Crusader Kings III

Crusader Kings III

Better Goblins
36 Comments
dragonkey64 5 Feb @ 2:17am 
please update
fisto the robo 27 Apr, 2024 @ 9:39am 
hey man, can get permission to steal material from your mod to make a new one?
@AHrEJl 3 Dec, 2023 @ 5:18am 
Need update
Kaiser 11 Oct, 2023 @ 3:31pm 
Needs Update Please
Goratesque 10 Oct, 2023 @ 4:11pm 
Does it work with the new update?
fisto the robo 9 Oct, 2023 @ 2:49am 
time for gobu again :adulterer:
Simbach Vazo 9 Sep, 2023 @ 8:31am 
You like kissing goblins, don't you? :katana_bust:
Lord Tillion 8 Aug, 2023 @ 2:14am 
goblin short stacks when? (im joking)
Major Mutant 5 Aug, 2023 @ 6:22am 
God-tier mod, Goblinken shall inherit Tamriel
Suggestion: Riekrs are known to sometimes eat their young, so they should have a unique "Riekr Shamanist" faith which considers cannibalism virtuous.
https://en.uesp.net/wiki/Lore:Riekr
Thicctor  [author] 21 Mar, 2023 @ 2:39am 
@Gregie Thanks again for letting me know! This is fixed by the little update I pushed out now. The game used to eventually put new courtiers into the right heritage group, but at the speed people actually play at it needed to be applied faster. Now they should be interact-able as soon as you can see them!
Gregie 20 Mar, 2023 @ 11:40pm 
@Thicctor

Not sure if it's because I'm playing riekling but calling more goblins to court doesn't generate riekling, It only generates NPCs that look like riekling resulting in being unable to marry them due to different races.
Vidmeister 5 Mar, 2023 @ 11:15am 
@Thicctor


happy to hear I could help and you already have a good concept for moving forward! :)

I agree, basing your updates around the EK updates are probably the easiest for you and also very user-friendly, I would go the same route. The mod is really nice in its concept and the way it tries to expand on the goblin races and their mechanics, looking forward to how you advance it.
Atyra 28 Feb, 2023 @ 2:58pm 
Love this mod :)
Funny Purple Suit Man 24 Feb, 2023 @ 5:53pm 
Does this work with the latest update?
Thicctor  [author] 12 Feb, 2023 @ 2:29pm 
@Xoatl No worries! Bug reports themselves help a ton since there's only so much testing I can do alone. The update I just pushed should resolve this, among other issues noted by @Vidmeister, but please let me know if it doesn't.
Xoatl 8 Feb, 2023 @ 6:05pm 
Thanks id like to help more but I wanted to let you know there was a bug i resolved with certain innovations being doubled by deactivating this mod its likely due to what I said earlier about overwriting the innovations file.
Thicctor  [author] 8 Feb, 2023 @ 2:39pm 
@Xoatl Unfortunately, it is not always as simple as this from my experience - and this is not me discounting your advice, because I do agree with you 99%, so if you have more to give anytime, I appreciate it.

Speaking about innovations specifically, you are absolutely correct that it would be more efficient, readable, and flexible to move a specific overwrite to its own file. I do not have a good reason for not doing it apart from not having as much time as I'd like to think ahead. The only reason the innovation file is overwritten is for a 1 or 2 digit change to Disorganized Military, so it took about 30 seconds to change. I am fixing the file structure I spaghetti'd out to start with overall, though, so that will be in a much better state by the weekend.
Xoatl 8 Feb, 2023 @ 12:39pm 
You overwrite base ek2 innovations this causes problems. Use the replacer directory function to overwrite specific entries and not whole files or else you will cause issues with other submods or just issues in general if the EK2 base mod decides to update that file.
Thicctor  [author] 5 Feb, 2023 @ 3:44pm 
@Vidmeister This is supremely helpful even though it confirms my fears! The mod is very much in the earliest "proof of concept" stage and it shows. Totem bloat is top of my list to address, but everything you mentioned is a priority.

Speaking of fixes - as the newest EK2 update came out several hours ago, I will push the tradition fix and some totem fixes sometime within the next week as well (and make sure everything is in order with the new update). My goal is to time updates around EK as much as possible to avoid requiring people to make new saves (unless I have something very nice to show for it).
Vidmeister 29 Jan, 2023 @ 2:15pm 
@Thicctor

I like the concept of this mod, but it has a few problems:

1) Orcs can also have totems, which is not a problem in general but maybe should be looked at differently
2) every puny individual can create totems, my inventory is filled with 15 totems after 3 generations, because everyone always makes one and then gifts them to me. The schemes to steal the are then also constantly targeting me and the diplo debuff is always active.
3) not only can too many people create one, if you die and play the heir you also can make one...
4) totems never deteriorate so they are clogging up my inventory
5) I was forced into a war against a mayor who had "stolen" my totem. It was probably planted on him. I could not decline this war and the problem was due to battles maxing at 50% for warscore and him being a mayor vassal of a kingdom, there was nothing I could do to end the war or win it.
Donekulda CZ 13 Jan, 2023 @ 7:29am 
do i need to start new game ?
Thicctor  [author] 8 Jan, 2023 @ 2:16pm 
@fisto Thanks for pointing this out! It's now fixed in the test version of the mod by rolling hit and run's combat buffs into the brawn over brain tradition. This way the vanilla hunter and hit and run traditions are unaffected.

To be clear, this change will only affect goblins: the vanilla hit and run tradition will still be available to all cultures. Even goblins may choose to adopt it instead if they don't want the additional features of brawn over brain, but they will not be able to duplicate the effects by having both hit and run and brawn over brain at the same time.
fisto the robo 8 Jan, 2023 @ 3:28am 
Minor but i think it kinda breaks balance if goblins have 6 cultural traditions, 1 over the starting limit. Could warrant merging maybe 'hunter' and 'hit and run' traditions, like into some "hunter-gatherer" trad.
Ligmacoccus Vulgaris 6 Jan, 2023 @ 7:23pm 
me traveling to a fantasy world turning every goblin I see into a twinkie
:mbpraise:
borp 6 Jan, 2023 @ 5:52pm 
goblin mode
𝅳𝅳𝅳𝅳𝅳𝅳𝅳𝅳 4 Jan, 2023 @ 9:41pm 
goble
Mack Daddy 4 Jan, 2023 @ 1:12pm 
I maybe a degenerate, but i do love me some goblin!:steamthumbsup:
Thicctor  [author] 4 Jan, 2023 @ 6:59am 
@Ranger Thank you very much! I agree that it's important to keep as many options available as possible so players can make the goblin they want. The plan is actually to add unique for-goblin-only events that allow 'good' goblins to emerge. The original events have not been 'written over' or deleted, and they are still accessible if you are not culturally a goblin. (There are also a few vanilla options for 'good' traits that I missed that can still fire for now).

Due how EK2 by necessity restricts cultures I don't believe it is possible (or will ever be) to change your culture in the game, but it is a concept I'd like to explore later in honor of Goblin Jim.
Ranger 2 Jan, 2023 @ 4:55pm 
Hey loving the mod and thank you for taking the time to make it. If I could though I'd make a small suggestion. Instead of replacing childhood and adult events (in case players want to roleplay a 'good' goblin) why not add events instead?
fisto the robo 2 Jan, 2023 @ 2:54pm 
how about the inverse, option for the little shits to EAT the natives?
Zeta the Great 2 Jan, 2023 @ 2:50pm 
add an option to kick out the little shits from a province once you conquer it. let the previous culture and faith take back their place.
Thicctor  [author] 2 Jan, 2023 @ 10:38am 
This mod does not change EK2's marriage limiters at all, but it is compatible with Shanewayne9's No Beastfolk Limiters and Phenoix12's Goblins Unchained . Other mods that focus on marriage for beast races should work too. Just place them after Better Goblins in the load order.
mimimogg 2 Jan, 2023 @ 8:43am 
Hooray, I can now fully expand my riekling kingdom. Does this mod allow goblinken to breed with other races? If not, do you know if it's compatible with the other mods that do allow it?
nraxer 2 Jan, 2023 @ 2:18am 
race mix
fisto the robo 1 Jan, 2023 @ 5:20pm 
Gobu is looking forward to court some of those tall pointy haired maidens
Javes 1 Jan, 2023 @ 2:53pm 
Finally something for gremlinkind!