Crusader Kings II

Crusader Kings II

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Dwemer Contingency 2.0 - Elder Kings Submod
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28 Jun, 2020 @ 8:09am
28 Jun, 2020 @ 8:40am
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Dwemer Contingency 2.0 - Elder Kings Submod

Description
Dwemer Contingency 2.0:
Elder Kings Submod

REQUIRES THE ELDER KINGS MOD

AS STEAM WORKSHOP DOES NOT SUPPORT SUBMODS, THERE ARE ADDITIONAL INSTALLATION STEPS YOU WILL NEED TO FOLLOW. PLEASE CHECK THE BOTTOM OF THIS DESCRIPTION.

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Repaired, Reborn, Resculpted.

Long ago, I had a series featuring Dwemer with a culture, religion, and society built around them, but given many game updates, and the original files becoming lost to time, the project was abandoned.

THAT WAS UNTIL roughly last week where I was digging through an old hard drive and found an archived copy of the Dwemer Contingency mod. After a little tidying up around the edges, I was preparing it for a rerelease to coincide with a new EK series, and my OpenMorrowind Let's Play.

AND THAT WAS UNTIL Cloud490, who contact me a few months ago asking to pick the project up, announced that he too was going to rerelease the Dwemer contingency mod at around the same time as myself!

Suddenly the dead mod was resurrected from all angles. We merged all of the fixes, features, and decluttering to give you a focused, and hopefully decently polished, rereleased Dwemer experience, with a few new bells and whistles!

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Features:-

– Dwemer starting locations: The Interregnum bookmark has been reworked with 6 Dwemer starting points spread between North-West Morrowind, and the far west of the Reach, correlating to Dwemer strongholds in lore! A special character has also been added to the bookmark interest screen that you might recognise!

– Culture and Religion: Loosely based on lore, a culture and religion have both been added to offer the Dwemer their own strengths and weaknesses.

- Custom Government Type: The Dwemer now have their own custom Government Type that helps represent the lack of true religious presence in Dwemer culture, along with the Meritocracy and Xenophobia found at it's core.

– Retinues: Special Troops consisting of Centurions and Sphere retinues, and holdings that produce them, have been added - now with extra flavour Dwemer names for both!

– Buildings: The base EK buildings have been made available for the Dwemer, including some buildings that will produce the Dwemer unique units, to reflect their animunculi from lore.

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Credits:

Cloud490: Governments(the big one!), Special Unit Revamp, GFX, Dwemery Coat of Arms fix.
FaolDeTeine: Government Adjustments, Bug Fixes, Lore Hound, Generally Condescending.
Me: Culture, Religion, GFX, units, you know, you probably played the first version.

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INSTALLING FIX:

Steam Workshop cannot handle mod dependencies, that means that any submod of another mod or total conversion, like Elder Kings, will be inherently broken due to how Elder Kings affects the game's file structure.

To fix this, follow the next steps, for additional technical support my discord has a dedicated CK2 modding channel:

1. Go to your Crusader Kings 2 mod folder, generally found in My Documents\Paradox Interactive\Crusader Kings II\mod
2. Open the dwemer.mod with notepad, notepad++, vscode, or whatever text program you like.
3. Add the following line to the file:

dependencies = { "Elder Kings Dev" }

4. Check the screenshots on this page to ensure that the file matches.
5. Save the file, and play CK2!

(To be honest, Steam Workshop and dependencies are witchcraft, if this also doesn't work I'll see if I can arrange an alternate download link)

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