Crusader Kings III

Crusader Kings III

AGOT : Seasons of Ice and Fire
178 Comments
mtgonzalez222 2 hours ago 
Does this mod work with Agot Bookmarked?
brendan1903  [author] 24 Jul @ 7:49pm 
Also thank you so much! I'm very glad you're enjoying the mod :))
brendan1903  [author] 24 Jul @ 7:46pm 
Hi Gurablashta, for the Westerlands and Vale, which subregion is stuck in winter? The Western Highlands or Lowlands, and for the Vale is it the Fingers, Upper Vale / Mountains of the Moon, or the Lower Vale? And which specific season variant does it say for the regions stuck in winter, and is there still a province modifier for winter on them? How long have they been stuck in winter for?
Gurablashta 24 Jul @ 3:39pm 
Hi there, love the mod but for some reason the Reach, Westerlands and the Vale are stuck in a permanent winter while Kings Landing relaxes. Any idea what causes this? I got the notification about winter ending but it just doesnt seem to have triggered for other regions.

Dunno if it's relevant but when clicking on the icon it tells me the winter will last until 1 D, whereas I'm currently in 302 on a Bobby B run, dunno if that helps.
Liberater 22 Jul @ 4:41pm 
yeah having played for around 100 years with the mod now the seasons have gotten to be more reasonable so i must have just gotten unlucky at the beginning
brendan1903  [author] 22 Jul @ 9:35am 
Liberater, there is also a chance for false seasons, where they only last like a month or two, before reverting back to the previous season. Technically only false spring is canon, but for gameplay purposes I added in the possibility for the other seasons too. They should be fairly rare though
brendan1903  [author] 22 Jul @ 9:25am 
[23rd] Ozan & Liberater, the seasons are based on what is given in the lore, the lengths of the seasons vary from a few months to 10 years. But most seasons are generally between a year and like 4 or 5 years, they're meant to be hard to predict. For historical seasons, they are based directly on canon seasons, and the gaps are based on what is implied in the books, or what would fit in terms of timing.

Non-Historical Seasons (Sandbox), the season lengths are based on weighted averages of known season lengths from canon, they are semi-random in that the lengths are weighted based on how common a certain length range is for each season. It is possible to get a bunch of short seasons in a row but it's very unlikely.

In canon autumn and spring are usually shorter, usually about a year, give or take 6 months.
Liberater 21 Jul @ 3:11pm 
opposite issue for me I get seasons that last 6+ years, also sometimes I get a spring or summer event only for like a month later winter or spring to get announced
[23rd] Ozan 21 Jul @ 10:41am 
Are they supposed to go by this fast? A season doesn't even take a year to change whereas they may take years in the lore. Is this intended?
Lovojka Targaryen 12 Jul @ 2:16pm 
I can help for the translation if you want ! (:
brendan1903  [author] 12 Jul @ 2:10pm 
Lovojka Targaryen, Merci Beacoup! I can try to work on adding french localization, but I'm not fluent in French so I'd need to find someone to translate accurately (or atleast check my translation) which may take a little bit
Lovojka Targaryen 12 Jul @ 9:05am 
Hello, i love this mod because that change the gameplay with the winter, ect. Thats possible to have a french translation ? Nicknames dont work, and when the season change, thats not work sometime with options :steamsad:
brendan1903  [author] 7 Jul @ 1:39pm 
Aristaeus, added compatibility for the Aegon's Conquest AGOT Expansion submod, it should work. Let me know if it doesn't.
brendan1903  [author] 7 Jul @ 1:32pm 
Aristaeus, It's doable but it's a bit tedious. You'll need to save file edit and change the game rule "agot_historical_seasons" to "agot_sandbox_seasons", and then do event season_events.002 in the console.

Or if you want to play with historical season years, you can manually trigger the sequential event chain. Since I do have an event for 1 A.C., I just haven't set it for any startdate yet. it's season_events.0811. You can also look through the file season_events.txt and find the season switch event closest to your current date, and do event season_events.XXX (replace xxx with the ID), and it'll be roughly historical.

I'll also just add in functionality for the Aegon's Conquest submod real quick, since I've been meaning to do that.
brendan1903  [author] 7 Jul @ 1:28pm 
LandyBobandy, Should be fixed now, just sent out an update correcting it. I had the wrong event ID set for that start date.
Aristaeus 6 Jul @ 4:44pm 
Is there any way to enable random seasons mid-game? I started with Aegon's Conquest startdate, but accidentally had Historical Seasons on, so it's not functional.
LandyBobandy 6 Jul @ 4:40pm 
Why am I getting winter by 290 AC with historical seasons turned on? Mod is all the way at the bottom of the load order as recommended.
brendan1903  [author] 3 Jul @ 2:59pm 
Flame Hashira, The way it's set up, it would be tedious and difficult to set up the seasons to have no impact while still having the visual effects. Since I'd need to double the amount of possible seasons, and it would end up cluttering up the GUI (I'll explore it whenever I figure out a custom GUI). There is the Light Winter Gamerule, but that only works on Winter and won't mitigate the other effects. I'll look into if there's a more feasible way of doing it, but to my current knowledge and ability it would be really tedious and could cause other issues.

You can also manually disable it by going into the game files in agot_season_situations and setting all the modifiers to = 0.0
Flame Hashira 30 Jun @ 12:36am 
I like the aesthetic effects of this. Could there be a gamerule where we can get just the aesthetics minus the debuffs/buffs?
brendan1903  [author] 20 Jun @ 9:46am 
X.Org , Thank you so much!! I'm so glad you like it :)
Yeah that's a good point, I'll prob release a hotfix that tones down the intensity soon. I plan on increasing the amount of regions significantly (and to better match what a lore accurate & geographically plausible climate system would be), and there will be more variants of the seasons so that every dry summer isn't just an intense drought, but it's on a scale. It'll probably come around the same time as the Custom GUI I plan to make so it isn't too cluttered. But I'll play around with the summer effect intensity.

For the lands of always winter, Seasons doesn't touch that area so it shouldn't be impacted but I'll see if I can figure out what's causing that
brendan1903  [author] 20 Jun @ 9:41am 
DogNamedDog, The wrongly coloured snow was fixed the other day and it was never intentionally set as that. It was a bit difficult to fix the colouring as I had to not only change the script, but actually change the shader file code which is much more difficult as there is little documentation on it. As X.Org said, make sure you update the mod. And if you've done that and it still shows up, make sure you load it at the bottom of your load order. If it's still there, let me know and I'll see if I can fix it, but it should work.
X.Org 19 Jun @ 10:25pm 
@brendan1903 the winter effects look incredible but I would dial back on the intensity of the summer effects. A lot of forests look desert-like and even the inaccessible lands of always winter turn green
X.Org 19 Jun @ 9:21pm 
@DogNamedDog unsub and resub to the mod
DogNamedDog 19 Jun @ 4:49pm 
i hate the yellow winter look, also i saw sceenshots of snow but mines are just yellowish fields
brendan1903  [author] 10 Jun @ 2:58pm 
Yeah that's something I've been meaning to figure out, I think I've got an idea for how to implement it atleast approximately for the sandbox setting, since I don't know how to call the number of days from a set range, but the season switch event has a few weighted categories with the ranges in it, so I could set another event to fire a month or two in saying a rough estimation by the maesters. I could also have a decision for "viewing season length estimation" or something. I really like the idea though, I'll see if I can include it for the next update or one after that.
Zarathustra 9 Jun @ 2:36am 
It would be neat if you got some indications about the duration of seasons. Not an prediction, but something like "Summer have now lasted for 5 years and the Maesters are concerned that this means a long hard winter" or "As we pass into winter it has been 16 years since the last winter. Children have grown up not knowing the harshness of winter.". Or just a timer on how long the seasons have lasted. Keeping track of time (both real-world and in-game...) is hard while playing, and it would be cool to have a reminder how long the season has been as it ends.
brendan1903  [author] 8 Jun @ 9:55am 
X.Org , season_events.002 for spring, and it'll randomly set how long it'll be till the summer, .003 for summer, .004 for Autumn, and .0045 for winter. The scripted effect to switch the season is set_AGOT_season_winter, set_AGOT_season_spring, set_AGOT_season_summer, set_AGOT_season_autumn. I don't know the exact syntax you'd use in the console, but it would probably be something like effect = { set_AGOT_season_winter } or something. To change the seasonal variant in a specific region, the effect would be :
effect = { scope:seasons_situation_yay = { situation_sub_region:CHANGEtoREGION = { change_phase = seasons_YOURchosenPHASE_phase } } }
brendan1903  [author] 8 Jun @ 9:50am 
Zarathustra, Thank you for understanding!! Yeah debugging part of the scripting is always the hardest, anytime I fix one issue I probably cause another two somewhere.

Yeah that's totally fair, I like the historical seasons personally since as divergent as the political world gets, the natural cycle would likely remain impacted, and I think it's neat. The feeling of knowing they aren't predetermined is a good point, whenever I play past 300 AC I always enjoy not knowing how long it'll all last for. I'm planning to leave the seasonal variants random atleast for the time being for that purpose, so that it isn't always predictable (also because it would be a real pain to script that, since there are well over 200 seasonal shift events that I'd need to rework and predetermine each regions variant each shift). I'll definitely make sure to keep random seasons updated better, if you've got any ideas on how to make it more fun let me know!!
X.Org 7 Jun @ 8:41pm 
For bookmarks beyond the scope of the original mod added with some submods, random seasons work while with the historical seasons option you are permanently stuck in whatever season it was when the game started. @brendan1903 there is nothing to fix (I don't think it would even be possible), just letting people know. For reference, how do I manually change seasons? event season_events.00x is just a notification afaik
Zarathustra 6 Jun @ 6:52pm 
I've made mods myself. Once I missed an "=" in one line and all of Spain dissapeared, so don't sweat it, I'm totally sympathetic.

Personally I prefer the random seasons since I see the entire point as being to create an alternative story to the original lore-accurate one, and while I haven't read up on the historical seasons in AGOT enough to actually notice the difference I just like the *feeling* of knowing they aren't predetermined. Same reason I turn off canon children and all that, and prefer the earlier startdates which are less railroaded and have less "story" set up with the characters and their relationships.
brendan1903  [author] 6 Jun @ 5:37pm 
@Zarathustra, I think it *should* be fixed now. It didn't occur to me to check non-historical seasons, since when I first made the mod that was the one that didn't ever really cause issues since the code for it was the simplest, but I looked at the game start file for the mod, and when I was setting up the regional variation I changed a line by mistake and that was probably causing the issue. So yeah, that was entirely on my end and I really should have checked that, I am really sorry for the major inconvenience.
brendan1903  [author] 6 Jun @ 5:31pm 
That would make sense, I almost never play on non-historical seasons so I probably forgot to check it fully. For The After the Doom Scenario, I don't currently have any historical setting yet, but now that I know it was sandbox setting causing the issue I can probably fix it real quick. I'll take a look at the Conciliator issue too. Thank you for figuring that out, I probably should have realized that honestly.
Zarathustra 6 Jun @ 5:03pm 
Well, all this mucking about, and what fixed it was turning on historical seasons...

So when starting a game with historical seasons I get functioning seasons and the situation appearing. When I start a game with random seasons there is no situation, I've tried a couple, but not all vanilla AGOT startdates.

Although when trying out the "Reign of the concilliator" bookmark it was spring for personal effects and winter for economic ones, so you might want to look into that.

Now on to test what happens when you turn on historical seasons in the After the Doom-scenario which is set pre-1 A.C. as that was the startdate I was intending to play...
Zarathustra 6 Jun @ 3:06pm 
Yeah. Unsubbed to AGOT, and redownloaded it from scratch, no luck. Verified integrity of game files, still no luck. I've checked for the modifiers in the province view to see if it was just the situation-window that was hidden, and there is no +20% spring modifier as it should be. And all this trying it out with only AGOT and seasons.

I'm going to uninstall and reinstall the entire game as my last gambit. Obviously something is wonky on my end, and I don't really know anything else I could try.
brendan1903  [author] 6 Jun @ 2:55pm 
@Zarathustra, Have you verified integrity of game files? I don't know if it'll help, but it'll atleast make sure that nothing is wrong with the base game. If you're able can you send a screenshot of your game, if possible hovering over a province tax thing, I want to see if the situation is giving an effect but hidden, of if it just isn't loading in. Also which vanilla start dates have you been using?
brendan1903  [author] 6 Jun @ 2:52pm 
@X.Org ❤️
Zarathustra 6 Jun @ 1:52pm 
Extremely frustrating... I literarly can't play AGOT without your mod any longer. It just feels incomplete.

Yeah, I tried it on a fresh game with only the main AGOT-mod and yours active, and still no situation. I'll try unsubbing and subbing to AGOT now so it's not just steam not keeping my files up to date.
brendan1903  [author] 6 Jun @ 1:20pm 
@Zarathustra, I'm really sorry about that it sounds frustrating. If there is no situation on just a fresh vanilla AGOT start date save file and no other submods, I honestly have no idea, since I haven't been able to replicate the issue on my end.

If you do have other submods enabled, make sure they're fully up to date, especially More Dragon Eggs since the newest update for that seems to have fixed an incompatibility with seasons (I just started a new game with it, and it so far works fine). If you can send me some info from the error log I can try to diagnose it a bit further
Zarathustra 6 Jun @ 11:05am 
So, having issues again... After the update it broke on my current save. Seasons passed but the economy was forever stuck on winter. Tried disabling it, saving without the mod, and re-enabling it, which worked, but the economic season is stuck in spring with the changing on the seasons only affecting the personal stuff. Save-breaking update, it was to be expected.

So I figured I'd start a new game instead, but now I just don't get the economic stuff at all. There is no "situation". I tried it both in mod-added and vanilla AGOT starts. I even tried to force-start it with the console commands, but nothing. The personal effects are still active though, so the mod is active in some manner. I tried unsubbing and re-subbing to make sure I have the most up-to-date files, still no luck.
X.Org 3 Jun @ 11:16pm 
@brendan1903 love you ❤️
brendan1903  [author] 3 Jun @ 2:42pm 
Capo, Yeah it's a bit tedious but it isn't usually too bad. I'm using this update as an excuse to roll out regional variation finally since that'll probably break existing save games.
Capo 3 Jun @ 2:34pm 
@brendan1903 damn Paradox keep doing micro updates it must be very tiring for the modders.
I'll wait don't worry thanks for replying !
brendan1903  [author] 3 Jun @ 1:39pm 
Zarathustra, thank you so much for figuring that out, I think I can fix that relatively easily, I'll see if I can.
brendan1903  [author] 3 Jun @ 1:38pm 
Capo, Thank you so much!! I'm really happy you're love it!!

No worries, I'll take a look right now, my guess is it's from the new update, and I haven't had a chance to fix anything yet.
brendan1903  [author] 3 Jun @ 1:37pm 
X.Org , that's really odd, when I get the chance I'll see if I can figure that out.
brendan1903  [author] 3 Jun @ 1:37pm 
Funny Purple Suit Man, it should be compatible, but I haven't done anything to integrate them, mainly since I'd need a way to easily stop the sequence of seasonal changes, or set it so it's a different winter category that any season can shift into
Zarathustra 3 Jun @ 1:18pm 
Regarding the "effect being applied three times"-thing someone brought up earlier I think I have that figured out... It is applied on your realm, not just your realm capital. So if you are King of the Iron throne and holding all your de jure land you are "present" in three different struggle-regions, and thus get all effects times three. So Kings Landing get 60% increase in taxes when it should be 20%, you get three times the buff to your health in spring and three times the debuff in winter, everything multiplied by 3...
Capo 3 Jun @ 11:31am 
Sorry for double post but it stopped working for me and with submods/without, new save or old : nothing happens anymore. Always spring, I get the events but the struggle doesn't seems to work. It's just Spring, with "end : 1 moon of 1 A.D"
Is this a know bug or something if someone know ? Thanks (all the modifiers are very well designed so i'm a little bit sad the mod doesn't work, it seems to add so much flavors)
Capo 3 Jun @ 5:45am 
love it thanks you for sharing AND updating, you king
X.Org 2 Jun @ 12:30pm 
@brendan1903 After 300 AC I get the notification for the end of winter several times but it doesn't actually end. There's an event for spring summer and fall but winter still goes on until the next cycle