Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Are you running it with other submods? Try running a modlist with nothing but Elder Kings 2 and then this submod right below it in the load order and see if that works. If so, then start re-adding more mods from your modlist one-by-one or in very small groups to see which mod this might conflict with.
I'm not particularly interested in adding extinct Nedic cultures purely because they're extinct, and at this point in the Second Era wouldn't still be around to any large degree to be sufficient enough for even a single county.
2887120253\localization\english\culture\cultures_l_english.yml
There is already a Sixth House culture in this mod called the Ara-Almeshini that you can find in Kogoruhn, so I won't be adding your other suggestion. I try to avoid, when possible, adding cultures that aren't available on game start, as you'd practically never end up seeing them in-game except for when the player has the specific goal of reviving them.
any chance of creating a dead house dunmer culture that can be revived for holders of the 6th house head of faith on vvardenfell called Gah-Kogo, with its nativity region being vvardenfell and maybe deshaan?
any chance of renaming the cantemeric culture to arnesian?
I'm fairly active in the EK2 discord and we have a pretty cordial relationship. Our design philosophies differ somewhat (this mod could probably be a bit more polished and mechanically balanced better, for instance), so I don't think anything in particular from this submod will be integrated into base EK2 anytime soon. But this mod has open permissions for anyone wanting to nab anything from it for their own mods, the EK2 devs included, so they're be free to do if they want.
Personally, I much prefer for most of the cultures and features in this mod to be optional rather than included in base EK2, as much as I love them some of them stretch the lore a bit. I don't think it all necessarily needs to be included in the base mod, and I much prefer the freedom of being a lone modder compared to part of a collective that needs to reach a consensus, so I'm perfectly happy with the state of things as they are with this submod.
The Ice Tribes of Shadowkey are a different story. They're not in it right now, mostly because I'm not sure where I'd put them without unlanding any characters at game start, but I'm not fully opposed to them if I could make them look good. Maybe in the future, no promises!
Go to (in base EK2's files):
2887120253\localization\english\cultures\cultures_l_english.yml
And then scroll down to the Ket-Keptu. You can then change the naming scheme to Deathlander, Deathlanders, as well as their culture's description.
Then, going to (in my submod's files, assuming you're using it because my mod overwrites base EK2's - otherwise go to EK2's file folder):
3465432262\localization\english\cultures\traditions\ek_cultural_languages_l_english
You can change then change 'Western Nedic' to anything you like.
If you want the Keptu culture to be more prominent at game start, you can go to:
history\provinces\e_hammerfell.txt
And change more provinces' culture to 'keptu' and their religion to 'celestial_cult' depending on your preferences. You can even bring back the Duraki in this way at game start. You can then change the culture and religion of the rulers of those counties by opening up the following file:
history\characters\00_redguard.txt
It's not really something I'm gonna be changing around much for my mod, but if you want to, however, you can easily open up the game's localization files and change things to suit your liking yourself, if you're fine with dirty edits. (Cont.)
I think a province-wide unified Deathlander Nedic culture is the sort of thing that's so specific and dependent on your particular play style and run concept that it's something you'd have to create in-game yourself via gameplay. Likely through cultural hybridization, dead culture revivals, and lots of county cultural conversions more than anything.
Or also Arnesian in Blackmarsh around Arnesia, Thorn?
Once you've opened the e_highrock file, ctrl+f and find ###c_shipwreck_coast, and change the 'northmen' culture to 'wrothgarian' and voila! Wrothgarians at game start. You might want to change the next section as well, which makes it so that Shipwreck Cove is now culturally Orcish and religiously Brutal Breed, to make sure the county stays Wrothgarian and Breton Cult (or maybe 'sheogorath_cult' to match with Percy's faith conversion?)
You can then edit the Percy family into Wrothgarians by opening up the following file at:
'history\characters\00_breton.txt'
And then ctrl+f searching for the Percy family's three members. You can then change their culture from 'northmen' to 'wrothgarian' as well to ensure the Wrothgarian culture has a Head of Culture to lead it.
You can edit other provinces and characters this way very easily. I always recommend taking a poke around the files in this game to see what you can gleam about how it all works!
Luckily, if you disagree, this is a very easy fix if you don't mind digging into the files yourself. If you, for instance, wanted to make Wrothgar present at game start, you can go to the following folder in my submod and do it yourself. It should be at:
'Steam\steamapps\workshop\content\1158310\3465432262\history\provinces\e_highrock.txt'
(cont.)
@AdanaCityPlayBoy This mod doesn't really play too nicely with Ultimate EK2. Since both mods touch both EK2's religions and also province and title history, issues arise. The Alliance War start date in Ultimate is completely messed up - some rulers don't exist or don't have land they should. The new religions this mod adds aren't recognized by Ultimate so the game defaults to Auriel worship, so you'll have Giants and Minotaurs worshiping Auriel which isn't ideal. The game runs with them both on but I wouldn't recommend it. I'm planning on making compatches for other big submods in the future but Ultimate EK2 probably won't be one of them.
I had never heard of CBO before today but upon looking it up and doing some cursory research, apparently that mod doesn't really work with EK2 in general, regardless of if my submod's active in your playlist or not. Sorry, no Ogre sex on the menu today.
@Strictly Catch me outside the Waffle House on route 9 and say that to my face.
@Crankmeister Hope you have fun with that Giant run. It might be tempting to go out and conquer as much as possible, but might I also suggest... playing tall?
@AveMarie Thanks much! You saw Soul Tomato's video on it, right? Part of the reason I took out Marsh Orcs was because I practically never saw anyone talk about them and because they're not quite lore-friendly. I wasn't really expecting any pushback for removing them, but I'll probably re-add them to the next major update now that I've been getting feedback on it. Be a little patient and your beloved Marsh Orcs should be back soon!
The EK2 devs are making their own versions of some of the cultures this mod adds anyways, and I can assure you they'll do a much better job than what I can whip up! I personally prefer the freedom being a lone submodder gives me and don't really want most of these cultures to be shoved into base game EK2. I'd prefer them to be optional, like how it currently is now through this submod.
Great mod either way, gj
Nothing against the other additions(that do make sense from anthropologist's perspective) it's just that with the more things are added, the less compatible the mod becomes with others.
I love them and I'm sad that the CK2 Devs seem so against adding them to the base mod.
@Devixian-Firehawk I'm familiar with how WGOA handles most non-humanoid playable species, but I'm not sure if I'd be satisfied with the end result in this case. Sloads made under that design philosophy would make for them being the only non-animated non-humanoid model in EK2, which I think would be a little jarring.
But they're just not possible with CK3 and EK2's current character creator. Believe it or not, the Mintoaurs I added in this mod are purely made out of coded ethnicity value edits possible within base EK2's character creator, with no 3D modeling involved on my part at all. I would not be able to pull off the same with Sload, at least not in a way I'd be satisfied with. I have no 3D modeling experience at all and would have no idea where to start. So as much as I'd like to, that's probably a no.
maybe with traditions like loyal soldier, agrarian, such trads that make submissive to elves. probably should be way more common across the isles too, since they are supposed to be the main labor/military force
I don't think this site is very lore accurate, to be honest with you. Not that everything's gotta be lore precise, mind you, this mod has Kitsothiit and Cyro-Imga for a reason, but I'm probably gonna pass on them, hate to say.