Crusader Kings III

Crusader Kings III

Witchcraft
3,420 Comments
ryciebani666  [author] 6 Oct @ 12:17am 
@squidy
Witchcraft provides a new camp purpose, but you are probably using another mod that changes camp purposes. Set Witchcraft to the end of the mod loading order. If you are using After the End, use the comp-patch.
squidy 5 Oct @ 8:28pm 
i was wondering how the added adventurer content works, for me there is only the default options for the adventurer camp
Shui 3 Oct @ 3:32pm 
How do witch hunters work?

I've had two witch hunters basically on other sides of the continent come after me for some reason. I wasn't too bothered the first time but the second time some king i've literally never seen at the edge of the map abducted me and made me a eunuch lol. I was super confused
ryciebani666  [author] 2 Oct @ 2:05am 
@MESSIAH
I think the quality of the texts is decent, but if you have any suggestions for improvements to specific events, I would be grateful if you could start a thread on the forum and share your thoughts.
My knowledge of English is more communicative than fluent, but I wasn't the only one working on the English localisation, which was revised many times. Perhaps there is still room for improvement here.

@instantgaming
Let me know if you find anything. Uniform clothing could look good at the Grand Rite.
instantgaming 2 Oct @ 12:38am 
@ryciebani666

Thanks for the reply, I will investigate if it is possible to "color" the black capes of the spies and transform them into red.

@MESSIAH

Well, if you think it's wrong, do it yourself.
On top of that, they make a mod for the rest of us to enjoy, and you complain about nonsense. Make your own mod, lazy kid.
MESSIAH 1 Oct @ 8:58pm 
why is the english localisation so awful? i mean constant grammatical issues in every single event and description. but you seem fluent in the comments, i dont get it.
ryciebani666  [author] 1 Oct @ 11:44am 
@instantgaming
Hey, I don't know, not every witch looks good in red ;p What you're talking about would probably be possible, but I don't know how to do it. Besides, I think special clothing would only be appropriate for special occasions.
instantgaming 1 Oct @ 11:10am 
Hey mate awesome mod!

Is it possible to add red cloaks to witches, wizards, or necromancers? Something similar to the CK2 mod that adds red hoods to Satanists. That would be great.

Ty for your work.
ryciebani666  [author] 29 Sep @ 11:56am 
@Aesyaan
You get the legend seed in the same place where all the other legend seeds are. Perhaps you don't have the DLC that's related to it?

If you have any suggestions or ideas, you can start a thread on the forum, although there are no plans to update the content at this time. However, something may change in the future...
Aesyaan 29 Sep @ 8:04am 
oh yes also, where can I put suggestions for new features, traits, etc?
Aesyaan 29 Sep @ 7:53am 
I do have one question: what is the "unique legend seed" unlocked at the end of the secret knowledge path? I've reached it, but I have no clue what it is or how to use/access it, whatever it is.
ryciebani666  [author] 29 Sep @ 3:18am 
@Rust-Clad King
Good job :)
Rust-Clad King 29 Sep @ 1:31am 
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3576953946

I wound up doing it myself. I tested it, made sure it worked, then published it so anyone else can also roleplay being a post-apocalyptic Salem witch or whatever.

Thanks for your great work. This mod is phenomenal and I love it to bits.

If you want to link to it I'd be much obliged but don't feel the need to do so!
ryciebani666  [author] 29 Sep @ 1:12am 
@Aesyaan
Thanks a lot, good luck :]

@Rust-Clad King
Yes, theoretically, all you need to do is create a file containing camp purposes and include the changes from witchcraft (01_magic_laws.txt) and the second mod.
Rust-Clad King 29 Sep @ 12:38am 
So to make them both show up, I'd need to make a new mod that *only* included changes to that specific text file/folder, and merged the two, correct?
Aesyaan 28 Sep @ 11:33pm 
Hello! I just want to say I recently got into CK3 as my second PDX game(Stellaris was my first) and this mod is exactly the thing I was looking for when "migrating" to CK3 looking for that fantasy/magic experience!

Somehow it scratches all the right mental itches I had for coming to CK3, like you had a premonition of my mind or something.
TLDR: great mod, hits just right, keep up the good work
ryciebani666  [author] 28 Sep @ 11:14am 
@Rust-Clad King
Oh, cool, you found a mod that causes collisions. As far as I know, the only way to fix it is to prepare a comp-patch. Well, changing the mod loading order will probably help too, but it has its drawbacks...

Unfortunately, Paradox does not always allow you to add new objects within mods – sometimes the only way is to overwrite them. To add a new camp purpose, you have to overwrite all the others, and this means that only one mod at a time can modify them, because each subsequent mod will overwrite all previous ones ;/
Rust-Clad King 28 Sep @ 9:42am 
I love this mod. A lot of fun. But is there any way to make it so that the Camp Purpose doesn't overwrite After The End's? If I have to, I'll make a compatch myself.
ryciebani666  [author] 27 Sep @ 10:34am 
@NOBERZ
There's only one way to find out :> But I think there's a good chance.
NOBERZ 27 Sep @ 9:30am 
Does this work with V&L
ryciebani666  [author] 26 Sep @ 7:26am 
@ShadeHazen
The cause has never been determined, except that it is probably some kind of strange mod collision. You can try changing the order in which the mods are loaded. Place Witchcraft at the end or at the beginning.
ShadeHazen 26 Sep @ 5:34am 
Amazing and fun mod I was wondering if anyone know the reason or fix for the artifacts not displaying their imagine?
I am running agot mod with it as well
ryciebani666  [author] 26 Sep @ 1:21am 
@Unstable Energy
Yep
Unstable Energy 25 Sep @ 10:31pm 
Compatible with AGOT?
ryciebani666  [author] 25 Sep @ 7:49am 
@The Viral Divinity
Yes, you are unlikely to encounter anyone more dangerous than Abdul, Asmodeus or Mimmy.
Regular gods do not appear directly in the game. Which is good news, because at least no one will kill you with a snap of their fingers.
The Viral Divinity 25 Sep @ 6:38am 
I see, I think I was just getting really unlucky


Aside from that love the mod! I'm at the point where I've noticed that the ultimate spell and necronomicon throw around the idea of gods, but I have yet to experience anything like that outside of fighting "minor gods" in the mage arena, and that seems to be the highest mage level.
ryciebani666  [author] 23 Sep @ 12:49am 
@The Viral Divinity
Some characters in the game may be infertile. Also, remember that children are born randomly – from time to time, you will encounter a character who is unlucky in this (or other) respect. Just in case, check the character's traits and modifiers, maybe there will be some explanation there. Demons themselves have no reason not to have children.
The Viral Divinity 22 Sep @ 6:12pm 
Can demons not have kids for some reason? I've been married now for over 10 years to somebody fertile and haven't had a single pregnancy.
ryciebani666  [author] 19 Sep @ 12:52am 
@Thams
You can obtain the source just like other genetic traits, by inheriting it. You can also sometimes get it as a result of a pact with a demon, magical research, an 'unknown potion', consuming children (with the source), and so on.

You can become a demon as a result of magical research (special project). Or you can adopt a demon and make it your heir.
Thams 18 Sep @ 7:59pm 
How does the player get a source? And how does the player become a demon?
ryciebani666  [author] 18 Sep @ 10:45am 
@leonpoi
Hmm, I see. Perhaps it's time to upgrade your hardware then. I've done a lot of things to improve optimisation, and at the moment I don't have any more ideas on how to improve the mod at this level. However, I can advise you on the classic methods: reinstall Windows, update drivers, resubscribe to the mod, reinstall the game, run a virus scan, clean your disks, and so on. Perhaps something will help.
leonpoi 18 Sep @ 9:14am 
I think it's because I'm on the edge of it being smooth anyway when I play - and this just tips it over the edge. It's more about me than it is about you I think. Not as enjoyable to play vs unplayable is really what I meant also (so it's choppy enough that menus are not smooth etc)
ryciebani666  [author] 18 Sep @ 1:21am 
@Folemaeth
Perfect :>

@leonpoi
Thanks for the info. I try to make sure the mod is well optimised, but there are additional mechanics, characters and scripts that run every year and can slow down the game - though not so much that it becomes unplayable. Nevertheless, thanks for the info, I'll make sure it doesn't get any worse.
leonpoi 17 Sep @ 8:08pm 
This mod seems pretty great and thanks for making it. However, I've noticed my game lags pretty badly with it. I've tried all morning to find which mod was doing it and it seems to be Witchcraft. I'm not sure why, but unfortunately it brings my computer just to the brink of playability and so I'll leave it off for now.
Folemaeth 17 Sep @ 2:51pm 
@ryciebani666 Thanks, I figured as much from the text, but locking this behind the trait is really evil. I even summoned her, while already exhausting all the dialogue options, yet she only offered me the knowledge option, so I figured maybe I need a specific artifact or research project? Well, as it turned out, right after I posted my message, I tried to murder-scheme Bael one more time and this time he didn't send Astaroth after me. Seventh time the charm, eh? Killed Archmage before he could usurp the power as well, heh. Now nothing stands between me and blowing myself doing the Ultimate Spell!
ryciebani666  [author] 17 Sep @ 2:10pm 
@Folemaeth
I could maliciously end my answer right here :D But the truth is, Hecate was wrong about one thing - and (hopefully) that could be deduced from the rest of her statement. Astaroth has one weakness, and that weakness is Hecate herself. Characters with the Quick, Intelligent, or Genius trait are able to exploit this information when confronting Astaroth. In other words - if you don’t have those traits, the day Astaroth comes for you won't be a good one... Alternatively, being the Chosen One unlocks the ability to break through antimagic and face him in a duel, but let's be honest - it's probably easier to be intelligent than to be chosen. Of course, an event like this, where survival depends on having a specific trait, might not seem fair... but life isn't fair.
ryciebani666  [author] 17 Sep @ 2:10pm 
@Folemaeth
Some demons may be marked as dead if they've returned to hell. But demons almost never truly die, and sometimes they can come back.

'Astaroth is an anti-mage, able to suppress magic around him with his will. (...) So, you won't defeat him with a spell. You won't defeat him with a sword either, as he is a master swordsman with a thousand years of experience. You won't surprise him because you won't find him - he will find you. And that will be your end. He is unbeatable and unstoppable, without any weaknesses.' - Hecate, when Bael arrives on Earth.
Folemaeth 17 Sep @ 1:37pm 
Hi! Great mode, having a blast with it (and singularity, lol). But I have a question: Is there a way to avoid dying to Astaroth? I can easily dispatch Bael's buddies with schemes, but he is not in hell dynasty's list and, when he comes to kill me, is already listed as dead(?). I can't kill Bael before getting rid of his cronies, but as soon as I assasinate them, Astaroth is coming and I can't do anything about it(?). Even tried to load a much earlier save - Astaroth is never listed, though Bael has his suport and as soon as I try to do anything hostile to Bael, Astaroth is knocking on my door.
Thanks in advance.
ryciebani666  [author] 16 Sep @ 7:09am 
@Lavie
I know, a general definition is displayed instead of information about a specific element - such information is only available during a mage duel. This is intentional. I didn't want to confuse new players who, when looking at mage trait (or other things), would constantly find strange references that they wouldn't be able to understand without knowing the full context – and the full context only appears during the duel, which is also the moment to study the mechanics involved.

So this vague information in the tooltip is simply a message along the lines of: 'Look, this thing is related to mage duels, you'll learn the details at the right time, don't worry about it for now.'

A different approach could have been used here, but I chose this one – at the time, it seemed quite reasonable.
Lavie 16 Sep @ 6:45am 
The tooltip for each elements only display "magic elements: balabala" instead of the actual element itself
Lavie 16 Sep @ 12:36am 
Thanks for the explanation!
ryciebani666  [author] 15 Sep @ 6:21am 
@Lavie
Sometimes I change certain modifiers/parameters if I find that the effect is too strong, too weak, or should be changed for the better/more interesting. Sometimes I also reverse certain changes if I conclude that they do not meet my expectations or create new problems.

I should probably publish a detailed changelog, but as a lazy person, I would experience too much stress in that case... ;)
ryciebani666  [author] 15 Sep @ 6:20am 
@Lavie
These are changes to numerical parameters or adjustments to certain effects. For example, in 2.06 update, the Thorn Walls spell has a slightly weakened modifier, but it can slightly damage the army that is in the selected province at the moment the spell is cast. In addition, the learning roll has become a bit more difficult when countering spells when the caster has a magical catalyst. This effect already existed, but I increased it a little because it wasn't very noticeable. These are the only changes to the balance, as far as I can remember. The main goal of this update was to fix the lifestyle interface and remove a bug related to the soul transfer spell. And upgrade the mod version so that the luncher does not display a warning about the version not matching the game version ;p
Lavie 15 Sep @ 4:17am 
What are the balance adjustments? In general terms?
ryciebani666  [author] 13 Sep @ 10:45am 
@NOBERZ
As far as I know, yes, it works.
NOBERZ 13 Sep @ 9:21am 
This works with The new patch?
ryciebani666  [author] 13 Sep @ 6:40am 
@aznereth
An explosion is a random event - from what you've written, I gather luck wasn't on your side. There are two things you can do:

1) Use the AS only when absolutely necessary. Every use of the Singularity (whether as a spell or to win a battle with its help) can damage it and potentially trigger an explosion. The chance of malfunction is low, but if you use the AS frequently, a malfunction is bound to happen sooner than later.

2) You can upgrade the AS to the MKII version. That makes it reliable and immune to overloads. To do so, you'll need to unlock and complete the next special project.

Magic is a powerful and dangerous tool, sometimes even for its user, so be careful :>
aznereth 13 Sep @ 5:32am 
Is there a way to NOT make ancient singularity go kaboom short time after activating it? I can understand the want of balancing it, but now it seems as a waste of both special project and subplot with obtaining a scroll of how to activate it =/
ryciebani666  [author] 13 Sep @ 2:43am 
@Dovenius
Good to know, gl ;]