Crusader Kings III

Crusader Kings III

[DEPRECATED] c0da: Game Rules for Elder Kings 2
76 kommentarer
BlueYoder 18 jul @ 22:11 
How to edit the code to enable the sexual doctrine? I didn't like EK2 dev approach to it.
Eshminima 20 dec, 2024 @ 6:57 
Nope, these two are going to be abandoned forever
BlueYoder 8 jul, 2024 @ 19:25 
So, this and Unbound have been abandoned? Any rescuers?
The Filth 2 jul, 2023 @ 21:05 
Which option in the culture hybridization menu allows hybridization between both different heritage groups (Westholders and Reachmen) but also between the same heritage families (Westholders and Eastmarchers)? I've been using the "Species" option and it doesn't allow the second option.
Vertimnus  [skapare] 1 feb, 2023 @ 21:19 
Well, for one reason because I'm not going to maintain this mod anymore lol
vortex_13 1 feb, 2023 @ 18:34 
Why would I use Unbound instead when that mod is completely different?
The Renegade 21 jan, 2023 @ 11:41 
Awesome, thanks man!
Vertimnus  [skapare] 21 jan, 2023 @ 7:21 
That mod and unbound should work fine together
The Renegade 20 jan, 2023 @ 21:07 
The mod dependent on this that I was using is the Falmer Flavor mod <https://steamcommunity.com/sharedfiles/filedetails/?id=2916534045&searchtext=>
Vertimnus  [skapare] 20 jan, 2023 @ 11:31 
I was not aware of any mods dependent on this one. I'm not really sure. If you send the mods you're talking about I may be able to give more specific advice.
The Renegade 20 jan, 2023 @ 11:28 
I take it that this means this mod and the Unbound mod are incompatible (and thus, every mod/patch dependent on this mod) or will mods/patches technically work as they'll be referencing the same things that are now in Unbound?
Vertimnus  [skapare] 18 jan, 2023 @ 15:59 
This mod has been deprecated. Please use Unbound instead:
https://steamcommunity.com/sharedfiles/filedetails/?id=2920116721
VolkRasing 18 jan, 2023 @ 13:47 
For some reason with this mod I can't declare wars through valor
fisto the robo 15 jan, 2023 @ 10:43 
pls add a rule to allow unrelated cultural groups to hybridize
Akatosharine 13 jan, 2023 @ 14:14 
Do you have a discord?
Vertimnus  [skapare] 9 jan, 2023 @ 16:24 
Wrong load order or incompatible mods. Try putting c0da last. If that doesn’t resolve all of them then start removing other mods
SammyGunz 9 jan, 2023 @ 13:56 
a ton of CCU errors pop up saying every culture in the game has no heritage group when this mod is on
Mr Jake McBalls UwU 7 jan, 2023 @ 0:44 
When diverging cultures, is there a way to have that culture be native to more than just the cultural region your capital is in?
Nicholas_Piper 6 jan, 2023 @ 17:56 
Is there a way to set the default succession gender law to agnatic-cognatic?
Vertimnus  [skapare] 5 jan, 2023 @ 10:26 
yeah in the heritage tooltip for each heritage, but no not like globally all in one place
Knight Solaire of Astora 5 jan, 2023 @ 9:56 
Is there a way to see what the cultural heritages, heritage groups, and heritage families are?
Gehazi 5 jan, 2023 @ 7:05 
great mod btw and thanks for pointing out to another poster about the art breaking compatibility, i was wondering why all my games lost all culture hybridization-- works perfectly without my dunmer art
Akatosharine 4 jan, 2023 @ 3:48 
Hey, is there a way for you to enable holding conversions?
Gehazi 2 jan, 2023 @ 12:15 
is there a way to get an option for total cultural hybridization ? i kinda want argonian dunmer of the sixth house worshipping hist-- just an option for no limit hybridization?
Vertimnus  [skapare] 31 dec, 2022 @ 9:33 
mod incompatibility. Opened one of the racial art mods and for some reason they give rieklings their own heritage, which breaks CCU compatibility. Seems like a very out-of-scope change for an art mod too so maybe it's an oversight?
fisto the robo 31 dec, 2022 @ 7:44 
same as below, and now the error log is 3gb heavy
Rylock 31 dec, 2022 @ 7:32 
@Drippolini, I started getting CCU warnings about cultures not being in heritage families when I added a Racial Art submod.
Vertimnus  [skapare] 29 dec, 2022 @ 12:07 
families consist of groups. basically, in descending order of size: family -> group -> heritage -> culture
Gehazi 29 dec, 2022 @ 10:58 
can anyone tell me the difference between a cultural group and a cultural family?
Drottenssten 23 dec, 2022 @ 13:06 
@Tenderizer I think it makes sense if they're also isolationist, which they are. They're xenophobic but allow outsiders to advance politically and magically in their lands, and even Argonians (at least in eso lore). They're definitely not egalitarian, I mean they own slaves, but idk what else you'd do with them to represent a xenophobic meritocracy that also includes outsiders. Meritocracy with racism characteristics if you will
TheyCallMeVincenzo 22 dec, 2022 @ 16:09 
Can there be an aggression setting? I always hate by the time I become a king or emperor that I don't have to play ball and cowtow to a dynasty that already started as such several hundred years ago.
Vertimnus  [skapare] 18 dec, 2022 @ 9:41 
could be a load order issue, or less likely another mod editing heritages/languages
Drippolini 18 dec, 2022 @ 9:21 
Does anyone know what CCU warning means? I've been getting it for whatever reason.
Vertimnus  [skapare] 17 dec, 2022 @ 7:36 
That does strike me as very questionable haha. Crowns/Telvanni are the more xenophobic factions of two generally more xenophobic races. The only Yokudans/Dunmer that I think could be egalitarian are abeceans and hlaalu.
Tenderizer 16 dec, 2022 @ 23:59 
Have you given thought to also changing around the Redguard and Dunmer culture ethoses? Having the Crowns and Telvanni be Egalitarian is pretty weird considering that they're some of the most xenophobic members of their races, in fact, the ENTIRE Yokudan culture family is Egalitarian for some reason.
Black Tarram 15 dec, 2022 @ 7:03 
no matter what rule i set, i can only hybridise with other races outside my heritage group, is this something on my end or a known bug?
Richard 13 dec, 2022 @ 13:43 
So I took over the Imperial City, but when I try to convert the holdings to any type

Convert to castle Holding (The current holding type is the same as the target type)
Convert to city holding (There isn't another castle holding this this county)
Convert to temple holding (There isn't another castle holding this this county)

Load order
Elder Kings 2
New Faith Icons For Elder Kings 2
Custom Kingdoms for Elder Kings 2
Cadet Branch Limiter
Elder Kings 2 Submod: Less Man-Mers
Elder Kings 2 Commision all artfacts
sumbmod for EK2 Altmers Art
c0da: games rules for elder kings 2
Lambda 12 dec, 2022 @ 15:45 
pelinal's a cyborg from the future
TurtleShroom 12 dec, 2022 @ 15:15 
Ah, I see. Well, the Dwemers are what I think of when it comes to science.
Vertimnus  [skapare] 12 dec, 2022 @ 12:22 
Even without considering out-of-game sources, TES is more sci-fi than sometimes thought. Consider https://en.uesp.net/wiki/Lore:Battlespire for example. However, the point of c0da is not strict adherence to the lore, but a reimagining of TES in a different setting/genre. You might find this more serious explanation of it helpful: https://www.reddit.com/r/teslore/comments/2reyef/what_is_c0da_an_answer/
TurtleShroom 12 dec, 2022 @ 12:09 
Well, I am far more interested in this amazing Mod.

As for the CODA itself, I don't like it because some of it doesn't make any sense. For instance, how the HECK did Khajiits invent space travel? How did they seal the lunar colonies from the vacuum of space? Is CODA set in a setting where an Industrial Revolution happened without Dwemers? Given that digital technology and televisions exist, how does magic interface with that, given that Dwemers are said to have combined machinery and magic?

CODA sounds like you didn't put effort into explaining things, skipped over any serious thinking, and just made a bad crappost.
Vertimnus  [skapare] 12 dec, 2022 @ 0:02 
It would probably be more accurate to say he is thought to have mantled Lorkhan, but also if a canon-related quibble is your takeaway from that tongue-in-cheek summary of c0da you may have missed the larger point
TurtleShroom 11 dec, 2022 @ 20:23 
I only started playing ES games this summer, with "Morrowind" being my first. I am about halfway through MW as I write this, so I don't want any spoilers.

That said.... uh, Tiber Septim (Talos) isn't Lorkhan. I know that much from playing MW this long.
antuan.wallace 10 dec, 2022 @ 17:14 
Yeah it is this mod, it's my own fault I added it after start without thinking and now everyone is Righteous (00) to me and each other.
antuan.wallace 10 dec, 2022 @ 16:51 
I am having a strange error where all faiths are considered righteous, and I can't holy war trying to see if it is a conflict with another mod.
Zap717 5 dec, 2022 @ 12:24 
I can't thank you enough. Everything about this is perfect and exactly what I was hoping for from the base mod. I thought I'd have to wait for an update another year down the road, but here it is!
ErmakRus 5 dec, 2022 @ 4:58 
Apparently scrapping hostility system causes revoking titles from infidels to incur tyranny. To recreate the bug you must take crown level 2 and try to revoke title from evil religion vassal (in my game it was reachmen? while i was jarl of the reach)
Vertimnus  [skapare] 4 dec, 2022 @ 6:57 
Other way around but essentially yeah. For example the colovian heritage is cyrodiilic, heritage group is cyro-nordic and heritage family is wandering ehlnofey (all humans essentially)
Lambda 4 dec, 2022 @ 1:19 
families are a subset of groups
Verlurion 3 dec, 2022 @ 20:21 
What actually is the difference between Group and Family though? Because that is confusing me.

I would have assumed, for example, that family would = Nordic or Breton, and group = Cyro-Nordic (going off what you previously said). But you have two rules, "Within Heritage Family" (so going off that example, Nordic or Breton) and "Within Heritage Group" (Cyro-Nordic).

Sorry just confused by what the actual difference between these two is :)