Crusader Kings III

Crusader Kings III

Jam's New Cultures and Map Edits for EK2
173 Comments
jamminjellyjam  [author] 4 hours ago 
@Lil Guy Haha, no issue at all. Glad it's working now.
Lil Guy 5 hours ago 
So...bit of a dumb bit on my part...the mod was not properly downloaded I think, I resubbed and removed some conflicting submods, and it works fine now. So sorry to bother ^^'
jamminjellyjam  [author] 15 hours ago 
@Lil Guy I'm not really sure how to help you on that without more information. Make sure your CK3 game mode is on 1.15 via Beta participation.

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.
Lil Guy 1 Aug @ 2:48pm 
Hey idk what to do to even make this work, with regular EK2 it doesn't make the cultures appear
jamminjellyjam  [author] 21 Jul @ 8:25am 
@Gallus I do have plans to continue adding new cultures and races over time. Snow Giants and Centaurs are very beyond my skill level as I'm not a 3D modeler and I wouldn't add them unless I could be satisfied with their visual appearance, so you really shouldn't expect them to be added.

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.
Gallus 21 Jul @ 3:59am 
@jamminjellyjam Do you have any other plans for new cultures or races? A lot of cool extinct Nede cultures could be added in the future, or maybe Centaurs... P.S. When I meant Half-Giants, I meant Snow Giants. 😇😇😇
fraudykun 19 Jul @ 12:23am 
Racism expansion pack for me :steamhappy::steamhappy::steamhappy::steamthumbsup:
jamminjellyjam  [author] 18 Jul @ 12:24pm 
@Just_Addd_Water I don't have any interest in renaming the Stridents to Oloman, just because of the Olo dynasty's influence on them. It'll seem a little too silly to me incase the Olo dynasty ever loses control of the region or changes culture. I don't really have any interest in renaming Cantemeric to Arnesian, either. If you'd like to do so yourself for your own games, though, you can go to the following folder in base mod's files and change the naming scheme:

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.
Just_Addd_Water 17 Jul @ 1:59pm 
any chance you can rename Strident to Oloman/Olomani?

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?
jamminjellyjam  [author] 15 Jul @ 11:36am 
@MC Bimbada Thank you so much! I'm glad you're enjoying the mod.

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.
MC Bimbada 15 Jul @ 7:32am 
This sub mod is thriving! Have the ek devs contacted you? The work put here could be integrated into the base mod.
jamminjellyjam  [author] 14 Jul @ 3:56pm 
@Gallus Half-Giants are fully possible right now! Giants can breed perfectly fine with men and mer, so go ham with them. They might look a bit wonky, though.

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!
Gallus 14 Jul @ 12:15pm 
I wish to see the Ice Tribes and Half-Giants..... :steamhappy::steamhappy::steamhappy:
jamminjellyjam  [author] 14 Jul @ 11:30am 
(Cont.)
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
jamminjellyjam  [author] 14 Jul @ 11:28am 
@Angel of Caliban, If you feel like the Kep-Keptu a culture that's dying, it's probably because they are at this point in the 2nd Era due to past Redguard aggresion. They're supposed to be like that in the lore. There were other Nedic cultures in Hammerfell that are gone now, the Duraki and presumably others that aren't in-game even as dead cultures, so the 'Western Nedic' tongue fits them just fine to me, just like how the Kothringi and Horwali in Black Marsh speak a 'South Nedic' tongue.

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.)
Angel of Caliban 14 Jul @ 5:52am 
@jamminjellyjam I should clarify. I personally don't like that the language is "Western Nedic" I think the name could be different, maybe like Deathlander or something else. Otherwise the Ket-Keptu culture in game feels like it is a culture that is dying.
jamminjellyjam  [author] 14 Jul @ 3:54am 
@Angel of Caliban, I don't really see any particular issues for the base EK2 Kep-Keptu that need to be worked on. I'm not really certain what work you want done on the the Kep-Keptu aside from more variants of Deathlander Nedic dead cultures to bring back, which doesn't particularly interest me. It's not really something I have much interest in expanding on in my mod, hate to say.

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.
Angel of Caliban 14 Jul @ 3:14am 
Hey Jam, would you consider working on the Kep-ketu people in hammerfell? Perhaps make a unified deathlander Culture, or something in the case they were to retake Hammerfell from the Redguards?
jamminjellyjam  [author] 13 Jul @ 2:21pm 
@TheDoctorFat Probably not gonna be adding in the Syradri when the Elinhiri are pretty close to that concept as is, as a Colovian/Forebear mix just with the added mage flair. Upper Thorn being mostly Hleel and a little Marduhn-Oadi is fine as is to me.
TheDoctorFat 13 Jul @ 12:39pm 
Opinion on adding in Syradri to a few spots of Hammerfell and Cyrodiil that border each other? Particularly areas with the Redguard Cult faith?
Or also Arnesian in Blackmarsh around Arnesia, Thorn?
jamminjellyjam  [author] 11 Jul @ 12:54pm 
@Pigsy Are you using other submods? You might be using one that conflicts with this submod, the two not being quite compatible together - likely one that edits how characters spawn with hairs and beards. Narrow down which one it might be and either disable that submod or this submod, depending on which one you'd prefer to have in your playlist. Or just deal with your societies of Mr. Cleans.
Pigsy 11 Jul @ 3:45am 
most of the characters are bald for some reason.
jamminjellyjam  [author] 9 Jul @ 6:17pm 
@TheDoctorFat Haha, my bad. Sorry about that, didn't know you made your own mods until I checked your profile, so I figured I'd explain how to do it as I would to somebody completely unfamiliar with how to mod Paradox games at all. Oh well, not a bad guide for anybody else who might come along and have a suggestion for county culture placement!
TheDoctorFat 9 Jul @ 1:31pm 
@jamminjellyjam Thanks for the guide! And yeah, gleaming from what other modders have done has pretty much been my main tutorial when modding Paradox games.
jamminjellyjam  [author] 9 Jul @ 9:53am 
(cont.)

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!
jamminjellyjam  [author] 9 Jul @ 9:51am 
@TheDoctorFat I actually considered throwing in some Wrothgarians when I initially released this submod! Right now, however, I'm inclined to agree with the EK2 devs in that Wrothgarians are best as a formable culture rather than one already present and playable in the initial startdate.

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.)
TheDoctorFat 8 Jul @ 11:54pm 
Anything you could possibly do with the in-game Wrothgarian Culture? I know it's a dead culture at the start but I feel like maybe the few Breton rulers in Wrothgar could be Wrothgarian, or at least their counties
jamminjellyjam  [author] 4 Jul @ 9:42am 
@Boom Any reason's a good reason enough. Glad you're diggin' the mod.

@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. :steamsad:
AdanaCityPlayboy 4 Jul @ 3:59am 
Does anybody know if this works with Ultimate Elder Kings/ CBO?
Boom 1 Jul @ 1:00pm 
found a reason to play ck3 again
jamminjellyjam  [author] 30 Jun @ 5:01am 
@a known carcinogen I don't think those are cultures I'd really have any interest in adding into my submod, but you should be able to produce something like that via cultural hybridization in the base game without too much issue. And, if you really want them at game start, please feel free to add me as Friend to DM me and I can walk you through the steps I'd use to make them, so you can put them into your own game!

@Strictly Catch me outside the Waffle House on route 9 and say that to my face.
jamminjellyjam  [author] 30 Jun @ 4:51am 
@hello_world Thank you so much! Glad you're having fun with the mod, my man.

@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? :senpai:

@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!
jamminjellyjam  [author] 30 Jun @ 4:47am 
@Shiny Boots Yeah, I've considered making a side-version of this mod which just adds the completely new races. Although, trust me when I say that a new heritage culture like Minotaurs touches on a lot more areas and is overall MUCH less compatible with other submods than a relatively simple new culture like the Elinhiri might be. I might in the future!

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.
Strictly 29 Jun @ 7:13am 
i would make a much better mod than this. it would have sloads at the very least
would love to see something like fal-dunmeri, descended from falmer who fled into morrowind to escape the wrath of the atmorans, or conversely falmer who assimilated into the direnni.
AveMarie 29 Jun @ 6:56am 
Noooo! #BringBackTheMarshOrcs! Im a recently subscriber because of a youtube video that talked about your mod, and specifically your marsh orc, I was all aboard! If people dont like all of the addfitions, maybe you could split up the mod if that not too much to ask? And then bring back the marsh orcs? :D

Great mod either way, gj :steamthumbsup:
Crankmeister 27 Jun @ 5:22pm 
finally got giants, now I've gotta drop everything and do a giant empire run ASAP
hello_world 27 Jun @ 10:18am 
Nice mod!! Really appreciate the addition of the ogres, minotaurs, and giants. And hobgoblins. They're really cool
Shiny Boots 27 Jun @ 9:06am 
Is there a possibility for a trimmed down version that just includes some of the new additions like the giants, ogres and minotaurs?

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.
jamminjellyjam  [author] 23 Jun @ 4:58pm 
@couerdelion Thank you so much! The Hackdirters and Ogres are some of my favorites too. I certainly can't blame you for your suspicion upon seeing such a high number of additions (I might end up culling a few of the less necessary ones in the next update to fix this), but I'm glad you're enjoying it regardless.

@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.
Devixian-Firehawk 23 Jun @ 2:38pm 
So some tips for the sloads. You could do what the warcraft devs did and just put another model or picture in the game. Its not like sloads cary widly in appearance or have much movement anyhow.
coeurdelion 23 Jun @ 1:11pm 
I really love this mod! I particularly like that the cultures added are significant without being too obtrusive-- I was a little bit dubious about the sheer number of cultures since I was really only here for ogres, but I find myself utterly charmed by your ideas. Lotta depth and good lore. I particularly love Hackdirters and Hobogoblins along with the ogres. Nice job!
jamminjellyjam  [author] 19 Jun @ 7:07pm 
@fisto the robot Yeah, nah, I don't really think I'd be satisfied with myself if I ended up just throwing in fat, mis-colored Paatru and calling them Sloads to be honest.
fisto the robo 19 Jun @ 4:28pm 
tbh sloads with a temp npc ethnicity and just cultural representation would be fine. just seeing them going around would be funny. Now something crazy would be those crab and bird people
jamminjellyjam  [author] 19 Jun @ 3:00pm 
@Just_Add-Water Trust me, it's not that I don't want to add Sloads. I love Sloads. I'm the #1 Sload guy. Everybody knows that no one wants Sloads in EK2 more than I do.

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.
Just_Addd_Water 19 Jun @ 11:00am 
Will you ever add Sload?
fisto the robo 11 Jun @ 3:37am 
:adulterer::steamthumbsup:
jamminjellyjam  [author] 10 Jun @ 8:20pm 
@fisto the robot That's actually something I'm planning on making already! I'm currently working on a "Dominion Subject" equivalent to the Imperial Subject tradition, something to give to the Alinor Goblins and the Salabosmer, and from there any culture the player likes as an Altmeri ruler. Once I get that all worked out, the Alinor Goblins will be the first new race I add. But thank you for the ideas for their traditions, might end up using those!
fisto the robo 10 Jun @ 9:12am 
@jammin: if you are making some regional divergent cultures, shouldnt the goblins in summerset who have lived under aldmeri servitude for centuries be a separate 'tamed' goblin culture?

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
jamminjellyjam  [author] 10 Jun @ 8:32am 
@Baghul https://tes-sandbox.fandom.com/wiki/Kilmer

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.