Crusader Kings III

Crusader Kings III

AGOT: Actual Winter
20 Comments
brendan1903 15 Jul @ 2:11pm 
I think I figured it out, I've come up with a work-around for it, that atleast adds in the winter modifiers as intended, I haven't fully implemented it, but the base mechanic of it works. But regardless I figured out a method for adding in the vanilla winter modifiers when vanilla winter is disabled. I don't know if it'll mess with other stuff or not, but I'll keep you posted.
brendan1903 15 Jul @ 1:05pm 
Thank you for testing that for me, I'll look into fixing that a bit more. The modifiers almost certainly aren't hard coded, since the conditions to determine them are in a scripted triggers file, and it just checks if the province has those modifiers. It'll just be a bit tricky to get the right syntax to apply winter combat effects with Seasons Winter, but it'll be doable. I already had a thing in there to account for it, but I think I haven't adjusted the syntax. I currently don't have winter as existing beyond the wall, since I had assumed that winter conditions fully applied there already from what the main mod devs did. I'll see if I can get the winter advantage stuff up and running correctly for my next major update (soon)
Kregon  [author] 15 Jul @ 4:38am 
Hi @Shazzer, thanks for your answers, I indeed was ignorant about that. Before your reply, @brendan1903 let me know of that as well. Since it's technically hard to make lore correct winter working with the winter advantage of traits and cultures, it's up to you to use this mod or not. If you like more about lore accuracy, recommend his mod AGOT: Seasons of Ice and Fire. Thanks for enlightening me again.
Shazzer 15 Jul @ 4:05am 
@Keron Ok, I will enlighten you. In the world of Ice and Fire, the seasons last for years, even decades and every single one of the bookmarks starts during a long summer.
Kregon  [author] 14 Jul @ 2:33pm 
Thx! I did a very basic test on bookmark 82 where you have the winter, playing as a random wildling and war, the battle roll only has +4 for taiga as the cultural tradition tribes of the north has but not its +4 in winter. I played as nw in the same book mark and defend at nightfort, your modifiers of winter defender advantage works perfectly, but the wildling doesn't have the +4 as well, and the commander has ranger lifestyle trait which should has +10 winter advantage, but as well is not working. I think those winter advantage are hard coded with the winter modifiers? And as my test of the wildling indicate, your winter is not present btw? Sorry I leave a comment here, some problem happened at my end and I can't leave a comment at your mod page
brendan1903 14 Jul @ 2:16pm 
Of course! Awesome thank you so much! If it doesn't work, I'll do my best to fix it.
I do, I played around with it a bit, with the way other files are modified, it doesn't really do much of note in AGOT. As far as I know, it just overrides what the default winter intensity bias is, if it isn't specified or set elsewhere. I don't know for certain, but that's just my best guess with it.
Kregon  [author] 14 Jul @ 2:10pm 
Thanks! I have't got time to try your impressive mod, I will test winter advantage and such with it and give you some feedback at your mod page! Btw do you have any expirience experimenting the climate.txt? It seems it does actually nothing and as you said, everything works on the winter bias thing. Which is not that hard as most of the baronies are sequential, just massive code generations of repetitions, thx for your kind words tho!
brendan1903 14 Jul @ 2:06pm 
Also the work you did for setting up all the provinces to have a different winter bias is really impressive! I looked at doing that myself when I first made my mod, but it was always so daunting I just never bothered to set up regional variances with that, and then I figured out the alternate mechanic
brendan1903 14 Jul @ 2:05pm 
I think the winter advantage works? I don't usually play cultures with winter advantage, and in the lore war during winter can be a bad idea, and in my mod you get a lot of penalties for going to war in winter, and the AI should be less likely to. That being said, I would assume that the winter advantage for the Night's Watch and the Free Folk are still functional, as those areas are considered by the game to be always winter, and winter combat applies there. I have it scripted so that when it's winter with my mod, winter combat rules should apply as well. I haven't personally tested it specifically, but unless I forgot to change something it should be enabled during canon-style winters.
brendan1903 14 Jul @ 2:01pm 
Hi, yeah of course! I'm always happy to help :)) It has a cycle of summer -> autumn -> winter -> spring, but the lengths are widely variable. So for example in the main books, it's been summer for 10 years, which is a really long summer, usually they're 1 to 4 years or so, but they range from 6 months to 10 years, and the same for winter. Spring and Autumn, are usually 1 to 2 years or so, but they can last from like 4 months to 5 years give or take a bit. How long the season will last, isn't known (in world), they can try to predict it, but usually only a little bit before the seasonal change. I have a table of the season lengths on my mod, based on what is known in lore, so as a player unless you play on non-historical lengths, you can see how long each season in game will be, if it's before 302 A.C. or so. --
Kregon  [author] 14 Jul @ 1:53pm 
Hi, thanks for clarifying the problem for me! You are definitely an expert in lore about weathers, and I almost know nothing about it, that I assume it has cycles like in real life. So is it possible in your mod to allow winter advantage? I think it might be hard-coded and thus why the main mod team leave this blank for the time being. Or I will just keep this one as a temp fix or quick fix to utilize winter advantages and such. I will keep your words and mod in the description to allow people who like to maintain lore correct to use your mod instead. The original motivation of this mod is just I hate winter advantage being useless.
brendan1903 14 Jul @ 1:39pm 
Compatibility wise it's technically compatible with Seasons, in that it won't crash, but you'll be getting double the effects during real life winter months in canon winter, and it may make it a bit awkward when it's summer in Oct - Feb, and it may not work quite right since I modify a bunch of other winter related files elsewhere. So I wouldn't necessarily recommend using both, but it shouldn't cause a crash or break a save file or anything like that
brendan1903 14 Jul @ 1:38pm 
Hey Kregon, I'm the dev for the Seasons of Ice and Fire mod, I've played around a lot with the winter modifiers and such, and for a while I had the vanilla winter stuff added back in, but I removed it and replaced it with modifiers that are functionally the same, and temporarily set as character modifiers instead of to provinces (will fix later). I ended up removing it since I haven't figured out how to have the vanilla province modifiers only show up during the ASOIAF winter, and not during the real life winter months.

My best guess for why they kept the advantages is because B.T.W. it's scripted as being always winter in the files, so the winter advantage should always apply there (to my best knowledge). For the lore reason, seasons in ASOIAF last for years on end at varying lengths. Based on some comments in the code I think they just left it disabled rather than have consistent vanilla real world style winters mess with lore, until they make their own winter system.
Kregon  [author] 14 Jul @ 11:34am 
Hi, thanks for your reply! I have no idea why they remove winter modifiers, it's just my guess, and after further observing, indeed it has limit influence on performance, only the snow graphics, it also turns the north yellowish (green + white).
However, I doubt it's lore reason, as they put a lot of winter advantages on cultural traditions and traits. Like nightswatch lifestyle has winter advantage, wildling culture has winter advantage. If they remove winter due to lore reason why they keep the advantages? The newest update about faith in btw also has some winter advantage. This mod aims to make those winter advantages and winter moving speed useful. Or else they are just plain numbers.
If you mean the long night kind of magic winter, they weren't there in the current bookmarks, so normal winter applying seems fit to me. If you know more about lore reason, enlighten me, I'm curious!
Heir Riddles 14 Jul @ 8:25am 
They weren't removed because of performance lol
Shazzer 14 Jul @ 7:19am 
Sir, you do know that AGOT not having winters is due to lore reasons right?
Kregon  [author] 11 Jul @ 1:37am 
Winter modifiers occur starting from October and end about in Feb, as in vanilla game, here's a link of how it works [ck3.paradoxwikis.com]. I didn't change any winter mechanincs in vanilla, just bring them back in AGOT, so expect Siberia winter in far north and Dorne is similar to North Africa and Middle East.
LemurKing 10 Jul @ 6:51pm 
Do winter modifiers occur during the months that correspond to the winter months in real life?
Kregon  [author] 9 Jul @ 11:51pm 
Hi, thanks for your reply. I only discovered that mod when I tried to make this mod and they didn't deal with this problem. After a quick look, they have no conflict files with mine, probably meaning it is compatible.
However, I'm not sure about their effects on winter, from the description they use struggles instead of putting modifiers on province? If that's the case, winter modifiers allowed by this mod would probably work along with their mod. You could try it yourself, I would look into their mod when I have time.
Miketantinople 9 Jul @ 8:59pm 
Have you thought about combine this with AGOT: Seasons of Ice and Fire