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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.
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.
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.
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.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3493623299&searchtext=dan%27s+minotaur
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.
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.
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
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
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
@fisto the robo Might be, I'll take another gander next time I'm having issues with debugging.
i think theres a way for tiger to only parse through a mod's code, might be worth looking into for the future.
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.
try the tiger code-parsing tool if you havent heard of it, pretty neat. cant link it here, search 'ck3 tiger' in google
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!