Crusader Kings III

Crusader Kings III

Jam's New Cultures and Map Edits for EK2
294 comentarii
jamminjellyjam  [autor] cu 19 ore în urmă 
@Coalsack, It's not really my area of expertise, and again not really something I'm interested in making myself, but you're probably gonna need to account for that the khajiit ethnicity files accounting on features and graphics found in basegame EK2's gfx (graphics file) folder for the khajiit ethnicity to work in a base game EK2 mod. If you can get the khajiit and their features working, and can account for dremora horns as well, the Minotaur ethnicity should also work alright just fine and you're free to use it. I would try checking with the CK3 Mod Co-op discord for further help.
Coalsack cu 19 ore în urmă 
That, or the game never launches.
Coalsack cu 19 ore în urmă 
I mean, I got most of the base sets for khajiit to work on my own, the issue is the way it's interwoven with the files in the gene folder, that is hard for me to pull clean off. Otherwise I only get weirdly-colored humans with the Khajiit ethnicities.
jamminjellyjam  [autor] cu 22 ore în urmă 
@Coalsack, If you want to take a crack at it, be my guest, but I think the EK2 devs are a bit more protective of their assets for beastfolk than I am of mine. Otherwise, it's not something I'm really interested in making.
Coalsack 11 nov. la 13:45 
Any chance you can release the Minotaurs and khajiit as a standalone playable ethnicity? Since it seems that I'll take a long while before we get EK2 up to All under Heaven, and I kinda want to play as one of those in vanilla :'c
jamminjellyjam  [autor] 10 nov. la 13:36 
@Mascot_chad, I appreciate it, and I hope so too.
Mascot_chad 10 nov. la 8:28 
@jamminjellyjam, Of course, I respect your opinion as an author, I hope the mod will only get better with future updates!
jamminjellyjam  [autor] 10 nov. la 8:18 
@KaiserOnTheRun, I sure hope so too! I've not yet received confirmation yet but I'm looking forward to fitting them into my submod.
KaiserOnTheRun 10 nov. la 8:11 
Just saw you comment on the Song Of Return submod. Was going to suggest you do that so great job being ahead of that. Hope they get back to you about letting you make a compatch for it and your mod.
jamminjellyjam  [autor] 10 nov. la 7:21 
@Mascot_chad, I agree I should definitely look into adding more adventurers, though, I've been meaning to look into how to do that. A few more adventurers for the new cultures, Sea Giants included, would be cool and are something I plan to make eventually.

I've not done any map editing before and it's not something I really plan to get involved with, so I don't think I'll be re-adding the Forgotten Vale anytime soon.
jamminjellyjam  [autor] 10 nov. la 7:20 
@Mascot_chad, I'm glad you like the mod, but I don't think I'll be removing any of those cultures you're suggesting I do anytime soon. Some of them are definitely kinda silly or influenced by my own tastes, but I think they add a lot of flavor and variety to the world. I like having cultures such as the Volkihar and Gray Islanders so that I can ensure they always spawn as vampires and/or lycanthropes and undead and to provide unique gameplay experiences for people playing as Harkon or Rada al-Saran.

If you dislike any of them enough, you can pretty easily edit the history files of the mod so that they are not present at game start, and thus dead, by reverting the province culture to a different culture, although the individual rulers and characters will remain that culture unless you go and edit those as well. If you want to rename any of the cultures, you can also do so for your own games by editing the localization files.
Mascot_chad 10 nov. la 6:46 
I also think it would be a good idea to change the existing cultures:
Snow Orcs should be renamed Falkrent Orcs and their map color should be changed to green.
Ruby Orcs should be renamed Cyrodilic Orcs (Syro-Orcs) and their map color should be changed to light green.
Bendmarcher's color should be changed to a shade of blue.
It would be nice to add at least one Sea Giant adventurer to the islands in the Sea of ​​Ghosts.
It would also be cool to add the Forgotten Vale; there was once a submod for this, featuring Falmer culture, as well as Fallen Falmer.
Mascot_chad 10 nov. la 6:44 
Greetings, in my opinion, this is definitely the best submod for EK2, but I have a couple of suggestions and corrections:
In my opinion, cultures like the Anchoriti, Gray Islander, Volkihar, and Hackdirter are illogical to add to the map.
The Anchoriti are simply a rabble of necromancers; I don't think they represent any particular culture. Gray Islander and Volkihar are simply vampire clans; I think their cultures should be removed or merged into the vampire culture (although this is also not entirely correct). Hackdirter are simply modified Imperials. The Oreyni are also a clan or a dynasty; I don't see the point in separating them from the Bosmer culture, but I think the unique DNA of the dynasty should be preserved.
jamminjellyjam  [autor] 5 nov. la 10:39 
@Trortun, I probably won't be adding that in the main mod, but you should definitely check out Dan's Minotaur Mod for this submod which adds something similar, although they usually resemble humans more than Minotaurs (at least after a generation or two).

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3493623299&searchtext=dan%27s+minotaur
Trortun 5 nov. la 8:45 
Any chance that you could make it possible to have hybrid children with the beastfolk you added? I wanted to do a run following Alessia footsteps and marrying with a minotaur as a human and having children with them.

I downloaded a mod to be able to marry (and have children with) beastfolk but even though it allowed me to marry the Minotaur, I couldn't have children with them, not even trying to force it with debug mode.
jamminjellyjam  [autor] 3 nov. la 16:48 
@Chezire, No, I'd have to assume this mod is not currently compatible with Songs of the Return at all, just from knowing how CK3 modding works and that they both likely edit a lot of the same history files. It'll probably crash if you try.

It's an absurdly good mod, but the vast majority of the cultures unique to my submod wouldn't be around way back in the Merethic era when Songs of the Return takes place, so I probably won't be making a compatibility patch for it.
Chezire 3 nov. la 16:07 
Do you think this will work with that new mod song of return? I like your giants lol
ɌƗȻꝀŦɆɌ 29 oct. la 11:32 
can confirm, i used the advanced cheat menu mod (lame, i know) to give him the trait in my most recent game (not as him) and there were no issues
though he did get his county revoked very early and became an adventurer, so he just sort of spread the trait around and like 5 generations later half the imga on cyrodiil and elseweyr have it
jamminjellyjam  [autor] 29 oct. la 5:57 
@ɌƗȻꝀŦɆɌ, Have to admit, that's pretty damn funny. Might consider it for a future update considering base EK2 doesn't do anything in particular with the trait.
ɌƗȻꝀŦɆɌ 28 oct. la 23:00 
oh, well, could not help but ask
alternatively, i think it would be funny to use the "Sayyid" trait (maybe with a rename in the loc?) for that cyro-imga count (baron?) that you added that claims descent from marukh, y'know, "descendendant of the prophet" and such
jamminjellyjam  [autor] 28 oct. la 20:21 
@ɌƗȻꝀŦɆɌ I probably won't be changing Ojel helmets, hate to tell you. I personally love how silly those pot helmets look on them, just barely covering their eyes. Especially when they spawn with the Naga ethnicity!
ɌƗȻꝀŦɆɌ 28 oct. la 18:13 
hey, just a suggestion, since you already edited the clothing sets for the Ojel Argonians, is there any chance you could remove the pot helmets? they look kinda silly with those over their eyes
jamminjellyjam  [autor] 28 oct. la 14:34 
@Sinn, Yep, those extra clothing options are, for the most part, probably all DLC. Like the brown fur cloak Nords use is only available if you have the Northern Lords pack.
Sinn 28 oct. la 8:56 
Hey, i have a weird question that does and also dosent relate to the mod. In the screenshots some characters have cloaks and other outfits i do not have access to, are those from DLC or are they from a mod? im desperately in a need for some new options for clothes. Thanks for awesome mod though!
fisto the robo 27 oct. la 16:05 
joe biden 🧓
Joe 26 oct. la 19:20 
thats me, you might be wondering how i got here, heh
jamminjellyjam  [autor] 26 oct. la 17:26 
joe papa
KoiKarp 26 oct. la 12:10 
joe mama
kangered cat 26 oct. la 12:08 
joe
Joe 21 oct. la 12:48 
Wow that's so cool, i can't believe this is a thing i can do thanks to this mod, awesome!! I know what my next playthrough is going to be, thanks!
jamminjellyjam  [autor] 21 oct. la 12:46 
@modest_mishmash, Couldn't have said it better myself!
modest_mishmash 21 oct. la 12:42 
@Joe Minotaur culture is the currently present one, Men of Tor is their historic origin culture. Basically, they started out as the children of Queen Alessia and demi-god Morihaus and served the first human empire as the defenders of Sancre Tor. Over time, their reputation was lost and they started to be seen more as beasts, reflected by the pariah trait of the Minotaur culture. If you're able to get enough renown and conquer the required lands then the mod lets you restore the ancient Men of Tor culture and return to the empire
Joe 21 oct. la 12:32 
Hi there, silly question perhaps, but why is there a "Minotaur" ethnicity and then a "Men of Tor" ethnicity, what is the real difference or story behind it here? Curious as a guy who loves Minotaurs in TES, thanks for the awesome mod!
jamminjellyjam  [autor] 19 oct. la 8:49 
@fisto the robo, Maybe! But it's a little out of scope of this mod and not something I'm personally interested in. You should look into stingraymechanic's upcoming 'Phylogeny: Species System Overhaul' mod on the Discord, which is adding something very close to what you're looking for.
fisto the robo 19 oct. la 3:13 
ik cultural traditions do the job in ck3 but would it be interesting to add 'racial' modifiers in the culture/heritage? like adding some minute +5 advantage to swamp to the various swamp cultures or -15 navy costs to naval cultures
Somekind of ingrained buff to further slant players towards 'racial builds' closer to dnd/tes gameplay? tbh mostly so theres these slants when ai invariably just reforms their cultural traditions away for no reason
jamminjellyjam  [autor] 18 oct. la 20:12 
This submod is now up to date with the latest version of EK2. Enjoy the mod and the newly returned Systreans!
The Illusive Man 17 oct. la 5:27 
@tmmelekhin, Redguard propaganda
jamminjellyjam  [autor] 16 oct. la 8:27 
@babadui, Thanks, my man. I appreciate it! :steamthumbsup:
babadui 15 oct. la 19:44 
hey jam thanks again for the goated mod and effort
jamminjellyjam  [autor] 10 oct. la 16:12 
@macintosh1257, This works with the latest update to basegame EK2, which was back on September 15th. The last update to this mod was on September 24th.
macintosh1257 10 oct. la 14:33 
Does this need an update?
tmmelekhin 5 oct. la 6:51 
Lefthanded elves aren't real
Siren System 3 oct. la 1:37 
you should add a few dead cultures like the lefthanded elves.
Black Tarram 20 sept. la 2:54 
@jamminjellyjam no worries i don't expect you to honestly but FYI if this mod becomes fully compatible with jimmywhites mods and i can be werewolf goblin with a harem of Minotaur, ill be sweet
jamminjellyjam  [autor] 19 sept. la 19:07 
@Black Tarram It is what is at the moment, my man. Without knowing what the mods you use are, I couldn't help you even if I was in the process of making a ton of compatibility patches.

@fisto the robo Might be, I'll take another gander next time I'm having issues with debugging.
fisto the robo 16 sept. la 8:05 
glad to hear the crash is fixed. those missing or duplicate brackets are like finding ghosts in the matrix 😂

i think theres a way for tiger to only parse through a mod's code, might be worth looking into for the future.
Black Tarram 15 sept. la 23:34 
seems like a fun Mod, i liked seeing how crazy the minotarur models, hope its gets more compatible with the more essential mods in my playset so i can do a run through
jamminjellyjam  [autor] 15 sept. la 22:32 
@fisto the robo, Thanks for the suggestion! I gave ck3 tiger a try, but it came up with much too many errors to be terribly useful, since it only compared the mod to basegame CK3 and not to EK2 as well. I did manage to figure it out, though.

As you guessed, the issue that caused the game to crash consistently not even a year in which caused the entire day delay for the update to come out turned out to be an accidental single extra unnecessary bracket in Highrock's title history files. :steamsad:
fisto the robo 14 sept. la 5:52 
sad to hear about the crash, could be something just as simple as a missing } somewhere. If theres nothing outlying in the error.log file, it may just be it.

try the tiger code-parsing tool if you havent heard of it, pretty neat. cant link it here, search 'ck3 tiger' in google
jamminjellyjam  [autor] 14 sept. la 5:24 
@Akatosharine, A few! Unfortunately, I had to rollback to a previous update. The game crashes very shortly after starting a new game, usually before an in-game year is even up, which wasn't happening in my very late testing. No idea why yet, so I rolled back.

I'm still working on the update to get things to work to get rid of CTDs, which hopefully shouldn't take too much longer, but a new Sea Giant culture and new traditions for the Anchoriti and Ara-Almeshini are, unless something's really wrong there, finished. Check the patch notes!