Crusader Kings III

Crusader Kings III

Rellom's Roleplay Collection
 This topic has been pinned, so it's probably important
Rellom  [developer] 12 Jan, 2023 @ 11:27am
Changelog
16/03/24 UPDATE: 4.0.0 Scythe

Obviously a complete revamp of the collection. Fairly (lite) compared to the previous editions for Lance, without Bookmark+ and down to 85 or so mods.

A couple of notes:
  1. When I say lite version, that is not entirely true, as this is still not potato friendly at all in terms of CPU or game speed.
  2. I’ll not list all the new mods, or removed mods. A lot has happened since the last update I made, to point out the obvious, that a lot of mods are no longer supported, including my own balancing mod, but with another taking its place in Realism & Balancing. And that is the story for many mods.
  3. I've decided to keep it European centric, with More province Expanded, rather than Bookmarks+.
  4. Realism & Balancing - Is not exactly as punishing as Higher mortality mod, when it comes to health issues while also having higher birth rates, so a way to control the population / levies not spiral out of control, is with the new plague's system, and possibly also the Black Death spawning at random earlier than historically - Which is something I've fine-tuned within the rules with some trial & error running simulations along with A Fix for the DLC "Legends of the Dead" to extend how long they appear for. So expect to see a lot more plagues, if you do use my rules, otherwise - I would call it unplayable with the amount of accumulated population / levies it would create in just a few generations.
  5. Furthermore, use Population Control every so often, and disable it when you reach around 35k. I like to keep the playable population at a maximum of 60k.
  6. A major problem with obfusCKAte as it is not updated, there will be a bug in the holding UI, not showing buildings values when buying, and also some scaling issues from outdated syntax. Jorgito78 mentioned he would update it at some stage, but not sure when. So, here is the situation, either you disable the mod + compat mods completely (removing it from the load order,) which means you will be playing without it for the entire save, as it is not save game compatible to install later on. OR, you start with it enabled, and then disable it after you have saved the game, and play without it until it is updated, as it is only GUI / syntax stuff that is bugged. OR, you play with it, even with the bugs - I mentioned this before, but for me, playing without obfusCKAte, is completely unimaginable.

Check the bugs & known issues topic which is also updated.

Change in load order:

8/11/23 UPDATE: 3.1.7 Lance

More Bookmarks+ Update: 3 Aug @ 10:05am. Introduced parts of shogunates to the game. These changes are not save game compatible. You got 3 options
  1. Start a new save. (What I’m going to do.)
  2. Use the Bookmarks+ stable version which will still work with the current save.
  3. Ignore my advice. Technically the game runs, but Japan will have the wrong culture, and there will be a massive backlog in the error report from spawning events, which will cripple your game in the long run.

Removed:
  • UCS Dark Ages (SubMod)
    I have removed it as a public mod, as the creator was far from pleased with using his content how I did. I’m still planning to update it, and play with it myself and for any friends on my steam list that I know also want to do so.

    While I do not agree with any of his opinions or like his general attitude toward what a modding community should look like, or for that matter the logic around “stealing,” content that is legally not his, I do respect his wish and keep it hidden from the public library. Steam is inclined to leap toward the easy solution, which is fair enough, if we see it from the point of view of a company, so I’m not going to take that battle head on, as this is not exactly a hólmganga unfortunately.

    I believe in a modding community, where no transactions exist, and all code is free to use. None of us own the code we create. We are borrowing a platform called CK3 to play and have fun with, and I find no logical reasons for why we should seclude ourselves, and claim owners rights, where none can be taken. This is all owned by Paradox, and why would we as the modders not share it? The whole concept is to share what we created with others, without any transaction. I do not care (negatively at least,) if someone uses my mods, reuploads them under a new name, or even the same name. It does not feel like someone stole anything from me, as I do not see any of it, as mine. It is everyone's, the second I uploaded it. This is of course not the same, if there were a transaction, but here, on the steam workshop, there is none, and hopefully never will be.


    I’m not sure which of us is the minority of the community, on this topic. But I sincerely hope that modding will stay free, both in terms of uses, and transactions. One thing is for sure, I’ll never apologies when I do not feel wrong, ask for permissions where none is needed, or for that matter deny others, to play the game exactly how they wish, just to uphold some kind of ideology around ownership in a modding community.

    To play with Dark Ages, you have two options, either befriend me on steam, as I keep the (SubMod) up for myself & friends, or go play with the original. But, it will not, and never will be compatible, as both Dark Ages, my UCS mod, and other mods in the collection got conflicting vanilla files, which are not patchable, or something anyone can fix with load order.
  • More childhood personality events - Unfortunately to many errors for my liking.
  • Compatch: Improved Personality Formation System & Childhood Personality Event Mods - We need a new compatch.

Added:
  • Compatch: Improved Personality Formation System & New Personality Events for Children - Instead of the other compatch.
  • More Lifestyles - Alright, a bit surprised that this actually worked and is compatible. I tend to stray away from new lifestyles, as it tend to not be very well implemented, unbalanced, or the AI might not use it, incompatibilities, or whatever it is, I always find reasons to leave those out. But not this one. I took some time to go through the files, which for the most part is custom, and those that are vanilla are not problematic. The creator is also planning on using RePerk, which might be two mods in one in the future, so I’m all in on that. BUT, I’m going off a limb again, and will go out of my way and patch this in the future with UCS concepts and balance, but unlike Dark Ages, this can all actually be patched with very few files. But overall, I think the creator did a fantastic job on the balance, so it is not a high priority, but there are things I wish to balance slightly differently.
  • Note Taker & Memorandum - Did you ever think the memories were a bit lackluster? Yeah, me too, and I really rarely looked in it, but with this, I can more directly add more memorable memories, when I go heavily into RP. It is easy to forget everything about some random cousin, unless you use some kind of google spreadsheet or notebook outside of CK3 …Well, no more tabbing out of the game to keep track of our characters' interactions.

Check the bugs & known issues topic which is also updated.

Change in load order:


8/2/23 UPDATE: 3.1.6 Lance

Quick fix: I messed up the load order with the barbershop being above Dark Ages, which made some serious error problems for the new scripted_illustrations.

Removed:
  • Nothing

Added:
  • Nothing

Check the bugs & known issues topic which is also updated.

Change in load order:
New JSON & RULES FILE[drive.google.com]is created for update 3.1.6

8/1/23 UPDATE: 3.1.5 Lance
All changes are Save compatible & All tested, letting the game run for 100 years

Massive update - maybe the biggest outside of making a new save, I have yet made. I tested it pretty thoroughly, and I was not able to find anything that suggested it to be incompatible, but there is so much content in Dark Ages, that it is possible a mechanic is not working, I just never found it … in that case, at least it is not breaking anything.

The big two, is my new mods , UCS Balance Pack and UCS Dark Ages (compatch) which is adding Dark Ages, and a ton of balancing to the game.

Removed:

Added:
  • UCS Balance Pack - A pack of rebalances that will reduce the overall amount of mods in the collection. This will make your game harder, so have that in mind, and there will be many more new changed modifiers and definers compared to before, which might make your saved game have unexpected impacts on what you need to do, right off the bat, when you start the game again.
  • UCS Dark Ages (compatch) - Dark Ages, but I removed some files that I don't like, while also making it compatible with mods in the collection and the rest of UCS.
  • Faster Culture Conversion - While we could promote minorities, we did not have a way to get rid of them. This is basically a mod that makes you go to war against the minorities, both cultures and faiths alike, but such tyranny comes with heavy impact on stability of the realm, if you wish to be genocidal. Suggested by @TheAuditor
  • New Personality Events for Children - More events for children's education. Suggested by @TheAuditor
  • More childhood personality events - More events for children's education. Suggested by @TheAuditor
  • Childhood event patch - Patch for the two above with Improved Personality Formation System too. Suggested by @TheAuditor
  • More Travel Options - Like the title goes, adding some flavour to travel choices. Suggested by @TheAuditor

Check the bugs & known issues topic which is also updated.

Change in load order:

7/29/23 UPDATE: 3.1.4 Lance
All changes are Save compatible & All tested, letting the game run for 100 years

Removed:

Added:
  • MCN - While making content on YouTube, I hated using it, as it was impossible to pronounce almost anything historically more accurate this include, but I think it deserves a spot on the list now, as it do a lot to the historical appropriate immersion overall.

Check the bugs & known issues topic which is also updated.

Change in load order:

7/28/23 UPDATE: 3.1.3 Lance
All changes are Save compatible & All tested, letting the game run for 100 years

Removed:
  • Nothing

Added:

Check the bugs & known issues topic which is also updated.

Change in load order:

7/27/23 UPDATE: 3.1.2 Lance
All changes are Save compatible & All tested, letting the game run for 100 years

Small update (again.)

Removed:

Added:
  • EPE + CE + BAP Compatch - A special World compatch was NOT covering the CE part. My bad guys.
  • RePerk - The successor To Live And Learn. Overall this concept is much better, as it opens up for more dynamic decision making, in what lifestyle lines we move down into, while this also is used by AI compared with To Live And Learn, which is only flat attributes, without AI interactions.

Check the bugs & known issues topic which is also updated.

Change in load order:
  • A couple of major changes in load order, with all Mostly mechanical mods moving up above all the flavour packs, and also moving the artifact mods up where they belong. (I never found out what mod made it incompatible further up the list before, but I suppose it is one of those we have taken out after update 3.0.3 as it now works again)
  • New JSON & RULES FILE[drive.google.com]is created for update 3.1.2

7/27/23 UPDATE: 3.1.1 Lance
All changes are Save compatible & All tested, letting the game run for 100 years

Small update, as a compatible version for knights manager with OCK was uploaded, and @TheAudtitor made me aware of a couple of no longer needed compatches, along with me having a fetish for cleaning the error report.

Removed:

Added:

Check the bugs & known issues topic which is also updated.

Change in load order:

7/27/23 UPDATE: 3.1.0 Lance
This is to be considered an update for a new save. As updated mods, is NOT save game compatible.

I didn't expect to restart my own save this fast. But, circumstances playing with a big collection, and gaining knowledge, means us nerds playing with many mods, need to start over more than the vanilla kids.

You thought I was going to lay down my axe, and go play early access BG3? Hell no, I’m going to add more than what we lose, without compromising stability or game speed (too much lol. Yeah, that is a lie … this is not going to be potato friendly.)

  1. The one main reason for this is CE being incompatible with anything that load after it, that interact with specific european cultures and creole_language_triggers (such as CAP,) but the problem could be bigger than that, as it also seems to influence cultural acceptance mechanics. What this means is a massive amount of log spam (around 50% of total right now,) - Unfortunately this is not a save game compatible fix, as the log spam prevails, even by removing CAP or any other mod with the problem. You can of course still play with it on, but I'm going to remove it which will be 3.1.0 as this moves to new save (much against my will) as I'm considering the health, speed & stability more important.I believe this could be patched in the future, but it would be a massive job, unless CE developers got some crazy fix for it.
  2. The second reason is also to get one more long term save, before it is too late, as the 22nd of august is looming around the corner - which is when things hit the fan, and everything breaks with the next DLC.

Removed:
  • Razros Cheat Menu - Moving to Divine Intervention Cheat Menu.
  • Cultural Armies Pack - Most of my reasoning was already done above. Hopefully the problem with CE will be either fixed or patched, in either way, this got to go until that day.
  • culture expanded cultural armies compatch - Same reason as above.
  • Chaotic World option - While I had fun with it, it unfortunately is also niche, and is changing cultures (if you use the option,) which also make it incompatible with CE. Might not be the last time I personally download it, but it will likely not be part of the collection again.
  • Rurik: Chronica Slavorum - Together with the compatch, is not compatible with More Bookmarks+.
  • ME + EPE compatch - No longer needed as another added compatch cover it.
  • Holding Sprawl - COW3 is adding another version.
  • More Provinces Expanded - Obviously not compatible with More Booksmarks+. That would be insane, wouldn't it? - Likely going back in the day Bookmarks is coming out, as I believe the amount of provinces added in europea when you play there, is a lot of fun. But with this update, I’m going to be playing in the far east, so not a big miss for my next save.

Added:
  • Divine Intervention Cheat Menu - Moving forward, I believe this mod will be both better, and updated more often then both Pika’s and Razors, while still currently doing the same as the other two.
  • COW3 - the main reason to add this, is that A special World compatch is covering it, while also adding more options to how we possibly could play tall. I believe it is a little bit overpowered, but I want to use it in this next save anyway.
  • COW3 Graphics - Just more graphics for the sprawl.
  • More Bookmarks+ - + 3 compatches. This is the big one. Kind of hard to grasp the extent of changes, as it almost adds and changes as many things as 100 of the other mods in the collection combined. Cultures, faiths, a full scale asia expansion, either full integration or ideas based on various of other mods, such as Raja, Governments, Res Republica, Africa Plus, Muslim Enhancements, Tenets to Doctrines, Cities of Wonders 3, Silk Road … in other words, massively changes the gameplay.
    It is adding so many things that I’m still not 100% sure it is compatible with the rest of the list.I have only found one issue after days of testing this new update, which is Religious/Cultural Minorities GUI being overwritten in the holding and county window by OCK, but otherwise functional mechanically and elsewhere in the GUI.
  • A Special World - A compatch making this new update possible, without it, it would honestly never work.
  • Minor Titles Reforged - Added again, as it now is updated.

Check the bugs & known issues topic which is also updated.

Change in load order:

7/24/23 UPDATE: 3.0.8 Lance
All changes are Save compatible & All tested, letting the game run for 100 years.

Some great new mods added thanks to @TheAuditor suggesting them, while also some problems with log spam to talk about.

I have recreated the bugs & known issues topic, this is the current situation:
  1. War score from fighting in battles, is not getting applied correctly when joining a call to arms for your liege. Could be a mod conflict, or a bug in More interactive Vassals
  2. Sometimes when loading the game, the IMHO mod, is overwriting what the OCK patch is supposed to do. Easy fix, go into the game rules, hit apply, and all the opinions should be gone again, except from our character's opinion of others. (This is only the case, if you play with opinions hidden already.)
  3. What is believed to be EPE + CE + BAP Compatch, is creating a lot of error spam that has to do with missing language groups. This is hopefully getting fixed, and the author is notified.
  4. Cultural acceptance is not working with new cultures. It is believed to be an issue between CE and BAP, but possibly extend to more mods. Kaepora Gaebora is working on figuring this one out.

Removed:
  • Minor Titles Reforged - I noticed a bug in the mod increasing the log spam significantly, and have reported it to the author. I believe I could update it myself, but for now, I’ll just remove it, and put it on the list again when it is updated.

Added:
  • Universal Contract Assistance & Foment Revolt - Adding contracts & forment revolts mechanics to the game. The AI also uses this, and depending on opinions and their gold, they could decide to take up arms in wars they normally would only do if they were allied. There will be a lot more moving bodies and independent rulers in different wars right when this is applied, which do add to the overall load on the system, and will slow down the game speed. But, this is only really bad to begin with as all the AI is all trying to take advantage of the gold they could gain, so everyone wants to join everyone's else's war, and after a few years it will settle down, with more peace deals, and less gold on the most warmongers of characters. Overall, I’m happy with a bit slower speed (maybe 10% slower,) as the AI is interacting in a much more dynamic way going into wars, and also just taking advantage of opportunities to gain gold, or destabilising their neighbours with the forment revolt.
  • Stressful Conquest - Adding negative and positive stress modifiers to winning/losing/white peacing wars, depending on characters personality that add or reduce stress.
  • Farewell, Chaplain! - I was unaware that this was updated to work with T&T’s travels. I like the concept that we need to travel to the head of faith, to activate this, where it before was almost just straight up cheating.
  • culture expanded cultural armies compatch - Fixing a couple of illogical issues with CE and Cultural Armies pack, while also adding the new MAA to mercenary companies to diversify it.

Change in load order:

7/22/23 UPDATE: 3.0.7 Lance
All changes are Save compatible & All tested, letting the game run for 100 years.

Removed:

Added:
  • Nothing

Change in load order:

7/21/23 UPDATE: 3.0.6 Lance
All changes are Save compatible & All tested, letting the game run for 100 years.

Trimming the fat, and adding muscles. In other words, there are mods on the list I feel like adds very little, both in terms of immersion, usability, or mechanics, that can be cutted out for the sake of reducing the load time with less solo mods on the list.

The muscles in this case, is something Increasing the mechanics I believe the list was missing. More building options, and a way to play a bit taller, with OCK hidden mechanics making the game significantly harder, I feel we also needed an incentive to play peacefully, while the AI got the same option.

Removed:
  • Easy to See - Hostile Armies - Trimming the fat - It did not lift enough weight to carry a spot.
  • Strategic Arrows - Trimming the fat - Only half working, and honestly, not adding enough immersion or QoL to be worth it.
  • Diplomatic range - Only ever used it when checking that others mods diplomatic range was added correctly. Otherwise, I actually feel like this is immersive breaking, more than it is helpful to my RP experience.
  • Total Animation - All Portraits Are Animated - Not functioning with OCK, and only in the collection since Morven’s compatch is patching it. From what I can tell, the other mods are still getting patched correctly without it.
  • Extended Outliner - I forgot how pointless the outliner is when playing with OCK, I almost don’t use the outliner at all. We are not supposed to see the opinions, armies, health or any of that stuff, which is making the extended version redundant imo. While keeping track of important people is still fine, OCK is already blocking most of the stuff we should not see in the outliner, and missing out on the Coat of Arms is not a big deal to me.
  • Brighter Progress Bar - Mostly overwritten by OCK, so another easy trim.

Added:

Change in load order:

7/20/23 UPDATE: 3.0.5 Lance
All changes are Save compatible & All tested, letting the game run for 100 years.

Very exciting update. Out of the blue jumped a proud Brazilian Modder with 3 new mods.

Removed:
  • County Court - Removed for two reasons. One is a new mod that adds dutchy courts instead, and the other is the amount of overall pressure on game load/speed, these many courts are putting on the game over longer playthroughs. Imagine how many events, travels, artefacts, etc etc, the game is generating.

Added:
  • Chat GPT Flavor Pack - Big boy GPT created events, new traits, triggers, modifiers, decisions, absolutely brilliant, and is compatible with everything while also in line with how I wished it balanced, expect from maybe one minor detail that will get rebalanced later on …I mean, even the AI is using all of those new decisions and get the events too. It is also save game compatible, but you won't see the traits on characters until the script applies them on their birthday (much like how my height traits work from UCS.) This, outside of my own UCS mod, is maybe the largest scale solo mod attempting to significantly increase characters' indirect storytelling. This is also done with well balanced opinion and modifiers within vanilla acceptable, as we both aim to not make god-like characters, but simply diversify the world we play in. It is a double whammy of win/win, as we just get more, without compromising.
  • Balanced Royal Court for Dukes - This is adding dutchy tier courtrooms with new modifiers to the court Amenity. Overall, is it a buff, but the first level is straight up a net negative, which does make it more logical to spend more money in the courtroom.
  • UCS - Attributes/Ethos Matters! - This is changing the dynamic modifiers on attributes, and how good or bad they are, and that also extends to ethos along with a few other changes. I had to make a compatch, as there were a couple of files that was overwriting files we use, and I like to still use in UCS - Overall, I would say with these new changes, and how these effects gets applied, each character is more powerful than before if they got a high attribute, but if they are poor in an attribute category, they do get a hefty net negative of modifiers in that category to make up for it as well. Which means, with UCS, I feel like there is a good balance of not getting too much, without getting penalized too in another attribute which is low … Those god-like characters can stay in full conversion fantasyland. That is not this collection's aim, so we will see if this feels balanced, or more work is needed on my part to balance all of that.

Change in load order:

7/19/23 UPDATE: 3.0.4 Lance
All changes are Save compatible & All tested, letting the game run for 100 years.

Removed:
  • Calm Water - While testing Ultimate Graphical collection, I found out that calm water is already part of IR Terrain Fantasy295 version, or at least has very similar changes.
  • Snow with some patches - Is part of the newly added Ultimate Graphics collection.
  • Snowfall Visual Effect - Is part of the newly added Ultimate Graphics collection.
  • Dark Water Border - Is part of the newly added Ultimate Graphics collection.
  • I miss imperator Map Mod - Terrain Fantasy295 is already overwriting most of it, and with the new fonts from the Ultimate Graphics collection, we might as well take it out to reduce the overall mods.

Added:

Change in load order:

7/18/23 UPDATE: 3.0.3 Lance
All changes are Save compatible & All tested, letting the game run for 100 years.

Removed:
  • Advanced Character Search - After an update to OCK, which added a (people you know,) tab, I feel like this became obsolete in terms of actual gameplay. I still use it, but only as a modder to quickly find specific things while modding myself. On the other hand, OCK’s new tab, is a great way to quickly get an understanding of your current diplomatic power and range, to either marry or find known characters within a more realistic RP setting search option.
  • More Holding Graphics - Along with all its compatches are removed. It is incompatible with Governments+ and Cat’s Coat of Arms Familiy & Titles. Both of them are using graphics to locate the coat or new government types, and completely overrule the applied new ghrapchis from More Holding Graphics, no matter the load order. So it was either More Holding Graphics or the other two staying in, and I think Governments+ mechanics togetherwith Cat’s Coat of arms to families & titles, is trumphing More Holding Graphics. That said, I do believe that this is something that is possible to compatch, but I’m not an expert on this, but might find time to see if I can do it myself in the near future.

Added:
  • The Prof's Unit Art - Adding a facelift to all the base game unit arts. Well, at least in my opinion. Also the compatch with CE is added.

Change in load order:
  • Moved Artifact Manager further down the list, along with Search & Trade + compatch. Not sure exactly what broke, or got updated to another mode, making it no longer work further up the list. More investigation needed, but for now, it will have to be listed further down.
  • Moved Movern patch further up the list.
  • Moved More provinces Expanded further up the list.

    7/14/23 UPDATE: 3.0.2 Lance
    All changes are Save compatible & All tested, letting the game run for 100 years.

    Removed:
    • Nothing

    Added:
    • Chaotic World Options - So, I played a save for 20 in game years, and had all my 3 children and possible heirs dying due to different circumstances … Gotta love it, that is what can happen with this collection. Right, so I thought about trying something a little different now when I need to start over again - This mod is pretty far from historically correct, and everything it does can be either turned on or off in the rules, so completely up to you if you want to give it a go. The main reason for me to use it, is to completely randomise all innovations, development, traditions and random ruler traits in a kind of odd world where the counties, duchies, kingdoms and empires are distributed 25%/25%/25%/25%.I simply want to try something new without going for a total conversion like Agot or LotR.
      The real world is still there in terms of de jure and names, same goes for the characters & their dynasties, but everything else is … well chaotic.

      - None of the “chaotic” rules is applied, so it should also be save game compatible, but of course, if you want to try any of the rules, you would need to start over. This is pretty niche. I'll add a new preset to the rules file for both how I play it, and with them turned off/default.

      - (note: The game is significantly slower at the beginning of the game, as there are more individual rulers, which means the game will create more court/family members for them unless you disable the feature in the normal rules. I estimate it to be 30% slower overall, but with population control on, my system seems to do fine for my tempo of playing. It might even speed up a bit compared to normal later on, as there are more big kingdoms/empires to swallow all the small independent rulers over time.)
    • Less Old Wives - AI Men Marry Younger Fertile Women was added to Morven's Mods 1.9 Compatch, and we need it too, to make the patch work.
    ,
    Change in load order:

    7/12/23 UPDATE: 3.0.1 Lance
    All changes are Save compatible & All tested, letting the game run for 100 years.

    Removed:
    • PoW - compatibility issues with OCK in marriage and councilors appointment window. A big miss, but I do not see any patches coming any time soon.

    Added:
    • Nothing

    Change in load order:

    7/11/23 UPDATE: 3.0 Lance
    This is to be considered an update for a new save. It is a massive change, and is NOT save game compatible.

    This update is tested in a new save, running 200 years in observer, and also 70 years playing as a character.

    Alright, first off. Sorry for the long delay before getting around to playing 1.9 and updating the collection. The game for sure got better, and I've already had a good amount of play time, to get my barring on what I like, and what I do not like in any of the updated / working mods. But it was a steep hill to climb to get anything near the collection we had before, though I think I've done alright.

    The more I play, and the more I test mods, I lean heavily toward mechanics that allow me to create stories that is nor min/max, or a godlike adventure. I believe the game should be a more realistic simulation of a dynasty / character / random event generator, which hopefully the mods I chose will reflect.

    I’ll not explain all the new mods, or all the removed, as that is a bit too much, but I do like these journal type updates, so I’ll try to pinpoint some of the most important mods, and how I use them / or how they make sense to play with.

    Top 20:
    1. UCS - No collection without my own mod contribution. Not bias at all :D
    2. ObfusCKate - Should possibly be 1 on the list. This is the mod that connects all the dots, and shapes how I play CK3. The updates it has received the past few months, is significant, hiding more and more information, while still adding seemingly better ways to interact with the game in a new way to receive these hidden informations. The whole concept of not knowing every single character, how they look, what they like, how big an army they got, is to me, giving the whole RP storytelling element a massive boost. Playing with this, and in combination with other mods and rules I choose, is of course also making the game “harder,” but I think anyone reading this, is already looking for a new way to play the game, while making the normally tedious (paint the map your favourite colour) mini game, far more rewarding, when it entails more risk of realistic setbacks within these mechanics.
    3. Expanded series - Naturally all collections should include some of these. EPE, CE, SE, UPX, SRE, IR. Blood & butter mods, they simply expand the culture and arguably got more content then the base game within their tags.
    4. Community Flavor Pack - Along with RICE, one of the pillars of the standalone mods in the modding community. The amount of new hats my character can choose from, is almost becoming a joke.
    5. RICE - Maybe the best standalone flavour pack. Much like Expanded Series, it would be criminal not to have this in your mod collection almost no matter what sort of save, as it is also compatible with most total conversion mods.
    6. More Provinces Expanded - Almost 7000 new historically correct baronies, provinces and duchies, and if that was not all, also adding more Navigable Rivers and as far I can tell 100% compatible with anything in my collection, which I honestly thought impossible with a mod like this.
    7. Foundational Framework & Mostly Mechanical mods - Most of them are in the collection, such as PoW, IMHO, trick or trait, Inheritance, Gamerule Gadget. All of them add some very specific mechanics that directly change how I approach and play the game. These go hand in hand with OCK’s hidden mechanics.
    8. Africa Plus + Muslim Enhancements + Rurik: Chronica Slavorum - Much like the Expanded Series, these 3 combined, add a lot more flavour to the world that are somewhat neglected. I’m very europea centric, which is covered mainly by the Expanded series and I feel like these 3 + Expanded series are covering cultures decently around the world, maybe except from east asia. My next planned save is actually in the slavic region, so I’m also looking to incorporate some steppe culture packs, but that has proved more difficult to find, let alone patch.
    9. Interactive Vassals - When you get used to playing with it. Is it really hard to go back to vanilla. Though I could say this about any of the mods on the list, this just dramatically change one of the most boring parts of the game, and made it slightly more interesting … the wars. Also a shout out to the other war mods by the same creator, great empire wars, border disputes, better rebellions, warden vassal contract, which to me go hand in hand.
    10. Movren’s mods - Two of the most influential creators, Kaepora Gaebora as the patch maker to 11 of some of the best mods from Movren. Nothing incredibly game changing, but many small and meaningful changes add up to something special.
    11. Configurable News Feed - Bread and butter of customising what news our character either wants or can get, depending on how much RP you want to throw away with this CK3 Twitter mod. Also make sure to check out Alerts manager, which is currently the best for alerts.
    12. Artifact Manager - A really big improvement on the whole artefact system. Just alone the QoL, not to talk about the upgrades, auctions or repair of all features.
    13. Ketaros Population Variations - More diversity in new spawns traits. Yes please, I’ll have some of that.
    14. Holding Graphics - By far one of the best graphical map mods. It does add some immersion to see the cities grow and change shape over the years.
    15. Court Position mods - A pack by sawwhet5975, which add up some of my favourite mods that expand on the court positions, such as [KET] Advanced Court Position & Court Position Expanded.
    16. Legacy Mods - A pack by sawwhet5975, which adds up some of my favourites mods adding to the legacy system, such as More legacies and Less Restricted Northern & Iberian legacies.
    17. Cultural Armies Pack - I've abandoned my old mod “Rellom’s Small Armies” & also failed to get any other mods to work with reducing levies in a balanced way. Maybe in the future we can have both more MAM and less levies, but for now, this will at least enrich the world's armies with some different units to smash those 100k levy stacks.
    18. Patrum Scuta - Complete overhaul on the emblems, and more historically correct.
    19. Education Automation - Along with Better AI education and Ward limit based on Learning, is this adding some logic to one the worst AI coding in the base game. Adding to those 3, also a big shout out to Improved Personality Formation System.
    20. Unofficial Patch - Coming back in from the depths of my hate list, as it actually functions without any hiccups now, and is fixing a ton of vanilla bugs and irrational behaviours.


    Well, maybe I should just have thrown all the mods up on the list :D

    Word of caution, I would argue this pack to be less top heavy on the performance side of things compared to before. But after 170-180 years (on my system), the game will start to slow down significantly due to two different reasons, big fat levy stacks and character spawns. One thing you can do to help this situation is to use population control and snap half the realm away. Which for me, increased the speed EST 30%.

    There are plenty more mods, that I feel is for sure worth a mention as important, such as Mediaeval arts, House Traditions, county courts, Governments+, Minor Titles Reforged or Knight Manager Continued.

    I've also added my game rules to the drive link, if you want the exact same rules as me. But Like I said, I dig pretty deep into the hidden mechanics kind of gameplay with OCK without portraits or knowing characters opinions, and also got some spicy inheritance rules, so that might be stretching it for some of you. Another thing, the entitled mod rule needs to be turned off, before you can start the game, no matter if you used it or not.

    Anyhow, enjoy a new game with the new update.

    Change in load order:


    3/4/23 UPDATE: 2.7
    All changes are Save compatible & All tested, letting the game run for 100 years.

    Removed:
    • Nothing

    Added:
    • RSA + MIV + GEWM + BDM Compatch - I made some changes to Rellom’s Small Armies, that got to do with Casus belli modifiers, and it needed a compatch with other mods adding new CB’s to the game - The war score from winning battles was coded to 50% default for both attacking and defending. I have set this to 90% for attackers (so they still need to either siege or capture prisoner to win,) while the defending party can get 100% warscore from just battles - These changes is added to all CB’s, and likely you want to more often win on the battlefield then through multitude of sieges. Though, I have also buffed how much war score you get from war goals, to make it a little bit more balanced. But overall, it is up to you, how you want to roleplay it … sometimes you might want to siege an easy castle, sometimes just slaughter small armies, or maybe a mix, in any case, wars are going to be faster overall, for both you and the AI.

    New Issues:
    • Nothing

    Optional:
    • Community Name Packs - Adding more cultural and historical correct names - Lovely mod, and something I think most of you should play with, personally I’m already struggling saying the vanilla names making content on YouTube, and these are not making it easier.. If I were not creating content, I would very likely have this installed per default. (Load Order = S1)
    • Community Title Project - Adding more cultural and historical correct title names - Lovely mod, and something I think most of you should play with, personally I’m already struggling saying the vanilla names making content on YouTube, and these are not making it easier.. If I were not creating content, I would very likely have this installed per default. (Load Order = S11 above Community Flavor Pack)
    • Sinews of War - More Cultural Names Adding more cultural and historical correct title names & languages - Lovely mod, and something I think most of you should play with, personally I’m already struggling saying the vanilla names making content on YouTube, and these are not making it easier.. If I were not creating content, I would very likely have this installed per default. (Load Order = S11 above Community Flavor Pack)

    Change in load order:
    • New JSON FILE[drive.google.com]is created for update 2.7

    3/4/23 UPDATE: 2.6
    All changes are Save compatible & All tested, letting the game run for 100 years.

    Removed:
    • Marry your Courtiers For Knights - Keep it in if you use it. I like to micro-manage these things, so I’ll put it on the optional list, as we already have other options to marry our cortiers manually through Omniscient.
    • Snowfall Visual Effects - Another one going on the optional. Don’t get me wrong, if you got a high end PC, or really love it, keep it in, just like I will do, but it does have a small effect on the overall performance, and I feelt like it was more deserving to be optional.
    • Choose Throne Room - Still haven’t used it, not even sure I ever will as I think the game is pretty good at actually using throne rooms I like for each region. Anyhow, it will be on the optional list.

    Added:
    • UCS + Razer’s Cheat Menu Compatch - Adding the traits from UCS (expect from height traits, which already got an event to apply them,) to Razer’s Cheat Menu, so we can remove or add them like all other traits.
    • Census - A mod that create a Census as an court artifact book, that you can read (excellent for roleplay purpose,) while also adding an extra court position. There is a small issue, well just off-putting for some I suppose, as we already play with Advanced court positions, we will have 2 roles for scribes, funny enough one is named (Court Scribe) the other (Court Scriber,) which make it compatible and also both give very different modifiers. Another funny little thing, is that we can create the Census for 25-200 gold and then sell it through Artifact curator for 80-400 gold, but who would sell their lovely new court artifacts and triple their money?
    • COW3 + Governments patch - A patch that fixes a problem with Estates not showing as holdings, otherwise I think SoW and Small Armies are overruling most of the rest.

    New Issues:
    • Update on the Misri & Mashriqi culture groups being a naked and bald issue. I have located the issue to be between the Advanced court position mod and EPE. No patches or load order changes will change this. If you plan to play in this area, I would suggest removing the Advanced court position mod as Misri is a very influential culture group that is likely to spread across the map. This is also something of a concern of mine, and I will likely remove the mod in my next playthrough and hope to find other mods that add to the positions instead.

    Optional:
    • Marry your Courtiers For Knights - Keep it in if you use it. I like to micro-manage these things, so I’ll put it on the optional list, as we already have other options to marry our cortiers manually through Omniscient. (Load order = S3)
    • Snowfall Visual Effects - Don’t get me wrong, if you got a high end PC, or really love it, keep it in, just like I will, but it does have a small effect on the overall performance, and I feel like it was more deserving to be optional. (Load Order = S4)
    • Choose Throne Room - Still haven’t used it, not even sure I ever will as I think the game is pretty good at actually using throne rooms I like for each region. Anyhow, it will be on the optional list.( Load Order = S12 below CE & Palace Emenities)
    • My basic load order list, if you need to figure out where to put optional mods, or add more yourself.

    Change in load order:
    • Governments+ - Is moved above COW3, this along with a compatch that was added, which will fix a couple of issues between the 2 mods.
    • New JSON FILE[drive.google.com]is created for update 2.6


    3/3/23 UPDATE: 2.5
    All changes are Save compatible & All tested, letting the game run for 100 years.

    Removed:
    • Cities of Wonders 3 Graphics - Is not compatible with SoW yet, and it actually never worked. All the graphics we see in the game are from the COW3 base mod, which does work.

    Added:
    • Blade Mastery - Adding a new court position, that can train your knights if they have the education needed and also prowess.
    • War Veterans (1.5.2) - Still in development and something I could also steal to incorporate into UCS in the future. It adds new martial / battle related traits when you have won specific amounts of battles as a commander. As of now, they are very powerful.

    New Issues:
    • The stripes from something being sieged on the map, is clipping in some terrain. This is a small incompatibility issue with FG’s map overhaul and COW3. (this is the same with any map overhaul.)

    Optional:
    • Ascalon's Anachronisms - I’m not a fan of the astectics of these, but it works fine. Remember to install the compatch. (Load Order = S11)
    • Ascalon's Anachronisms' CFP/EPE patch - Compatch for Ascalon's Anachronisms, follow recommended load order as seen in the pictures (Load Order = S11)
    • Better Executions Updated - Very niche playstyle. Do you need to specifically kill someone in a certain way? Well have at it, you sadistic person - (Load Order = S6)
    • Court Confidant - Adding a court position that will help you with talking things over. Is fairly cheaty, and I’ll put it on the optional list, but I do personally use it, but figured it is fairly niche to roleplay, as AI do not seem to use it. (Load Order = S7)
    • My basic load order list, if you need to figure out where to put optional mods, or add more yourself.

    Change in load order:
    • Governments+ - Is moved down below SoW along with a compatch, due to Nomads having a problem with not being allowed to build anything.
    • New JSON FILE[drive.google.com]is created for update 2.4

    2/28/23 UPDATE: 2.4
    All changes are Save compatible & All tested, letting the game run for 100 years.

    I’ll cut out some of the fluff that I’m not using & put it on the optional list, in an attempt to reduce the total amount of mods, while still leaving options for you to pick & choose with tested mods we know that work.


    Removed:
    • Glory To Ancestors + AI - Brilliant concept, but after some thoroughly investigation, is it found to be the main reason for a massive slow down in the game speed after 200+ years of simulation with my PC and maybe less for you. This to the extend where I would call it unplayable, and therefore it got to go. No simple task to find something that is the House Tradition replacement it appears. Apparently the files that edit such files, is a fairly big load for the system to handle, and it was also creating a lot of log spam in error reports.
    • Lay With Your Realm - After update the 27th february, it is crashing the game in load up. I believe the creator made a typo in the files. I have created a google drive backup[drive.google.com] of the old files if you wish to continue playing with it, and install it manually. (Load order = S7)
    • Cultural Immersive Music Mod - Pack 2 : Crusader Kings I & II & III Music (80 tracks – 5h) - Moved to optional list. (Load Order = S1)
    • Great Conquerors - It is not balanced with Small Armies, and I find it an unnecessary mod until I find time to make a patch, but will be put on the optional list. (Load order = S2)
    • Players Can Join Populist Factions - I have never used it yet, and I might never end up using it, so it belongs on the optional list. (Load Order = S6)
    • Missionaries - Is very niche, and I doubt I would ever get to use it within my current save, so it belong on the optional list (Load order = S9)
    • Dynamic Crusader States - Another niche mod, but likely one you want to install if you plan on playing within HRE or the muslim world. I personally will likely not use it within my current save, so I’ll stick it on the optional. (Load order = S10)
    • The Catholic Trinity - Another mod only specifically designed to play with HRE and the catholic world. If you do play with that, keep it in, otherwise, I would deem it unnecessary. (Load order = S11)
    • More Zoom - I personally like it, but it is niche to me making YouTube content. It will be moved to optional. (Load order = S15)
    • More Tilt - I personally like it, but it is niche to me making YouTube content. It will be moved to optional. (Load order = S15)

    Added:
    • Nothing New

    New Issues:
    • Nothing new

    Optional:
    • Cultural Immersive Music Mod - Pack 2 : Crusader Kings I & II & III Music (80 tracks – 5h) - Adding music from CKI and CKII. (Load Order = S1)
    • Great Conquerors - Adding great conquerors that gain extremely big armies, and change the AI decision making to actually expand rapidly, and then often implode. It is not patched with Small Armies yet, so that is why it is on the optional list for now. (Load order = S2)
    • Players Can Join Populist Factions - I have never used it yet, and I might never end up using it, so it belongs on the optional list. (Load Order = S6)
    • Missionaries - Is very niche, and I doubt I would ever get to use it within my current save, so it belong on the optional list (Load order = S9)
    • Dynamic Crusader States - Another niche mod, but likely one you want to install if you plan on playing within HRE or the muslim world. I personally will likely not use it within my current save, so I’ll stick it on the optional. (Load order = S10)
    • The Catholic Trinity - Another mod only specifically designed to play with HRE and the catholic world. If you do play with that, keep it in, otherwise, I would deem it unnecessary. (Load order = S11)
    • More Zoom - I personally like it, but it is niche to me making content. It will be moved to optional. (Load order = S15)
    • More Tilt - I personally like it, but it is niche to me making content. It will be moved to optional. (Load order = S15)
    • My basic load order list, if you need to figure out where to put optional mods, or add more yourself.

    Change in load order:
    • New JSON FILE[drive.google.com]is created for update 2.4


    2/27/23 UPDATE: 2.3
    All changes are Save compatible & All tested, letting the game run for 100 years.

    Removed:
    • Artifact Manager - Moving to Artifact Curator.
    • Auction Off Artifacts - Another sell option is available with Artifact Curator.
    • Epithet - For unknown reason was pulled from the site (could be temporary problem.) We will use Nicknames+ instead as the direct replacement.

    Added:
    • Realm Inquisitor - Adding an extra court position, who perform inquisitions helping to keep your counties of one faith, but also increase unrest.
    • Artifact Curator - Replacing Artifact manager - Overall, this one is better for me, very similar, but it does things a little bit different. Especially the scavenger system, and embed relic is a nice edition for roleplay aspects. One thing missing is the repair of all artefacts event, which I was yet to use, so I’ll put that on the optional list.
    • Kings and their Councillors - A mod I had forgotten about, but was meant to be part of update 2.0 - Giving councillors and rulers in feudal governments new titles, while also giving titles to princes, princess & heirs of kingdoms & empires.
    • Purge Contracts and Holy Order Lease - Nothing is more annoying than vassals inheriting council rights contracts, kicking out good council members without you having a say in it. Even more infuriating, is it when a vassal you are granted or conquer. Contracts should not be bound to the title, but the character, but unfortunately that is not possible, so the best we can do is to remove the automatic council rights when we gain new vassals - It will also kick out any holy orders in cities that are not of your faith.
    • More Traditions v2 - Adding a few more interesting traditions for us or the AI to make use of.
    • Nickname+ - Epithet was removed from steam while making this update, so I pulled in this mod instead, as the replacement, which is pretty much doing the same.

    New Issues:
    • Nothing new

    Optional:
    • More Coat of Arms Backgrounds - Adding a few extra layouts to use. Mostly useful if you create your own CoA for each conquered empire, kingdon, dutchy, county or barony, to really shape your own domain. (Load order = S5 below the other CoA mods.)
    • Repair all - After removing Artifact manager, you might want to add this. (Load order = S3)
    • Historical Quotes - Long load times? Here is some historical quotes to read while waiting - (Load order = S1)
    • My basic load order list, if you need to figure out where to put optional mods, or add more yourself.

    Change in load order:

    2/21/23 UPDATE: 2.2
    All changes are Save compatible & All tested, letting the game run for 100 years.

    Removed:

    Added:
    • Title Manager - Suggestion by PopGabe - making us able to transfer your titles to be part of another de jure title. Very helpful for roleplay, if you want to create / morph into custom duchies, kingdoms or empire. The UI is not very intuitive, and took me some time to understand how it works, but it does work as intended.

    New Issues:
    • Nothing new

    Optional:

    Change in load order:

    2/19/23 UPDATE: 2.1
    All changes are Save compatible & All tested, letting the game run for 100 years.

    New Issues:
    • Rellom’s Small Armies is not replacing the already purchased MaA in a save game with new stack sizes, which means you and the AI will have the standard 100 size on those MaA. Any new regiments will get the new stack sizes applied.
    • Misri culture groups are naked and bold. Could be a mod that needs another load order, or maybe a compatch between EPE and something else is not updated.

    Removed:
    • Cultural and Religious Minorities - Unfortunately the graphical UI in holdings is not showing duo to not being compatible with SoW. It technically working mechanically speaking, but if we can’t see the migration, then what is the point? I hope someone can make a compatch in the future, but UI modding is beyond me.
    • Extended Outliner - One of the old great, but it seems to not work with ObfusCKate, and even then, those informations it would provide should be hidden in any case.
    • Decisive battles UPDATE - Moved to Rellom’s Small Armies, and with Crusader blade, this is not really needed, though all the AI vs AI combat is still being applied to lose more units, like we do in Crusader Blade.
    • CK3 Tweaks for Crusader Blade - Moved to Rellom’s Small Armies.
    • Sow+CE Compatch - Moved to RSA + SoW + CE + EPE compatch

    Added:
    • Rellom’s Small Armies - There were a couple of problems with how battles where calculated between SoW and CK3 Tweaks, so I ended up completely redoing the concept, and also added a compatch myself.
    • RSA + SoW + CE + EPE Compatch - Self explanatory.
    • Unified UI - So happy this one is working with both SoW and ObfusCKate, It fixes almost all of the UI problems we had, and also make sure we can add a few other things missing.
    • UniUi-SoW Window compatch - Self explanatory.
    • Polytheism Reborn - Roman flavor Compatch - I was made aware by the author, Tom5667 that we were missing a compatch.
    • Heraeth - Dynasty Legacies Overhaul - SoW compatch - Self explanatory.
    • Councillors Experience Trait - SoW Patch - Self Explanatory.
    • Poetry Rewritten - Adding some new events and mechanics in connection with the poet trait.
    • Dynamic Crusader States - A niche thing, but I have always hated how boring an obnoxious the crusades was in CK3 … literally part of the game title name, and it suuuuck. Well, this mod is adding a bit more interesting mechanics and context to it. Still not tested it more then one fast crusade, so can’t speak much about it, but it seems to be working fine, and that is good enough for now.
    • Raid Event Expanded - Adding an event to raids, which can make us loot artifacts and trigger a few other modifiers. Raiding could do with some more love, like the crusading, sort of boring in the long run, so happy this worked.
    • Glory of Ancestors + AI - Could be adding where House Tradition is missing out in the list. I hope so. So far it looks promising.
    • Missionaries - Very niche, as you need to actually create a new faith to add the doctrine. But it is alright if you plan to use it.
    • Inspirational - Could be candidate to merge into UCS in the future with some modified values, as they are fairly boring as of now, but do add something to the poor art creators.

    Optional:
    • Jewish Iberian Struggle - Does is actually what the title suggest, it adds Jewish religions to the Iberian struggle. Very Very niche, and I thought it belonged on the optional list. (S3 Load order)
    • The Arquebus - Seems to be functioning fine, but I do not plan to use it myself, as I’m playing with CrusaderBlade, which struggle with new Men at Arms, so adding more is just making it more unbalanced. Also not a fan of the whole idea in general, but I think others might find this one cool, so it is on the optional list. (S6 Load order)
    • My basic load order list, if you need to figure out where to put optional mods, or add more yourself.

    Change in load order:
    • New JSON FILE[drive.google.com]is created for update 2.1.


    2/16/23 UPDATE: 2.0
    This is to be considered an update for a new save. It is a massive change, and is NOT save game compatible.

    This update is tested in a new save, running 200 years in observer, and 100 years further playing as a character.

    Along with this major update, I would highly recommend playing with CrusaderBlade if you can. Check it out here: https://crusaderblade.itch.io/crusaderblade

    I have released my personal COLLECTION[next.nexusmods.com] for CrusaderBlade on Nexus if you want to give it a go.

    Removed:

    Added:

    Optional:

    New Issues:
    • Vassal UI window is struggling with governments+ if you have a lot of vassals. Not compatible with obfusCKate - Hidden Informatione.
    • Courtiers UI window within Court Positions is having slight issues, all but cosmetic.
    • Artifacts Manager UI is struggling with obfusCKate - Hidden Information compatibility.
    • CoW3 combined with More buildings (if you chose to use extra building slots,) will overlap the UI from SoW, though this is only a cosmetic issue, as everything can be clicked and viewed.
    • SoW is missing cultural groups and languages, adding a lot of log spam, but so far not crashing the game. Likely incompatible issues with EPE and Polytheism Reborn .
    • Missing doctrines and faiths starting in 867, is making the game run slow for a year or two when starting duo to log spam from Polytheism Reborn, but this is just an entail issue and unavoidable playing with this mod.
    • CrusaderBlade does not take into account custom made MMA from mods, which means some battles will be slightly unbalanced with units not matching with what they should be, this only affects us as the players, as the AI do not use CrusaderBlade to calculate battles.

    Change in load order:
    • New JSON FILE[drive.google.com]is created for update 2.0.


    2/11/23 UPDATE: 19
    All changes are Save compatible & All tested, letting the game run for 100 years.

    New Issues:
    • Nothing new

    Removed:
    • Stewardship+ - the common/on_action/prosperity files are crashing the game when moving from peace to war. Likely to be incompatible with another of all the war mods. Haven’t found the exact overlap yet, and haven't been able to reproduce it, so it might be a very small bug where a couple of different things happened to trigger at the same time to crash it.
    • Simple Dynasty Modifiers - Worked for 2 days perfectly fine and then after the crash with Stewardship+, out of the blue, is it keeping me initialising forever when loading the game. It is one of those great mod mysteries I can’t solve. I Believe it is incompatible with something else on the list as it load on its own, but high or low on load order is not helping here. Can’t find the culprit so far, so it is coming out.

    Added:
    • Leave Wars - I grow tired of losing alliances but still being part of wars, especially with many alliances and extra wars other mods add. It can become a bit of a tiresome experience. This mod is cheating, how much you want to cheat is up to you. By default the cost is quite steep in the game rules, so if you apply this to a currently saved game, you might want to manually go into the mod files and change the default game rules to something else, as there are a couple of different options. Personally, with the amount of wars I find myself in that makes no sense to stay in - I choose to only lose opinion with anyone fighting on our side, when leaving the war. As I would only leave wars, if I am already no longer allied to the one waging the war. Which in my opinion should by game default, already make you leave any given war unless we are talking about a lieges or vassals war.

    Optional:
    • Nothing new

    Change in load order:
    • New JSON FILE[drive.google.com]is created for update 19.


    2/9/23 UPDATE: 18
    All changes are Save compatible & All tested, letting the game run for 100 years.

    New Issues:
    • Nothing new

    Removed:
    • Nothing new

    Added:
    • More Zoom - A more intrusive zoom, that can lead to clipping. I like it, as it does give me 100% free control over how far down I can zoom. Obviously for content creation, and arguably an optional mod, but one I plan to keep using, so I’ll put it in the main collection.
    • More Tilt - A more intrusive tilt, that can lead to clipping. I like it, as it does give me 100% free control over how I can tilt the camera. Obviously for content creation, and arguably an optional mod, but one I plan to keep using, so I’ll put it in the main collection.
    • To Live And Learn - A small mod that adds a converter for perks to attribute points if you max out your lifestyle tree. Conversion rate is 1 to 1 by default in game rules, but can be altered if you start a new game. I think 1 to 1 is fine, with my current setup, as it is only very old characters that get to use it.
    • Simple Dynasty Modifier - I would still love to see House Traditions working without crashes. Before that happens, I found this, which is sort of a light version of it, and it might even be better balanced with AI also using it to great extent. So far, from what I see on simulations, this mod looks incredible, and very underrated on the workshop.
    • Renown Revision - The further I get in my save, the more I dread how renown works. This mod is rebalancing renown to my liking.

    Optional:
    • Nothing new

    Change in load order:
    • New JSON FILE[drive.google.com]is created for update 18.


    2/6/23 UPDATE: 17
    All changes are Save compatible & All tested, letting the game run for 100 years.

    New Issues:
    • Nothing

    Removed:
    • Unofficial Patch - After the update on the 2-6-23, the game keeps initializing. Exactly what mod is now incompatible with it, am I not sure about, but I have had it with this mod. It was planned to come out anyway in the future. I’m not a fan of the mod as it uses vanilla game files, and is incompatible with a good list of other mods by now due to this simple fact.

    Added:
    • Nothing new

    Optional:
    • Nothing new

    Change in load order:
    • New JSON FILE[drive.google.com]is created for update 17.


    1/29/2023 UPDATE: 16
    All changes are Save compatible & All tested, letting the game run for 100 years.

    New Issues:
    • Nothing

    Removed:
    • Trade Map DTR - I didn’t notice until the mod was newly updated, that only half of FG’s Map Overhaul - was actually working. I decided to remove the DTR map, as I have not one single time used it, and I really like FG’s in all its glory now working correctly. (also increase game speed 10-15% est.)
    • Enhanced Dynasty Tree Viewer - After getting NUI: Family Tree to work, I don’t see much reason for using the normal dynasty tree and therefore nor this.

    Added:
    • Sir’s Knighthood - suggestion by Schmeags3 - Adding possibility for king and empire tiles to dub people knights of the realm, giving them a fame trait as a knight. Also got a few event triggers and other fun stuff included. Great little edition, though I would like to change a few things myself in the future, such as adding more cultures to the list that can use it, and also including dukes being able to dub their knights too, along with reducing the overall values slightly. Might be something I include in my mod project.
    • Palace Emenities - suggestion by Schmeags3 - complete overhaul of the court amenities, with new modifiers.
    • Lay With Your Realm - suggestion by Schmeags3 - The whoop maker, but not in a cheating way. This is actually not overruling anything in NO MORE CHEATING as it is a decision only used by the player. So purely for roleplaying, adding a lot of triggers, events and possibilities when it comes to whooping around.
    • Local Kingdoms - suggestion by Schmeags3 - Adding the decision to create a small local kingdom. Fairly well balanced, but if adding it to a concurrent save, you need to play with the default game rule (making it harder,) which for me is perfectly okay and how I would set it up anyway.
    • NUI: Family Tree - suggestion by Schmeags3 - Didn’t work the last time I tested it, but took a bit of deep dive into the load order, and figured out it had to be loaded after Character UI overhaul. This is a much better dynasty tree viewer than the default.
    • Stewardship+ - suggestion by Schmeags3 - This is a tiny bit overpowered, and might need to be modified in the future. I’ll include it anyhow, as I feel like stewardship overall is the most overlooked lifestyle which needed a small buff too.

    Optional:
    • Nothing new

    Change in load order:

    1/28/2023 UPDATE: 15
    All changes are Save compatible & All tested, letting the game run for 100 years.

    New Issues:
    • Nothing

    Removed:
    • Nothing

    Added:

    Optional:
    • Nothing new

    Change in load order:

    1/26/2023 UPDATE: 14
    All changes are Save compatible & All tested, letting the game run for 100 years.

    New Issues:
    • Nothing

    Removed:
    • Nothing

    Added:
    • Improved Cursors - Suggestion from JigglyScruff - Like adding any graphics, it is all about preference to styles.
    • Strategic Arrows - Suggestion from JigglyScruff - Was not sure about this one before I saw it inside the game, but I liked it. So it is coming in.
    • Female Knight - I do not care about doctrines. That said, this mod will make you a battle god with double the amount of knights, if you do not control it yourself through Knight Manager and force people to not participate. I will personally do exactly that, and have a few females with specific personalities join the ranks, while having most forced to not join.
    • Granting Titles To Opposite Gender Again, I don’t care about doctrines. My land, my rules, specially in a roleplaying situation. Doubt it was unheard of that someone of the opposite gender was giving titles no matter how the doctrines were. It surely happened more than once in any given place in the world.
    • Charather UI overhaul + Advanced Character Searach compath - Fixed a small issue I had, nothing important, but I might as well include it in the list (also due to future mod that need it.)

    Optional:

    Change in load order:
    • Fullscreen Barbershop - Moved to bottom of the list, due to compatibility issues, not allowing it to replace accessories except for the player character. (Still looking for the culprit.)
    • New JSON FILE[drive.google.com]is created for update 14.

    1/24/2023 UPDATE: 13
    All changes are Save compatible & All tested, letting the game run for 100 years.

    Known Issues:
    • Configurable News Feed - If you run in observer mode for long enough, the continued errors common/scripted_guis/newsfeed_settings.txt “searching for characters,” will crash the game. Got two confirmed crashes on +30 simulation with +100 years before the crashes on both occasions. I’ll keep it on the list, as most people never run in an observer mode, and the error is not a problem when playing normally, while I also personally see this as a highly important mod. I can live with a crash from time to time in only observer mode, when I know exactly why, and this only happens rarely.

    Removed:
    • Prisoners of War - After update 17th January, prisoners getting captured are immediately released again, due to compatibility issues with DTR. Nothing we can do until Kapl0k updates the compatch, so both are removed.
    • DTR + PoW compatch.

    Added:

    All new added mods is by suggestion from JigglyScruff

    Optional:
    • Cultural Immersive Music mod - pack 1 - Adding around 20GB of music (2250 songs.) Make sure you have room for it. Adding a lot to the immersion, but also something I didn’t wish to add to the main collection as it is 20GB.
    • Next Music Button - As the title goes, you will get a button to get the next song.

    Change in load order:
    • New JSON FILE[drive.google.com]is created for update 13.

    1/23/2023 UPDATE: 12
    All changes are Save compatible & All tested, letting the game run for 100 years.

    Known Issues:
    • People report initialising issues when trying to load the game, which I can’t reproduce on my PC and can’t fix. Most commonly this got to do with mods not downloading correctly from steam or getting updated from creators, and no longer being compatible with the save. I got backup[drive.google.com] of all mods from 1-23-2023 (including fix to EPE,) if anyone needs them.

    • MAJOR BUG - After update to EPE and CFP+ EPE Compatch a lot of issues with clipping on faces was aperring. This is not a problem on a new save with everything updated, but it is not compatible with current save. There is a fix for those that wish to continue with an old save and avoid faces clipping.
      Download:
    1. THE OLD 1.8.1 FILES[drive.google.com] of EPE and CFP + EPE Compatch.

    2. Replace files download for CFP + EPE Compath with everything in C:\Program Files (x86)\Steam\steamapps\workshop\content\1158310\2507220129

    3. Replace files download for EPE with everything in C:\Program Files (x86)\Steam\steamapps\workshop\content\1158310\2220098919

    4. This is a manually override of the files. Remember to keep these files around. If the EPE or the compatch is getting updated by the creator, and your steam automatically downloads content, this would override the old 1.8.1 files we just applied.

    Removed:
    • Nothing

    Added:
    • Nothing

    Change in load order:
    • Massive overhaul on the load order. This is part of my project for my next save. After testing it thoroughly I decided to apply it to the current save too, as it is a more logical (in my mind,) order to the list. Hopefully it will also be easier for anyone else, who wish to add their own mods to the list to understand where to properly place them.
    The way I group them (generally speaking):
    1. Need override option
    2. Is compatible with anything
    3. Should be compatible with anything
    4. Event + Decisions
    5. UI Elements
    6. Coat + Beautifications
    7. Single trigger
    8. Multiple Triggers
    9. Education + Spawn
    10. Many Triggers
    11. Strict incompatibility with other similar mods
    12. Flavour packs 1 + Compatch
    13. DTR + Compatch
    14. UI THAT NEED TO LOAD AFTER DTR
    15. Bookmarks + Compatch
    • New JSON FILE[drive.google.com]is created for update 12.


    1/22/2023 UPDATE: 11
    All changes are Save compatible & All tested, letting the game run for 100 years.

    Known Issues:
    • No news

    Removed:
    • Nothing

    Added:
    • Better Rebellions - This will trigger events after a civil war that could have dire consequences for the loser. Also make vengeful characters capable of raising up against a liege killing of their family members.
    • Great Conquerors - Very rare trigger, where someone with very high martial, could become the equivalent of Genghis Khan when it comes to conquering half the world. I only saw this trigger once in 3 different 100 year simulations so far, but it was glorious to see a very rapid expansion within 20 years or so, and then crumple again being overextending their reach and stability.

    Change in load order:
    • New JSON FILE[drive.google.com]is created for update 11.

    1/20/2023 UPDATE: 10
    All changes are Save compatible & All tested, letting the game run for 100 years.

    Known Issues:
    • Prisoners of War - After update 17th January, prisoners getting captured are immediately released again, due to compatibility issues. Nothing we can do until Kapl0k updates DTR + PoW compatch as neither DTR or PoW is removable.

    Removed:
    • In My Humble Opinon - After an update to the mod the 17th january, It no longer worked correctly inside a couple of UI tabs, such as marriages & Guardian appointments. Also to my surprise, while testing a lot of stuff with Prisoners of War, I found out that one of all the mods included within Character UI Overhaul is giving us almost all the same UI opinions (not sure which one, as none of them is describing such changes.) which must have overwritten most of IMHO coding in the first place.

    Added:
    • Nothing

    Change in load order:
    • New JSON FILE[drive.google.com]is created for update 10.

    1/20/2023 UPDATE: 9
    All changes are Save compatible & All tested, letting the game run for 100 years.

    Removed:

    Added:
    • Advanced Character Search - Updated & now compatible with Character UI Overhaul - I use it mostly to check up on character groups when simulating 100 year tests, To see how different mods impact the game I would not be able to find otherwise. But also just a great tool.
    • Ward limit + Better AI Education Compatch - AI excludes guardians with 2 wards. Which was limited in vanilla & Better AI Education so needed a compatch for Ward limited on learning to work correctly.

    Change in load order:

    1/20/2023 UPDATE: 8
    All changes are Save compatible & All tested, letting the game run for 100 years.

    Added:
    • Loyal to A Fault - Got updated to 1.8.1. It was always one I wanted to play with again. The loyalty system is absolutely brilliant, and allows for more logically stable realms, that depend heavily on personalities, dread, traits and general relations with vassals. Basically an overhaul on the entire civil war and faction section of the game.
    • Matched Eyebrow and Body Hair Colors - Those beards not matching with the hair always nagged me. Well, this fixed it.
    • Unit Packs Expanded - Yes, you could argue it should have been on the list from the start. And I agree, this add a lot of flavour to our armies with unique cloth and custom shields.
    • Cat's Coat of arms Emblem - Only really needed if you consider changing a Coat of Arms mid game. Which I intend to do.

    Change in load order:

    1/18/2023 UPDATE: 7
    All changes are Save compatible & All tested, letting the game run for 100 years.

    Removed:
    • A Diplomatic Envoy - 3 different issues leading to this decision. One was the small UI problem with KET Advanced Court. Everything worked, it was just a cosmetic issue. Number 2 issue, was an incompatibility problem with our new mod Better Court Physician, not that I really know 100% why, but the game would keep loading rather then getting to the start screen no matter the load order. Number 3 issue is game breaker, as it was crashing the game. More specifically while running in observer mode while testing the game (with or without other mods,) it crashed a couple of times, with: (common/scripted_guis/diplo_sgui2.txt) error code. The game ran fine while playing a character, (with or without new mods,) and might do so for the entire save, but ANY crashes to me, is a deal breaker, even if the mod is not supposed to be played in observer mode, it should simply not crash the game either.

    Added:
    • Better Court Physician - Continuing the theme from update 5, where babies had to die, now it is the poor peasants without money for the doctor. Well sort of how it should be … cough cough, in CK3 obviously. It also changes a few other things, like isolating sick people & stuff like that.
    • Warden vassal contract - Per suggestion from jaragosa3 - This mod is adding a new contract for vassals, that will make them have 50% lower levies and taxes, but forced to join in wars with their liege. This mod does have a game rule, that by default only allows the contracted vassal to join in defensive wars.
    • Local Artisan - Commissioned artifacts and the events have a bigger impact on quality of artifacts.
    • Female Councillor Updated - No one inside my castle halls is going to tell me who I listen to or appoint to my council, no matter the traditions or doctrines.
    • Enhanced Dynasty Tree Viewer - Neat little addon. Nothing big.
    • Farewell, Chaplain! - It has a default game rule of 10 years cooldown.
    • Total Animation - Adding a nice bit to the immersion with moving portraits all over the place. To my surprise, my PC had no noticeable peaks in either CPU, GPU or Memory when this one got applied. Also no noticeable slowdown on the speed processing within the game. Only small warning is: If you try to use Total Animation Compatch together with one of the listed border portraits, there will be a UI glitch in the holding tab duo to compatibility issues with DTR. Hint to why I keep using Title-Ranked Portrait Borders (Ironman) as it has no compatibility issues.

    Change in load order:
    • New JSON FILE[drive.google.com]is created for update 7.
    1/16/2023 UPDATE: 6

    Change in load order:
    • New JSON FILE[drive.google.com]is created for update6.
    1/16/2023 UPDATE: 5
    All changes are Save compatible & All tested, letting the game run for 100 years.

    Added:
    • Better Marriage - More logical marriage. Many behaviours are touched, such as more appropriate rank marriages, taboo is less common within doctrines that forbid it. Women with landed children (widows) marry less often the 2nd time.
    • Higher Mortality Mod - This is all about killing babies & the old people. No not really, but among many things, this is what it will do. It increases the likelihood of characters dying from various things, such as pregnancies, childbirth, combat or diseases, while giving a wider range of health contributions at birth and traits being more common too, to make it more dynamic. With my many tests running 100 years, often the Elvin dynasty ended up with around 50 members alive. With this mod on, the test ended with 26 dynasty members alive, so in combination with the other 2 mods installed, we reduce the late game mob sprawl significantly, and make it a lot harder to manage our dynasty. This is not only more realistic to me, it is also more fun - I would recommend adding this when you have a couple of possible heirs in place. Especially if you are the type to play rags to riches with no starting members in your dynasty.
    • Decisive battles - Yes please, the battles needed to be more decisive, with more death and destruction. One of the most frustrating things is to siege an enemy's capitol, and see their armies attack, get deceivesly beaten, then run away, just to come back … again, and again, and again, and only to lose a small percentage everytime. This fix that issue while also buffing pursuit of men-at-arms and cavalry, and generals of armies are more likely captured.

    Change in load order:
    • NewJSON FILE[drive.google.com]is created for update5.
    1/16/2023 UPDATE: 4

    Change in load order:
    • A JSON FILE[drive.google.com]is added for easy subscription & getting the load order correct.
    1/15/2023 UPDATE: 3
    All changes are Save compatible & All tested, letting the game run for 100 years.

    Added:
    • Weddings Expanded - Making weddings more flamboyant, with a four part event chain.
    • Weddings Expanded - CFP Compatch - Needed for compatibility with Community flavor pack.
    • Prisoners of War - No more teleporting directly from a war to the dungeons. Armies need to get to friendly territories before prisoners are transferred.
    • DTR PoW - Needed compatibility with DTR
    • Improved Personality Formation System - Changing the likelihood of personality traits for children dependent on culture, faiths, guardians, or parents influence, to be more likely.
    • Succession+ - Adding the possibility to make a testament to split titles how we want. Also add the ability to designate heir. It changes single heir succession to be unlockable with hereditary Rule in Early medieval era, and all multiple succession laws with Gavelkind.

    Change in load order:

    1/13/2023 UPDATE: 2
    All changes are Save compatible & All tested, letting the game run for 100 years.

    Removed:

    Added:
    • A Diplomatic Envoy - Small incompatibility problem with Advanced Court. Court UI bottom and clipping, but still playable, and worth using as it changes how we can roleplay diplomatic interactions entirely.
    • Viking Tattoos - Mostly something for a new save I plan, but alone the variation in tattooes, could be used for more then just Vikings, as it can be applied with Barbershop.
    • Artifact Claims Nerf - Dynasty members have a tendency to claim our artifacts for no good reason, this stops that nonsense.
    • Unofficial patch - Lots of small fixes to events & illogical behavior.
    • Player Can Join Populist Faction - As the title goes, we can now join populist factions if we want.
    • Friends For Everyone - It is really weird that you need a perk to make friends. This allows us to scheme for friendship without the Befriend perk, which also now gives new modifiers instead.
    • Immersive Chaste Trait - Changing it to be more faithful in a biblical sense, but not penalizing fertility as much, and also makes it harder to seduce or romance chaste characters.
    • Resizable Events - Makes us able to resize all events to full screen. Incredible immersive.
    • DTR KM - Small compatch for known issues with the two mods.
    • Ability To Read - Add the option to write a book as the player.


    1/12/2023 UPDATE: 1
    All changes are Save compatible & All tested, letting the game run for 100 years.

    Removed:

    Added:
    • Taberna - An Attributes Overhaul - An attribute overhaul mod, which aims to make a bigger impact on poor or good attributes, adding new modifiers that drastically changes quite a few things.
      (Small note: If you apply this to a saved game, you can't change the rules to increase how fast the numbers are gained or not, but the new modifiers themselves will still get applied. I'm 100% okay with this, as I think the attributes gains are too extreme in the first place.)
    • Taberna Prestige + Piety Fix - Fixing a problem with Taberna making children lose to much piety.
    • Population Variations - Is adding a bit more variation to new characters spawning, also streamlining some of the logic, such as gluttony & lazy trait characters are more visible fat.. yeah, the vanilla game don’t counter this into it, but this mod do.
    • Advanced Court - Adding whooping 35 new court positions and also adding traits to them, which the AI will also use. I feel like this is adding a lot, also making each county, duchy or kingdom more unique, as not all courts will use the same positions.
    • Scaling Diplomatic Range - Something I found stupid, is how we can know about some random count in Spain? The diplomatic range is far too powerful in the vanilla game, this mod reduces it drastically as a count or duchy, and scaling up with higher ranks instead.
    • FG’s map overhaul - New map visuals
    • Young and Beautiful - Is stopping ageing being as potent before the age of 45 in terms of looks, making characters look, well, more beautiful for longer.
    • Better Battles - Adding a ton of events and interactions that got to do with battles of course.
    • Character UI Overhaul - is a combination of 15 or so other mods that got to do with the character screen. The most important thing to note for me, is that we can now see the courtiers positions and council of foreign rulers
    • Regency & Ruler Training - Adding a new Courtier position and council member to the team in the case a county is ruled by a child, which can then appoint a Regent, and this can trigger a whole set of different events & good stuff …What I really like about it, is that it work 100% for the AI too.
    • Call for Trial - Unfortunately only for vassals, but at least, we can now make criminals stand trial who are landed.
    • Quando Sumus - A mod that adds a good amount of new decisions we can trigger.
    • Bail Out Dynasty Members - as the title goes, I want to be able to bail out our dynasty members from jail, even if they are not in our court.
    • Razer's Cheat Menu - It does a couple of things, other mods would also do, that I thought of adding anyway, such as designate an heir, imprison people who we want to, claim land, take titles away, force marriages on someone … Now, it is cheating, but that is what we did already, this is all used in a roleplaying sense, and will be used if it makes sense, just like all other mods are, but without directly having events or mechanics attached to them. It actually allows us to make up our own story, let’s say we want to designate a character heir, and we add our own rule, it would cost us stress, 1000 prestige and 100 piety, or something like that.
Last edited by Rellom; 17 Mar, 2024 @ 11:42am
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Showing 1-15 of 24 comments
faqgriezz 12 Jan, 2023 @ 2:05pm 
Looks like a solid modpack I'm definitely going to try, appreciate you putting my map on it <3
Rellom  [developer] 12 Jan, 2023 @ 2:16pm 
Originally posted by faqgriezz:
Looks like a solid modpack I'm definitely going to try, appreciate you putting my map on it <3
Great work on the map. I'm but a humble collector, but I do my best, to make the list of mods compatible, while still adding more. Oh, and testing, lots of testing :steamsunny:
Shiesty 15 Jan, 2023 @ 5:14pm 
Do you have a mod list JSON file? Makes it a lot easier to get the mods arranged right.
Rellom  [developer] 15 Jan, 2023 @ 5:40pm 
Originally posted by Shiesty:
Do you have a mod list JSON file? Makes it a lot easier to get the mods arranged right.
Not as of now, but it is on my to do list. Hopefully I'll have one up tomorrow or the day after.

Edit: link to json file Is in the description and changelog.
Last edited by Rellom; 16 Jan, 2023 @ 6:14am
Shiesty 16 Jan, 2023 @ 5:20pm 
Thanks! The list looks great so I'm excited to try it out.
Shiesty 16 Jan, 2023 @ 5:28pm 
Btw, it looks like you pasted twice on the update 6 JSON. I had to delete the copied section.
Rellom  [developer] 17 Jan, 2023 @ 4:30am 
Originally posted by Shiesty:
Btw, it looks like you pasted twice on the update 6 JSON. I had to delete the copied section.
Thanks for the warning. Fixed it.
Rellom  [developer] 16 Feb, 2023 @ 7:20am 
Major Update 2.0 is released.
PopGabe 16 Feb, 2023 @ 12:28pm 
Hey, I really enjoy the mod pack, I can't even describe how grateful I am for your work, a most sincere thank you; although I am encountering a small issue, wanting to start a new play-through and seeing you got the new update going, while trying to get it, my launcher is saying "Unexpected token R in JSON at position 16070".
The extent to which my modding capabilities go to are merely editing a couple of things in a save, so I'd be more than grateful if you could help me out and hopefully, I've been able to help in return by providing a tad bit of feedback (If I can count it as such).:smilebox:

EDIT: So I've been able to find the issue, apparently at the line where the Holy trinity mod lies, there's an extra "robe" at the end of the mod title which is causing issues in using the .JSON file to apply the mod order.
Last edited by PopGabe; 16 Feb, 2023 @ 12:37pm
Rellom  [developer] 16 Feb, 2023 @ 12:52pm 
Originally posted by PopGabe:

EDIT: So I've been able to find the issue, apparently at the line where the Holy trinity mod lies, there's an extra "robe" at the end of the mod title which is causing issues in using the .JSON file to apply the mod order.

Dang, thought I had it double tested. Well, I'll get that sorted, and thank you very much for the kind words and finding the bug in the JSON.
Kaepbora 17 Feb, 2023 @ 1:40pm 
Dude you need a lotta list compatching for that latest update
Rellom  [developer] 17 Feb, 2023 @ 1:58pm 
Originally posted by Kaepora Gaebora:
Dude you need a lotta list compatching for that latest update

Not sure what you mean exactly.

There is a couple of UI issues that I will fix with Unified UI, also Polytheism Reborn - Roman flavor Compatch getting update soon, and two mods coming out, Cultural and Religious Minorities and Extended Outliner, but other then that, I'm not sure what other things need a compatch?

edit: Except from what I have already deemed issues, such as SoW heritage / language groups not found, which only seem to add a bit of spam to the logs.
Last edited by Rellom; 17 Feb, 2023 @ 2:00pm
Rellom  [developer] 19 Feb, 2023 @ 8:55am 
Update 2.1 is released.
Rellom  [developer] 21 Feb, 2023 @ 2:59am 
update 2.2 is released.
Rellom  [developer] 26 Feb, 2023 @ 3:26pm 
Update 2.3 is released
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