Crusader Kings II

Crusader Kings II

305 ratings
Faerun - Forgotten Realms Total Conversion
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235.658 MB
24 Feb, 2023 @ 2:37pm
6 Oct @ 6:29am
41 Change Notes ( view )

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Faerun - Forgotten Realms Total Conversion

Description
Welcome once again to the world of the Dungeons and Dragons Forgotten Realms setting.

As of version 0.6.0, the entire map is playable in every start date, and with the final start date moved to include a minor bookmark for the film Dungeons and Dragons: Honor Among Thieves, we have over 140 years of playable starts!

Beyond that, our changes tend towards quality of life improvements, making the mod more immersive, playable, and stable. To that end, the magic system is currently a work in progress, and not all spellcasting classes can use it yet; check out the tutorial to see how to use it in its latest form. Where you'll see the biggest improvements are in game play for humanoid characters, with a full range of classes available, and several custom governments. We have newly-adapted graphics for existing playable species such as yuan-ti and giants, and fresh graphics never before used in CK2 for newly added playable species. There's also several other new decisions.

Version 0.4.0 added the southern continent of Zakhara, home to a powerful religious orthodoxy and a diverse range of cultures. Zakhara is still under development - subsequent versions will have more playable characters and story events for it. We've also added numerous societies, including several knightly orders, and two societies that are specific to Zakhara. Along with the new Zakharan religious group, we've overhauled the rest of the mod's religions - now you can pledge yourself to Tyr as a member of the Triadic faith, worship the sun in Elturel, make dark sacrifices to Thasmudyan in the Ruined Kingdoms, or join the Mercantile faith to make profits in the name of Waukeen.

Version 0.5.0 saw a complete set of fully-featured character classes - twelve classes each with seven tiers. We will always keep polishing those classes, and we are considering possible candidates for additional classes too, but from this version onwards, the class system is complete as we had originally envisioned it. (To answer a perennial FAQ, the Shadow class is not a canon D&D class, but links together concepts from AD&D first edition's assassins, AD&D second edition's ninjas and holy slayers, and 5e's Mastermind rogue, to create a class that is particularly adapted to CK2's intrigue environment.)

I'd say we have succeeded in our basic goal of transporting the Forgotten Realms, and especially their central continent of Faerûn, into Crusader Kings 2. Please take and enjoy this beta release - it's intended as a fully playable game in its own right. But there's also a way to go before we can say we have fully reproduced the Forgotten Realms and D&D experience, so we welcome all bug reports, and all reasonable suggestions for enhancements.

Moving forward, we intend to create more of our own events and systems, to really make players feel like they're a ruler in the Forgotten Realms. This includes events to represent both specific and general happenings and challenges within the world of the game, a magic system that makes spellcasting characters rewarding and distinctive to play without overwhelming the core game elements, and more appropriate events and decisions for non-humanoid rulers. We're also creating magic items, and continuing to deepen and diversify our portrayal of the setting's religions.

But for now, we are excited to share this release with you, a collective project of many passionate people.

Thanks again for your support, we hope you enjoy the mod.

NeutronDecay
BoneLorde/Shadeos
Teneb
Nendur
Olrox
tsf4
FireWraith

Many of the non-vanilla dynamic character graphics are by Silfae from the Warhammer: Geheimnisnacht team, and are used with permission. I've based most of my edits on his originals, for which I'm very grateful. We also have some assets provided with the permission of the Project Middle Earth team and Mythos 2, and some statics by CrackdToothGrin. Latterly, we have had the support of the excellent Nendur, and his own Better Looking Garbs mod has a version that is compatible with this mod.

-- Important info --

You can also find this on our Github at https://github.com/ProjectFaerun/Faerun

No portraits/empty portraits submod can be found on Github as well, or through the link below.

IF CHARACTER PORTRAITS ARE BECOMING EMPTY, SUBSCRIBE TO THIS: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3171054106


Spread the word, and enjoy! Let us know on Discord if you run into any issues: https://discord.gg/Tn3nDKb
253 Comments
tsf4  [author] 10 Oct @ 12:10pm 
Go here and grab the link to the release that follows the one on top, and that should work well for you. https://github.com/ProjectFaerun/Faerun/releases
G_Masta_Phunk 10 Oct @ 11:22am 
Damn, after the update all my character races and traits got jumbled. My whole Duergar clan in Skullport are now bisexual spirit folks with no beards and a bunch of random traits- The high councilwoman of Waterdeep is a lich-- Any way you guys have an older version so I can continue my save? Its the version just before this.
tsf4  [author] 9 Oct @ 7:27am 
We removed it around early 2024. Governments were getting too hard for us to manage, and making them work well is too tough to keep a bunch of government types. We did keep it in there a bit, commented out, but we never added it back in. Succession laws and how they do the voting is how we kept in some unique government flavor though.
JulianTheApostate 8 Oct @ 1:29pm 
Also I was hoping I could get some elaboration on why magocratic feudal was removed. I thought it was a fever dream that this government was a thing when I played the mod a while ago but when I was digging through the files it was there commented out. Just uncommenting didn't seem to make the game see it so I was wondering if anything necessary for its function had been completely removed vs just uncommented and what would need to be done to revive it, and what the reasoning was for removing it in the first place, as I didn't see anything in the changelog about it.
JulianTheApostate 8 Oct @ 6:59am 
best I could do was move "graphical_culture = darkelfgfx" so it looks like this "else_if = {
limit = {
OR = {
true_father_even_if_dead = {
OR = {
graphical_culture = drowgfx
graphical_culture = lorendrowgfx
graphical_culture = aevendrowgfx
graphical_culture = draeglothgfx
graphical_culture = darkelfgfx
}
}
mother_even_if_dead = {
OR = {
graphical_culture = drowgfx
graphical_culture = lorendrowgfx
graphical_culture = aevendrowgfx
graphical_culture = draeglothgfx
graphical_culture = darkelfgfx
}
}
}
}
set_graphical_culture = crinti"
So they're still called Half-Drow but they use Crinti gfx. Someone tell me if that's intended cuz again my FR lore is fairly rusty but I think they were separate races who lived together so it seemed strange that a half-Dark Elf would be just a half Green Elf, especially when the Dark Elves got their own unique gfx files. (2/2)
JulianTheApostate 8 Oct @ 6:58am 
Hey dunno if this was worked on with the most recent update cuz I was playing with the last build but if you make the jump from Drow to Dark Elf with the Hidden City of Hope decision the game marks you as just an Elf and your half-elf offspring end up as half Green Elf, my Forgotten Realms lore isn't quite as polished as I'd like but that didn't seem quite right, so I went into customizable_localization and added this line: " text = {
trigger = { gfx_culture_scope = { always = yes culture = dark_elf } }

localisation_key = dark_elf
}"
which lets the Dark Elves be called Dark Elf, works fine, the offspring bit I couldn't quite rectify without some real heavy lifting as the other half-elf races have their own corresponding localization and gfx files, (1/2)
ShortfinEel 7 Oct @ 8:19pm 
Because the most prominent amethyst dragon realm on all starts is that of Gauwervyndhal of Skelkor, and her children who administer land, represented as dukes ingame, are all described as "Suzerains"
tsf4  [author] 7 Oct @ 8:02am 
Yes, 'Prince/ss' for heirs of dragons should probably be changed. We will look for alternatives. But, no, we don't see a compelling argument for changing amethyst dragon dukes.
ShortfinEel 6 Oct @ 6:01pm 
Should the amethyst dragon duchy ruler title be "suzerain"?

And princess should really not be the right term for the children of Gauwervyndhal
tsf4  [author] 4 Oct @ 9:49am 
You can play as abyssal if you want to blob or as most other evil faiths. Also a high diplomacy shadow class character can farm duchy claims pretty fast and easy. But general duchy CB for everyone is kinda out of the theme of the game.