Crusader Kings III

Crusader Kings III

Unpredictable Character Stories
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Update: 14 Mar, 2024 @ 2:17pm

Update 2.7

  1. Added 51 events to Petty Inheritable Traits.
  2. Added compat for Petty Inheritable Traits.
  3. Updated compat for Rellom’s New Traits.
  4. Fixed a problem with scarred trait.

Features
  • Just like with events in Rellom’s new Traits, the 51 new added events, will have a yearly pulse trigger of 100% chance for each character, but with each event only triggering 3% of the times. Which means, you could have more than one trait, and still not trigger it every year, but over a lifetime, a character with just one of the traits, would have a technical 9% chance to trigger an event each year, as each trait got 3 events. Two traits = 18%. I believe this to be the best option, in my humble modding opinion, for something to happen somewhat rare, inconsistent, and not be intrusive. If this proves too often, or too little, we can easily set each individual event to 2 or 4% in the future.
  • I’m aware of a problem with Animal Whisper & Empathetic Soul not having compat, as both traits are triggered depending on other events and triggers, and not directly applied at birth. They seem to ignore all compat - Not sure if there is a good fix.

Update: 12 Mar, 2024 @ 2:57pm

Update 2.6

  1. Updated to 1.12.2.1 Scythe.
  2. Removed KET: Commander traits mod.
  3. Removed Extra Traits mod.

Features
  • Only found one little bug to fix, but there might be more. I’m currently waiting for another mod to update, before I make my own play through, so let me know if you find any bugs or missing content that need to be updated.
  • Removed both Commanders Mod and also Extra mods, for a couple of reasons. Mainly to do with how Commander was modded, making it time-consuming, and secondly to do with already having plenty of traits on characters, and lastly, I believe directly benefiting Martial style gameplay, was already too powerful as is.
  • I might work on adding more events to Petty inheritable traits in the future, but no promises.

Update: 25 Aug, 2023 @ 3:50am

Update 2.5

Rellom’s overhauled Traits

  • Added fifth level of education balancing
  • Changed the Ruler designer cost to 10/25/50/100/150 (Education is arguably the best trait together with the base game positive physical traits, with how I designed them, and should cost thereafter.)
  • Redesigned the new eccentric trait, to be in line with how I designed stubborn, as an opposite to that.

Rellom’s new traits
  • Fixed a decimal missing in Candy Dreams event modifiers.

Update: 24 Aug, 2023 @ 2:10pm

Update 2.4

Updated for 1.10 Quill. There was a small issue regarding the updated files for childhood education.

Any new content is on pause but still planned.

Update: 13 Aug, 2023 @ 11:15am

Update 2.4

  1. 3rd big overhaul to opinion balance on all traits.
  2. Slightly changed modifiers in Relloms New Traits.
  3. New concept art icon added to Petty Inheritable traits.
  4. Slightly changed birth/random/ruler designer in Petty inheritable traits.

Features
  • This 3rd overhaul is not adding anything new directly. It is a balancing act, that mostly will impact opinion that was either too high, or was outside the perimeter of acceptable realism, and therefore removed. We do need negative modifiers, if we all so got more positive modifiers, so lowering the base number on some of the highest, was the overall theme for this update. - (This is the baseline balancing idea: 1-5 low impact, 6-10 medium impact, 11-20 high impact, 21-30 extreme impact. 31+ will not occur on any traits anymore.)

Rellom’s new traits
  • After the big update with events, I found some numbers and modifiers that did not work, or felt like It needed a slight change, when I went through them again. It did not really keep within my own concept, of having less direct good/bad traits, as I’m overall moving in the direction of muddy the water between good & bad traits (so many of the “good” traits, now also got bad modifiers, and the opposite for the “bad” traits which got some positive. The events themselves, IS very impactful for the character when they do happen. While the baseline for the traits is less impactful compared to something like personality traits, and that is how I want them.

Petty inheritable traits
  • Added new concepts of art to icons, with the same theme as in Rellom’s new Traits. (I’m still trying to get better prompts and images, and ways I edit them, with how they are shown, but overall, I like this concept of seeing AI generated art with transparent backgrounds, without the green/red background to identify good/bad, and will continue down this route with more traits. Some of the current icons might get a new version in the future, if I feel like, or generate something that fits the trait better.)
  • Rebalance to better correspond with Rellom´s New Traits. Petty Inheritable traits are more impactful than Rellom’s New Trait overall, and I needed to adjust some of the birth/random creation, and ruler designer numbers.

Update: 10 Aug, 2023 @ 9:57am

Update 2.3

Relloms New Traits
  1. New concept art for icons.
  2. 9 new traits.
  3. Adding 70 new events. 3 for all traits.
  4. Slight rebalance of all of the traits.

Features and how it work
  • The new concept art is likely something I will also move forward with on all the other custom traits included in UCS, such as petty inheritable and KET’s commander.
  • The 9 new traits are: Animal Whisper, Green Thumb, Resilient mind, Empathetic soul, Melodic voice, Obsessive-compulsive disorder, schizotypal, narcissist and photographic memory.
  • All traits have 3 events attached to them. For the most part 2 good and 1 bad, or 2 bad and 1 good depending on the trait itself, is considered good or bad. (base chance for them to trigger is very low, as they are very impactful for the characters, and I did not want them to be considered more than a bit of flavour. My idea is that most characters you play as, and also the AI, will have 1 of the 3 events triggered in their lifetime, but it is all by chance.)
  • There are also 4 hidden events connected to getting new traits. Sweet tooth / healthy diet, along with two of the new traits called Empathetic Soul
    And Animal whisper, is not congenital, nor inheritable, or at all spawn randomly, though you can get them in the ruler designer like the rest. They will instead have triggers for how you can gain them. Obviously, Animal Whispers got something to do with pets, and a healthy diet … food, right? So, these can be gained mainly through getting triggered through vanilla events or modifiers, making them both more dynamic and rare than my other traits (this could be balanced toward less rare in the future.)
  • I have slightly rebalanced the old traits, and fixed some definitions I did not find logical for the trait. Most of them should also be updated with better descriptions overall.

thepixelphoenix - Made the point that the mod was not completed, and he wished there were less entries and changes in direction. While I did not plan for this, before after his comments, I’m clearly not done with creating content for this mod, or making changes. There is no final product, and if so, I do not know when (when the ideas run dry.) I will continue to move in a direction for the mod, that I feel will make my own gameplay better, and if it so happens that others like it too, win / win.
My current plan is to overhaul petty inheritable, KET commander traits and the old congenital traits, which was renamed to Extra traits, with new art, more events, making some of the traits into lifestyle tracks, and also make a few more of them hidden event based, like Animal Whisper and Empathetic soul. So basically, this is just the first entry into shaping a new direction for UCS, but I will not make any promises for when these things come to fruition, as it took more hours then I thought to create this first part.

Big up to Jp78, for his knowledge and time, that helped make this.

Update: 4 Aug, 2023 @ 11:39am

Game rules update - Part 2
  1. I made some rather big mistakes last night, and my testing was not done thoroughly enough, checking for all possible problems.
  2. Potentially, this could have broken your save (characters not having their traits.) And I’m very very sorry if it did. Big mistake by me.
  3. More technically. It is not possible to nor disable, or revert to vanilla base modifiers, as any trait with the same name will overwrite each other (Tested multiple different ways, with trigger, grouping and even renaming all overhauled traits. Simply not possible with pdx coding.)

Features and how it work
  • Completely removed the rules for overhauled traits.
  • I was trying to use a tooltip code in localization, which is no longer supported, creating a massive backlog. This is fixed.

Update: 3 Aug, 2023 @ 2:16pm

Update 2.2

Game rules update
  1. Game rules is something I've wished to implement for a long time, but struggled with the coding on how to get it how I wished, (as the poor coder I’m) I had to seek help to get it done. Much appreciate all the help Jp78 provided to achieve this.
  2. I kind of promised thepixelphoenix in the comments, that the direction and entries to this mod was done and dusted. Clearly a complete lie. Well, at least when it comes to balancing, bug fixes and QoL, it was a lie.
  3. On the note of not promising to add more big entries/changes, I think the game rules do allow for more content, without being intrusive for people, as it makes players capable of playing with whatever they like. I plan on adding all the original mods to the rules (in the future,), so you can completely pick and choose, if you like my version, the original version, or none of them and only some of them - This idea could potentially also extend to adding more trait mods in the future..

Features and how it work
  • All rules are enabled by default.
  • All the different groups of traits got an enable/disable rule
  • UCS Relloms overhauled traits also got an “vanilla” option, as disabled do actually disable all base game traits, if you somehow wish that sort of craziness.
  • All rules got Gamegadet Rule flag, so you can change rules mid save if you use this mod.
  • Height Traits are not possible to disable when selected, as that would completely mess with the genes, but you can still turn it on mid game, if you forgot to enable it.
  • Any traits enabled mid save, will take time to get applied with random triggers / birth events. Characters that do not have personalities if Relloms Overhauled Traits was disabled, will never get them, but new spawns will, if you change from disabled to enabled mid save.
  • Renamed More Congenital Traits[mods.paradoxplaza.com] to Extra traits, as none of them are congenital or inheritable. By my design, they only trigger randomly/birth.
  • I removed the petty inheritable rule for icons, and used what I felt were the best icons for immersion, to reduce the mod size.
  • Some of the traits have changed & lost some modifiers. While figuring out how the rules had to work, I found a lot of modifiers that did not work, or could not be applied to traits.
  • also cleaned out a lot of bugs and errors.

This update also means that all my standalone mods are kind of unnecessary, and I will likely remove them in time, as the main reason for their creation in the first place was my lack of skills to create rules to begin with.

Update: 1 Aug, 2023 @ 11:06am

Update 2.1

Higher Mortality Mod

  • Completely removed from this mod, and moved to UCS - Balance Pack, to have all defines & modifiers in one place, that aims to balance the game to correspond with my overall UCS philosophy. If you do not like all the new modifiers, and definers, but only want Higher mortality, you can subscribe to the original mod and put it above UCS in load order.

Update: 30 Jul, 2023 @ 4:17am

Update 2.0

Rellom’s new traits

  • Removed genetics and inherent chance on traits that made no sense to have it, but increased the random chance creation.
  • Bitter eater renamed to healthy diet.
  • High/low pain tolerance got some opinion modifiers removed, and also removed higher chance of dying in battles.

Petty traits
  • Removed genetic and physical from balanced humors, but increased the random creation. Also changed a couple of opinions.
  • Removed genetics from permanent scowl, but increased random creation.
  • Removed genetics from friendly face, but increased random creation.
  • Removed genetics from regal bearing, but increased random creation.
  • Removed physical from dyslexic, hyperlexic, dyscalculic, good memory, bad memory and hypercalculia, Silver tongued
  • Removed all opinion modifiers on Hardl lung, but added +25 for travel companions
  • Couple of small balances to other modifiers.

congenital traits
  • Removed genetic and physical from all traits, but increased random creation.