Crusader Kings III

Crusader Kings III

Jam's New Cultures and Map Edits for EK2
277 Comments
ɌƗȻꝀŦɆɌ 29 Oct @ 11:32am 
can confirm, i used the advanced cheat menu mod (lame, i know) to give him the trait in my most recent game (not as him) and there were no issues
though he did get his county revoked very early and became an adventurer, so he just sort of spread the trait around and like 5 generations later half the imga on cyrodiil and elseweyr have it
jamminjellyjam  [author] 29 Oct @ 5:57am 
@ɌƗȻꝀŦɆɌ, Have to admit, that's pretty damn funny. Might consider it for a future update considering base EK2 doesn't do anything in particular with the trait.
ɌƗȻꝀŦɆɌ 28 Oct @ 11:00pm 
oh, well, could not help but ask
alternatively, i think it would be funny to use the "Sayyid" trait (maybe with a rename in the loc?) for that cyro-imga count (baron?) that you added that claims descent from marukh, y'know, "descendendant of the prophet" and such
jamminjellyjam  [author] 28 Oct @ 8:21pm 
@ɌƗȻꝀŦɆɌ I probably won't be changing Ojel helmets, hate to tell you. I personally love how silly those pot helmets look on them, just barely covering their eyes. Especially when they spawn with the Naga ethnicity!
ɌƗȻꝀŦɆɌ 28 Oct @ 6:13pm 
hey, just a suggestion, since you already edited the clothing sets for the Ojel Argonians, is there any chance you could remove the pot helmets? they look kinda silly with those over their eyes
jamminjellyjam  [author] 28 Oct @ 2:34pm 
@Sinn, Yep, those extra clothing options are, for the most part, probably all DLC. Like the brown fur cloak Nords use is only available if you have the Northern Lords pack.
Sinn 28 Oct @ 8:56am 
Hey, i have a weird question that does and also dosent relate to the mod. In the screenshots some characters have cloaks and other outfits i do not have access to, are those from DLC or are they from a mod? im desperately in a need for some new options for clothes. Thanks for awesome mod though!
fisto the robo 27 Oct @ 4:05pm 
joe biden 🧓
Joe 26 Oct @ 7:20pm 
thats me, you might be wondering how i got here, heh
jamminjellyjam  [author] 26 Oct @ 5:26pm 
joe papa
KoiKarp 26 Oct @ 12:10pm 
joe mama
kangered cat 26 Oct @ 12:08pm 
joe
Joe 21 Oct @ 12:48pm 
Wow that's so cool, i can't believe this is a thing i can do thanks to this mod, awesome!! I know what my next playthrough is going to be, thanks!
jamminjellyjam  [author] 21 Oct @ 12:46pm 
@modest_mishmash, Couldn't have said it better myself!
modest_mishmash 21 Oct @ 12:42pm 
@Joe Minotaur culture is the currently present one, Men of Tor is their historic origin culture. Basically, they started out as the children of Queen Alessia and demi-god Morihaus and served the first human empire as the defenders of Sancre Tor. Over time, their reputation was lost and they started to be seen more as beasts, reflected by the pariah trait of the Minotaur culture. If you're able to get enough renown and conquer the required lands then the mod lets you restore the ancient Men of Tor culture and return to the empire
Joe 21 Oct @ 12:32pm 
Hi there, silly question perhaps, but why is there a "Minotaur" ethnicity and then a "Men of Tor" ethnicity, what is the real difference or story behind it here? Curious as a guy who loves Minotaurs in TES, thanks for the awesome mod!
jamminjellyjam  [author] 19 Oct @ 8:49am 
@fisto the robo, Maybe! But it's a little out of scope of this mod and not something I'm personally interested in. You should look into stingraymechanic's upcoming 'Phylogeny: Species System Overhaul' mod on the Discord, which is adding something very close to what you're looking for.
fisto the robo 19 Oct @ 3:13am 
ik cultural traditions do the job in ck3 but would it be interesting to add 'racial' modifiers in the culture/heritage? like adding some minute +5 advantage to swamp to the various swamp cultures or -15 navy costs to naval cultures
Somekind of ingrained buff to further slant players towards 'racial builds' closer to dnd/tes gameplay? tbh mostly so theres these slants when ai invariably just reforms their cultural traditions away for no reason
jamminjellyjam  [author] 18 Oct @ 8:12pm 
This submod is now up to date with the latest version of EK2. Enjoy the mod and the newly returned Systreans!
The Illusive Man 17 Oct @ 5:27am 
@tmmelekhin, Redguard propaganda
jamminjellyjam  [author] 16 Oct @ 8:27am 
@babadui, Thanks, my man. I appreciate it! :steamthumbsup:
babadui 15 Oct @ 7:44pm 
hey jam thanks again for the goated mod and effort
jamminjellyjam  [author] 10 Oct @ 4:12pm 
@macintosh1257, This works with the latest update to basegame EK2, which was back on September 15th. The last update to this mod was on September 24th.
macintosh1257 10 Oct @ 2:33pm 
Does this need an update?
tmmelekhin 5 Oct @ 6:51am 
Lefthanded elves aren't real
Siren System 3 Oct @ 1:37am 
you should add a few dead cultures like the lefthanded elves.
Black Tarram 20 Sep @ 2:54am 
@jamminjellyjam no worries i don't expect you to honestly but FYI if this mod becomes fully compatible with jimmywhites mods and i can be werewolf goblin with a harem of Minotaur, ill be sweet
jamminjellyjam  [author] 19 Sep @ 7:07pm 
@Black Tarram It is what is at the moment, my man. Without knowing what the mods you use are, I couldn't help you even if I was in the process of making a ton of compatibility patches.

@fisto the robo Might be, I'll take another gander next time I'm having issues with debugging.
fisto the robo 16 Sep @ 8:05am 
glad to hear the crash is fixed. those missing or duplicate brackets are like finding ghosts in the matrix 😂

i think theres a way for tiger to only parse through a mod's code, might be worth looking into for the future.
Black Tarram 15 Sep @ 11:34pm 
seems like a fun Mod, i liked seeing how crazy the minotarur models, hope its gets more compatible with the more essential mods in my playset so i can do a run through
jamminjellyjam  [author] 15 Sep @ 10:32pm 
@fisto the robo, Thanks for the suggestion! I gave ck3 tiger a try, but it came up with much too many errors to be terribly useful, since it only compared the mod to basegame CK3 and not to EK2 as well. I did manage to figure it out, though.

As you guessed, the issue that caused the game to crash consistently not even a year in which caused the entire day delay for the update to come out turned out to be an accidental single extra unnecessary bracket in Highrock's title history files. :steamsad:
fisto the robo 14 Sep @ 5:52am 
sad to hear about the crash, could be something just as simple as a missing } somewhere. If theres nothing outlying in the error.log file, it may just be it.

try the tiger code-parsing tool if you havent heard of it, pretty neat. cant link it here, search 'ck3 tiger' in google
jamminjellyjam  [author] 14 Sep @ 5:24am 
@Akatosharine, A few! Unfortunately, I had to rollback to a previous update. The game crashes very shortly after starting a new game, usually before an in-game year is even up, which wasn't happening in my very late testing. No idea why yet, so I rolled back.

I'm still working on the update to get things to work to get rid of CTDs, which hopefully shouldn't take too much longer, but a new Sea Giant culture and new traditions for the Anchoriti and Ara-Almeshini are, unless something's really wrong there, finished. Check the patch notes!
Akatosharine 14 Sep @ 3:57am 
Any changes this update? :3
jamminjellyjam  [author] 12 Sep @ 11:01pm 
@Mr. Andersmith, Thank you! I'm so happy to hear that. I'm glad you and your friends are having fun with the mod together.
Mr. Andersmith 12 Sep @ 7:48am 
@jamminjellyjam It's no problem! Your mod is absolutely fantastic and I can't wait for its next update. I host EK2 with this mod in mind for my friends and they absolutely love it. It's splendid work!
jamminjellyjam  [author] 12 Sep @ 5:56am 
@Jinetez It might run okay, but it's likely conflicting with or overwriting some things added in the new base EK2 update. But hey, if it works for you, I can't stop ya.

Regardless, the update shouldn't take as long as I previously thought. Can't promise anything, but there might be an update either much later tonight or tomorrow.
Jinetez 12 Sep @ 5:50am 
it doesnt work? for me it does!
jamminjellyjam  [author] 11 Sep @ 3:56pm 
@Mr. Andersmith, the base EK2 mod just updated today, so it'll take a few days for me to update it to the current version of the mod as I was in the middle of making some major additions and renovations. You should disable this mod from your playlists for now, as things will not all work quite right for now. Sorry!
Mr. Andersmith 11 Sep @ 12:50pm 
Not sure if this is a bug or intended but the Aleshut dynasty of Alessia is renamed to Haeg and given a random motto. I'm only noticing it with this submod.
jamminjellyjam  [author] 7 Sep @ 5:44am 
@ɌƗȻꝀŦɆɌ, I didn't write any new particular flavor text unique to the Men-of-Tors reviving at game start, but the decision still works for them! Both adventurer and landed Men-of-Tors can take this decision. Although this does lead to them speaking Ald Cyrodiilic rather than Minotaurish, which is not quite the intended effect.
ɌƗȻꝀŦɆɌ 6 Sep @ 10:36pm 
hello, quick question, can the men-of-tor culture be revided by the starting minotaur rulers or does it have to be added with the ruler designer like with the falmer/betrayed?
jamminjellyjam  [author] 6 Sep @ 1:48pm 
@Mack Daddy Good luck on porting those models over from the WoW mod. I can't help but think it'd look a little jarring compared to the rest of EK2's models, though.

@Goldzack444 Aedric is the default faith for when an error occurs, most often with submod conflicts. For best experience with this submod, for now I'd recommend trying switching around the placement of the two in your load order or disabling one of the two in general.
Goldzack444 5 Sep @ 7:45pm 
Playing with EK2: New Men-At-Arms, for some odd reason, replaces what seems like most of the custom faiths in this mod with "Aedric: faith. Making all of them worship Auriel lol. Said mod doesn't give them new MAA so its not at all necessary when playing as them, just weird mod conflict worth noting.
Mack Daddy 1 Sep @ 7:26am 
nah its all good, what you gave us is truly awesome. I had my hand in modding to see if i can make something akin to harpies and lamia but only been able to port over things from the Wow mod.
jamminjellyjam  [author] 31 Aug @ 10:09pm 
@Pigsy, It's on the to-do list, but generally I prefer to work on my own content rather than making compatches with other mods unless I they're mods in my own particular load order. Might be a while.

@Mack Daddy, Unfortunately, I am not a 3D modeler, and all the work done on Minotaurs and Giants done through this mod has been through editing coding values alone. I wouldn't be able to create anything resembling complex creatures like Harpies and Lamias that I'd be satisfied with. It's just outside of my skillset. I know you wanted to die happy, but you're gonna have to live, champ.
Mack Daddy 31 Aug @ 7:26pm 
if harpies and lamias are possible with this mod or atleast down the pipeline, i can die happy.
Pigsy 31 Aug @ 5:14pm 
can we get a compatch with ek2 cultural maa expanded?
jamminjellyjam  [author] 30 Aug @ 10:19pm 
@LuckyLou, I still check and update this, yes. The last update was barely over a week ago.

The Betrayed Falmer are already in basegame EK2 and available if you choose to play as a custom ruler. You'll get a decision to convert your capital county to your formerly deceased culture and faith at game start. I don't have any plans to edit the map to include them at game start.
LuckyLou 30 Aug @ 8:10pm 
I don't know if you still check this but I was wondering if one day you would put the Betrayed Falmer in?