Cultist Simulator

Cultist Simulator

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Total Oh No Mar 24, 2019 @ 7:17am
Destragon's Cult Sim Enhancement Mods
This is a list of mostly smaller modifications I made to enhance or tweak the core Cult Sim gameplay in some ways:

1: Addiction Mod

https://mods.thefansus.com/mods/addiction_mod/

You know how opium is supposed to have negative consequences? I never noticed any while playing the game. I looked through the files and noticed that it's actually supposed to be able to spawn the "sickness" verb, but it can't do that because of a missing requirement.
This mod fixes that bug and adds more flavor to that part of the game. Now when you take opium, there's a chance it will spawn an "addiction" verb, which is able to go through a couple random events and can create some cards. There's also a way to circumvent the negative aspects of the addiction by instead losing control of someone else for a random amount of time.
This is still just a small mod, but I think it's a lot better than what's currently in the game in that regard.


2: Autorepeat Mod

https://mods.thefansus.com/mods/autorepeat_mod/

This is a quality of life mod that lets you automatically repeat some things. Currently only affects the book store and the auction house.

Little preview video:
https://imgur.com/PKk3FXq

Book store:
You can put a large stack of funds (you can use shift click to move stacks if you don't know) in its slot and it will keep buying books until it either runs out of money or you inserted a Health card, which tells it to leave early. The time that is required to buy the books is the same, it just reduces the mouse clicks.

Auction house:
After an auction has completed (buy or sell doesn't matter), it will get to a screen where you have 10 seconds to either place an item you want to sell or place a Health card to find another auction for buying items. The total time it occupies the verb tile is actually unchanged. I reduced the length of certain screens by 10 seconds, but you will have to wait 10 more seconds for your items to be delivered to you, so the time changes cancel each other out.
(This actually also fixes a little bug that's in the base game where the auction house accidentally eats up one of your funds when you lose an auction even though it says that "you retain your funds". Also, I haven't checked if this works properly with one of the apostles because I'm actually not spoilt on that yet. Maybe someone could let me know?)

I know it's a bit weird that Health in the book store means "leave early" and in the auction house it means "keep going". I think it's okay, but might be confusing.
I might add some auto repeating cult business missions later.


3: Cult Expansion Mod

https://mods.thefansus.com/mods/cult_talk_mod/

Preview picture:
https://cdn.discordapp.com/attachments/504754524079259678/559383862212296735/unknown.png

This mod has been improved a lot recently. It gives you a way to expand your cult infrastructure and create new verbs to do cult business with.
To expand your cult, you first need to find a new HQ or potential HQ locations, then you can explore those together with a disciple and some Spintria to create special bases of operation for your cult, which come with their own verb tiles.
There are three different types of bases you can create: A savehouse for edge, winter and knock missions, a lounge for heart, grail and moth missions and a laboratory for lantern and forge missions as well as a new mission type for summoned creatures.

Beware though! Once you have two bases setup, the Suppression Bureau will take note of your increased activity and put you under additional pressure. They will be able to launch raids on your bases, potentially arresting cultists or closing down a location for good. You better have some spare favours lying around or are ready to get rid of some detectives. If you don't want additional pressure from the Suppression Bureau then simply don't found more than one base.

The mod gives you another reason to explore more HQs, gives some of your idle cultists another thing to do and gives you more opportunity to scar your cultists, if that's your thing.


4: Follower Recruitment Mod

https://mods.thefansus.com/mods/follower_recruitment_mod/

This mod makes it easier to find followers that correspond with specific lore types.
When you try to find new followers with this mod using a lore fragment, you will have a 50% chance of finding someone who matches that lore aspect and a 25% chance each to find one who matches one of the two adjacent lore types. Secret Histories and Knock are able to find cultists from all lore types, as are rumours. Also adds a little hint sentence to the end of the recipe, letting you know what the newly found person's aspect is.


5: Alternate Recuperation Mod

https://mods.thefansus.com/mods/alternaterecupe_mod/

This one is a little less an enhancement mod and more an alternate style to one of the game mechanics. It's for people who have played Cult Sim a bunch already and want to try playing with some slightly different spin to it.
Essentially what this mod does is make it so that the 3 main ability cards, Health, Reason, Passion, can only regenerate one at a time instead of all regenerating simultaneously. It adds a "recuperation" verb, which sucks up an exhausted ability card and spits out a refreshed version after some time.

What I wanted this to do is encourage you to value your ability cards more as resources, making it a big investment to spend three reason on a single job or four passion on a painting, for example. It does achieve this to some degree and I think the balance is fine right now, even with Glover & Glover or the detective job. What I do like about this mod is that there is actually an incentive not to always just spend 3 reason on the detective job and to recover fatigued health by dreaming (never done that before during normal gameplay).


How to install

See the bottom of this post:
https://steamcommunity.com/app/718670/discussions/1/1849197902653439619/


If anyone plays with these mods, I'd love to hear feedback or about found bugs and typos.
Last edited by Total Oh No; Mar 25, 2019 @ 4:40am
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Showing 1-8 of 8 comments
GHURATR Oct 1, 2019 @ 8:12pm 
Hi, are these up to date still? Do you have an alternate link as the Fansus mod database seems dead.
SaigaBR Oct 8, 2019 @ 12:09am 
All off the links are dead Ç(
Total Oh No Dec 31, 2019 @ 8:42am 
Sorry for the super late response. I haven't paid attention to Cult Sim in a while and didn't really feel like going back to it.
The mods were made when the Dancer DLC was recent, so they are probably out of date, but could still work anyway.

Here is a rar with, I think, the latest versions of all the mods as well as a Medieval Lord Simulator mod that I never finished:
https://cdn.discordapp.com/attachments/504754524079259678/661609607508000787/mods.rar
They require the mod manager tool though and I haven't looked up if that is functional on the latest Cult Sim version.
Operator Jan 18, 2020 @ 2:01am 
What mod manager
Total Oh No Jan 18, 2020 @ 2:19am 
Frangiclave Mod Manager. No idea if it works on the latest version of Cult Sim, but I hope.
https://steamcommunity.com/app/718670/discussions/1/1849197902653439619/
Internet Algae May 27, 2020 @ 4:37pm 
The Mod Manager is now built into the game, but due to a bug it requires patching a file right now (see modding discord). It's made by the same guy who made Frangiclave, but he works for WF now.

As for the mods I've only tried the Cult Expansion one, it's pretty fun. Works fine with the latest version including Exile.

Am going to try one or two others, but I have not played quite enough to give a detailed review.
Total Oh No May 27, 2020 @ 9:30pm 
Originally posted by Internet Algae:
The Mod Manager is now built into the game, but due to a bug it requires patching a file right now (see modding discord). It's made by the same guy who made Frangiclave, but he works for WF now.
Awesome, because modding the game without the manager was quite a pain in the past. :P

Originally posted by Internet Algae:
As for the mods I've only tried the Cult Expansion one, it's pretty fun. Works fine with the latest version including Exile.
That's cool to hear. I should really get back into modding Cult Sim, but I'm pretty occupied with other games right now.
Internet Algae May 28, 2020 @ 7:03am 
Sure, I know that feeling. Still great you took the time to reply! Enjoy whatever gaming you've got going on!

For anyone else: Follower recruitment mod works too, but I'm a bit worried that there might have been new followers introduced since. The follower json file is annoying enough to parse that I can't be bothered to check, but either way it does work.
Last edited by Internet Algae; May 28, 2020 @ 7:04am
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