Crusader Kings III

Crusader Kings III

[NOT UPDATED FOR RC] Norse Cultures in the British Isles
72 Comments
codieschmidt 1 Mar, 2022 @ 7:09pm 
Hope you will decide to update one day.
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.
ianbel 5 Sep, 2021 @ 9:31pm 
@Wolfman217 I believe that happens if you install the mod mid way through a save
Wolfman217 2 Sep, 2021 @ 6:53am 
the northeod decision converts the character to "Tangut" for some reason.
The Ant Hunter 30 Jul, 2021 @ 8:41pm 
Thanks for making this! I played with it a lot when it first came out.

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
Mog 21 Jul, 2021 @ 10:26am 
Hi, there seems to be a problem with the culture not showing up, I have seen the AI Halfdan - Jorvik. Make a culture but nothing happens, I think the problem is that he does not own a north Germanic county but still can take the decision. I have also been able to play as Ivar and take the decision without owning a county with north Germanic and nothing happens as-well. Furthermore I do have more cultures and your compatibility patch, with your mod first then more cultures in the mod order.
Sir Ugu of Uugg 20 Jul, 2021 @ 4:56pm 
Can you make a compatibility patch with the community title project? nothing sucks more than being refered to as "Petty King" as an independant king
Robur  [author] 27 Jun, 2021 @ 3:21pm 
Coming back from holidays with no computers :) I'll work on the update this week
Jhenmhor 23 Jun, 2021 @ 3:20pm 
Could we have an ETA on the update for 1.4.* ?
Herr Wolf 15 Jun, 2021 @ 10:47pm 
That's because the mod needs to be updated, be patient.
Grap3Ape 15 Jun, 2021 @ 10:01pm 
whenever i take the decision to establish a culture, i get the event but my character doesnt change culture and no provinces change culture
Herr Wolf 9 Jun, 2021 @ 4:32pm 
Can't wait for the update!
Robur  [author] 3 Jun, 2021 @ 12:56pm 
@Ferm Your realm capital must be in Northern England yes :) The intent of that limitation was to give a sense of likeliness since this is where there were historically a majority of Norse settlments
Ferm 3 Jun, 2021 @ 10:52am 
Is Notheod confined to North England? Can I not convert to it if I have just taken the south of England including London?
Robur  [author] 18 May, 2021 @ 11:15pm 
@Erland Larvik you need to personally hold one county which culture is Norse, Norwegian, Danish or Swedish inside northern England. Counties inside Jorvik will work just fine, so as long as you convert the culture in one of those counties (remember you must be the holder, not one of your vassals), you should be able to convert to Northeod. Hope that helps.
Larv 18 May, 2021 @ 5:53pm 
Trying to convert to Northeod. "Hold one county with North Germanic culture in Northern England" I've tried several counties. Why isn't that requirement completed? I've also held Jorvik since the beginning of the game.
Mcmummble 16 Apr, 2021 @ 8:52am 
you could actually probably fix this with save editing because the cultures are stored with their ids in a saves gamestate file, you might be able to slot the new cultures in and bump up the numbers of the other cultures, but i cbf right now and it might cause other issues.
Mcmummble 16 Apr, 2021 @ 8:37am 
I tried other mods that add new cultures to see how they worked around this issue like the MCM & manx and they had the same problem. Both of those mods are out of date (but run into the same problem with the version they're designed for) but I cannot find culture mod like this that is up to date let alone works with existing saves. Might just be a problem with culture modding as a whole in ck3, the list of cultures & their ID's being generated at the start of a campaign and I don't know if its possible to change it.
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.
Mcmummble 16 Apr, 2021 @ 8:34am 
The new cultures just don't seem to be added to the old save & inserted into the ids 115,116,117. So with the mod installed Notheod should be 115, therefore any conversions to Northeod is conversions to culture 115. However in old saves Northeon hasn't been created and inserted into 115, and in its place by default is Tangut. Therefore when the console/decision asks to convert to Northeon, it converts to 115 which is occupied by Tangut. The closing of the vacuum left by the modded cultures creates a domino effect where every cultures id is off by 3. i.e Anglo-Saxon is 175 with this mod working correctly, so when referencing Anglo-Saxon it uses 175. every culture is however 3 below where they should be, so Anglo-Saxon is 172, Pomeranian is 175, and Pomeranian is used instead. this effects things unrelated to the mod so trying to convert to Mordvin gives you Mari. You can see all this by comparing csv's given in the debug object explorer.
Mcmummble 16 Apr, 2021 @ 7:01am 
northeod isn't present in the object browser in existing saves, but in new saves it is. not a modder but northeod has an id of 115 in the new save, which is used by tangut in my existing save
Mcmummble 16 Apr, 2021 @ 6:55am 
I am running VIET & Community flavor pack, and it seems to be incompatible with existing savegames. Via console&decision Northeod gives me Tangut in an existing save (Tangut gives me Bozo & Bozo gives me Qaw etc), but using commands on a new save gives me Northeod.
trash_fox 30 Mar, 2021 @ 9:25pm 
I thought it might be a mod conflict, and tried disabling everything but this mod, but the decision still isn't anywhere to be found, and have even deleted/reinstalled all of my mods and tried starting a new game with just this mod to see if that would fix it, but it's still not there. I'm really not sure what else to try other than maybe entirely reinstalling CK3, but I thought I'd ask if there are any other requirements than the ones listed like Govt type or game year (was 886 in the game mentioned above).

(had to split this in two due to max characters :/)
trash_fox 30 Mar, 2021 @ 9:24pm 
I'm running into some kind of issue with the mod and the decision to create the new cultures not being present whatsoever - in the game I was playing (a new game as of the update to this mod) I'm Norse/Asatru, fully control the Welsh duchy of Gwynedd after performing a Varangian adventure with my capital being Caernarfon, which is Norse, but not yet converted to Asatru and am the second-to-highest level of fame. I tag-switched to other Norse rulers in the isles (eg Jarl Hvitserk) and the decision isn't present either.


Robur  [author] 29 Mar, 2021 @ 11:07am 
@dormes Glad to hear that! Enjoy invading the British :)
Robur  [author] 29 Mar, 2021 @ 11:06am 
@DFW Kerser Indeed, the update probably doesn't work with existing savegames!

@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.
Blackbird 29 Mar, 2021 @ 11:04am 
Sorry for the double posting, I actually just tested again with a new game and it's working fine now. In my old save it doesn't work though.

Guess I'll have to start my campaign again to enjoy the mod fully. :cry:

Thanks again!
Blackbird 29 Mar, 2021 @ 10:55am 
@Robur just to try and test it out I started a new game with only this mod installed and I still had the same issue...

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).
DFW Kerser 29 Mar, 2021 @ 1:03am 
I believe this mod will only work in a new game because I disabled every mod and it still wouldnt change from Qiang. I looked in the files with my (very) limited modding knowledge and there doesnt seem to be anything indicating that it would convert to any other culture. In a new game the decision correctly shows lochlannach. So strange. I guess I will have to put up with my swedish empire of mann -_-
DFW Kerser 28 Mar, 2021 @ 10:45pm 
Getting the same issue. The only mod I have that is the same as dormes is fullscreen barbershop.
Mightus 28 Mar, 2021 @ 1:45am 
You may be right however one things is strage; that is, anglo-saxon culture is also displayed incorrectly (it is replaced by pomeranian in northeod decision on my copy) and no other mod (unless it is total conversion, that I obviously don't use) should replace it.
So it is indeed strange.
Robur  [author] 28 Mar, 2021 @ 12:47am 
@dormes @Mitusonator Unfortunately, I'm not sure why that's happening to you. I've done several playthrough already where I was able to correctly create both Lochlannach and Northeod cultures, and the AI took those correctly as well.

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.
Mightus 27 Mar, 2021 @ 3:28am 
Hmm, unfortunately I also seem to have an issue with wrong cultures being referenced; I don't know why cos I looked into files and it ineed seems correct, I use some mods but none of them should alter cultures...
But thanks for your work anyway, hope you figure it out why it happens (at least to some).
Mightus 26 Mar, 2021 @ 6:09pm 
Big thanks for the update!
Blackbird 26 Mar, 2021 @ 8:56am 
Hej,

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.
tymv12 26 Mar, 2021 @ 1:03am 
1. I love this mod, thank you!
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 :)
Your Good Pal Chev 25 Mar, 2021 @ 11:43pm 
I don't think longbowmen makes much sense for Northeod culture. The English tradition of using longbows came out of the Welsh, not the Anglo-Saxons. I think it makes more sense to give Northeod access to Zweihanders in much the same way as the continental Germanic cultures get them.
Robur  [author] 25 Mar, 2021 @ 4:08pm 
Regarding an expansion to encompass longer-reaching adventurers: This is very much something I'd like to add! I've currently been reading on Vikings raids in Asturias, al-Andalus and Northern Africa and I'm trying to see how to build something that could be an interesting challenge in itself. It will probably be done in another mod though, to keep this one from bloating.
Robur  [author] 25 Mar, 2021 @ 4:08pm 
Regarding changing the names of Norse-Gaelic/Brythonic: This update changes the names of those two cultures to something consistant accross all of them: the names that the local could have given to the local invaders!
Robur  [author] 25 Mar, 2021 @ 4:08pm 
Regarding the addition of Special Men-At-Arms: Maybe for the future. Gallowglass are currently implemented in Vanilla and in this mod with mercenary companies, but they could indeed be another type of unit. If I were to add those though, I'd like to find something to add for Northeod and Norse-Brythonic to balance (maybe give Northeod access to longbowmen).
Robur  [author] 25 Mar, 2021 @ 4:08pm 
The mod has been updated for Northern Lords. Envoy yourselves :)

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.
Verlurion 23 Mar, 2021 @ 1:22pm 
Just a couple of thoughts/suggestions for when this gets updated.

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 :)
Arthur Revan 20 Mar, 2021 @ 10:11am 
@Sir Ugu of Uugg
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 ).
Verlurion 20 Mar, 2021 @ 2:57am 
@Sir Ugu of Uugg It was a pretty different situation with Britain than it was for say Russia or Normandy, in the later two it was a relatively small group of Norseman who migrated their mainly the ruling elite. In the case of England though it was more or less a mass migration, it was a full on attempt at conquest and the ones who did convert and adopt the local traditions normally only did so after facing defeat. Had they continued to be successful in their conquests its very likely they would have more or less supplanted Anglo-Saxon culture with a more Scandinavian version (Anglo-Norse as it were).
Sir Ugu of Uugg 19 Mar, 2021 @ 9:09pm 
perhaps you should make it that the cultures instead of being part of the norse culture group pull a normans and join the culture group of the place they are settling, as norse settlers picked up local customs alot when settling as exemplified by the Rus, so Northleod would become a west germanic culture, gall goildel will become celtic and norse-brythonic woulld join the same culture group as well
Nut Torquer 19 Mar, 2021 @ 11:17am 
@Robur Consider adding a Gallowglass special troop for Norse Gaelic, and the rest of the Gaelic cultures after Norse Gaelic becomes a thing.
trash_fox 19 Mar, 2021 @ 1:11am 
eagerly looking forward to this being updated, ty for making it Robur
Killinspecialist 18 Mar, 2021 @ 6:30pm 
cant wait for the update
Robur  [author] 18 Mar, 2021 @ 5:04pm 
Thanks for the interest on the mod :) I'll start on updating it soon. My goal right now is to play around with the DLC for a while to get a feeling of things that changed. The next update will probably be a tiny bit more than just porting the mod to 1.3
Verlurion 17 Mar, 2021 @ 6:25pm 
Really hope this gets an update, will be great to see these cultures with the new Norse cultural innovations, not to mention how fgreat this works with the new flavour pack.
Nut Torquer 16 Mar, 2021 @ 6:01pm 
This causes an issue as of the new update, causing the new baronies in Scotland, Ireland, and North Scandinavia to just not exist, and become white. Please update!
thelegend27 16 Feb, 2021 @ 6:00am 
Hey, would it be possible to add an event that converts the Danelaw to Northeod if formed? Harald Hardrada won the war in my 1066 game, but the Kingdom stayed Norwegian, except for a single duchy. Maybe it would be more realistic to have some of the Scandinavian Dukes to become Northeod, and some stay Norwegian/danish