Crusader Kings III

Crusader Kings III

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AGOT Sundry — Essos CoA, Dynamic Clothing & Lore Accuracy
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Mar 23 @ 1:55am
Jun 21 @ 5:02pm
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AGOT Sundry — Essos CoA, Dynamic Clothing & Lore Accuracy

Description
Sundry is a submod for AGOT intended to make your new save feel more immersive and dynamic than the last, editing and adding in new factors to affect the game.

This mod provides greater variety in hairstyles, beards, and outfits, as well as Arsenal and Wardrobe decisions that allow the player to adopt the fashion of another culture. Unlike the barbershop, the chosen style remains fully situational; you’ll wear armour as an army leader, marshal or admiral, and clothing otherwise. Martial and civilian styles are separate, meaning you can make your own combination, such as wearing Dornish clothes but donning Valyrian armour. Styles have their own bonuses and malluses, and will also affect public perception.

More dynasties have been given unique flair, such as the Conningtons and Mallisters who sport winged helmets, the Cleganes who have a cruder metallic look, the Blackwoods whose attires are more like the Northerners, and more. Some cultures like the Crannogmen can immediately be picked out of a crowd with their practical gear, and knights who live up to to their gallant reputation get a more impressive apparel. Anyone travelling or leading armies beyond the wall on the other hand will wear copious amounts of fur to withstand the cold.

There are also unique coat of arms for all dynasties of Essos, including those added in the Legacy of Valyria submod (not required), and a select few coat of arms for Westeros, a combination of vanilla, AGOT+ and my own edits.

There are many minor changes that won’t pop out immediately, but will have a great impact nonetheless. For instance, the importance of personality traits are enhanced, making the stability of a realm more dependent on the cast of characters currently in power, their differences and similarities.

The scope of this submod will likely both wax and wane to keep it as lightweight and compatible as I can make it with any new addages. If there’s issues, feel free to tell me so I can try my hand at fixing them! Unless there’s other mods that take priority, I suggest keeping this mod at the bottom of the load list.

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Content


A bigger and more dynamic pool of hairstyles, beards, clothing and armour.

Dynamic in this context means that there are more factors that weigh in on what suits the character, such as their traits, skills, prowess; whether they are knights or heirs or rulers; married or unmarried, virtuous or sinful, etc.


CoA for all dynasties of Essos, the Stepstones and Beyond the Wall

Includes CoA for dynasties added by Legacy of Valyria as well.


CoA edits for Westeros

A couple of adjustments and additions, a middle way between vanilla and AGOT+.


Wardrobe and Arsenal decisions

Dress and armour yourself according to another culture's fashion.


Rebalancing

Particularly in regard to opinion at this stage. The goal is that the average ruler won't be universally 100+ loved or 100- hated, but swerve somewhere inbetween. The effect of Prestige and Diplomacy is nerfed, while keeping someone on your council confers a much greater opinion now than before to make political support more transactional. Personality bonuses/maluses are also raised to make them more relevant.


Religious doctrine edits

Frozen Shore Old Gods given Ritual Cannibalism, as mentioned or suspected in lore, replacing Natural Primitivism.

Faith of the Seven given Legalism, replacing Communal Identity, so sinful rulers are challenged more.

Faith of the Old and New given Ritual Hospitality and Adaptive, replacing Legalism and Sanctity of Nature.



Diversity of local beliefs

Expanded areas where Faith of the Pure, Faith of Old and New, Old Gods and Gods of Wave and Sky are worshipped by the commonfolk.


Travellers from distant lands

Lorathi, Qohorik and Moluuni (Summer Islander) cultures added to the map as spawnpoints for characters who can become wanderers or mercenaries. Qohorik and Moluuni are present in a county each on the Stepstones, while Lorathi are in one county on the Stepstones, a second in Braavos and a third in Andalos.


Flavour edits

The North? North of what? As part of the Seven Kingdoms, it may be called the North, but as an independent kingdom it will use the name "the Winterlands", reflecting the ancient title of King of Winter (and at least one canonical use of the winterlands in the books)!

Similarly, the Riverlands has been redubbed "the Trident", since this is the lordship held by the Tullys of Riverrun. The independent kingdom will be the Riverlands.

The Iron Throne has been redubbed The Seven Kingdoms as the realm is referred to in the books, and Lord Paramounts are simply called Lords.



Optional culture name edits

Using the Vale as a template, these changes add consistency to the titulation of branching cultures. Crannogmen and Skagosi are kept separate to emphasise their distinctiveness in the North, like the Sistermen in the Vale.

Reachman > Mander Reachman
Honeywiner > Honeywine Reachman
Shieldman > Shield Reachman
Vineman > Arbor Reachman

Northman > Tundra Northman
Harborman > White Knife Northman
Barrowman > Rill Northman
Wolfswood Clansman > Wolfswood Northman
Northern Clan > Hill Northman
Bearman > Bear Isle Northman
Krakenman > Cape Kraken Northman


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Planned content


More varied name pools

Wardrobe/Arsenal for non-player characters

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Compatibility


DLC assets are used, but the coding is intended to bypass those if the relevant DLC isn't activated. I made Legacy of the Dragon a requirement, but it's more a recommendation - it isn't needed for the mod to work. Most of the features are save game compatible, the exception being game-rule activated effects.

Extra Custom Strong Seeds (as of April)
AGOT+ (as of April)
Legacy of Valyria (as of April)
AGOT Bookmarked (as of March)

Thanks to the creators of AGOT+ for letting me use their assets, full credit to them for the emblems!

When in doubt, place Sundry last in load order.

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Latest updates


◉ Many new CoA for minor dynasties that have recently been added.
◉ Removal of game rule for optional Westeros CoA, instead implemented as a smaller, but more refined list.
135 Comments
Liberater 1 hour ago 
same, would appreciate a version without the changes to the coas, as someone who can't make up their mind and constantly restarts campaigns it'd be nice to not have to manually change everything every time
Miketantinople 22 hours ago 
Is it possible to release a stand-alone mod without the changes to COA? After playing so long with AGOT+'s COA it's so strange to look at the current version. (e.g. some COA has colors that seems out of place) But if it's too much trouble then I wouldn't complain, thank you for this amazing mod.
sakonthos  [author] Jun 22 @ 9:25am 
I've been busy lately and forgot to mention the changes in the last update, sorry about that!

The removal of the game rule is purposeful and will remain the case for now. All emblems are still available in the customizer if you want to manually replace any CoA.

So why the change?
The optional CoA has been difficult to code, particularly clunky in terms of all the personal arms that have to match their progenitors. It gets into muddy territory like changing the History files, i.e the folder where historical characters are stored, which is frequently changed in base mod patches.It causes a lot of issues. I've been solving each one with a bandaid, working through obscure bits of code, but it's not time efficient.

So for now I am staking out a middle way with focus on lore accuracy as well as aesthetics. Most AGOT+ arms are cut out entirely, leaving a select few that are edited to my standard and implemented. If people miss any CoA in particular they're free to let me know!
HotMaciuŚ Jun 19 @ 9:01am 
there is no option to turn off the agot+ Coa
中普网友 Jun 17 @ 12:26pm 
now causes some heraldry to display incorrectly
Tureno Jun 16 @ 7:34pm 
A bunch of Westerosi CoAs reverted back to vanilla/Agot+ only. Notably Starks, Bolton, Tyrell, Florent, Arryn and Lannister
CHRISSSYYYYY Jun 16 @ 2:20pm 
Not seeing the gamerule to turn off the new CoA's anymore, could be an issue on my end but just wanted to know if it was intentional or sumn.
Victor Shade Jun 16 @ 2:09pm 
I noticed the option to turn off the AGoT+ CoA has disappeared from the Game Rules. Ran with only AGoT and Sundry, and the option still was not there.
Liberater Jun 16 @ 1:07pm 
would be great to add a game rule or something to not change the agot+ coat of arms
Barracuda Jun 15 @ 7:09pm 
I have noticed that the Wildlings are using Northmen Armor and gear. The Modset I am using is:
A Game of Thrones, AGOT Submod Core, Legacy Of The Dragon, AGOT+, and AGOt Sundry