Crusader Kings III

Crusader Kings III

The Once and Future King
Verlurion Oct 18, 2020 @ 9:53am
Suggestions
Just wanted to start this discussion so I dont have to post a massive wall of text in the comments XD

These are just some suggestions and ideas I have had while enjoying the mod and thought I would share, I have no idea how doable any of this would be so dont do anything you cant, or dont want to do.
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Showing 1-15 of 16 comments
Verlurion Oct 18, 2020 @ 10:01am 
Ok so I just want to share some thoughts on some of the possible future features you are thinking about as well as other stuff.

For rebuilding Camelot I think it might be worth having it be whatever your realm capital is when you take the decision, so that way the player has the freedom to make it wherever they want (given how no one can agree where Camelot might have been, some say Tintagel some say Winchester etc.). Only problem here is I dont know if its possible to "unlock" special building slots (as in making it so they only appear when/if a decision is taken but dont exist prior to that) and whether a holding can have multiple special building slots (so for example, adding a second special building slot to London so it can have the Tower of London and something else), which I assume is what you have in mind when you refer to unique buildings like how you can build the Tower of London etc. also potential idea is the Round Table could be a special building that can be built in Camelot, providing a couple more knights and increased knights effectiveness etc. I dont really think having mechanics tied to the Knights of the Round table is necessarily as it might overcomplicate the mod... Though if you do want to add mechanics the best I can think off is maybe making a new decision to go on a quest, which would be similar to a hunt or feast in that it lets you and your Knights go through a couple of random events with the majority of them being mundane things that only improve your knights opinions of you and gives you some prestige and piety, but there can also be rare chances for more unique events based on Arthurian Legends to occur (such as finding the Holy Grail, fighting the Green Knight, the Questing Beast and the Fisher King etc. though of course these could only occur, or I suppose be completed, once) that could provide modifiers for either the players dynasty or a modifier for just that ruler (so for example there could be a Holy Grail quest that has a very very rare chance of appearing and a low chance of successfully completing, but when complete would provide a health modifier to the entire dynasty) as well as just providing a good semi common narrative experience.

I think it may be best to avoid modifying/adding any religious aspects so this can remain compatible with mods such as Dead Relgions Revived (which is going be updated soon and already includes Celtic and Brythonic religions).

And for reuiniting the Brythonic lands, could have a decision allowing you to found the Empire of Albion replacing the Empire of Britannia similar to how founding the Danelaw replaces the Kingdom of England (IMO it could be worth messing around with the localization so it would be referred to as a High Kingdom ruled over by a High King as I think this would be more thematic, but thats just personal preference).

Also as an added suggestion, I think it might be worth adding a new nickname for the Reclaim Britannia decision, by default it gives Brythonic cultured rulers the nickname "Pendragon", it might be worth either changing this nickname to something else completely or adding a new nickname for Briton cultured characters otherwise if you play the new ruler you will end up with "Arthur 'Pendragon' Pendragon" XD (this one is just me being pedantic though).

Sorry for the wall of text, might be a bit intimidating I just like this mod so wanted to share my thoughts. I have started messing around with modding myself and have an idea of how difficult it is (I still have next to no idea how to do half the things I want to do) so at the end of the day just focus on doing what you want to, or feel you can, do.
『J1r2000』 Oct 20, 2020 @ 2:59am 
with Camelot if you cant make it have a dynamic capital then may I suggest it should ether be the island off of wales as it was once belived that is where Camelot once stud or the isle of man as it would be at the center of the British isles where all are equal
Last edited by 『J1r2000』; Oct 20, 2020 @ 3:00am
『J1r2000』 Oct 20, 2020 @ 3:04am 
secondly I think the knights of the round table should be ether special units OR a holy order
Last edited by 『J1r2000』; Oct 20, 2020 @ 3:04am
zanondalf1992 Oct 21, 2020 @ 2:07am 
Perhaps at the start of your heir's reign you could have an event where a rebel army led by Mordred pop up with him saying that he's a son of Arthur and it's up to the heir to defeat the rogue army?
Verlurion Oct 24, 2020 @ 8:09pm 
@miskatonic (no idea if @ someone even works if they havnt commented of subscribed to a disccusion XD but hey ho) Hey, I noticed that the Briton culture appears to be missing any cultural men-at-arms unit.

I have managed to fix the issue for personal use. Its entirely possible I accidentally deleted the relevant folder when I was poking around in the mods files but just in case it wasnt and you want something to reference for when you update the mod I will just walk through how I did it quickly...

1: Find the mod folder. For me it is "D:\Steam Library\steamapps\workshop\content\1158310\2258001628"

2: Go to "common" then "culture" and add a new folder called "innovations"

3: Go to the same folder in the actual game directory, which for me is "D:\Steam Library\steamapps\common\Crusader Kings III\game\common\culture\innovations" and then copy the "00_cultural_maa_innovations" file to the mods new "innovations" folder.

4: Rename this copy of the file to something along the lines of "OAFK_cultural_maa_innovations"

5: Open the newly renamed mod file with Notepad++ then find a cultural MAA of your choice (in my case Longbows) and add the line "this = culture:briton"

6: Save, then load up the game and you should now see that you have access to the cultural innovation related to that MAA unit.

Doing that worked for me.
Last edited by Verlurion; Oct 24, 2020 @ 8:09pm
Verlurion Oct 24, 2020 @ 8:35pm 
Also, and this is purely personal preference. I think the county of Gloucestershire should be made a part of Hwicce again and the new Duchy of Ergnyg made to consist of just Herefordshire and Worcestershire.

This is purely just because I think it would tidy up the borders and make them look a little nicer and not for any historical or gameplay purposes :P

I have already figured out how to edit this for myself though, so dont feel like theres any need to do if its not an idea you like XD

EDIT: I decided to edit it to essentially swap out Gloucestershire for Warwickshire which looks a little tidier IMO and will make some really nice dejure borders if you form the Kingdom of Cornwall as it will line up nicely.
Last edited by Verlurion; Oct 24, 2020 @ 9:15pm
Miskatonic  [developer] Oct 24, 2020 @ 11:38pm 
Thanks, I agree and added longbows. Just to clarify, the generic MAA are working correctly for you right?

Hwicce I think I also agree that it looks better, will work on that soon.
TopHats Oct 25, 2020 @ 2:09am 
Maybe a lite version just adds the decision and not the character Arthur? So Cornish rulers will be able to fulfill the Prydain Armes as well, since their dynasty is Prydain.
Miskatonic  [developer] Oct 25, 2020 @ 7:57am 
Cornish rulers should already have the option, you just need to hold the kingdom of Wales to enact the decision
Verlurion Oct 27, 2020 @ 9:54am 
Only suggestion I have for the mod now is, if you havnt already, try to reach out for someone to create some new trait icons that match the style/aesthetic of the base games ones just to tidy things up. I would try to do it but I am the furthest thing there is from an artist XD
Miskatonic  [developer] Oct 27, 2020 @ 1:32pm 
Unfortunately I am also completely inept at anything artistic. xD
Wotan von Edelsburg Oct 31, 2020 @ 12:21pm 
https://steamcommunity.com/sharedfiles/filedetails/?id=2222190318 if I start it together with this mod... the game crashes. Although it only affects germania and not england and co... i wonder why?
Miskatonic  [developer] Oct 31, 2020 @ 1:02pm 
I'm not sure, I'm going to test it myself right now and look into the files. I'll get back to you. Thanks for the German translation also, I really appreciate it!
Miskatonic  [developer] Oct 31, 2020 @ 1:32pm 
OK @Projekt Neptunia I think I found the problem. We both made the same mistake, which is copying the entire landed_titles folder and then adding our changes. So basically my mod has an edited e_britannia and a vanilla e_germania, and his mod has a vanilla e_britannia and an edited e_germania. I think that's why it's crashing. I edited my OAFK_landed_titles file to only include e_britannia and the mods worked fine together without crashing.

You can make these edits yourself right now, just delete everything in OAFK_landed_titles except for the e_britannia section. Those changes are in my personal build now and will be included the next time I update.
Horemvore  [developer] Nov 21, 2020 @ 2:15am 
Originally posted by Verlurion:
@miskatonic (no idea if @ someone even works if they havnt commented of subscribed to a disccusion XD but hey ho) Hey, I noticed that the Briton culture appears to be missing any cultural men-at-arms unit.

I have managed to fix the issue for personal use. Its entirely possible I accidentally deleted the relevant folder when I was poking around in the mods files but just in case it wasnt and you want something to reference for when you update the mod I will just walk through how I did it quickly...

1: Find the mod folder. For me it is "D:\Steam Library\steamapps\workshop\content\1158310\2258001628"

2: Go to "common" then "culture" and add a new folder called "innovations"

3: Go to the same folder in the actual game directory, which for me is "D:\Steam Library\steamapps\common\Crusader Kings III\game\common\culture\innovations" and then copy the "00_cultural_maa_innovations" file to the mods new "innovations" folder.

4: Rename this copy of the file to something along the lines of "OAFK_cultural_maa_innovations"

5: Open the newly renamed mod file with Notepad++ then find a cultural MAA of your choice (in my case Longbows) and add the line "this = culture:briton"

6: Save, then load up the game and you should now see that you have access to the cultural innovation related to that MAA unit.

Doing that worked for me.

You should not need to copy the whole file, just the function you want to update:-

#Update Vanilla
innovation_longbows = {
group = culture_group_regional
culture_era = culture_era_late_medieval
icon = @special_maa_02

potential = {
OR = {
this = culture:english
this = culture:welsh
this = culture:briton
}
}

unlock_maa = longbowmen

flag = global_maa
}

In a new text file with UTF-8 with BOM (You can find this as the last file format after using Save As with Notepad). Doing it this way will keep any edits you make compatible with 99% of other mods. Updating the whole file will cause compatibility issues.

This should go (Not tested them all) for any vanilla code you wish to update.


Originally posted by Miskatonic:
Unfortunately I am also completely inept at anything artistic. xD

I got that covered :)

Your txt files are all in UTF-8 without BOM, ya should re-save them to include BOM before updating. Cleans up the error logs and any possible issues using the wrong format :)
Last edited by Horemvore; Nov 21, 2020 @ 2:16am
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