahs regarding activities
* Prevented the AI from permanently unmooring themselves from the Mundus
* Removed a wrongly assigned DNA from Jarl Hjorta of Hjaalmarch
* Commented out a bunch of unused vanilla code
* Added various missing localisation
* Assorted spelling mistakes, errors and minor bugs fixed
Known Issues:
* Curse of Undead spell does not work when used on a county held by a vassal ruler
* Faith hostility numbers don't always add up correctly, in particular for the Auri-El faith
* "Proclaim the Empire of Tamriel" decision does not change the year from the Second Era to the Third Era
* Some tooltips are too large to click the button beneath them (Temporary fix: enable tooltip delay in settings)
* Crown Authority effects of other rulers than yourself don't display properly
Cut Baar Dau Holy Site for Baandari Code
Added links to birthsign traits in Mundus Stone travel event
Vardengroet of the Doomcrag Academy now actually knows some spells
Changed "unmoored from Mundus" death reason to be more informative
Blocked the fp2 event Compromising Position from firing ever again
Fixes:
GUI:
Ruler Designer should now function as before, displaying birth signs, furstocks, arcana etc
Portrait debug button on character windows hidden
Fixed being able to pick mismatching Ethnicity and Heritage in RD in some cases
Assorted fixes to GUI windows
Holy Sites:
Fixed tribals being unable to construct holy site buildings
Fixed holy site buildings in some cases not properly converting to the correct version, instead simply disappearing
Fixed holy site buildings not giving the builder piety as it is supposed to
Vampire Pandemic:
Reduced frequency of vampire encounter travel event
Reduced AI willingness to risk infection during vampire encounter travel event
Reduced chance to get infected during vampire encounter travel event
Other:
Fixed one potential cause for MP desyncs
Fixed faulty DNA for High Chieftain Ulmug on Bookmark Screen
Cut 527 bookmark wrongly appearing in multiplayer (not in development yet, sorry!)
Fixed an issue related to Magicka regeneration, should hopefully work better now
Fixed dead Fharun founder being of wrong dynasty
Fixed tier 2 Mage Tower being unbuildable
Fixed a faulty bridge in Black Marsh
Prettied up perk loc for magic perks
Fixed "Host a Grand Rite" activity cycling through many different possible names for the Daedric Princes
Fixed broken HoF for Numenist faith
Fixed being able to gain Christian Saint bones during pilgrimages
Removed reference to Ireland and Cathay in a nickname description
Fixed some nicknames displaying the wrong (vanilla) description
Removed reference to Vikings
Removed an Imga decal causing crashes
Added missing skill icons to several event options
Fixed dragons being seen as a lowly quarry during hunts
Accounted for level 5 Education Traits in various tenets and traditions
Fixed Experimentalist and Secret Necromancer traits being stackable
Fixed missing illustration for Spellblades MaA (again!)
Fixed broken requirements for third level Orsinium Special Building
Fixed an issue with Altmeris liturgical language
Fixed "Request a new Realm Priest" being unavailable for Soul of Anu
Fixed an issue with the Bangkorai nativity region
Fixed Ruler Designed Feudal rulers becoming Autocracies
* Fixed Military Orders being playable
* Fixed Blood Legacy not being properly blocked for non-Divine Purity faiths
* Added missing tooltip about prisoner escape change for level 2 Bastion
* Fixed repeatable "Return Viridian Woods to the Sentinel" decision
* Fixed repeatable "Return Beldama to the Wyrd" decision
* Fixed repeatable "Form Greater Bangkorai" decision
* Fixed the "Return Beldama to the Wyrd" decision giving the Beldama Wyrd HoF infinite opinion gain of themselves
* Fixed House and Dynasty Heads being unable to offer diplomatic vassalisation to house members/dynasts
* Fixed/adjusted all Elsweyr Locators
* Fixed/adjusted all Valenwood Locators
* Fixed De Rerum Dirennis decision not requiring Bangkorai
* Dremora can no longer become undead
* Mindless characters can no longer participate in activities
* Fixed some broken triggers for Pariahs regarding activities
* Prevented the AI from permanently unmooring themselves from the Mundus
* Removed a wrongly assigned DNA from Jarl Hjorta of Hjaalmarch
* Commented out a bunch of unused vanilla code
* Added various missing localisation
* Assorted spelling mistakes, errors and minor bugs fixed
Known Issues:
* Curse of Undead spell does not work when used on a county held by a vassal ruler
* Faith hostility numbers don't always add up correctly, in particular for the Auri-El faith
* "Proclaim the Empire of Tamriel" decision does not change the year from the Second Era to the Third Era
* Some tooltips are too large to click the button beneath them (Temporary fix: enable tooltip delay in settings)
* Crown Authority effects of other rulers than yourself don't display properly
Cut Baar Dau Holy Site for Baandari Code
Added links to birthsign traits in Mundus Stone travel event
Vardengroet of the Doomcrag Academy now actually knows some spells
Changed "unmoored from Mundus" death reason to be more informative
Blocked the fp2 event Compromising Position from firing ever again
Fixes:
GUI:
Ruler Designer should now function as before, displaying birth signs, furstocks, arcana etc
Portrait debug button on character windows hidden
Fixed being able to pick mismatching Ethnicity and Heritage in RD in some cases
Assorted fixes to GUI windows
Holy Sites:
Fixed tribals being unable to construct holy site buildings
Fixed holy site buildings in some cases not properly converting to the correct version, instead simply disappearing
Fixed holy site buildings not giving the builder piety as it is supposed to
Vampire Pandemic:
Reduced frequency of vampire encounter travel event
Reduced AI willingness to risk infection during vampire encounter travel event
Reduced chance to get infected during vampire encounter travel event
Other:
Fixed one potential cause for MP desyncs
Fixed faulty DNA for High Chieftain Ulmug on Bookmark Screen
Cut 527 bookmark wrongly appearing in multiplayer (not in development yet, sorry!)
Fixed an issue related to Magicka regeneration, should hopefully work better now
Fixed dead Fharun founder being of wrong dynasty
Fixed tier 2 Mage Tower being unbuildable
Fixed a faulty bridge in Black Marsh
Prettied up perk loc for magic perks
Fixed "Host a Grand Rite" activity cycling through many different possible names for the Daedric Princes
Fixed broken HoF for Numenist faith
Fixed being able to gain Christian Saint bones during pilgrimages
Removed reference to Ireland and Cathay in a nickname description
Fixed some nicknames displaying the wrong (vanilla) description
Removed reference to Vikings
Removed an Imga decal causing crashes
Added missing skill icons to several event options
Fixed dragons being seen as a lowly quarry during hunts
Accounted for level 5 Education Traits in various tenets and traditions
Fixed Experimentalist and Secret Necromancer traits being stackable
Fixed missing illustration for Spellblades MaA (again!)
Fixed broken requirements for third level Orsinium Special Building
Fixed an issue with Altmeris liturgical language
Fixed "Request a new Realm Priest" being unavailable for Soul of Anu
Fixed an issue with the Bangkorai nativity region
Fixed Ruler Designed Feudal rulers becoming Autocracies
* Fixed Military Orders being playable
* Fixed Blood Legacy not being properly blocked for non-Divine Purity faiths
* Added missing tooltip about prisoner escape change for level 2 Bastion
* Fixed repeatable "Return Viridian Woods to the Sentinel" decision
* Fixed repeatable "Return Beldama to the Wyrd" decision
* Fixed repeatable "Form Greater Bangkorai" decision
* Fixed the "Return Beldama to the Wyrd" decision giving the Beldama Wyrd HoF infinite opinion gain of themselves
* Fixed House and Dynasty Heads being unable to offer diplomatic vassalisation to house members/dynasts
* Fixed/adjusted all Elsweyr Locators
* Fixed/adjusted all Valenwood Locators
* Fixed De Rerum Dirennis decision not requiring Bangkorai
* Dremora can no longer become undead
* Mindless characters can no longer participate in activities
* Fixed some broken triggers for Pariahs regarding activities
* Prevented the AI from permanently unmooring themselves from the Mundus
* Removed a wrongly assigned DNA from Jarl Hjorta of Hjaalmarch
* Commented out a bunch of unused vanilla code
* Added various missing localisation
* Assorted spelling mistakes, errors and minor bugs fixed
Known Issues:
* Curse of Undead spell does not work when used on a county held by a vassal ruler
* Faith hostility numbers don't always add up correctly, in particular for the Auri-El faith
* "Proclaim the Empire of Tamriel" decision does not change the year from the Second Era to the Third Era
* Some tooltips are too large to click the button beneath them (Temporary fix: enable tooltip delay in settings)
* Crown Authority effects of other rulers than yourself don't display properly
Cut Baar Dau Holy Site for Baandari Code
Added links to birthsign traits in Mundus Stone travel event
Vardengroet of the Doomcrag Academy now actually knows some spells
Changed "unmoored from Mundus" death reason to be more informative
Blocked the fp2 event Compromising Position from firing ever again
Fixes:
GUI:
Ruler Designer should now function as before, displaying birth signs, furstocks, arcana etc
Portrait debug button on character windows hidden
Fixed being able to pick mismatching Ethnicity and Heritage in RD in some cases
Assorted fixes to GUI windows
Holy Sites:
Fixed tribals being unable to construct holy site buildings
Fixed holy site buildings in some cases not properly converting to the correct version, instead simply disappearing
Fixed holy site buildings not giving the builder piety as it is supposed to
Vampire Pandemic:
Reduced frequency of vampire encounter travel event
Reduced AI willingness to risk infection during vampire encounter travel event
Reduced chance to get infected during vampire encounter travel event
Other:
Fixed one potential cause for MP desyncs
Fixed faulty DNA for High Chieftain Ulmug on Bookmark Screen
Cut 527 bookmark wrongly appearing in multiplayer (not in development yet, sorry!)
Fixed an issue related to Magicka regeneration, should hopefully work better now
Fixed dead Fharun founder being of wrong dynasty
Fixed tier 2 Mage Tower being unbuildable
Fixed a faulty bridge in Black Marsh
Prettied up perk loc for magic perks
Fixed "Host a Grand Rite" activity cycling through many different possible names for the Daedric Princes
Fixed broken HoF for Numenist faith
Fixed being able to gain Christian Saint bones during pilgrimages
Removed reference to Ireland and Cathay in a nickname description
Fixed some nicknames displaying the wrong (vanilla) description
Removed reference to Vikings
Removed an Imga decal causing crashes
Added missing skill icons to several event options
Fixed dragons being seen as a lowly quarry during hunts
Accounted for level 5 Education Traits in various tenets and traditions
Fixed Experimentalist and Secret Necromancer traits being stackable
Fixed missing illustration for Spellblades MaA (again!)
Fixed broken requirements for third level Orsinium Special Building
Fixed an issue with Altmeris liturgical language
Fixed "Request a new Realm Priest" being unavailable for Soul of Anu
Fixed an issue with the Bangkorai nativity region
Fixed Ruler Designed Feudal rulers becoming Autocracies
* Fixed Military Orders being playable
* Fixed Blood Legacy not being properly blocked for non-Divine Purity faiths
* Added missing tooltip about prisoner escape change for level 2 Bastion
* Fixed repeatable "Return Viridian Woods to the Sentinel" decision
* Fixed repeatable "Return Beldama to the Wyrd" decision
* Fixed repeatable "Form Greater Bangkorai" decision
* Fixed the "Return Beldama to the Wyrd" decision giving the Beldama Wyrd HoF infinite opinion gain of themselves
* Fixed House and Dynasty Heads being unable to offer diplomatic vassalisation to house members/dynasts
* Fixed/adjusted all Elsweyr Locators
* Fixed/adjusted all Valenwood Locators
* Fixed De Rerum Dirennis decision not requiring Bangkorai
* Dremora can no longer become undead
* Mindless characters can no longer participate in activities
* Fixed some broken triggers for Pariahs regarding activities
* Prevented the AI from permanently unmooring themselves from the Mundus
* Removed a wrongly assigned DNA from Jarl Hjorta of Hjaalmarch
* Commented out a bunch of unused vanilla code
* Added various missing localisation
* Assorted spelling mistakes, errors and minor bugs fixed
Known Issues:
* Curse of Undead spell does not work when used on a county held by a vassal ruler
* Faith hostility numbers don't always add up correctly, in particular for the Auri-El faith
* "Proclaim the Empire of Tamriel" decision does not change the year from the Second Era to the Third Era
* Some tooltips are too large to click the button beneath them (Temporary fix: enable tooltip delay in settings)
* Crown Authority effects of other rulers than yourself don't display properly
Про особенности религии знаю, выкачанную ветку тоже,в решениях нихрена нет.
>>926161
Заебись,чё ещё сказать.
А может, всё дело в том, что я играю за стандартного имперца и стандартную страну, а в другой расе или религии будут совсем другие возможности? Я выбрал Кватч именно потому, что считаю его оптимальным вариантом для первого старта если не новичка в кресты вообще, то как минимум новичка в Elder Kings. У него есть и пара вассалов на старте, и пара слабых соседей на отжор, и сильные соседи другой расы и религии, и сильные соседи той же расы, которые научат тебя, что такое де юре, и почему к ним лучше не лезть.
мод на внешку слишком реалистичный: смазливые ботоксные лица превращаются в рак
Если у тебя один главный титул, то он и останется. А если какие-то графства-баронства отвалятся при наследовании - так узурпируй обратно, хули.
Эльфы как обычно рулят из-за своего долгожительства - по сути я этим одним персонажем всю игру и прошёл.
В общем, пока что мод совсем не передаёт дух свитков. Нет, работа отличная, текста, релевантного свиткам, дофига, охота на скальных наездников есть, но вот чего-то эпического не хватает совсем. Как в моде для CK2, где можно было идти в лича, сходу призывать армии даэдр или скелетов, или начать вторжение из обливиона.
А ещё и денег и славы настолько дофига, что не знаешь, куда их девать. Я как-то 10к слил одномоментно, просто вассалам домики понатыкать. Не знаю, это в целом проблема третьей части, или нет, но стимула никакого воевать дальше не даёт.
Хз, может ещё какую-то цель в игре придумаю, но пока ощущаю, что нет больше интереса играть.
>>Поиграл часов пять за короля Кватча в EK3, до этого не играл в CK3 вообще, но играл в CK2 и EK2. Мой предварительный вердикт, что в EK3 гораздо меньше ощущается собственно Elder Scrolls, пока что это выглядит как просто обычные крусейдеры
У меня такое же впечатление было. Мне кажется это из-за общей сырости игры. Кто бы что не говорил - но до проработки предыдущей части трешке пока еще надо настаиваться хотя бы 2-3 года. Ну и моду соответственно тоже.
Зачем?
Если не ошибаюсь,то их могут призвать некроманты. Других способов появления их не обнаружил
Крайний левый нижний угол. Там будет значок культуры на карте. Нажимаешь на него и ищешь нужную. Вроде так.
Хз, у меня ещё был случай, когда я объезжал свои владения (grand tour), и где-то в районе Молаг Мара, истощённого войной с еретиками Трибунала, ко мне подскочили крестьяне во главе с ещё одним скелетом во главе и что-то там попросили уладить с бандитами. И такой скелет-лидер крестьян должен был автоматом в момент эвента создаться, как обычно бывает.
Завтра проверю,потому что тоже появлялись скелеты(вспомнил),а вот до или после обновления - не могу ответить.
Навык вампира даёт бессмертность, если только не убьют(неважно кто),хотя игра также может тебя ебнуть. Ветки навыков не даёт.
Не помню как стать,так как стоит мод на облегчение становления вампиром .
> Или всё такой же каличный список заклинаний
Как будто для двойки не каличный список
>продлить при помощи восстановления
Теперь можно получать трейты типа у эльфов
>но тут тебе можно было и наколдовать мнение вассалов, и улучшить тело
Ну это пиздец как важно
>смотришь список магии в трёхе
>ого, на третьем перке изменения есть трансмутация, бесплатное золото
>качаешь три перка, забыв обо всём, вкачиваешь спелл
>ого, 60 маны стоит, ну юзать постоянно не получится, но это правильно, а то дисбаланс был бы
>клик
>25 монет
>ого, 60 маны стоит
Это копейки.
>25 монет
Это за слабую версию. Самая большая 240 маны на 100 золотых.
Ну это зависит от множество нюансов, но я максимум видел 5.
>>862951 (OP)
Помогите пожалуйста.
Скачал пиратку СК3 с торентов, написано что версия "Crusader Kings III (3) [P] [RUS + ENG + 5 / ENG] (2020) (1.11.0 + 8 DLC) [P2P]"
Скачал русификатор со Стратегиума.ру
Скачал сам мод ЕК2 с нексуса версия судя по всему "Newest Elder Kings Version: 0.13
Currently compatible with CKIII Version: 1.10.2
NO DLC REQUIRED."
Установил СК3
создал папку "mod" в нужном месте, перенес в нее мод с нексуса
изменил путь в описании мода с абсолютного на относительный.
Включил лаунчер, создал набор включил в него ЕК2, назвал ЕК2
Запустил игру
Мод поставился.
Вышел из изры, перенес русификатор в папку mod, изменил так же путь с абсолютного на относительный, включил русификатор в набор ЕК2 запускаю, а он не русифицирует
Я полгода назад примерно может больше играл и все русифицировалось, а сейчас я не пойму что я пропустил. Прошу помогите, очень хочу в новогодние поиграть
>написано что версия<...> 1.11.0
>Currently compatible with CKIII Version: 1.10.2
Я понимаю что английский не все знают но блять цифры-то можно было понять...
Скачай и установи Ck3 версию 1.10.2 после чего ставь на неё моды (разумеется совместимые с версией 1.10.2).
Где скачать 1.10 ck3
Добавил коммиты основной ветки в ветку с атморой для EK1, вплодь до коммитов с сиронордами
Основные изменения: Добавлены торговые пути на Атмору, добавлена механия вымирания на Атморе, добавлена возможность эммиграции с Атморы(открывается с крупного титула. насколько я помню герцога и короля)
https://www.nexusmods.com/crusaderkings2/mods/101
Апаптировал мод про фалмеров под последнюю версию EK1. Пока проверял только на версии выше.
https://www.nexusmods.com/crusaderkings2/mods/102
Чекнул EK1, походу на версиях 3.3.4 и 3.3.5 какие-то странные частые краши. Затесчу на версии 3.3.3.1
Я использую вторые кресты и занимаюсь разработкой для EK1. Соответственно не вижу смысла делать что-то для EK2, потому что я его не использую.
Ну ты и старовер
>голосом барона Майнеры сука...
Ок, есть проверенный варич! Без говна и excited!
https://plati.market/games/crusader-kings-iii/896/
Покупаешь ключ и активируешь в стиме. Без майнеров! Гарантированно!
Но это если ты не нищук из зажопного ПГТ
Окей. Что имеем:
>паранойя
>нищуганство
>прописка в деревне с тремя хрущовками(возможно)
Хорошо, варик намбер 3:
1.Берешь тетрадку, карандаш и ластик.
2.Рисуешь в тетрадке интерфейс, карту, персонажей и прочую хрень.
3.Имаджинируешь интриги, дипломатию, войны, сценарии, равзитие и т.д и т.п
4.Наслаждаешься игрой и халявой.
Никогда не думал что мне в будущем понадобится этот метод из детства но вот настали времена...
А если серъезно то я в душе не ебу чё те ещё подсказать.
Скачивать ты ссышься, купить - денег нема.
Замкнутый круг ёптыть.
Ссылки нет по прежнему. Так же не читал
Заранее примного благодарен.
0.13.3 "Warp in the West"
Checksum: 672e
Game Version: 1.11.5
Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=2887120253
Nexusmods: https://www.nexusmods.com/crusaderkings3/mods/32?tab=files
EK2 updated to CK3 1.11.5
New
Events:
2 new pilgrimage events
2 new yearly events
2 new lifestyle events
1 new inspiration event
Faith:
New faith icon for Scaled Court added
Added Magna-Ge secondary pantheon
Added Cyrodiilic Heroes secondary pantheon
Coat of Arms:
CoA templates for Altmer + Balfieri variant
CoA templates for Argonians
CoA Templates for Ashlanders
CoA templates for Bretons + Galen/Bjoule variant
CoA templates for Bosmer
CoA templates for Cyrodiilics (and Ojel)
CoA templates for Dremora
CoA templates for Dunmer, with variants depending on faith (Tribunal/Velothi/Sixth House) and Great House culture
CoA templates for Goblins
CoA templates for Imga, with variants depending on faith (Anui-El/Marukhati)
CoA templates for Orcs
CoA templates for Pirate government rulers, with cultural variants
CoA templates for Redguards and Yokudans
CoA templates for Tsaesci
~30 new dynastic CoA
Added dynamic CoA to Skyrim when its capital is based in Bruma
Added fancier CoA for Skyrim when its capital is based in Falkreath, the Rift, the Pale or Hjaalmarch
Summerset Isles:
New Xarxean Investiture succession law for empire tier Ceremoniarchy realms
New Praxis Elective title succession law for kingdom tier Ceremonairchy realms
Added the Syrabanis, Xarxesar and Phynastris dynasties, descended of the god-ancestors themselves
DLC visuals:
Nibenu and dead Central Nedic cultures now use Persian crowns if Legacy of Persia is installed
Dwemer culture now use Persian fashion and hair/beards if Legacy of Persia is installed
Yokudan culture now uses North African fashion if North African Attire is installed
Some Breton cultures now use Couture of the Capets fashion is installed
Dunmer, Dwemer and Chimer heritage now use Persian UI if Legacy of Persia is installed
Other:
New clothing for Orc cultures
New armour for Kothringi and Horwalli
Added back in mudcrab chitin helmets for Dunmeri travellers and lowborns, accidentally removed at one point
Reachfolk now get tattoos
Added the Companions as a Military Order based in Jorrvaskr
New MaA illustrations for Equestrian Brigades, Armored Legionaires and Saxhleel Rel-ka
Replaced DLC illustrations for Huscarls and Skaal Hunters MaA
Added decisions to reveal yourself as a vampire or lycan if your faith is accepting of it
* Added golden skull icon to divinity related death reasons, such as "ascended to godhood"
* Added Woodland Man faith, Atmoran heritage Hermaeus Mora faith
* Integrated Cultural Conversion Enhanced submod, reworking how choosing a culture to convert a province to works
* Enabled converting province culture to cultures *not* of your own heritage, when Cultural Acceptance is very high
* Added some new dynasty mottos
* Added some new gainable nicknames
* Added Accolades for mages and spellblades
* The Main Menu DLC icons now explain how they apply to EK, and the EK "DLC" icon no longer shows as "Not enabled"
* Pirates can use the Contract Assistance interaction if Fate of Iberia is installed
* Added Lore Compendium entry for Ooze
* Added new Atronach and Oblivion modifier icons, for related modifiers
* Added Dwemer/Dovah letter CoA Emblems (available in CoA Designer) by rustyrobot
* Added Inner Sea Specific Character & Event Background when at sea(видать не влезло)
Changes:
Ethnicities:
* Revamped Elven ethnicities
* Tweaks to Nord ethnicities
* Tweaks to Ashlander ethnicities
* Tweaks to Orc ethnicities
* Tweaks to South Nedic ethnicities
* Tweaks to Reachfolk ethnicities
* Maormer now have scales
* Reworked some character DNA to fit new ethnicities
Faith:
* Malada gains the Magna-Ge secondary pantheon, adding Xero-Lyg and Mnemo-Li to its patrons
* Malada now sees Meridia as Shunned rather than Criminal
* Lorkhan pantheon doctrine renamed to Missing God
* Trinimac Cult set to Orc heritage identity
* Beldama Wyrd and Glenmoril Wyrd set to Breton heritage identity
* Druid Circles set to no cultural identity (they're spread across two different heritages)
* County of Doomcrag set to Magnus Cult faith
Summerset Isles:
* Summerset ruler history somewhat fleshed out
* Ceremoniarchy/Divine Blood HoF type cut
* Throne of Auri-El HoF title is now Spiritual, renamed to Xarxean Priesthood
* House Aunsamiran of Dusk is now a Xarxesar cadet
* House Vaelata, previously Aunsamiran cadet, is now also a Xarxesar cadet
* House Errinorne of Skywatch is now an Auri-El cadet
* House Arelsamirmo of Vulkhal is now a Phynastris cadet
* Itecerie dynasty of Shimmerene replaced by the Syrabanis dynasty
* Various traits given Praxis values
Other:
* Updated papermap, reintroducing icons to represent terrain
* Cadet house CoA no longer makes quarters, instead generates a new CoA
* Added a cap to possible prowess gain from the Train Commanders councillor action
* Reduced or replaced prowess gain from most patron traits
* Replaced some EK unit type icons with vanilla ones, for the sake of consistency
* Removed the Elder Kings Renames game rule, as it didn't do much anyway
* Send to the Imperial Legion interaction is now tied to Traditions, not Heritage
* Spells cast on Counties now explain this a little better
* Rebalanced Extend Lifespan decision: Success chance is generally reduced and each attempt applies a cooldown, scaling based on current lifespan
* Huscarl MaA renamed to Housecarl
* Daedric worship secrets cut, replaced with the new vanilla Crypto-Religionist secret
* Various content related to Deadric worship secrets reworked to fit the new secret setup
* Argonians and undead can no longer drown
* Drowning can now be prevented by knowing how to magically breathe underwater
* Daedric Artifacts cannot be stolen through sieges or raids
* Hircine's Ring artifact made slightly rarer
* Lifestyle XP gain malus for Tsaescence IV, Undead, Lich and Vampire traits capped at 50%
* Removed some vanilla trash artifact trinkets
* Counties of Rockguard, Glenbridge and Shajuhe made Kothringi culture
* Rockguard and Glenbridge made Nedic Sect faith, Shajue made Ideal Masters
* County of Norg-Tzel made tribal
* Updated Promote Culture event desc if your culture is dead or Daedric
* Replaced the "Prester John" nickname with the more generic "the Crusader"
* "Make the Reach a Nord Hold" decision no longer makes Westholder native to the Reach if there already is an Atmoran heritage culture native to it
* Golden Skull of Beela-Kar artifact is now a trinket, not a pedestal artifact
* Characters of Lilmothiit heritage will no longer hunt foxes
* Gave some Skyrim mountain impassables their lore accurate names
* Added Chaste trait to Viana the Pure
* Greatly reduced Divayth Fyr's fertility, so he's unlikely to have natural children
* Landed priests of most temples will now gain appropriate patron traits
* Minor nerf to Imperial City cash cooldown
* Slightly reduced vampirism chance from two sources
Fixes:
* Fixed "Proclaim the Empire of Tamriel" decision not changing the year from the Second Era to the Third Era (Huge thanks to TypicalCrusader of Thedas at War, AGOT!)
* Enabled changing hair and beard options for Argonians in Ruler Designer, as a temporary measure to fix the toxic pink hair they're stuck with
* Fixed underage characters participating in Heart's Day holiday
* Adjusted some cultural names for custom cultures
* Fixed some tooltips about DLC features being visible despite not owning the DLCs in question
* Fixed Character Window backgrounds not displaying where the character is currently located
* Redguard knights now wear pants
* Fixed the Orc Wife court positions requiring the court owner is male
* Fixed only dynasty heads being able to abdicate
* Fixed Blackrose Prison being a tribe held by an Autocracy
* Fixed White-Gold and Temple of the Ancestors HS effects stacking
* Fixed random Necromancers converting to inappropriate necromantic faiths (Ghost-Hist Tharns etc)
* Fixed Mannimarco gaining a beard when dead
* Betrayed are now properly bald
* Reworked backend localisation for names, dynasties and houses to make translation easier
* Fixed some character templates not doing proper Elder Kings character setup (lifespan, compatible races etc)
* Fixed broken Cultural and Heritage Identity doctrines tooltips when creating a new faith
* Fixed missing unique localisation when uniting Nibenay and Colovia back into Cyrodiil as a Heartlander
* Fixed some issues with Great Chapel holy site triggers
* Fixed missing terrain localisation
* Fixed missing icon for dreugh artifacts
* Fixed the new immortality trait (lifespan_6) not using the correct trait icon
* Undead can no longer extend lifespan by decision
* Fixed Sanctity of Life tenet not reducing faith hostility with faiths that criminalise vampirism
* Added the EK content_source icon to many events lacking it
* Fixed calculation of lifespan, causing many elves to die at too young an age
* Culture with the Headhunters tradition no longer loses access to their MaA if no longer of a Nedic heritage due to hybridisation
* Fixed Necromancers with faiths where undead are criminal executing all their summoned skeletons and undead thralls
* Made generic CK3 Achievements available to unlock while playing EK2
* Fixed the Spellbook not showing the effects of rituals on hover
* Fixed EK date format not fitting on the character memory entries screen
* Fixed tribal realm backgrounds always being desert
* Fixed various missing loc strings
* Fixed assorted errors, typos and minor bugs
Known Issues:
* Curse of Undead spell does not work when used on a county held by a vassal ruler
* Some tooltips are too large to click the button beneath them (Temporary fix: enable tooltip delay in settings)
* Crown Authority effects of other rulers than yourself don't display properly
0.13.3 "Warp in the West"
Checksum: 672e
Game Version: 1.11.5
Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=2887120253
Nexusmods: https://www.nexusmods.com/crusaderkings3/mods/32?tab=files
EK2 updated to CK3 1.11.5
New
Events:
2 new pilgrimage events
2 new yearly events
2 new lifestyle events
1 new inspiration event
Faith:
New faith icon for Scaled Court added
Added Magna-Ge secondary pantheon
Added Cyrodiilic Heroes secondary pantheon
Coat of Arms:
CoA templates for Altmer + Balfieri variant
CoA templates for Argonians
CoA Templates for Ashlanders
CoA templates for Bretons + Galen/Bjoule variant
CoA templates for Bosmer
CoA templates for Cyrodiilics (and Ojel)
CoA templates for Dremora
CoA templates for Dunmer, with variants depending on faith (Tribunal/Velothi/Sixth House) and Great House culture
CoA templates for Goblins
CoA templates for Imga, with variants depending on faith (Anui-El/Marukhati)
CoA templates for Orcs
CoA templates for Pirate government rulers, with cultural variants
CoA templates for Redguards and Yokudans
CoA templates for Tsaesci
~30 new dynastic CoA
Added dynamic CoA to Skyrim when its capital is based in Bruma
Added fancier CoA for Skyrim when its capital is based in Falkreath, the Rift, the Pale or Hjaalmarch
Summerset Isles:
New Xarxean Investiture succession law for empire tier Ceremoniarchy realms
New Praxis Elective title succession law for kingdom tier Ceremonairchy realms
Added the Syrabanis, Xarxesar and Phynastris dynasties, descended of the god-ancestors themselves
DLC visuals:
Nibenu and dead Central Nedic cultures now use Persian crowns if Legacy of Persia is installed
Dwemer culture now use Persian fashion and hair/beards if Legacy of Persia is installed
Yokudan culture now uses North African fashion if North African Attire is installed
Some Breton cultures now use Couture of the Capets fashion is installed
Dunmer, Dwemer and Chimer heritage now use Persian UI if Legacy of Persia is installed
Other:
New clothing for Orc cultures
New armour for Kothringi and Horwalli
Added back in mudcrab chitin helmets for Dunmeri travellers and lowborns, accidentally removed at one point
Reachfolk now get tattoos
Added the Companions as a Military Order based in Jorrvaskr
New MaA illustrations for Equestrian Brigades, Armored Legionaires and Saxhleel Rel-ka
Replaced DLC illustrations for Huscarls and Skaal Hunters MaA
Added decisions to reveal yourself as a vampire or lycan if your faith is accepting of it
* Added golden skull icon to divinity related death reasons, such as "ascended to godhood"
* Added Woodland Man faith, Atmoran heritage Hermaeus Mora faith
* Integrated Cultural Conversion Enhanced submod, reworking how choosing a culture to convert a province to works
* Enabled converting province culture to cultures *not* of your own heritage, when Cultural Acceptance is very high
* Added some new dynasty mottos
* Added some new gainable nicknames
* Added Accolades for mages and spellblades
* The Main Menu DLC icons now explain how they apply to EK, and the EK "DLC" icon no longer shows as "Not enabled"
* Pirates can use the Contract Assistance interaction if Fate of Iberia is installed
* Added Lore Compendium entry for Ooze
* Added new Atronach and Oblivion modifier icons, for related modifiers
* Added Dwemer/Dovah letter CoA Emblems (available in CoA Designer) by rustyrobot
* Added Inner Sea Specific Character & Event Background when at sea(видать не влезло)
Changes:
Ethnicities:
* Revamped Elven ethnicities
* Tweaks to Nord ethnicities
* Tweaks to Ashlander ethnicities
* Tweaks to Orc ethnicities
* Tweaks to South Nedic ethnicities
* Tweaks to Reachfolk ethnicities
* Maormer now have scales
* Reworked some character DNA to fit new ethnicities
Faith:
* Malada gains the Magna-Ge secondary pantheon, adding Xero-Lyg and Mnemo-Li to its patrons
* Malada now sees Meridia as Shunned rather than Criminal
* Lorkhan pantheon doctrine renamed to Missing God
* Trinimac Cult set to Orc heritage identity
* Beldama Wyrd and Glenmoril Wyrd set to Breton heritage identity
* Druid Circles set to no cultural identity (they're spread across two different heritages)
* County of Doomcrag set to Magnus Cult faith
Summerset Isles:
* Summerset ruler history somewhat fleshed out
* Ceremoniarchy/Divine Blood HoF type cut
* Throne of Auri-El HoF title is now Spiritual, renamed to Xarxean Priesthood
* House Aunsamiran of Dusk is now a Xarxesar cadet
* House Vaelata, previously Aunsamiran cadet, is now also a Xarxesar cadet
* House Errinorne of Skywatch is now an Auri-El cadet
* House Arelsamirmo of Vulkhal is now a Phynastris cadet
* Itecerie dynasty of Shimmerene replaced by the Syrabanis dynasty
* Various traits given Praxis values
Other:
* Updated papermap, reintroducing icons to represent terrain
* Cadet house CoA no longer makes quarters, instead generates a new CoA
* Added a cap to possible prowess gain from the Train Commanders councillor action
* Reduced or replaced prowess gain from most patron traits
* Replaced some EK unit type icons with vanilla ones, for the sake of consistency
* Removed the Elder Kings Renames game rule, as it didn't do much anyway
* Send to the Imperial Legion interaction is now tied to Traditions, not Heritage
* Spells cast on Counties now explain this a little better
* Rebalanced Extend Lifespan decision: Success chance is generally reduced and each attempt applies a cooldown, scaling based on current lifespan
* Huscarl MaA renamed to Housecarl
* Daedric worship secrets cut, replaced with the new vanilla Crypto-Religionist secret
* Various content related to Deadric worship secrets reworked to fit the new secret setup
* Argonians and undead can no longer drown
* Drowning can now be prevented by knowing how to magically breathe underwater
* Daedric Artifacts cannot be stolen through sieges or raids
* Hircine's Ring artifact made slightly rarer
* Lifestyle XP gain malus for Tsaescence IV, Undead, Lich and Vampire traits capped at 50%
* Removed some vanilla trash artifact trinkets
* Counties of Rockguard, Glenbridge and Shajuhe made Kothringi culture
* Rockguard and Glenbridge made Nedic Sect faith, Shajue made Ideal Masters
* County of Norg-Tzel made tribal
* Updated Promote Culture event desc if your culture is dead or Daedric
* Replaced the "Prester John" nickname with the more generic "the Crusader"
* "Make the Reach a Nord Hold" decision no longer makes Westholder native to the Reach if there already is an Atmoran heritage culture native to it
* Golden Skull of Beela-Kar artifact is now a trinket, not a pedestal artifact
* Characters of Lilmothiit heritage will no longer hunt foxes
* Gave some Skyrim mountain impassables their lore accurate names
* Added Chaste trait to Viana the Pure
* Greatly reduced Divayth Fyr's fertility, so he's unlikely to have natural children
* Landed priests of most temples will now gain appropriate patron traits
* Minor nerf to Imperial City cash cooldown
* Slightly reduced vampirism chance from two sources
Fixes:
* Fixed "Proclaim the Empire of Tamriel" decision not changing the year from the Second Era to the Third Era (Huge thanks to TypicalCrusader of Thedas at War, AGOT!)
* Enabled changing hair and beard options for Argonians in Ruler Designer, as a temporary measure to fix the toxic pink hair they're stuck with
* Fixed underage characters participating in Heart's Day holiday
* Adjusted some cultural names for custom cultures
* Fixed some tooltips about DLC features being visible despite not owning the DLCs in question
* Fixed Character Window backgrounds not displaying where the character is currently located
* Redguard knights now wear pants
* Fixed the Orc Wife court positions requiring the court owner is male
* Fixed only dynasty heads being able to abdicate
* Fixed Blackrose Prison being a tribe held by an Autocracy
* Fixed White-Gold and Temple of the Ancestors HS effects stacking
* Fixed random Necromancers converting to inappropriate necromantic faiths (Ghost-Hist Tharns etc)
* Fixed Mannimarco gaining a beard when dead
* Betrayed are now properly bald
* Reworked backend localisation for names, dynasties and houses to make translation easier
* Fixed some character templates not doing proper Elder Kings character setup (lifespan, compatible races etc)
* Fixed broken Cultural and Heritage Identity doctrines tooltips when creating a new faith
* Fixed missing unique localisation when uniting Nibenay and Colovia back into Cyrodiil as a Heartlander
* Fixed some issues with Great Chapel holy site triggers
* Fixed missing terrain localisation
* Fixed missing icon for dreugh artifacts
* Fixed the new immortality trait (lifespan_6) not using the correct trait icon
* Undead can no longer extend lifespan by decision
* Fixed Sanctity of Life tenet not reducing faith hostility with faiths that criminalise vampirism
* Added the EK content_source icon to many events lacking it
* Fixed calculation of lifespan, causing many elves to die at too young an age
* Culture with the Headhunters tradition no longer loses access to their MaA if no longer of a Nedic heritage due to hybridisation
* Fixed Necromancers with faiths where undead are criminal executing all their summoned skeletons and undead thralls
* Made generic CK3 Achievements available to unlock while playing EK2
* Fixed the Spellbook not showing the effects of rituals on hover
* Fixed EK date format not fitting on the character memory entries screen
* Fixed tribal realm backgrounds always being desert
* Fixed various missing loc strings
* Fixed assorted errors, typos and minor bugs
Known Issues:
* Curse of Undead spell does not work when used on a county held by a vassal ruler
* Some tooltips are too large to click the button beneath them (Temporary fix: enable tooltip delay in settings)
* Crown Authority effects of other rulers than yourself don't display properly
ебём
Да просто увидел. Я когда его в туре посетил, мы посидели поболтали, когда уже отьехал на два графства от столицы его, чекнул его королевство и там уже какая-то тянка сидела вместо него. Чекнул причину смерти "совершил самоубийство". Мне даже жаль стало что я его империю отжал
Если потерял титул стресс идет? Не помню уже
Первых древних кангсов сколько лет делали? А этот относительно недавно появился. Да третьи кресты просто лучше, двушка это плесневелое дроченое гуано объективно играл в него еще до выхода старых богов 3000 часов параша полная плюс заебал вусмерть. Какие-то дауны все писали про оказуаливание какое-то в трехе которого я в упор не увидел, потому что вторая часть уже была казуальным костыльным ущербом это я так если кто захочет вспомнить про какой-то там калтент в двухе, напоминаю - его нет нах.
Люблю в трехе любоваться своими персами, а баб раздеваю и дрочу, особенно на беременных. Короче все будет, надо только всего да побольше понапиздить с CFP EPE да прочих Апофеозов.
Лучше дрочить хуй чем вторых куколдов малец
Например это
https://www.nexusmods.com/crusaderkings2/mods/73
И это
https://www.nexusmods.com/crusaderkings2/mods/102
там ещ несколько есть, вроде как добавления контента для Атморы, добавление для ИИ использования превращений в лича и ещё по мелочи.
Ну мне кажется основная проблема в том что в ЕК1 есть много длс для работы. В ЕК2 не с чем работать. Например я копался в нереализованном контенте для ЕК1 и нашел там что слоады планировались внешней силой, типа как китайская империя в ванили. То есть все эти набеги слоадов в теории можно было бы прекратить, если с ними договорится. Или вообще поставить на трон слоадов своего родственника.
Еще че будет кидай чмоки допилятор
небось стресс идет? не все будет, надо еще там очень хочу в другой расы и слоны у них реже "political concerns" встречаются.ну, будешь дальше просто дальше великие дома, но увидел,
Начал за грандмастера Хлаалу, и какого-то хера к началу игры Дрес отжали кусок Нарсиса. Уже долго маячит претензия на эти земли, но все никак не могу их оформить. В данный момент Дрес воюют с погаными ящерами, поэтому объявлять им войну сейчас будет не очень скрепно, и пока что дом Хлаалу не готов пойти на такой риск (не хватает благочестия). Еще под боком один из вассалов даэдранулся, пока отношения с ним хорошие, но все равно взял его на карандаш. Еще не могу подобрать пару для грандмастера и его наследников, потому что все чуханки, понижающие престиж, а сам мастер еще и похотливый, надо же кого-то трахат. Пытался обойти закон престолонаследия, чтобы назначить наследником более способного сынка, у которого еще и дочь есть. Думал угрохать старшего, но вообще он тоже неплох, пусть пока живет. Все равно эти дунмеры живут по 300 или скока там лет.
Upd: проебал маленькую победоносную войну по присоединению родных земель. Социальный рейтинг у всех вассалов упал в минуса, по территориям прокатилась пара восстаний, в результате чего в кресло посадили более достойного грандмастера по мнению оппозиции, и управление перешло за него, а старого гг вписали ко двору архимагистра Телванни, потому что он удачно женился на его сеструхе.
Новый грандмастер выглядел многообещающе, вот только по характеристикам был тугой вояка - охуенные качества для Хлаалу. Принялся задабривать оппозиционеров, назначать их на важные должности. Решил снова поучаствовать в маленькой победоносной, только теперь против имперских колоний в Стормхолде - литералли 4 куска говна посередине болота, на которые всем похуй. Вот только проебал вспышку слева и когда пошел воевать, пидарасы опять замутили свое восстание с очередным претендентом, предварительно намазавшись даэдрическим калом. После этого начался такой анал карнавал, что территории дома Хлаалу растащили все кому не лень, даже архиканоник из Вварденфелла приперся, чтобы прекратить эту вакханалию, но и он особо ни на что не повлиял. Больного грандмастера опустили до простого лендлорда, по землям Хлаалу гуляют повстанцы, имперцы, ящерики и дом Дрес под шумок тоже понапиздил. А старый грандмастер кекал над этим у себя на островах, поебывал телваннийскую принцессу и настругал ей кучу наследников. Как по мне, этому челу реально больше всех првезло.
В EK1 пидомеры начинают рожать не раньше 50 лет.
Чтобы мод мог работать с новой версией игры, нужно чтобы его обновили
Наткнулся на мод для культиваторов для CK2. Суть в том, что там в определенный момент игрок может реинкарнировать после смерти. Как вам идея, если я попробую добавить эту фичу для воплощения Умарила в субмоде для EK1? Там же по лору он все время реинкарнирует, мне кажется это хорошо впишется.
Кстати. Я потыкал моды для СК2 и заметил что движок поддерживает отрицательные даты. Так что в теории можно увеличить возраст даэдрических принцев и выставить им например возраст ещё до Меретической Эры.
>>940122
>>940126
>>946476
>>954375
>>940080
Это я задавал тот реквест. Снова поставил игру и все как будто заработало:
Посмотрел для какой версии СК3 мод ЕК2
Скачал версию СК3 1.11.5
Скачал версию мода ЕК2 0.13.3
Скачал русификатор ЕК2 со Стратегиума.
Игра запускается, даже есть возможность начать новую игру. Однако в моей памяти было переведенно больше текста чем сейчас, скажем при выборе новой игры описания всех регионов имена и названия миссий с фракциями были на русском. Так эе ззаставочные картины(экраны) были только по вселенной свитков, а у меня половина из исхдной игры.
Реквестирую способ пофиксить русификацию и мод
Прошу помощи анончики!
Пытаюсь через Cheat Engine немного сжульничать, однако всякий раз не могу запустить скрипты таблицы т.к. каждый раз ошибка в какой-нибудь строке.
В чем может быть дело?
Не думал гуглить?
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