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Also if memory serves me correctly, some of the gamerules are unimplemented in the current version. I *THINK* the one that disables monster spawning works? But I could very well be wrong. Test it and try.
10/10 mod
@denzellbeatty4554 - A CK3 version was in the works back when CK3 came out, but I ended up shelving it due to the significant amount of work required and the things I was dealing with at the time. Still haven't found the time to do it.
@Strip "The King" Weathers - No mod that adds traits or much of anything is really savegame compatible, due to the way savefiles work.. for example, traits get scrambled for every single character and trait. This is one of many save file corruption problems you can encounter by changing mods mid-save.
Go to "Documents\Paradox Interactive\Crusader Kings II"
Delete the folder called "gfx"
Also go into the folder called "mythos35" and delete the "gfx" folder in there
After you do that, the next time you start the game, everything should display properly.
I still intend to do bugfixes, I'm just waiting for there to be enough to really justify a patch.
And I really wanted it to work BWAAA...
So the original game is at fault here?! Oh well. I'll have to chose which I wish to use...
Thanks for the info.
That is normal when you combine two mods that add religions. This is a issue with CK2 that has never been patched, caused by the way the game handles religion icons (all the icons are a single file, the game has to choose between one mod's file to use, and when there's icons missing it breaks it completely)
Like both symbols for Celtic looks more like a red Islamic symbol?
Also are they supposed to go feudal because they did that too.
I was brought an apostate and gained the bloodline for burning a human. A friend of mine playing as well gained it upon his succession to the new child.
CK2 is kinda held together with duct tape and spit, and this is a good example of that.