Crusader Kings III

Crusader Kings III

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Improved Witchcraft
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1.804 MB
11. sep. kl. 9.36
10. okt. kl. 8.42
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Improved Witchcraft

Beskrivelse
Overview
Ever felt that the Grand Rite was a bit dull and boring? Have you wished you could have more from it? The Improved Witchcraft Mod seeks to unlock the true potential of witchcraft, transforming the Grand Rite from a simple activity into a new expanded experience.

Delve deeper into the occult with new intents for your rituals, from seeking powerful boons from otherworldly entities to unleashing devastating curses upon those who have wronged you.

Features
  • Three New Grand Rite Intents: Change the purpose and outcome of your Grand Rite with the "Seek Blessing","Hex Enemy" and "Seek Forbidden Knowledge" intents.
  • Added Activity Options: Choose the level of extravagance for your rite, from a humble, secret gathering to a grand ceremony that will have the very stars bearing witness. Will effect opinion gain of guests and your stress loss.
  • New Flavorful Events for intents: Experience new narrative events tied to your chosen intent, with a range of outcomes that can empower or endanger your character.
  • Unique Character Modifiers & Boons: Your rituals now grant tangible rewards, from temporary boosts to your skills to powerful, long-lasting boons.
  • Leveled Witch Trait: As your experience grows, so does your power. Progress from a simple Witch to an Adept and perhaps even a Master, unlocking more potent magical effects.
  • 2 New Cultural Traditions: New witch-themed cultural traditions, "Occult Practices, Folk Healers" to further integrate witchcraft into your society.
  • A New Court Position: Court Alchemist, big thanks to Ledmano for letting me integrate his mod.
  • A New Witchcraft Law New Witchcraft law under the laws named "Worshipped" with many usefull bonuses.
  • Court Position Mod Integration: My new Court Herbalist mod goes hand-in-hand and designed with Improved Witchcraft in mind.
  • 7 Language Support

Check discussions tab at the top for more details on features and additions.

Inspiration
Witch Coven system in CK3 was fun and all but after a while hosting a grand rite turns into repeating boring step, host grand rite, get a random perk point etc. I always wanted some more variety and I believe it will take some time Paradox will make some witch related content and expand upon it. My goal was to add more flavor and to make players feel like they have more choices with risks and rewards.

Rate and add to favourites if you liked it! Thank you.


Notes
¹Also check Improved Witchcraft - Tenet Submod
  • While I have tested it, there may be balancing issues or minor bugs. All feedback and suggestions are welcome!
  • As per Dallan's suggestion decided to add the bonuses of the tenet to a newly added Law under the Witchcraft Laws named "Worshipped". Has the same bonuses with the tenet with much more compatibility.
    If you were using the Tenet Submod you don't need to do anything
  • Court Herbalist mod is not acctually required but it goes well with it. I designed with Improved Witchcraft in mind.

Recommended Load Order
  • Other Mods
  • Court Herbalist
  • Improved Witchcraft
  • Other Mods

Compatibility
Save game compatible but new game recommended for compatibility reasons with other mods. Especially for Court Herbalist.
It will likely conflict with any other mod that alters the Grand Rite activity or witch-related events. For creators of compatibility patches, here are the files/keys this mod currently overrides:

  • common\activities\activity_types\00_witch_ritual.txt
  • events\witch_events.txt
  • convert_to_witchcraft_interaction (character_interaction)
  • convert_to_witchcraft (scheme)
  • grand_rite_good_outcome (scripted effects)
  • grand_rite_poor_outcome (scripted effects)
  • witch_3014_can_have_sex_trigger (scripted effects)
  • witch_3014_sex_partner_trigger (scripted effects)
  • witch_3014_loved_sex_partner_trigger (scripted effects)
  • witch life (trait)
  • high_skill_court_physician_cost low_skill_court_physician_cost (scripted_values)
  • doctrine_witchcraft (doctrine key)

Compatiblity Patches
Witchcraft

Languages
Translations besides English are machine translations and may be inaccurate!
  • English
  • French
  • German
  • Korean
  • Polish
  • Russian
  • Spanish

Translations
Chinese
42 kommentarer
arkasıSarı8  [skaper] 10. okt. kl. 8.58 
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. okt. kl. 3.54 
Please dont spread witchcraft
Rinu 3. okt. kl. 8.19 
Does it wotk with Elder King mod ?
arkasıSarı8  [skaper] 30. sep. kl. 2.23 
@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. kl. 16.26 
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  [skaper] 28. sep. kl. 11.48 
@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. kl. 10.31 
I'll still test them with my modlist, but just wondering
Darkwing Phoenix 28. sep. kl. 10.30 
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. kl. 11.59 
wow, @arkasıSarı8, your comments showed up as I finished typing my last message...thanks!
Gikov 23. sep. kl. 11.58 
ok, figured it out. It's court alchemist that requires folk healers, NOT herbalists.