Crusader Kings III

Crusader Kings III

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AGOT Sundry — Essos CoA, Dynamic Clothing & Lore Accuracy
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AGOT Sundry — Essos CoA, Dynamic Clothing & Lore Accuracy

Omschrijving
Sundry is a submod for AGOT intended to make your new save feel more immersive and dynamic than the last, editing and adding in new factors to affect the game.

This mod provides greater variety in hairstyles, beards, and outfits, as well as Arsenal and Wardrobe decisions that allow the player to adopt the fashion of another culture. Unlike the barbershop, the chosen style remains fully situational; you’ll wear armour as an army leader, marshal or admiral, and clothing otherwise. Martial and civilian styles are separate, meaning you can make your own combination, such as wearing Dornish clothes but donning Valyrian armour. Styles have their own bonuses and malluses, and will also affect public perception.

More dynasties have been given unique flair, such as the Conningtons and Mallisters who sport winged helmets, the Cleganes who have a cruder metallic look, the Blackwoods whose attires are more like the Northerners, and more. Some cultures like the Crannogmen can immediately be picked out of a crowd with their practical gear, and knights who live up to to their gallant reputation get a more impressive apparel. Anyone travelling or leading armies beyond the wall on the other hand will wear copious amounts of fur to withstand the cold.

There are also unique coat of arms for all dynasties of Essos, including those added in the Legacy of Valyria submod (not required).

There are many minor changes that won’t pop out immediately, but will have a great impact nonetheless. For instance, the importance of personality traits are enhanced, making the stability of a realm more dependent on the cast of characters currently in power, their differences and similarities.

The scope of this submod will likely both wax and wane to keep it as lightweight and compatible as I can make it with any new addages. If there’s issues, feel free to tell me so I can try my hand at fixing them! Unless there’s other mods that take priority, I suggest keeping this mod at the bottom of the load list.

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Content


A bigger and more dynamic pool of hairstyles, beards, clothing and armour.

Dynamic in this context means that there are more factors that weigh in on what suits the character, such as their traits, skills, prowess; whether they are knights or heirs or rulers; married or unmarried, virtuous or sinful, etc.


CoA for all dynasties of Essos, the Stepstones and Beyond the Wall

Includes CoA for dynasties added by Legacy of Valyria as well.


Wardrobe and Arsenal decisions

Dress and armour yourself according to another culture's fashion.


Rebalancing

Particularly in regard to opinion at this stage. The goal is that the average ruler won't be universally 100+ loved or 100- hated, but swerve somewhere inbetween. The effect of Prestige and Diplomacy is nerfed, while keeping someone on your council confers a much greater opinion now than before to make political support more transactional. Personality bonuses/maluses are also raised to make them more relevant.


Religious doctrine edits

Frozen Shore Old Gods given Ritual Cannibalism, as mentioned or suspected in lore, replacing Natural Primitivism.

Faith of the Seven given Legalism, replacing Communal Identity, so sinful rulers are challenged more.

Faith of the Old and New given Ritual Hospitality and Adaptive, replacing Legalism and Sanctity of Nature.



Diversity of local beliefs

Expanded areas where Faith of the Pure, Faith of Old and New, Old Gods and Gods of Wave and Sky are worshipped by the commonfolk.


Travellers from distant lands

Lorathi, Qohorik and Moluuni (Summer Islander) cultures added to the map as spawnpoints for characters who can become wanderers or mercenaries. Qohorik and Moluuni are present in a county each on the Stepstones, while Lorathi are in one county on the Stepstones, a second in Braavos and a third in Andalos.


Flavour edits

The North? North of what? As part of the Seven Kingdoms, it may be called the North, but as an independent kingdom it will use the name "the Winterlands", reflecting the ancient title of King of Winter (and at least one canonical use of the winterlands in the books)!

Similarly, the Riverlands has been redubbed "the Trident", since this is the lordship held by the Tullys of Riverrun. The independent kingdom will be the Riverlands.

The Iron Throne has been redubbed The Seven Kingdoms as the realm is referred to in the books, and Lord Paramounts are simply called Lords.



Optional culture name edits

Using the Vale as a template, these changes add consistency to the titulation of branching cultures. Crannogmen and Skagosi are kept separate to emphasise their distinctiveness in the North, like the Sistermen in the Vale.

Reachman > Mander Reachman
Honeywiner > Honeywine Reachman
Shieldman > Shield Reachman
Vineman > Arbor Reachman

Northman > Tundra Northman
Harborman > White Knife Northman
Barrowman > Rill Northman
Wolfswood Clansman > Wolfswood Northman
Northern Clan > Hill Northman
Bearman > Bear Isle Northman
Krakenman > Cape Kraken Northman


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Planned content


More varied name pools

Wardrobe/Arsenal for non-player characters

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Compatibility


DLC assets are used, but the coding is intended to bypass those if the relevant DLC isn't activated. I made Legacy of the Dragon a requirement, but it's more a recommendation - it isn't needed for the mod to work. Most of the features are save game compatible, the exception being game-rule activated effects.

Extra Custom Strong Seeds (as of April)
AGOT+ (Not currently)
Legacy of Valyria (as of July)
AGOT Bookmarked (as of March)

Thanks to the creators of AGOT+ for letting me use their assets, full credit to them for the emblems!

When in doubt, place Sundry last in load order.

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Latest updates


◉ Many new CoA for minor dynasties that have recently been added.
◉ Made Westerosi CoA changes optional by making it a separate mod, found here https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3533384292
◉ Much more variation in character clothing
◉ Added a dark surcoat (previously unique to Stannis Baratheon) for characters with high intrigue and prowess.
◉ Updated.
203 opmerkingen
Vseman 9 uur geleden 
can this mod be made compatiable with agot+?
sakonthos  [auteur] 8 okt om 9:24 
@matteo.margoni My mod doesn't touch those! Should not be the cause of any bug there.
matteo.margoni 8 okt om 2:24 
Is it possible that by installing the mod, the game no longer allows me to organize tournaments, grand weddings, and journeys?
Unejin 7 okt om 11:38 
Glad so many people disagree with that guy and have shown their support. This mod is great and AGOT+ compatibility is not something "required" at all, cheers.
sakonthos  [auteur] 6 okt om 21:10 
@Romwill Added your fix, thanks for pointing it out!

@kapsellola @Tureno Thanks for the support, I appreciate it! I understand people being frustrated, but it can be hard on the motivation at times. AGOT+ is a lot more challenging to adapt the mod to than the base mod, particularly after one of its updates a few months ago that added lots of new content. For now I can repeat that it's not compatible!
sakonthos  [auteur] 6 okt om 20:51 
Hi, thanks for all the feedback. I haven't had the chance to work on this as much as I'd like, and the mod does suffer a kind of "the mod is better than the modder" problem. I created the mod as a personal addon to make the game exactly as I wanted, and I made it public on request after showing screenshots of it.
As the game and the AGOT mod receive updates, it's easy to lose track of all the stuff I have to sync up. If I were to start over, I would probably organize better. The first project is bound to be rough around the edges.

Real life comes in the way sometimes, I'm sorry for that. Focusing on coding errors rather than loftier goals for now.
Romwill 1 okt om 2:05 
Ok, i fixed that. In "zz_sundry_genes_special_accessories_clothes.txt" there were no female kingsguard clothes in "kingsguard_armor_clothes". I added that:
female = {
1 = female_clothes_secular_western_KG_armor_01
1 = female_clothes_secular_western_KG_armorTarg_01
1 = female_clothes_secular_western_KG_armor_02
1 = female_clothes_secular_western_KG_armorTarg_02
1 = female_clothes_secular_western_KG_armor_03
1 = female_clothes_secular_western_KG_armorTarg_03
1 = female_clothes_secular_western_KG_armor_04
1 = female_clothes_secular_western_KG_armorTarg_04
1 = female_clothes_secular_western_KG_armor_05
1 = female_clothes_secular_western_KG_armorTarg_05
1 = female_clothes_secular_western_KG_armor_06
1 = female_clothes_secular_western_KG_armorTarg_06
}
kapsellola 28 sep om 4:28 
@Tureno
Well said. Modding communities everywhere are so damn entitled it's crazy
Romwill 27 sep om 15:11 
@sakonthos Hi! There is something buggy about kingsguard armor. If women is kingsguard, her armor will be buggy, like some pieces of armor non available. This problem only with your mod. I will try to solve this by myself, If I don't get lazy, of course.
Romwill 27 sep om 15:02 
@Tureno :cozybethesda: