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I know the idea of this is kinda moot with 1.5, but i like your Russia mod's implementation and the ability for the AI to reliably do it make its great and brings a new dimension to the area even if im play as a unrelated nearby culture.
I kept getting lost looking around in the ck3 game files but I looked at the mod files for this and it helped me see where I was going wrong making my first mod
I don't know how creating new cultures works but if it were possible to put the ids of the new cultures at the end (185+) it at the very least wouldn't cause issues with vanilla cultures.
(had to split this in two due to max characters :/)
@dormes As I said previously, I've done several full runs with various mods including this one and none of them had any issue with it. I was able to create both Northeod and Lochlannach cultures, and the AI actually also took that decision in other runs. I checked just now in a new game with only this mod as well and everything was fine. I believe that your local files are simply corrupted one way or another.
Guess I'll have to start my campaign again to enjoy the mod fully. :cry:
Thanks again!
I haven't checked the Anglo-Saxon culture issue that @Mitusonator mentioned and I can't check right at this moment but I'll come back to you on that.
I verified the game files in case something had been altered but I had no issues so I really don't know what is happening.
From my small knowledge of modding on CK2 (not sure if it's the same case on CK3) it seems like the event text is written properly but then when it's pulling the culture_ref it's the wrong ref.
I'm having the issue with all the 3 new cultures (and the cultures the game is converting me to are all geographically close so it really seems like a wrong ref issue).
I could try a clean install but I really don't feel like downloading the whole game again (sorry).
So it is indeed strange.
That could be because of mod incompatibilities (as stated in the description, any file that overrides the north germanic culture group would prevent this mod from correctly working). You could also try on a fresh save to check if your mod list is compatible.
But thanks for your work anyway, hope you figure it out why it happens (at least to some).
Great mod it's exactly what I was looking for, however I'm having a pretty big issue:
Whenever I try to establish the "Lochlannach" culture it converts my culture to "Qiang" instead.
Mod list below (I tried moving the mod up and down on the load order but no good):
1. Norse Cultures in the British Isles
2. More Faith Icons_Updated
3. Somewhat More Historical Norse Paganism [SwMHNP] (disabled)
4. Extended Outliner
5. Fullscreen Barbershop
6. Nameplates
7. Title-Ranked Portrait Borders (Ironman)
8. CK2 Style Colorful Education Traits
9. Community Flavour Pack
10. CK2 Style Colorful Lifestyle Traits
11. populist factions player decision
12. VIET Events - A Flavor and Immersion Event Mod (enabled - could this be the culprit?)
13. Lowborn Shields
Thanks in advance.
2. One problem - When you change culture to one of the options described above, you lose access to both the Scandinavian elective decision AND the Tannistry elective decision --- I could understand losing maybe one, but both seem at odds with the meta-history created here. Please update!
Thanks again :)
Regarding the cultures belonging to the North Germanic group: As stated in the description of this mod "These cultures describe an alternate history in which Norse settlement in Northern England, Wales and Scotland/Ireland would have intensified, leading to the emergence of Norse cultures in those parts of Britannia influenced by the local people". My intention here is not to describe history, as I believe that the approximation made by the game already do that sufficiently well. The Gaelic culture is already the Gaelic culture as influenced by the Norse, I don't believe there's much to add on top of that. So this won't change.
I think it would be a good idea to add a requirement to own the titles required/be located in the British Isles for X number of years, say 30 or so, similar to what the new North Sea requirements are. Just feels more natural to have the new cultures happen after a period of time rather than pop up immediately upon an area of Britain being conquered.
And second, which is more of a question, any thoughts on adding new cultures outside of the British Isles? Say a Varangian culture for Norse characters who conquer part of Greece, or a Indo-Norse culture for those who go to India. Its fair if thats outside the scope of this mod and you want to keep it limited to Britain, just thought it would be a cool addition given this is probably the best melting pot/new culture mod on the workshop especially for Norse cultures :)
Anglo-Norse should stay in the North Germanic group.
As @Verlurion said, they indeed conquer the land for them self's and heavily settle it.
And after "St. Brice's Day massacre" conquer the whole of England.
But the Norse-Gaels (and Norse-Brythons if they had existed) had adopted Celtic culture, so yeah they should be Goidelic (and Brythonic).
I for my self moded the mod, and my Norse-British became a little OP, with housecarls, longbows, raiding, and claim on the whole damn island ( thanks to Unite the Britons ).