Crusader Kings III

Crusader Kings III

Bloodlines: Legacies of AGOT
366 Comments
Eber  [author] 22 Sep @ 6:41am 
@Sageboba I'll get to the patch. It's not a major break or anything so I haven't prioritized it.

@Tejonrabioso I'll see. Varezys is a bit hard to do with a lack of lore.

@mailinglistenator I'll add it to the list.

@wunsche As MK Black mentioned, I just forgot to update the version in the descriptor file. It is up-to-date. Most CK and even most AGOT updates should not break this mod often.
MK Black 22 Sep @ 3:39am 
@wunsche and? He simply forgot to change the version in the descriptor file. The actual contents are updated.
wunsche 22 Sep @ 12:46am 
Updated but still got the yellow triangle saying it's out of date.
mailinglistenator 21 Sep @ 9:35pm 
House Baelish please.
Tejonrabioso 21 Sep @ 11:22am 
Love the mod, hoping for a Varezys legacy
Sageboba 21 Sep @ 9:35am 
Ah, no worries! Thanks for the great mod.
Eber  [author] 21 Sep @ 9:29am 
@Sageboba I still need to create a compatibility patch to ensure the High Valyrian culture track doesn't go to the new Valyrian cultures created by LoV. As far as I'm aware, that is the only issue between my mod and LoV at the moment. Everything else should work as intended on both sides of the mod.
Sageboba 21 Sep @ 9:26am 
Is this compatible with Legacy of Valyria? When using this mod the people of Slaver's Bay all get access to the High Valyrian culture dynastic legacy. Apologies if I missed something.
Eber  [author] 21 Sep @ 6:34am 
@RC01214 Thanks for that explanation. It's interesting. I have heard that artifacts become invisible when a certain amount of mods or their order is wrong can do it. Hopefully samuellennon77 can figure it out.
RC01214 20 Sep @ 8:55pm 
@samuellennon77 I have also been getting this error, but using multiple permutations of mods with AGOT; seems like that invisible artifact issue might trigger if too much mod/localization data is loaded at once.
Eber  [author] 20 Sep @ 5:35pm 
@Tureno Yes it's compatible.

@samuellennon77 I'm almost positive it's not my mod that's making that issue. Not only have I only done one artifact at the moment, but I did it when I first released the mod. If it was not compatible with those very popular mods, I would have noticed as well as others who have played my mod. Please check your load order and potentially other mods you may have.
samuellennon77 20 Sep @ 5:27pm 
Making Artifacts invisible. Not Compatible with any Artifact Mod. Including Valyrian Steel, Crowns of Westeros etc.
Tureno 20 Sep @ 7:00am 
Is this compatible with COW?
Eber  [author] 18 Sep @ 9:39am 
@Bubba Tamer Hah! I just have a few houses of the Vale to do before I get to Whent.

@MK Black oh that's cool! Good to know.

@1716897701 I appreciate it! It's been a lot of fun researching and writing the descriptions. I've learned A LOT of ASOIAF lore. Probably way more than I ever should know.
1716897701 17 Sep @ 8:31pm 
This is truly an amazing mod—I can hardly imagine how many original book lore materials and references you must have gone through to create all this. I’d be more than happy to include it in every one of my AGOT playthroughs. By the way, thank you so much for making such a fantastic mod!
MK Black 16 Sep @ 3:53pm 
@Eber House Vernal. They control the Beaconbridge in Oldtown.
Bubba Tamer 16 Sep @ 11:45am 
Damn Whent AND Penrose?? Might have to kiss u ngl
Eber  [author] 16 Sep @ 11:19am 
@MK Black Interesting no, I didn't know that. Who?
MK Black 16 Sep @ 8:18am 
Rogare is definitely one I'm excited for. Did you know they have a Westerosi branch in the Reach?
Eber  [author] 16 Sep @ 8:14am 
@MK Black The North, then the Vale, before doing sort of a mix of stragglers from different regions (e.g., Teague, Farring, Whent, Farwynd). Afterwards, I will then be doing Rogare and Haen in Lys.
MK Black 16 Sep @ 7:11am 
What region are you covering next?
Eber  [author] 16 Sep @ 7:09am 
@nickysong0826 I hear you. Can't please everyone. I hope the new units still scratch that itch though.

@Well Met Thanks for letting me know! I have fixed it. It was due to a literal letter not being capitalized. It'll work now.
Well Met 16 Sep @ 1:29am 
I've come across a bug with the Qoherys legacy track where you're unable to progress past the third one, issue persists with and without any other mods for me. Great mod by the way, appreciate the effort.
nickysong0826 16 Sep @ 12:35am 
still fond of the AI MAA units
Eber  [author] 15 Sep @ 1:53pm 
Thanks to you both for the feedback. I have removed the strong seed mechanic completely. Hopefully there isn't any other conflicts. Let me know if there is.
RogiVotangi 15 Sep @ 1:17pm 
@Eber Thanks! AGOT+ also adds strong seeds, maybe it really does produce conflict.
emmaf628 15 Sep @ 12:59pm 
I've actually experienced strong seed issues as well, without AGOT+ on but several other mods. Turning this one off fixes it--I haven't tested without any other mods but base AGOT and this one, since it's not game-breaking to me, but I don't think the conflict is exclusive to AGOT+.
Eber  [author] 15 Sep @ 12:59pm 
I may just remove my strong seed mechanic. It was small, only having Celtigar and Scales to have Valyrian attributes. I wasn't even that confident in its implementation as I had to fix it once already.
MK Black 15 Sep @ 12:53pm 
That's unfortunate since I also use AGOT+. Hope Eber can fix it.
RogiVotangi 15 Sep @ 12:52pm 
@Eber Yes. I enabled only AGOT+ and this mod.
Eber  [author] 15 Sep @ 12:46pm 
@emmaf628 Thanks! Glad you like the update.

@RogiVotangi Interesting. Is that the only conflict that you have noticed?
RogiVotangi 15 Sep @ 11:43am 
Hi! A great mod, but it conflicts with AGOT+, specifically the strong seed mechanic gets broken.
emmaf628 15 Sep @ 10:55am 
Amazing work with the new images! I was okay with the ai because of how great the mod is in general, but this takes it to a new level--love it.
Eber  [author] 15 Sep @ 7:30am 
@Bubba Tamer Thanks! Hope you enjoy.

@Hammer & Sickle It's been updated. Though even though it was for version 1.16 officially, it still worked for 1.17. My mod doesn't change too much so most updates won't break it.

@MK Black Thank you! It took a long time to edit every image. It was over a week to do it all, a large number of hours. I didn't just want to use a Stark unit for a Forrester MAA unit, so I wanted to edit to still give them uniqueness and attachment to their house. Hopefully everyone likes the new images, especially those who dislike AI.

I also updated the legacy track to be unique for the mod, as well as the thumbnail for the mod. Eventually, I may do a custom legacy track for each kingdom (North, Riverlands, etc.) to give them a bit more uniqueness, but that won't be for a bit.
MK Black 15 Sep @ 4:43am 
Holy moly.. this update is amazing! I had my doubts but, you just elevated the mod from great to legendary. Replacing every single MaA image must've been exhausting, I hope people take note of that. As a modder myself, I know how hard it was to do what you just did, and in such a short time too. I'm trying not to glaze too much, but.. this is seriously impressive stuff. Thank you.
Hammer & Sickle 13 Sep @ 11:47pm 
When is the update to version 1.17?
Bubba Tamer 6 Sep @ 10:10pm 
Finally House Penrose appreciation this mod so fire
Lusurfer 6 Sep @ 2:49pm 
nvm just reinstalled and it was fixed
Lusurfer 6 Sep @ 2:34pm 
House Plumm Marbrand and Brax dont have their own dynastic legacies some other houses aswell they dont show up. The only dynasty track that shows up for the westerland houses is the golden stool one
Eber  [author] 5 Sep @ 6:39pm 
@MK Black Yes, tomorrow hopefully. It'll be easier for me to just do a full update. I was a good way into my Stormlands update.

@Cercio Thank you! Enjoy!
Cercio 5 Sep @ 4:50pm 
I really appreciate the work you have put in this
MK Black 5 Sep @ 4:18pm 
Are we getting a hotfix for that?
Ransack 5 Sep @ 9:02am 
@Eber Yep Ashford and Oakheart are good. I was on an old test save, so some thing could be wonky.
Eber  [author] 5 Sep @ 7:58am 
@Ransack I found the code bug for Vyrwel and Lefford Pikes. I'm not sure exactly what can be wrong with Ashford and Oakheart. I don't see any glaring code issues and when I test, their units both show up when you have their legacy.
Ransack 5 Sep @ 7:35am 
@Eber found a few more Ashford and Oakheart house specific units non-recruitable, they just don't show. An for some reason Massey can recruit Lefford Goldroad Pikes , but Lefford cant. Thats all I've found so far.
Eber  [author] 5 Sep @ 4:25am 
@Ransack Let me take a look and see. It's probably an error on my part.
Ransack 4 Sep @ 9:37pm 
@Eber can't recruit Shadow-wing Knights for house Vrywel, not sure why. Don't think there is anything i have in my list that would affect it. I have no issue with any other House specific units.
Ransack 4 Sep @ 5:01pm 
@ dreadnoughT Do it! I did, carved out my own duchy, i did change there Motto "blooming sweetly" was blah. Good bookmark for them is, think it's Titan Marches 170-171 A.C. good for the Vyrwel and Serrets too.
dreadnoughT 4 Sep @ 3:17pm 
New update actually makes me think about doing a run as House fucking Greenfield lmao

Has to be my favourite submod
JediLordNathan 4 Sep @ 2:54pm 
Man this a mod that has a permenant place in my AGOT load order. I don't think I'd ever take it out. 10 out 10. Please do not ever abandon.