Crusader Kings II

Crusader Kings II

Realm Break and only Independence Faction
61 Comments
Shotty Man Feb 11, 2024 @ 1:28pm 
Also worth mentioning, 100% of my games end with Islam being relegated to Ethiopia, Yemen, and small bits of southern Persia, without my intervention. Muslims effectively becoming less numerous than Miaphysites are at game start
Shotty Man Feb 11, 2024 @ 1:23pm 
That is true, I should have elaborated. Christian empires (except Germany/the HRE) never seem to break in this way, and even if they do, it's not permanent. It only seems like Muslims are affected, so much so that in my games Crusades sometimes don't fire because there are no eligible targets anymore. It's nice to not have Muslim blobs everywhere but at the same time the game is much less fun because there are no crusades and there aren't existential threats to you and your realm like the caliphates once were.
ProphetSteve  [author] Feb 10, 2024 @ 6:21pm 
@Shotty Man Hello my friend. This mod certainly does tend to wreck the empires, especially early on. That is, to some extent, the purpose of this mod. I made it over 6 years ago because I was tired of seeing a single monolithic Muslim blob over the whole Middle East every single game and wanted some variety.
Shotty Man Feb 1, 2024 @ 11:25pm 
Might just be some other mod, but I've noticed that muslims get absolutely shredded and never pose a real threat to anyone. The Umayyads, for example, fell apart completely within the lifespan of my second ruler. Again, not 100% if this mod is what causes it, but I can't find any other mod that could cause this.
Benjome May 30, 2018 @ 1:04pm 
could you make a variant of this mod that doesn't remove the factions?
lemmerdeur May 4, 2018 @ 5:48am 
ty!
ProphetSteve  [author] May 3, 2018 @ 10:47pm 
@L'emmerdeur Of course. Go to the event and remove the line has_regent
lemmerdeur May 3, 2018 @ 7:32am 
Could I edit this to not trigger when the heir has a regent? I like every other feature, that one just goes a bit too far for me.
Scarelya Oct 6, 2017 @ 6:03am 
Thanks for quick response!
ProphetSteve  [author] Oct 5, 2017 @ 6:56pm 
@oscarosfahlinos Yes. If you open the factions file , delete the content of it, and save it.
Scarelya Oct 2, 2017 @ 9:33am 
Is it possible to make a mod that removes all factions? or is it easy to do yourself in the game files?
ProphetSteve  [author] Jan 26, 2017 @ 10:54pm 
@BARBAROSSA Glad it's what you're lookin for!
centrist_marxist Jan 26, 2017 @ 3:48pm 
This mod will be amazing for my mega campaign! It feels a little too extreme to use for the entire game, so I'm just going to enable it in 1344, 100 years before conversion. But still, great mod!
Eternantium Nov 18, 2016 @ 3:00am 
Thanks! I found the file. I can't find one with "council" though. Which one is the council authority one? lol. I might not remove it just add some restrictions to it. I might find it by the time you reply, but it doesn't hurt to ask lol.
ProphetSteve  [author] Nov 17, 2016 @ 12:58pm 
You remove factions by taking the information for the faction out of the factions file. If you open up the mod and look at the files it should be easy to see. However, mods which modify the same file will not be compatible with each other. If you want to be certain about which factions are allowed you must have only one mod enabled which modifies factions.
Eternantium Nov 17, 2016 @ 7:52am 
How'd you remove the factions? I actually had a glitch occur in my game (maybe due to abundance of mods) where the increased council power faction would not work but all other factions would? But now the glitch isn't present anymore. Am considering making a mini personal mod removing just that one or something.
ProphetSteve  [author] Nov 7, 2016 @ 8:16pm 
@Mohamm (MONITOR) Yes, that is what I mean. I hope you learn to mod! Mods are like 70% of Ck2 for me :D
MrBeast Nov 7, 2016 @ 6:45pm 
there isnt a factions folder, but there is a file called 00_factions which I believe you probably edited. im going to go through it to see how to mod these factions
ProphetSteve  [author] Nov 6, 2016 @ 12:40pm 
@Mohamm (MONITOR) Sorry, I've stopped working on my mods for now. But making that change is easy. Unpack the mod in the mods folder in documents->paradox->ck2->mods. Change the notepad file destination to the name of the folder (minus zip). Then open up the factions folder. Then also find the factions folder for the base CK2, which should be Programs-> Steam-> Steamapps-> common -> ck2 -> common -> factions. Find the faction to instate a new ruler from that file and copy and paste it into the file from the factions for this mod, and you're good!
MrBeast Nov 6, 2016 @ 8:23am 
Can you make a variation of this mod allowing the faction to instate a different ruler?
Trihne Aug 14, 2016 @ 4:08pm 
Thank you for the tip. I'm always scared of messing up when I mod (and when I mod mods XD). I'll try.
ProphetSteve  [author] Aug 14, 2016 @ 3:28pm 
@TripleThree Lol, that is a lot to ask for. It all makes sense though. It absolutely is possible to do the things that you suggest. Another great suggestion is to make it so that only vassals that are powerful or are coastal can break free. I think I put #'s in front of the is_female check, so that it will no longer break for female rulers. # turns lines into mere text. To make it check for succession would be to do AND = {
is_female = yes
NOT = { has_law = agnatic_succession }
}
To change religion/culture group, simply change religion to religion_group and culture to culture_group. It will be a while before I update this mod again, but I hugely encourage you to try modifying the files yourself. When you become able to mod this game it becomes infinitely better. Look up ck2 scopes, ck2 conditions, ck2 commands online, and the events and decisions folders in the default game for coding sources.
Trihne Aug 14, 2016 @ 11:25am 
I looked at the mod event and I understand that it can trigger if the heir is female as well? Is it true if the succession is absolute cognatic ? If not how can I change it? (I m using the doesn't affect faction version)

Also, could instead of any heir that isn't same religion and culture exactly, why not just the group? It seems a bit more fair... (but heresy still trigger the event)

And the claims should be restricted to the dejure direct liege of the vassal's title, like as byzantine emperor, one my duke vassal in the dejure kingdom of greece break free, he gets claims on other duchy inside the dejure kingdom of greece. A separatist king gets claims on all kingdoms in the empire (as well as the empire itself) but not all duchies and counties.

I realise I'm asking for a lot lol. But as it is it seems too destructive for my tastes... And yet it sounds like a fuckoing great idea.
Evennacht Aug 2, 2016 @ 4:26am 
Another problem is that you cannot give out your duchies because the game thinks they're involved in 'ongoing wars' (even if you're at peace), and so your vassals hate you for having too many duchies even though you have no way to distribute them.
Evennacht Aug 2, 2016 @ 2:53am 
@Steve No you're absolutely right about killing blobs. It's just the claims that get out of hand when you have dozens of vassals all with claims on everything else. I'm not sure if it's at all feasible but I'd have it so that every vassal gets claims only for everything in their highest level holding, and then two or three pretenders get claims on the player's highest level holding.
ProphetSteve  [author] Aug 2, 2016 @ 12:40am 
@President Trump Glad you appreciate it! I could add more conditions that limit the number of vassals that can break free, but I like that the Realm Break is so cataclysmic because it keeps the game fresh by killing great powers that usually blob (as long as you're not the one who's realm is blowing up).
Evennacht Jul 31, 2016 @ 1:13pm 
Great mod!
However it is not balanced for empires, and the claims get a little silly at that level. Fighting off 27 vassal kings stops being fun after the first 5 or so. I won't be making empires anymore but this mod is too much fun to not keep using.
ProphetSteve  [author] Mar 21, 2016 @ 7:02am 
@Siegfriedfr You're right there is a way to give the independence faction more weight. However, the main problem with factions that this mod has is a general one - anyone who is currently in a civil war is not given the option to break away from the realm if their old liege dies. So it's a little ironic that the revolters don't have the option to break away.

However, I suppose I could make it so that when the king dies the civil war ends and then they have the option to break away...
ProphetSteve  [author] Feb 26, 2016 @ 11:12am 
@ReD TiGeR Thanks for clearing that up!
ReD TiGeR Feb 26, 2016 @ 8:03am 
@Grand Prince Mayor Xavierman177 that happened with me and it seems it was an issue with a mod I had due to incompatability issues with the new update.
ProphetSteve  [author] Feb 25, 2016 @ 9:40am 
@Grand Prince Mayor Xavierman117 The events aren't supposed to be empty. If you just want to test this mod out with the console, start a game in 1066 as France and type kill 214.
That Other Sy Feb 25, 2016 @ 4:21am 
While testing this mod out and using console commands to get things kicking, i got a number of events that were just empty pages. is that a console thing or is this known?
ProphetSteve  [author] Feb 24, 2016 @ 1:43pm 
@Legolas-Guk Glad it works!
Legolas-Guk Feb 24, 2016 @ 1:42pm 
Works now. Thank you. I forgot about case-sensitivity. Sorry
ProphetSteve  [author] Feb 24, 2016 @ 1:31pm 
Nothing happens with event Yoyo.100?
I reuploaded Realm Break to dropbox. https://www.dropbox.com/s/wk1lb4itt7tiyvi/Realm_Break.zip?dl=0
Unzip it to your mod folder. If this still doesn't work, I don't know what to tell ya :\
Legolas-Guk Feb 24, 2016 @ 1:25pm 
I deactivated all mods, only dlcs, as a vassal i can only found/join the independence faction, so far so good, but the event won't trigger even using console when playing an independent ruler. It sais there is no event with the ID 100...
ProphetSteve  [author] Feb 24, 2016 @ 12:49pm 
@Legolas-Guk Okay, well it's still working fine for me. Make sure you only have one of the versions of Realm Break activated at a time. Also, try opening the console with ~ and type " event Yoyo.100 " while playing an independent character.
Also, if you're using any major mods (some mods, like Game of Thrones mod, cancel other mods when they activate) let me know and I'll investigate compatability problems, but there shouldn't be any. Let me know if it still doesn't work.
Legolas-Guk Feb 24, 2016 @ 12:38pm 
Triggering the event. Somehow it seems not to work anymore... even eith the "normal" Version. Although the Factions are still disabled that way. I exterminated the entire Byzantine throne dynasty (with a little help from CheatEngine), and nothing happens. It doesn't matter if im part of the empire myself or not.
ProphetSteve  [author] Feb 24, 2016 @ 12:26pm 
@Legolas-Guk Do you mean activating the mod itself, or triggering the event?
Legolas-Guk Feb 24, 2016 @ 11:34am 
It worked perfectly fine. Thanks. Although i have problems activating it. Sometimes it works, other times it doesn't. Are there any requirements/incompatibilities with DLCs?
ProphetSteve  [author] Feb 24, 2016 @ 10:15am 
@The Hat You're making me blush :3
The Hat Feb 24, 2016 @ 9:40am 
Steve you are amazing. That is all.
ProphetSteve  [author] Feb 23, 2016 @ 4:57pm 
@Legolas-Guk No problem. Just tell me if it doesn't work, cuz I did just breeze through that. All I had to do was delete a folder, rename two things, and reupload to dropbox.
Legolas-Guk Feb 23, 2016 @ 4:40pm 
Wow that was really fast. Not even 10 minutes. Thanks
ProphetSteve  [author] Feb 23, 2016 @ 3:41pm 
@Legolas-Guk Here. https://www.dropbox.com/s/wk1lb4itt7tiyvi/Realm_Break.zip?dl=0 It's called Realm Break.
Legolas-Guk Feb 23, 2016 @ 3:31pm 
Could you make a version which doesn't remove factions? When i am playing as a Vassal myself, factions are a huge part of the intrigue gameplay. Its especially devestating if i play a Merchant Republic: One lost election means for you to go back to the start.
ProphetSteve  [author] Feb 23, 2016 @ 3:19pm 
@falcondragon Yes, there is certainly a way to get into the files to edit, but the moment you do you might start becoming a modder!

Go to Documents -> Paradox Interactive -> Crusader Kings 2 -> mod.
Find factions_removed.zip. Unzip it.
Open the file that looks like factions_removed.mod.
Set archive to the name of the folder
archive="mod/Factions_Removed"
Now the contents of the folder are free to be modified. If you want to flat out make the vassals less likely to break away, then go to events in the folder, open yoyo events (don't ask why it's yoyo, there's no reason), search for where I put factor = 20 and change 20 to a lower number, such as 10.

Ask me if you have any further questions.

The reason I made vassals almost always likely to break away is because if only one or two vassals break away it is very likely that their independence will be short-lived as their previous liege will just declare war on them.
falcondragon Feb 23, 2016 @ 12:45pm 
Is there any chance you could release a version of the mod with vassals less likely to break away? I love the idea of collapsing empires but I do want enemies to fight in the late game. If not, is there a way to go into the files and edit the requirements?
aedarn Feb 23, 2016 @ 4:24am 
@Steve thanks for the link !
ProphetSteve  [author] Feb 23, 2016 @ 1:01am 
@SnowHawk I will! I make new mods as soon as I figure out what to make and how to make it.