Crusader Kings III

Crusader Kings III

(UPDATED) EK2: The Trial of Vivec
175 Comments
SquareBeard  [author] 30 Aug @ 3:23pm 
@mr_Muf the normal way is to control the county of Vivec and take it from Vivec. Check the walkthrough discussion for details.
mr_Muf 30 Aug @ 2:57pm 
How to get the Wraithguard?
Cidalex 29 Aug @ 5:35am 
It would have been good if the dysnaty had merged with Dagoth, since they are their descendants.
SquareBeard  [author] 27 Aug @ 6:14am 
Thanks for the feedback

1. I'm pretty sure this is a change with the latest Elder Kings 2 update. Unmourned/Scarab blood are now dynasty modifiers not traits.

2. Yes, though it consumes a lot of piety and if you have the tools a decision appears that can give yourself a lot (I think 10,000). Odd about the tools not spawning. Do you mean you're not getting Wraithguard or not getting the decision to grab Sunderland/Keening?

3. That seems reasonable. I'll include it in the next update.
Brederik Frandt 27 Aug @ 4:31am 
A few things:

1) The Scarab's Blood is not listed as trait anymore (but the stats are there). Is this as it is supposed to be?

2) Is it intended that the finishing of the Akulakhan does NOT require the tools of Kagrenac? On this note, I also want to point out that sometimes the collection of the tools does not always trigger when taking over Morrowind/killing the false gods.

3) I find playing as the Korgoruhn county to be difficult early on without adopting another faith. Could you make it so that the "Unmourned Blood" (which is not visible as a trait either) would trigger an option to adopt secretly or fully the Sixth House religion again should you convert? I had a game lasting hundreds of years without being able to convert back again, and that seemed like a shame.

Again, thank you for your hard work!
SquareBeard  [author] 25 Aug @ 4:13pm 
@Polkka Dot no worries! Since there's an option now to become Hortator before Dagoth appears, I should probably add something similar to unite the tribes/be named Nerevarine before too.

@Dragonkiller135 you can in fact do exactly that and it does indeed give immortality. Your character or a friend needs to be a Divayth level mage. Can't remember if you need to be an incarnate but high xp in the trait definitely improves your odds.
Dragonkiller135 25 Aug @ 2:36pm 
Im not sure if its a feature of the mod or not but if it isnt i do think curing corpus should grant immortality. at least if your character is able to do what Divayth Fyr did, maybe a skill check to keep all its benefits or if you're less skilled just gets rid of it while keeping non of the benefits?
Polkka Dot 25 Aug @ 5:53am 
oh sorry, i missed the walkthrough thread. I see, i need to wait for Dagoth Ur to awaken then
Polkka Dot 24 Aug @ 8:04pm 
im playing an ashlander highvelothis adventurer and i just got moon and star, but im unsure what im supposed to do next to become nerevarine as im not sure how to go to each tribe to get declared ashkhan or go to the great houses to get declared horator.
SquareBeard  [author] 24 Aug @ 6:27am 
@hide5ing the mod just resurrects the character from the EK2 history, and that character's a chimer.

Pretty sure someone asked the same thing a while back, and I plan to add a game-rule at some point but it's quite low priority. Lore-wise I think Dagoth could probably choose to look however he wanted.
hide5ing 23 Aug @ 5:12pm 
Why is Dagoth Ur and the rest of spawned sixth house golden skin? Shouldn't they be grey skin like in TES3?
Cidalex 23 Aug @ 11:18am 
Thanks you for the update !
SquareBeard  [author] 23 Aug @ 10:21am 
There will hopefully be new game rules in a minor update somewhat soon, for people who think certain aspects are too strong/weak.

Patrons and other suggested stuff might take longer but I will keep an eye on the discussions.
SquareBeard  [author] 23 Aug @ 10:18am 
Updated to new version and some new features:
- The ALMSIVI are now interactable via a new section in the Morrowind Grand Council situation. Spend gold to gain "divine favour" and spend favour for powerful boons
- New interaction to share the power of the Heart with vassals/courtiers
- Decision for any First Councilor to be named Hortator
- Interaction for a First Councilor Hortator to call Great Houses into their wars
- A decision to Unite the Great Houses. Earn the favour of the ALMSIVI to be ordained by them as rightful rulers, else be prepared for them to support your foes in the grand unification war that follows.
- Balance Changes: ALMSIVI power 10 -> 15. Blessings will be more powerful and the Ghostfence lasts twice as long. Free Argonia starts with fewer MAAs, kingdom rather than realm invasions, and will first prioritise unifying Black Marsh over conquering northern Morrowind.

As always, let me know if anything breaks/suggestions/feedback.
yFuuuuuuury 20 Aug @ 3:54pm 
top
CrazyCatx 17 Aug @ 4:19pm 
no worries man keep up the good work, god speed
SquareBeard  [author] 17 Aug @ 4:01pm 
The game will launch but you will probably run into a couple issues. Notably, new accessories might not appear and flavour related to the "Power of the Almsivi" variable has been removed (for some reason).

Aiming to update the mod before next weekend to fix these issues and add some more content.
CrazyCatx 17 Aug @ 3:07pm 
Does this work so far with the new update?
SquareBeard  [author] 14 Aug @ 4:56am 
Can't seem to follow that link but if Dagoth hasn't shown up yet then they should be pretty ludicrously powerful (definitely tougher on their own than any other military at the start of the game, and probably tougher than anything the ai put together later).

That being said, a good player with very strong knights/maa and a solid commander can certainly beat them.
TrueChmo 14 Aug @ 12:37am 
Oh, good. By the way, was it planned that Vivec would be so...weak? During the war, he was defeated by me twice as a combat unit, and the main problem was that even after his defeat, he continued to attack my army, and it became a battle of attrition. I believe that the Tribunal's power was at its maximum, as I did not become a Nerevarin, and Dagot Ur did not even show signs of life. I only had the tools of Kagrenak, without the glove.
SquareBeard  [author] 13 Aug @ 4:16am 
Dagoth Ur (who you can play as) has a decision to create Akulakhan. Numidiuum is planned, you can already get the unpowered one from the Tribunal, but I'd like it to be more than just another MAA.
TrueChmo 12 Aug @ 6:58pm 
Is it possible to make your own Numidium/Akulakhan? Something like dragon cult can summon dragons as a powerfull ally
SquareBeard  [author] 12 Aug @ 3:38pm 
@Magnus Riku it isn't an option at the moment but I'm always open to ideas if you've got any. I suppose a Lorkhan worshipper might be able to justify severing the heart as "returning it", but beyond that? Finding a physical body? Making your own (ie numidiuum)? I'm not sure.
Magnus Riku 12 Aug @ 1:15pm 
is it possible to give the heart back to Lorkhan/Shor, and if not will it ever be an option?
SquareBeard  [author] 25 Jul @ 6:53pm 
He will, no requirement to play near Morrowind. Might get quickly out of hand if you leave him be too long though!

Invading Morrowind is also fine. You should get some options to interact with the Tribunal as their liege, regardless of faith.
Flavius Stilicho 25 Jul @ 3:26pm 
will Dagoth Ur spawn even if I am on the other side of the continent play a Breton or whatever or making a new empire and invading Morrowind?
ZoneLoner 17 Jul @ 8:24pm 
Thanks for the recommendation, I really only play EK2 for the Dwemer stuff, so any flavor whatsoever helps.
SquareBeard  [author] 17 Jul @ 7:14pm 
@ZoneLoner there's not really anything Dwemer specific, but you can become the Nerevarine as a Dwemer (and potentially get the Dwemer sword Trueflame). You can also ignore the Nerevarine/Tribunal business and just recover the Tools of Kagrenac to study/use/protect, so I think there's a lot of potential for a Dwemer playthrough. I could definitely add more so let me know if you've any ideas.

The mod EK2: Soulless Flame adds a unique dwemer to play or perhaps have as an antagonist to your own. Worth a try if you haven't already.
ZoneLoner 17 Jul @ 1:13pm 
Is there any Dwemer content in this mod?
SquareBeard  [author] 30 Jun @ 1:57pm 
@Piepidie normally you have to be sixth house, old velothi or an incarnate to get access to the decision to take Wraithguard from Vivec. Perhaps in the future I should make it open to characters who have the other tools in their possession.

Until then if you want to fire the event without converting you can copy this into your console and it should work the same:
"effect = {
trigger_event = {
id = vivec_trial.0001
}
hidden_effect = {
remove_character_flag = flag:truce_with_tribunal
add_to_global_variable_list = {
name = unavailable_unique_decisions
target = flag:flag_vivec_brought_to_trial
}
} }"
Piepidie 30 Jun @ 1:45pm 
can i not get wraithguard as a unrelated faction? playing as house cyrodil and have sunder and keening plus i own vivec but no options to get wraithguard appear for me
SquareBeard  [author] 30 Jun @ 1:47am 
There a game rule for Shards for random Gods. Set that off.
Trash Mammal 29 Jun @ 9:55pm 
Lmao loaded this with the Shards mod for more stuff to do as a god and at start the queen of Eastern Skyrim became a god. Loaded Shards before this, any other way to prevent this?
Arsehole Annihilator 25 Jun @ 2:39pm 
I'm sure Red Mountain CK3 decisions have converted many people to those beliefs lmao
MangoCobra 25 Jun @ 1:58pm 
AJ must be furious, since he's basically said that this mod is fascist.
foverlor 20 Jun @ 9:36am 
crikey
SquareBeard  [author] 14 Jun @ 12:23pm 
Yes @MWRK you just need to do use the "Study the Tools" decision. Each time adds to the chance of successfully using them on the heart.
MWRK 14 Jun @ 12:06pm 
Is there a way to increase the odds that you are able to use the heart to become a god? 10% chance seems weirdly low
SquareBeard  [author] 14 Jun @ 5:46am 
Fixed it in the latest update alongside a couple other small additions/fixes. I decided to double the awareness gain rate as you suggested. Thanks again!
Brederik Frandt 14 Jun @ 5:19am 
To be fair, I think the chance stuff is kind of fun here, and in that case you would only need to double the payoff from 5 to 10 (normal) and 10 to 20 (fast).

Anyway, a basic central-limit-theorem argument (which is not strictly speaking the setting we are in, but it is ok for a preliminary estimate) gives that it would be *highly* unlikely to see Dagoth spawn in outside the interval 350-450 anyway, and it would add to the suspense.

But I am good with whatever. 800 years is just too long.
SquareBeard  [author] 14 Jun @ 4:16am 
@Brederik Frandt thanks for taking the time to check the files. You could very well be correct, I'm not sure why there's the 50% chance. I'll look into it today.
Brederik Frandt 14 Jun @ 3:49am 
A quick modding question; it seems to me that in the tov_story_cycle_dagoth file, having the normal spawn rate of Dagoth only gives 5 awareness points every year with a probability of 50%.

With a spawn requirement of 2000 such points, does that not mean that it would take approximately 800, and not 400, years of non-cultist gameplay for him to spawn in? Of course, these numbers are greatly reduced by active worship, seeing that sacrifices give 50 points each and the 10-year-cd piety event give you 100 every time.

I am a modding neanderthal, so I apologize if I read any of these things wrong.

Thanks!
SquareBeard  [author] 13 Jun @ 2:06pm 
With a strong enough late-game army it should be possible to beat them head on, though it's probably smarter to try and wait for Dagoth, cut off their power yourself, or avoid confronting them directly.
Dnternotop 13 Jun @ 12:24pm 
is there any possible way to counter the living gods MAA or is it best to wait for dagoth or play cat and mouse with the tribunal
SquareBeard  [author] 12 Jun @ 3:50am 
@Brederik Frandt thanks for the comments! there are no hidden requirements other than if you've already severed the heart he won't awake at all. Use "event dagoth_revived.0001" to manually trigger it if that's not the case.

The Ai will attempt becoming incarnates (more likely once Dagoth has spawned) but will often go to Red Mountain unprepared. You can give a promising one Kagrenac's Tools and they might succeed.

Might be a bit tricky but I can try and add a cap. Atm there's a decent cooldown to their spawn event and they should disband at the end of the war, so it's unlikely to get more than 2 unless there's been a long war with Vivec/Almalexia sieged down repeatedly.
Brederik Frandt 12 Jun @ 3:04am 
Also, it seems like there should be a cap on the amount of living gods granted as units to the Tribunal. I think I fought at least five of them at the same time. Pretty tough
.
Brederik Frandt 12 Jun @ 2:47am 
Hi there,

I really appreciate all the work you have been doing on this.

Now, a question. Are there any reqs on Dagoth spawning in? I have had two games now with spawn times set at 200 and 400 years, without Dagoth arriving within 500 both times. Are there any hidden reqs attached to following the Sixth House and using their unique decision paths?

Also, is it possible for the AI to go through the incarnate quest line if I choose not to?

Thanks!
SquareBeard  [author] 10 Jun @ 10:27am 
@MWRK you need to have a high enough level of devotion (Paragon of Virtue I think?)
MWRK 10 Jun @ 10:08am 
Thanks for the response! I'm also having an issue with the incarnate decision - I can't seem to get the final amount of xp for being a follower/champion of azura. I have both the follower and champion trait, but its always greyed out.
SquareBeard  [author] 9 Jun @ 1:31pm 
@Smokin' Chief just checked and seems to be working for me. 76% chance of success is the highest it goes, so perhaps you were just unlucky. If you're reloading to the same date and reattempting the decision without waiting a month or so you'll get the same outcomes.