Crusader Kings II

Crusader Kings II

After The End - JO'Geran Mod
51 Comments
Yeehaw_Gamers 17 minutes ago 
Gotcha, looking forward to the next update, this mod is a lot of fun
JO'Geran  [author] 2 Oct @ 8:01am 
@Yeehaw_Gamers - Yeah that is a bug. Should be resolved in the next update
Yeehaw_Gamers 21 Sep @ 7:49pm 
I really like the mod so far, but one issue that i've come across (and i'm not sure if its a bug or a feature) but when you are playing as a nomad and you are pilaging territories, the over demesne event pops constantly, leading you to get way too many clans. This event will fire until you only have a single territory, or your pillaging is done
JO'Geran  [author] 11 Sep @ 4:04pm 
@commandertrailblazer Full Rivermod would probably cause conflicts yeah.
commandertrailblazer 9 Sep @ 6:30pm 
Thanks for your reply! Is the River mod recommended for a more complete experience, or does it conflict with your stuff?

Also, the work you've done is amazing! The enhancements to cultures alone make playing with your mod worth it.
JO'Geran  [author] 9 Sep @ 10:58am 
@commandertrailblazer It includes parts of Rivermod yes. Also, from what I'm aware, I think the Anniversary Edition is removing the Checksum event in the next update.
commandertrailblazer 8 Sep @ 10:45pm 
Does this incorporate the AtE River Mod?
commandertrailblazer 7 Sep @ 7:58pm 
The checksum error event pops up when starting a new game in the Anniversary Patch. No bugs as far as i know as of yet.
JO'Geran  [author] 31 Aug @ 1:00pm 
@A Tubular Joobular - No worries, I deleted the request to find out where it started, because it didn't matter - Traditionalist Pilgrimages by sea are broken regardless of where they start. It's an issue with the IF Statements, where the commands aren't seperated from the conditions properly.
I started the pilgramage in Milwaukee. Countess Gertrude Stoklasa has a bunch of tradionalist family and the county she rules in Chiraq Traditionalist, so I decided to convert.
JO'Geran  [author] 31 Aug @ 6:29am 
@A Tubular Joobular - Thanks. I knew there was probably a bug in Pilgrimages somewhere, but I'd never come across one before.
A Tubular Joobular ♊ X ♌ 28 Aug @ 12:26pm 
If you try to take the Traditionalist pilgrimage on a boat, the event never actually finishes, so you're literally just locked into being on pilgrimage forever, with a regent having to step in.
JO'Geran  [author] 15 Aug @ 8:12pm 
@phantomraptor63 Basically Charismatics have "Prophecies" - Visions of future events, that grant modifiers that make them more likely to happen - Then if that event does actually happen, they get Piety.

For example - They might have a Prophecy that they're going to conquer a certain province, or that they're going to be at peace for a few years. So it's kinda like getting an ambition or society mission, but religion specific and randomly selected.

It actually wasn't my idea originally - It was originally cut content that was meant to be added to a patch to ATEFF 3 or 4 years ago, but was never finished. I simply restored what was already there to working condition.
phantomraptor63 15 Aug @ 4:59am 
What is the charismatic rework about?
JO'Geran  [author] 14 Aug @ 12:20am 
@L Thanks, I'll look into it. I wouldn't be surprised if there were a couple bugs with Secret Societies, given that the code for them changes every time a new religion is added.
L 11 Aug @ 11:35pm 
Great mod, small issue with Americanist secret societies though. When playing as the Earl of Lejune, who begins the game as a secret Americanist, the option to found a society does appear but not the option to evoke sympathy or induct into the faith when right-clicking portraits. Prepare ground still functions as far as I know.

I did a little more digging and discovered that with other characters, after falsely confessing faith, the option to found a secret society does not appear. I tested secret societies with the Gaians and that seemed to work fine. It seems unique to the Americanists.
JO'Geran  [author] 30 Jul @ 10:59am 
@Victorx64 The Quarrelsome thing is actually a bug. I've figured out what's causing it, and it should be fixed in the next update.

The cause is a missing ROOT scope that should define *who* the modifier effects.
Victorx64 29 Jul @ 6:30am 
When you said that it's a Global Flag I assumed it would show up through an event or something. But after a year I looked at my character's modifiers and it appeared. Thank you.

Also, do you have any idea why the quarrel war cooldown doesn't work? It says under quarrelsome_culture_cb that there should be added a cooldown for 5 years.
The Anglo-German Imperialist 28 Jul @ 10:45am 
Thank you
JO'Geran  [author] 28 Jul @ 9:34am 
@Victorx64 Do you know what you're looking for? - Belicose should add an Event Modifier called "Belicose Culture" to your character alongside your Sin and Virtue modifiers - the icon is a sword and shield.

I tested it with every culture that can take it (Carpetbagger, Neomoor, Omedulac, Yanquito) and it works fine.
JO'Geran  [author] 28 Jul @ 9:31am 
@The Anglo-German Imperialist - Yeah for some reason trying to add Steam Workshop links does that. I tried to ammend it but couldn't find a way to link to the mods - So for now I've removed them.

Just look up the mods I mention in search.
All of these links are blocked for been malicious? what is going on?
also do I need to run this mod with anything else other than this?
Victorx64 23 Jul @ 12:58am 
I mean, sure, traits are dynamic but it's still silly to see for example a kind, patient and charitable character suddenly go and eliminate an entire bloodline with no consequences to their mental health. I still think the system is not great at encouraging roleplay but regardless, I won't push this matter.

As for the belicose thing / the quarrel war cooldown (I'm not sure to which one you're referring here), I waited up to 5 years but I still didn't notice any effect from them.
JO'Geran  [author] 22 Jul @ 9:39am 
As for the Stress system - No, there are no plans to implement that. I kinda think this is an area where CK3 and CK2 clash.

In CK3, your character has 3 character traits, and these are consistent for their entire life. In CK2, your character's decisions during Events determine character traits - A character who chooses Cruel options acts cruelly.

Therefore having a Stress system that tries to push you into acting certain ways, while appropriate for CK3, completely runs counter to the design of CK2, where character traits are dynamic and meant to change over time.
JO'Geran  [author] 22 Jul @ 9:37am 
@Victox64 Have you waited a year? It's not a Character Flag, it's a Global Flag, and there should be a modifier added to you at some point
Victorx64 19 Jul @ 8:02am 
Also, the cooldown for quarrel wars doesn't work. I looked into it for a while but can't find the reason why. And when choosing a court type for melting pot cultures the belicose option does nothing, I activated charinfo and it doesn't even show the tag.
Victorx64 18 Jul @ 4:32pm 
Considering all the things that you brought here from CK3, would it be possible to also make something similar to the trait-based stress system? Something that would encourage roleplay more based on the traits.
Princeps 7 Jul @ 10:11am 
Interesting! Hadn't considered it, i'd relegate my thing to personal headcanon.
JO'Geran  [author] 6 Jul @ 8:22pm 
@Princeps I always viewed Alien Hybrids less like God-Kings and more like Changelings.

The Alien Hybrid trait doesn't emerge from rulers declaring they are descended from holy blood or anything like that - It comes from a special events where Aliens give your character a child to raise.

Since these hybrids are placed into pre-existing families, I figured they would be viewed less as descendents of a holy bloodline, and more the result of capricious spirits dumping their children into human families. This is also why the trait isn't hereditary - I didn't want it to be a Descendent of the Prophet/Sayyid/Holy Bloodline trait that legitimises right to rule
Princeps 6 Jul @ 4:39pm 
All the recent comments are mine jeez lol. Just a query though, has anyone suggested adding divine kin marriage to the ufologists? I feel like it'd fit the vibe of alien hybrid weird ufo cult thing going on.
JO'Geran  [author] 19 Jun @ 3:35am 
Actually - Follow up on that - Looking more closely, I think I remembered what my early mindset in regards to Bastardry was - I think I intended there to be more nuance to it, with some religions requiring legitimisation instead of having non-inheriting bastards. I'm already creating documents that outline the different Religions approach to different issues, I'll create a note of Bastardry too.
JO'Geran  [author] 8 Jun @ 5:51am 
@Princeps - Yeah that's a mistake. Some religions and cultures no longer have Bastardry and have all children as legitimate - So are forbidden from adknowledging but not legitimating Bastards. It seems I accidentally prevented Rust Cultists from doing that, despite not being part of that list.
Princeps 6 Jun @ 7:43pm 
Oh ok my bad. Random question? Was bastardy changed at all or is my game bugging with another mod? I can't acknowledge any bastards anymore, playing as a rust cultist noble in Michigan.
A Blue Angel 5 Jun @ 8:09pm 
in truth i think this is interesting, yet i feel you could do without trying to port the cultural stuff from ck3 three over lol
JO'Geran  [author] 3 Jun @ 7:32pm 
Different Religions have different consanguinity laws now, that's intentional. I might make an optional Gamerule to disable this
Princeps 3 Jun @ 4:01pm 
Had to go into the mod files to reenable cousin marriages. Not sure if that's a bug or not.
JO'Geran  [author] 30 May @ 3:30pm 
-Kingdom of Heaven: I'm experimenting with ways to nerf this without outright removing it, or at the very least make it random as to whether it actually shows up

-Post-Islamic: Yeah the name kinda sucks - I needed to call them something tho as they didn't neatly fit into a pre-existing category, and I'm not creating a totally separate religious group with one religion each.
A Blue Angel 27 May @ 1:19am 
>Opens mod
>Check religions
>Post Islamic catagory
> “woah cool must be neat”
> Bahai and Druze
😐
The Big Man Himself 26 May @ 12:08pm 
Also if i can recommend anything, I think changing the kingdom of heaven revolt in California would definitely be an improvement. Its bad to the extent that I just kill karen with the console whenever the event first pops up.
The Big Man Himself 26 May @ 11:46am 
Definitely like the idea, CK2ATE is a better setting and mod than CK3 imo. Not to mention ck2 just running better generally.
JO'Geran  [author] 26 May @ 9:50am 
Fixed the Discord Link, should be fine now.
Lemmings 24 May @ 11:54am 
Discord link doesn't work for some reasons
JO'Geran  [author] 24 May @ 5:57am 
No - And mods that allow for Unlanded gameplay are almost certain to be incompatible.
Cringecat 24 May @ 3:20am 
Wow is unlanded aslo supported?
JO'Geran  [author] 22 May @ 6:41pm 
There's a couple features for Americanists:
-They get a government, Constitutional Feudalism, the main feature of which is that at the start of their reign their vassals assemble to vote on laws. Also Constitutional Feudalism realms are locked into having Council Voting on Law Change and Imprisonment
-Particularly pious Presidents get the Apotheosis trait when they die, which is the Americanist equivalent of Sainthood
-Theologians can pick a type of Americanist law to follow, which gives them a branch trait with major buffs
-Hamiltonians can now form their own presidency, which is inherited like a normal title instead of elected.
Word Of Blake 22 May @ 3:26pm 
Looks really good! Question tho, does this mod add anything for americanists?
JO'Geran  [author] 22 May @ 2:15pm 
Yes - Shangrilaists(A warlike Temple Buddhist heresy with a character in Colorado) and Lakeshore both have Holy Orders. Also the Marian heresy for Ursuline has a Holy Order Head of Faith.
Dark Horse 20 May @ 6:43pm 
Do any of the new faiths have holy orders?
JO'Geran  [author] 20 May @ 2:33pm 
@CaptainHansFrans Should be fine with either - I've tested it more extensively with base-game ATE, but the Anniversary Patch seems fine too.
CaptainHansFrans 20 May @ 6:45am 
this is gonna sound like a stupid question but does this require ATE fan fork or the more recent ATE?