Crusader Kings II

Crusader Kings II

Faerun - Forgotten Realms Total Conversion
253 Comments
tsf4  [author] 10 Oct @ 12:10pm 
Go here and grab the link to the release that follows the one on top, and that should work well for you. https://github.com/ProjectFaerun/Faerun/releases
G_Masta_Phunk 10 Oct @ 11:22am 
Damn, after the update all my character races and traits got jumbled. My whole Duergar clan in Skullport are now bisexual spirit folks with no beards and a bunch of random traits- The high councilwoman of Waterdeep is a lich-- Any way you guys have an older version so I can continue my save? Its the version just before this.
tsf4  [author] 9 Oct @ 7:27am 
We removed it around early 2024. Governments were getting too hard for us to manage, and making them work well is too tough to keep a bunch of government types. We did keep it in there a bit, commented out, but we never added it back in. Succession laws and how they do the voting is how we kept in some unique government flavor though.
JulianTheApostate 8 Oct @ 1:29pm 
Also I was hoping I could get some elaboration on why magocratic feudal was removed. I thought it was a fever dream that this government was a thing when I played the mod a while ago but when I was digging through the files it was there commented out. Just uncommenting didn't seem to make the game see it so I was wondering if anything necessary for its function had been completely removed vs just uncommented and what would need to be done to revive it, and what the reasoning was for removing it in the first place, as I didn't see anything in the changelog about it.
JulianTheApostate 8 Oct @ 6:59am 
best I could do was move "graphical_culture = darkelfgfx" so it looks like this "else_if = {
limit = {
OR = {
true_father_even_if_dead = {
OR = {
graphical_culture = drowgfx
graphical_culture = lorendrowgfx
graphical_culture = aevendrowgfx
graphical_culture = draeglothgfx
graphical_culture = darkelfgfx
}
}
mother_even_if_dead = {
OR = {
graphical_culture = drowgfx
graphical_culture = lorendrowgfx
graphical_culture = aevendrowgfx
graphical_culture = draeglothgfx
graphical_culture = darkelfgfx
}
}
}
}
set_graphical_culture = crinti"
So they're still called Half-Drow but they use Crinti gfx. Someone tell me if that's intended cuz again my FR lore is fairly rusty but I think they were separate races who lived together so it seemed strange that a half-Dark Elf would be just a half Green Elf, especially when the Dark Elves got their own unique gfx files. (2/2)
JulianTheApostate 8 Oct @ 6:58am 
Hey dunno if this was worked on with the most recent update cuz I was playing with the last build but if you make the jump from Drow to Dark Elf with the Hidden City of Hope decision the game marks you as just an Elf and your half-elf offspring end up as half Green Elf, my Forgotten Realms lore isn't quite as polished as I'd like but that didn't seem quite right, so I went into customizable_localization and added this line: " text = {
trigger = { gfx_culture_scope = { always = yes culture = dark_elf } }

localisation_key = dark_elf
}"
which lets the Dark Elves be called Dark Elf, works fine, the offspring bit I couldn't quite rectify without some real heavy lifting as the other half-elf races have their own corresponding localization and gfx files, (1/2)
ShortfinEel 7 Oct @ 8:19pm 
Because the most prominent amethyst dragon realm on all starts is that of Gauwervyndhal of Skelkor, and her children who administer land, represented as dukes ingame, are all described as "Suzerains"
tsf4  [author] 7 Oct @ 8:02am 
Yes, 'Prince/ss' for heirs of dragons should probably be changed. We will look for alternatives. But, no, we don't see a compelling argument for changing amethyst dragon dukes.
ShortfinEel 6 Oct @ 6:01pm 
Should the amethyst dragon duchy ruler title be "suzerain"?

And princess should really not be the right term for the children of Gauwervyndhal
tsf4  [author] 4 Oct @ 9:49am 
You can play as abyssal if you want to blob or as most other evil faiths. Also a high diplomacy shadow class character can farm duchy claims pretty fast and easy. But general duchy CB for everyone is kinda out of the theme of the game.
神说万岁 4 Oct @ 1:40am 
Can you create some general duchy level conquest CB that meets specific conditions?When I play, I can only conquer one piece of land at a time, which is very troublesome
Waćpan Rumpelnicki 3 Oct @ 7:01am 
Thank you for your reply.
I'll check this again in my game and report if it happens again.
tsf4  [author] 2 Oct @ 7:39am 
Dwarf-fiend hybrids should already get dwarf and half-fiend traits, and also the durzagon/maeluth character modifier. If this is not the case in your game, please report the bug in the discord with screenshots. Discord link should be in the mod description.
Waćpan Rumpelnicki 1 Oct @ 5:56am 
Hello, a little suggestion regarding dwarves. In the mod files I found that there are also chaos dwarf portraits. So the suggestion is - could you add the Durzagon (for the Duergars) and Maeluth (for the another dwarves) dwarf hybrids? They could either have separate cultures from the beginning (like the Fey'ri) or creatable ones (like the Outremer culture in base CK2), because so far I know there were no separate realms of such dwarves in Faerun. Unfortunately, currently dwarf-fiend hybrides have the basic tiefling trait, so they have a much shorter lifespan than normal dwarves :/
Best regards :partyboo:
tsf4  [author] 27 Sep @ 6:38am 
Are you by chance playing with a Ruler Designer character or as a Mulhorandi cultured character?
Combined 26 Sep @ 2:45pm 
I've been trying to play with Aasimar, but unfortunately they keep turning into horses and bird people - any idea why this happens?
tsf4  [author] 26 Sep @ 1:24pm 
Yes, if you read the creature trait descriptions it will list who is compatible with who. Half dwarves are common!
神说万岁 26 Sep @ 7:07am 
Can the human race have offspring with the dwarf race in the DND worldview?I have observed that there is no reproductive segregation between humans and dwarf races
Oceania 26 Sep @ 6:55am 
yeah that makes sense
tsf4  [author] 26 Sep @ 6:39am 
The mod already offers the most it reasonably can - the ability for good rulers to send their adventurers against Old Gods adventurer hosts. Otherwise, it would get boring for every evil ruler to get killed by adventurers from good realms.
Oceania 25 Sep @ 11:20am 
Greetings, been playing this mod on occasion since it was released years ago and have been wondering if the adventuring system will get more interactive elements like say a group of adventurers go off to the realm of a non humanoid evil aligned ruler to otherwise slay him because his aggressive expansion has reached a certain threat level or something along those lines, or perhaps there is a mechanic of sort like that but I've missed it with my way of play.

Anyways, thank you for your efforts, I truly enjoy the amount of effort and depth put into the mod and have a nice day
G_Masta_Phunk 24 Sep @ 10:15am 
Bruh Im sorry I usually am the one talking smack on folks who dont read the mod description--- haha I just used to play this mod back in the day and am just now coming back to it. Appreciate ya ! --- Also.. What all am I missing without the DLCs--- are the sprites dependent on them too? Am I lacking flare? XD
tsf4  [author] 23 Sep @ 6:02pm 
Do you have all of the portrait dlcs? If not, see the mod description and look for the link for the no dlc portraits submod.
G_Masta_Phunk 23 Sep @ 3:42pm 
Lots of factions are missing faces and such. Wonder if I am loading the game wrong- dled this toget back into CK2
tsf4  [author] 22 Sep @ 6:52am 
Glad you are liking them! They keep it alive for me as well. Couldn't do it without the help of the other developers for sure, we've worked well together and thats how Faerun and other mods have kept up so well.
People Person 20 Sep @ 1:12pm 
Really appreciate it, Your mods have been keeping ck2 alive for me
tsf4  [author] 20 Sep @ 5:58am 
People Person, from this coming Sunday's experimental release, the 'Major Plot events' rule has been split, and the Spellplague and the Shadovar invasion are separately controllable.

Thank you for the input!
People Person 17 Sep @ 5:34pm 
I was not aware that the major plot events rule would stop it, but doesn't that make it so you lose out on all the other events?
tsf4  [author] 15 Sep @ 7:55am 
If you disable the major plot events game rule, and start before 4.29.1385, the Spellplague shouldn't bother you. We have been making a lot of history fixes too, so perhaps your favorite region became different. We included the game rule so those folks who don't want it, don't have to have it in their game.
People Person 13 Sep @ 8:04am 
Not a big fan of the Spellplague mechanics and the changes to the world, especially since its mandatory and can't be disabled.
ShortfinEel 9 Sep @ 2:09am 
Clear your cache.
Chevalier of Possums 9 Sep @ 1:23am 
When trying to start a new game my portrait and race traits are being swapped around after i hit start. I can use the character creator to make a character and as soon as i hit start my portrait will swap to a random race or something and my trait will change to something different.

Ive tried making an aasimer and it gets turned into an ardling rat man, i also tried a dwarf and he gets turned into a half dwarf with a different haircut. I do not see an option to pick a race trait while making a character, it seems thats assigned after you start the game based what you choose in the ethnicity option, and i think thats where the issue is occuring. The race trait its giving me is slightly different than the race ethnicity i choose while making the character.
Nendur  [author] 8 Sep @ 4:15am 
With the release of a major new version old save data is usually not compatible.
Chevalier of Possums 8 Sep @ 1:38am 
As of today all the traits and portraits on my save game are randomized and even when starting a new game the traits i choose in the character creator get randomized as soon as i hit start.
tsf4  [author] 7 Sep @ 1:52pm 
We are about to make a new release Simon, if the problem still exists with it let us know.
Simon der Adonis mit Penis 7 Sep @ 12:29am 
For some reason the adventurer titles are Gone and i cant Go adventuring anymore.
tsf4  [author] 25 Aug @ 6:33am 
They are stored in the Faerun\gfx\event_pictures folder. If you search in the government flavor folder and its files, it should tell you what gfx each flavor type uses.
shaftnotfound 24 Aug @ 2:18am 
Hi, can I ask you a question? I'd like to see where government type images are in the mod archives. I play allowing roman_imperial_government type for shoon imperium and my government says "anarchy". I tried to find the image in the vanilla game files but I couldn't, It appears to be missing in all that files. Tysm.
tsf4  [author] 20 Aug @ 8:47am 
Check your game rules, you can change it to regular vanilla raiding.
sword of war 19 Aug @ 7:07pm 
lots of little choices and restrictions that annoy me in this mod, the one that is killing it for me tho is no raiding allowed outside of decision, please tell me there is a way to disable this
bleddyn05 12 Jun @ 12:23pm 
i have a persistent issue where the decisions keep disappearing, especially after reloading. does anyone know of a fix?
Kevio 23 May @ 4:46am 
The mod is awesome and it doesn't punish the player unlike the Elder Kings mod, but it would be nice to have a submod to make it more performance friendly, my pc sucks
noobscifi 12 May @ 6:52pm 
What exactly does psionic potential trait do? It seems like it would be required for a class choice, but which one? I don't see any psion class in ambitions.
Paul 8 May @ 8:18am 
Can we get dynastic names for the half elven culture. I love the half elves of the game and like making half elven kingdoms but everyone is named "smith"
Porte Patio 76 9 Apr @ 3:47pm 
Hey there, just a quick mention that I am playing the Honor among thieves 1498 start date in Phandalin/Cony Gap And I wanted to build an Underground City wonder to represent Wave Echo Cave. The option didn't show up despite the fact that Cony Gap is a hills province adjacent to mountains and that in vanilla ck2 you normally could build one.

I dove in the wonders file in notepad++ and in the potential section it seems that it's just the vanilla behaviour with an added section so that some cultures can build them at any point. Not sure if this is only on my end but I wanted to mention it.

PS: I added the line "ai = no" to the potential to fix this for me but if it's something that's widespread, It might be worth looking into it.
PaganSaman 9 Apr @ 2:03pm 
Everytime i create a Tiefling character the game changes the face completely when the map loads. I dont have any other mods except this one and the no dlc portraits
tsf4  [author] 31 Mar @ 10:38am 
Hi, thanks for the feedback! The spelljamming material has been removed for some time - we intend to return to it after we have dealt with more core Forgotten Realms concepts. Check that your mod installation is up to date, and please don't move any files into the mod folder afterwards. If you've got a save game where your character is stuck spelljamming, you'll need to use to console to identify and clear the relevant character flag.
satayagraha 31 Mar @ 8:38am 
I'm not super strong on Forgotten Realms lore or DnD in general, but from my "layman's" perspective it looks, feels and plays really well. Easily up there with Elder Kings as one of the great fantasy conversions.
One question, though: has anyone else encountered the "spelljamming" mechanic? Does it end by itself after some time or are you stuck? It mentions a decision to 'steer' it or go home, but I can't find that anywhere.
Higrademonkey 17 Mar @ 12:01pm 
Haven't played CK2 in a while. Discovering this mod I think it's time I download it again
Soulbringer 13 Mar @ 2:06pm 
I am still enjoying the ck2 version. I love it.