Crusader Kings III

Crusader Kings III

Improved Witchcraft
42 Comments
arkasıSarı8  [author] 10 Oct @ 8:58am 
New update is here!. Thanks Dallan for the idea to make the Coven Worship tenet into a doctrine.
Users of Tenet Submod don't need to anything they can just play their saves as usual. But if they want to play with doctrine instead of a tenet they should disable the submod in their new game.

So as of now the tenet submod turns the Worshipped Doctrine here into a Tenet.
Dżamnik not Marmolamnik 6 Oct @ 3:54am 
Please dont spread witchcraft
Rinu 3 Oct @ 8:19am 
Does it wotk with Elder King mod ?
arkasıSarı8  [author] 30 Sep @ 2:23am 
@Jericho, yes there is I believe it's 8 months but thats exactly for the situations like yours. For big realms it takes some time for guests to arrive. So if I can shorten that value to say 3 months then it will reduce the attending guests count drastically. I believe I can add a game rule for that but the more the merrier right ?
Jericho 29 Sep @ 4:26pm 
Awesome mod. Question - is there a way to adjust the amount of time spent waiting for guests? if you have a large empire it can be 12 months just to wait for a darn rite to start. I've already tried disinviting groups but the game won't let me start the rite with no iinvitees and then invite nearby witches individually.

I was looking in the mod folder for something like "max_guest_arrival_delay_time = { months = 3 }" but I didn't recognize anywhere to work that in.
arkasıSarı8  [author] 28 Sep @ 11:48am 
@Darkwing Phoenix no idea. If that mod also touches the witch related stuff, trait, activity, or the convert to witchcraft interaction and scheme it might behave differently. Try to place my mod below After the End that way my changes will take precedence. Other things traditions and court positions should work normally.
Darkwing Phoenix 28 Sep @ 10:31am 
I'll still test them with my modlist, but just wondering
Darkwing Phoenix 28 Sep @ 10:30am 
Just asking, but does this mod work with After The End? I doubt it wouldn't work, since it doesn't mess with anything too badly (Just making a trait more immersive and slapping a tradition on top, and Court Herbalist just adds a court position)
Gikov 23 Sep @ 11:59am 
wow, @arkasıSarı8, your comments showed up as I finished typing my last message...thanks!
Gikov 23 Sep @ 11:58am 
ok, figured it out. It's court alchemist that requires folk healers, NOT herbalists.
arkasıSarı8  [author] 23 Sep @ 11:14am 
@Gikov For Court Alchemist to show up on Court Positions list 2 things are required:

- You have the Royal Court DLC Active
AND
- Your Characters Culture has Folk Healers Tradition

I know you have the Royal Court DLC cause you are saying you can see the Herbalist and that has the same requirement so only thing left is the cultural tradition.
arkasıSarı8  [author] 23 Sep @ 10:53am 
@Gikov Hmm. Maybe its a load order issue. Try this load order as I have tested with this mainly.
-....
-Court Herbalist
-Improved Witchcraft
-Improved Witchcraft - Tenet Submod
-....
Gikov 23 Sep @ 10:26am 
I do have witch, I did start a new game and I DO see the court herbalist, but I don't see the alchemist in either the available or non available list.
arkasıSarı8  [author] 23 Sep @ 1:41am 
@Gikov if you have not started a new game thats normal. I tied the court herbalist to Folk Healers tradition but if you dont start a new game that does not work. Court Herbalist always shows up. For Court Alchemist look at the requirements again. Employer need to have a witch trait. Court Alchemist is probably at the bottom at "Unavailable Court Positions" Tab.
Gikov 22 Sep @ 5:55pm 
Hi, great mod. I'm seeing the Court Herbalist, but not the Alchemist. Something I need to know to get that to work?
0xB^3 21 Sep @ 2:34pm 
@arkasiSari8 Use the lobotimized characters mod, and use that as a flag so lobotomized characters can't be cursed, but still more useful that dead for social metrics, and dynamics
arkasıSarı8  [author] 21 Sep @ 8:25am 
Im working on an update. A brand new tradition and a bunch of improvements are on the way...
TrXster411 21 Sep @ 6:35am 
Would this Mod work in Lord Of The Rings Mod?
hataca 19 Sep @ 1:24pm 
close enough, welcome back Monks and Mystics DLC
arkasıSarı8  [author] 19 Sep @ 7:44am 
@Samotron, lucky for you official update 1.7.1 did adressed that, no need for a mod fix.
samotron 19 Sep @ 7:07am 
Always found it frustrating that zealous characters are still harder to convert for religions with virtuous witchcraft. Does this fix that?
Toney 17 Sep @ 11:22pm 
Looks great! I was looking for a mod similar to Witchcraft, but subtler in scope. I will be watching this progress with great interest.
mutewaffles 17 Sep @ 9:29pm 
Necromancy could be kind of interesting, as in a rite to speak to a dead character and maybe learn a secret of one of their associates or even who killed them.
arkasıSarı8  [author] 17 Sep @ 2:21pm 
Open for some suggestion ideas
arkasıSarı8  [author] 17 Sep @ 2:20pm 
@mutewaffles thats totally doable, flag a character "untargetable by curse" and set target selection for hex enemy skip the characters with that flag. But important part is displaying this flag to the player so the player should clrealy understand why that character can not be targeted by Hex intent.
mutewaffles 17 Sep @ 12:47pm 
I'm somewhat working on a Realms in Exile localization mod for this. I'm curious, if there's a way to flag if certain characters/cultures can be made to be untargetable by the curse?
ecounihan 16 Sep @ 4:08pm 
would be dope if in religions that accept it or praise it have a choice to choose if they want to practice light magic instead of only black magic(it feels weird to me that a zealot would worship the horned god)
arkasıSarı8  [author] 16 Sep @ 2:50am 
@kgptzac That would be great but thats really out of the scope of this mod tbh. Activity guest list is a whole another story.
kgptzac 16 Sep @ 2:45am 
It would be great if you can make the invite list more modular. I really don't want to sit thru 10 months waiting for my house members to come from every corners of my realm for a grand rite.
arkasıSarı8  [author] 16 Sep @ 1:51am 
@HunkHerrmann I don't know the Witchcraft mods lore but it is more like supernatural. I tried to base mine more on reality and thats how witch covens basically designed on the game as well. There is nothing supernatural. They are just bunch of fanatic guys that gathers around every few years and talk to each other basically.
arkasıSarı8  [author] 16 Sep @ 1:51am 
@Dallan yeah I agree, using doctrines instead of tenets should improve compatibility but tenets are the defining principles of the faith and thats how its being used by the game. Doctrines are more like rules adherents should follow so adding modifiers and significantly effecting some part of the faith with doctrines would feel out of place and I dont want that. The mods should make players feel like it was part of the game already not something you stuck it up with a tape. As for the limited tenet slots competition, yeah I want that. It's for balancing reasons. Tenets gives you a pretty good bonuses and otherwise without a limited tenet slots you would be getting that advantage for free without a sacrifice or a thought basically.
HunkHerrmann 15 Sep @ 7:02pm 
Does this mod compatible with Witchcraft mod's lore?
Dallan 15 Sep @ 8:24am 
oh, DEFINITELY going to play this, witchcraft needs something more without necessarily going Totally Supernatural like some of the other mods

Justt an idea: have you considered adding the Tenet's features to the "Witchcraft: Virtuous" (doctrine_witchcraft_virtuous) doctrine or a new doctrine in the Witchcraft group instead of a tenet? It currently doesn't do much else besides making the trait a virtue, as a modder it's easier to keep compatibility modding doctrines than tenets because you only have to overwrite the single doctrine's group instead of the whole tenet group, and as a player it doesn't compete for limited tenet slots?
arkasıSarı8  [author] 15 Sep @ 5:15am 
@Lesni4ok , I don't know. I don't use that mod but you should use the compatch for withcraft mod I made

@Peace 雙 yes it should be Compatible with CFO, EPE, RICE and VIET
Peace 雙 14 Sep @ 2:01pm 
I wonder if it is compatible with RICE?
Lesni4ok 14 Sep @ 7:37am 
Does your compatch work with the Supernatural mod https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2856525601 ? They've integrated Witchcraft mod features into their mod, but I haven't checked compatibility yet.
arkasıSarı8  [author] 13 Sep @ 1:05pm 
@Dovenius @qwerty Released a compatch for Witchcraft, I tested a bit, seems working.
Dovenius 12 Sep @ 10:10pm 
will it work with witchcraft mod ?
10k 12 Sep @ 3:42pm 
absolutely love this
arkasıSarı8  [author] 12 Sep @ 2:03pm 
@qwerty, a simple compatch is needed. Otherwise witchever one below will get priority. I will take a look.
qwerty 12 Sep @ 1:24pm 
Do you think this would be (mostly) compatible with the 'Witchcraft' mod?
牛奶大魔王 12 Sep @ 11:45am 
Greeting! i have translation it in CK3 mod Chinese submod,
Would u include a line in description?

Here's my Chinese translation:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3403925213