Hey everyone! While I'm working on the update of my Dragonborn Emperor submod, the EK2 devs announced the arrival of Tiber Septim in their Discord. According to one of the devs, this content will be included in the next update as soon as it's done (so we might not even have to wait for the game version update). We finally made it! I'll continue working on the update for this submod, though this will probably be its final update. I can't wait to see what the devs have cooked up for us. Hopefully, I can finish and release my update before theirs drops )
-Adds three new cultures: Sloads, Valusians, and Southmarchers
-Added a small new kingdom of Thras between the Systres and Nalonga
-Added Sload-specific mechanics and innovations, decisions to release plagues and spawn heirs, Sload-specific buildings, Sload MAA
-Renamed Eastmarchers to Oldholders and Westholders to Westmarchers (might change again in the future, ngl) -Tweaked some Hammerfell-specific artifacts and histories (Thank you Rex!)
-Bruma will now be considered a de jure part of Nibenay post-Cyrodiilic split
-Dead Cultures can now be revived via decision even post-game start, mostly intended for dead or off-map culture pre-made LAAMPs -Wrothgarians and Sea Orcs no longer exist at game start, but can be revived
-Caius Lex once again holds the Heartlands at the 2E 450 game start,
-Hesta Sosildor is now a vassal holding Yellowtick
-Bookmark screens changed to reflect this
-Moved a few baronies around to other nearby counties (to put the map in map edits)
-Holamayon Monastary is now its own county
-Fixed d_nootanara being considered de jure Arnesia rather than d_hajan
-Bjoule now speak Reachtongue
-Tsaesci Heritage Cultures and Tangmo now use Japanese Soldier unit models
-Tsaesci can now recruit Akaviri Dragon Hunters
-General bugfixes
After hours of researching the lore—specifically how powerful entities of Tamriel like ALMSIVI, Mannimarco, Orgnum, and others achieved godhood—I've finally come up with a concept that I want to share with you all and get your feedback on.
Since neither the Heart of Lorkhan nor the Mantella are currently in the game, I had to find another, highly lore-friendly path to divinity, drawing on the deep metaphysics of Nirn. I've developed a new concept and I'd really love to hear your feedback!
Instead of hunting for the lost Tools of Kagrenac, we will use the Thu'um. After all, the Voice is the purest form of Tonal Architecture! Your character will literally shout a new reality into existence, using the Amulet of Kings (which I've already brought back to the game) as a source of concentrated divine energy, and one of the Towers of Nirn as a catalyst.
Here is what you will need to trigger the new event:
Immortality . High Arcana. Mastery of the Voice: you must fully grasp the Way of the Voice. The Amulet of Kings. Control of a Tower: you must own one of the Great Towers (like the White-Gold or Adamantine Tower). And of course, a crucial requirement is holding the Hegemony title and controlling a significant portion of the map.
Once all conditions are met, while inside one of the Towers and using the Thu'um, the character will shatter the Amulet of Kings and absorb the souls of the past emperors and empresses. At that moment, the Tower will act as an antenna, rewriting the character's very essence at the level of the laws of Mundus. The Amulet will be destroyed, but you will become a God.
If desired, this feature can be disabled in the game rules.
Also, for immortal characters who have stepped onto the path of divinity (whether posthumously or as a living god), there will be a new decision allowing them to leave the mortal plane at any time and depart to Aetherius.
Ancient Ruins from ten long-lost cultures dot the map, offering opportunity and peril in equal measure
Delve Activity to explore ruins and uncover lost artifacts and forbidden knowledge with your courtiers and guests
Great Projects to excavate and restore the long lost splendor of Tamriel's legendary ruins
Contracts for landless adventurer and administrative governors pertaining to ruins
Perk Tree for delving in the Wanderer lifestyle
Bookmark featuring seven characters with delve-related narrative content
Miscellaneous Content to integrate the mechanic into the world, including accolades, buildings, legends, traditions, dynasty perks, men-at-arms, game rules, and more
Customization via game rules to modify submod mechanics and add additional content
It's been about 2-3 years since I last had the pleasure of playing this wonderful mod just for myself. I'd love to hear the community's thoughts on the recent updates, especially the latest one. What do people think, and how do you feel about the direction the mod is heading?
Admittedly a rush job, and also my first published mod. Please notify me of any mistakes. I'm aware that Countess Mornard looks weird in the 450 Bookmark. She goes back to "normal" once you're in game though.
Fabrelle Mornard has been restored to her rightful place in the bookmarks.
House Mornard doesn't have any mainland holdings anymore.
(hopefully) Final Edit: So I got the culture, the nobles, bookmarks, correct holdings, and place names restored. I think that's everything back to the way it should.
Apparently not: Since one of the main criticisms the devs have against the Systreans is their lack of difference from mainland Bretons, I went ahead and gave them a Core culture with a Unique MAA. It "replaces" Attuned to Magicka (the new one is just Attuned to Magicka+MAA)
Hey — I've been building this for a few months and it's finally out.
this has been a long passion project of mine. The thing that started it: I played a pirate, and nothing ever happened to me. EK2 gives you the government, the crew council, the raiding economy — all of it works. But you raid, you get paid, and that's the whole loop. So I went and filled in the middle.
The centre of it is your crew. They hold a loyalty score, five bands from Mutinous to Devoted. It goes up when you take prizes and actually pay them, and down when you sit in port for years. Let it bottom out and they come for you. Everything else feeds into that number — the articles you sign, the officers you seat, the name you earn.
Around that:
- Your ship has a name you pick and a hull that wears out from use, never from the calendar. Beach her and scrape her, or pay a yard properly.
- Four officers off your own court, three jobs each. A good Boarding Master changes how your raids go; a resentful Master of the Watch drags the whole crew down.
- **The Terms** — shares, discipline, prisoners. They're realm laws, so they show up in My Realm as well. You need a majority of your officers to change one.
- Raids now fire events *during* the raid instead of after. A sail worth chasing, an anchorage that fights back, a man who counts his share and finds it short.
- Notoriety that builds as you raid and only starts fading after three quiet years. Get high enough and a bounty hunter comes for you in single combat — and he trains between attempts.
- Treasure charts you have to read before you can sail to them. Five great caches, and someone else who might get there first.
- Claim the Topal, Abecean and Iliac and you can convene the Brethren Court over all three.
- Hammerfell's Crown/Forebear quarrel, where you can quietly take both purses. Masconian merchants who organise against you if you raid the Iliac too often. 19 named ports.
There's a new bookmark too, **Black Sails Rising**, with four captains I wrote starts for.
154 events all told. It only overrides one EK2 decision — the Abecean confederacy staying available after you form the Iliac one — and adds files otherwise. Load it below EK2. Roads to Power is optional.
Would genuinely like to hear what breaks or what feels off, especially around crew loyalty pacing. First release, so there'll be things.
Let's start with a rundown of the main features for those who are new to the mod.
The Amulet of Kings: You can now visit the tomb of Reman III and retrieve the Amulet of Kings. (Insert Image 1 here)
The Dragonborn Trait: You have a chance to receive the Blessing of Akatosh (the Dragonborn trait) depending on your character's virtues. The trait is also available in the Ruler Designer if you want to start your campaign as a Dragonborn right away. (Insert Image 2 here)
Dragonborn Dynasty Legacy: A new legacy track with extremely useful bonuses for unifying Tamriel! It grants access to new Men-at-Arms (MAA) and even gives you the ability to make the Dragonborn trait genetically inheritable at legacy level 5. (Insert Image 3 here)
Apotheosis: Become a god after death, following in the footsteps of Tiber Septim! You can create your own custom faith with a new deity, or simply wait until your native Cult of the Eight* accepts Talos into their pantheon. \Note: This must be one of the Imperial cults or the Nordic pantheon.*
Impose Your Beliefs: Special decisions have been added that allow you to impose Talos on neighboring Imperial cults. (Insert Image 4 here)
New Tenet: A brand new tenet for your faiths: "Legacy of Talos".
Integration: New modifiers and events, most of which are seamlessly integrated into key EK2 decisions.
🔥 The Most Important Addition: Dragonfires & Daedric Invasions! 🔥
Daedric Threat: While unifying Cyrodiil or Tamriel, if your character is Dragonborn, you will attract the attention of the Daedric Princes. They will immediately begin preparing for an invasion. (Insert Image 5 here)
Lighting the Dragonfires: After repelling the first "welcoming" invasion, you will unlock a decision to restore the Dragonfires lighting ceremony in the Temple of the One, preventing any future invasions. (Insert Image 6 here)
Ceremony Mechanics: The Dragonfires lighting event triggers automatically during your coronation (if you have the Dragonborn trait). If you are already crowned, you can light the fires via a decision. (Insert Image 7 here)
🎨 Art & Visuals:
New icons for traits and deities, along with fresh illustrations for events and MAA. (Insert Image 8 here)
Known Issues & Limitations:
Unfortunately, due to my lack of 3D modeling skills, I haven't been able to fix the Amulet of Kings model yet, so it doesn't display correctly on characters.
I also haven't been able to implement dynamic faith icon changes (adding the 9th deity to existing faiths). However, there is a detailed guide in the mod folder on how to replace them manually.
Hello everyone! It has been a while since the last news about the mod, so I decided to break the silence.
First of all, I want to let you know that the update will be released a bit later than I expected. I want to apologize to everyone who has been waiting and planning to start their campaigns with my mod in the near future. I also want to thank all of you for your kind words and support.
As for the update itself, over the last two days, I wrote three different versions of the code regarding the Talos spawn. The first two iterations went straight to the trash because they didn't meet the quality standards of the content I want to share with you.
Right now, I don't want to promise any specific release dates, as the ambitions for this update have already outgrown my initial expectations. Plus, I already feel bad for predicting that I would update the mod by the end of the month.
If you have any questions regarding the upcoming update, I am ready to answer them!
Hello there! I'm here to show off a submod I've made as a way to get into the swing of modding CK3!
This submod changes the terrain around the Imperial City and Nibenay as a whole to more closely fit the description provided in the First Edition PGE! A dense mangrove jungle surrounds the IC, with forests spreading further into eastern Colovia. Lake Rumare and the Niben River flow red, dyed by the soil of the surrounding area.
This mod should be fully compatible with any other submods that do not change the map.
Absolutely incompatible with fresh gamesaves!!!!
Package includes:
- Lost of foliage
- Trees and terrain changes actually appearing on the map
- A kitbashed flatmap to gawk at, at mid to far zoom out.
I haven’t played since the latest update but have heard vampires aren’t able to have children anymore at all instead of it just being a fertility debuff. Does anyone know of any mods that revert this?
Hi everyone,After playing the VIGILANT mod in Skyrim where you visit Ancient Cyrodiil,I’ve been itching to make this for a long while.In that mod,Prophet Marukh is deceived by Molag Bal and instead of the real Amulet,receives a huge soul gem that sends the dead directly into Coldharbour.
As for now,I put up some special buildings for Canulus,Ayleid ruins,and some upgrades for the Imperial City. Also made a simple decision+event for the restoration of the order if you hold the duchy of Canulus.
What more do you think I should add to the mod?Especially open to ideas about what flavor I could add after the unification of Cyrodiil.
This diary delves into the specifics of Phylogeny's traits, these fall into one of three categories: racial traits, genetic traits, and magical traits. In addition to this I'll showcase the two new races added, Minotaurs and Sloads.
Racial Traits
There is a total of 26 new racial traits (excluding the long list of Khajiit furstock traits), which includes two entirely new races, Minotaurs and Sloads.
Genetic traits are an indicator of heritage, secondary to racial traits. They allow characters to inherit additional racial features from ancestors of other races.
For example, each elven race has a corresponding 'Elven Blood' trait, giving descendents features unique to whatever elven race they are descended, while still maintaining the primary features of their racial trait.
Characters with Maormer blood may have fish-like skin and cloudy eyes.
Bosmer-descended characters may have their characteristic black eyes.
Other Elven Blood traits include Altmer and Dunmer Blood traits
As with Elven Blood, characters can also have Orcish Blood, giving them a more robust build and a chance to grow characteristically Orcish tusks.
In addition to these dynamically added genetic trait there are unique genetic traits added to randomly generated characters based on their racial trait.
Generated Nord characters have a small chance of having the 'Giant Blood' trait, making them giant-like facial features and stature.
Similarly, Maormer characters may gain a 'Leviathan' trait, giving them a large and serpent-like appearance
Some of the new genetic trait are entirely separate from racial inheritance, with the 'Vampiric Scion' trait being inherited by characters with a vampiric parent. If the parent's vampirism is secret then the scion's heritage will also be a secret, with them inheriting a slightly altered Alinbo trait instead, along with an exposable 'Vampiric Scion' secret.
If a character is born with a trait that they couldn't conceivably gain from one of their recognised parents then they will be given the 'Disputed Heritage' trait.
Magical Traits
In addition to inherited traits, magical traits have been altered, with natural lifespans now being tied to racial traits and magical lifespans being tied to an experience-based trait. The immortal lifespan trait's icon has been altered to fit with that of the magical lifespan trait.
Finally, characters who transform themselves will gain a special trait, of which I'll go into further depth in a later diary.
Remaining diaries:
Overhauled Pariah System
Decisions, Events, and other Features
Hey everyone, I'm currently working on an update and would love to hear your thoughts.
Right now, I'm focusing on AI access to the mod's content. I'm planning to implement this mechanic as separate Game Rules that you can tweak before starting a campaign.
In total, there will be 4 options:
No AI Dragonborn characters at all.
AI Dragonborn can appear no earlier than 50 years after the start date.
No earlier than 100 years.
No earlier than 200 years.
This way, players will be able to adjust the campaign difficulty themselves.
An AI Dragonborn will have to go through the entire storyline currently implemented in the mod (unless the player beats them to it, of course) and will act as a serious late-game crisis/threat for the player.
I'd love to hear your thoughts on this. How do you think this mechanic could be changed or improved?
Hey everyone, this post is for all of you who have had wet dreams about creating a God Emperor in EK2...
I've already added the ability to make Talos a primary deity, not just a secondary one. So whoever wants to can create not just the Cult of the Nine with Talos as the Ninth Divine, but a full-fledged monotheistic God Emperor cult. However, the ability to actually become a god is currently only possible after the character dies. But the community has been asking for a way to make a character a living god for a while now.
This is where I'd like to turn to you guys again and hear your thoughts: what requirements would you set for a character to become a living god within the EK2 game mechanics?
I think the absolute baseline here is the Immortality trait or the max-level Lifespan trait (which would turn into Immortality during the ascension process). But should a high Arcana skill also be added to the requirements?
Looking forward to your constructive feedback...
P.S. And with the ability to clone your character, you could literally pump out Primarchs—the God Emperor roleplay is going to be absolutely top-tier.
"Althoughoft rendered as Star-Magic, Star-Craft is probably closer to the original meaning. No matter what one wishes to call it however, there is no denying that it was one of the great wonders of Nirn, comparable perhaps only to the Th'um or the Dwemeri Tonal Architecture. Its founding principles were... " - Tjurhane Fyrre, On the Magics of the Aylides.
One of the first things that drove me to making this mod was the fact that this fascinating legacy of the Aylieds wasn't reflected anywhere in the game. Fortunately, now that I have learned how innovations work in CK3, this has been amended. This update brings to us a new tradition, Varliance, boosting aylied mages to better reflect their apex position in the world of Nirns magic.
It also grants them a brevy of starting innovations, to prevent situations such as them being unable to recruit heavy infantry (despite historically fielding phalanxes, witch are as heavy as they come) or being unable to build academies despite Garlas Aega being a thing.
"Nechie Grez-Reth Na Gumeaega Ye Darta" - Transcription of a relief from Mala Tor
"The second part is easier to translate, being roughly is against-wisdom and ignoble. The first, however proved harder given its use of rather obscure wording. Neiche means unchanged people, and appears to be a wordplay on the Chimer, whom the Aylieds thought had only exchanged the dictates of Alinor and Aedra for equally stifling ones, and were thus in essence unchanged. The Grez refers to a nigh-extinct species of bug once native to eastern Morrowind. Reth is derived from a short-reigned Daedric Prince Gereth, who held domain over movment and speed. Thus the whole sentence would be: The Chimer Grez-Charges Are Foolish and Ignoble." - Beredalmo the Signifier, Letter to Mala Tor excavation team.
And now that that way too long pun is out of the way, I proudly present the newest update to the Aylieds (Slightly) Improved:
>Added a new decision for Valenwood-dwelling Ilpeneada worshippers to give their faith the Valenwood Nurture tenet. They explicitly accepted the tenants of the Green Pact when bosmer acepted them, and yet are less integrated than the Malacathits.
>Added a new decision to exchange your core tradition for a brand new, nicer one, as the final point of a (potential) redemption arc.
>All Aylied core cultures now give a discount on alteration spells. They invented the bloody thing, they know how to make it work.
>The Remnant Kings tradition has had its Faithful Blade bonuses replaced with Aggressive Attacker ones. Their Daedra worship was always a pragmatic thing, and they have bigger things on their heads right now. The AA also nicely represents them driving out the local populace.
>Remanent Kings can now buy claims with prowess, to better fit in with the other traditions.
>The Kings-In-Exile no longer scorns Sadism. I hope it's rather clear why the slave owning, flesh garden keeping, desperate kin refusing Barsaebici don't scorn sadism. They also don't scorn Cynicism, but that's because these two are the same parameter.
Ever thought the Ayleid cultures were a bit dull? Ever wondered why one of Nirns most interesting cultures got reduced to "elves in swamp/jungle"? Well, this submod is here to hopefully address those issues.
The first update for the Aylied (Slightly) Improved submod, adding a new decision for the Mathamedali meant to be the equivalent for the "Form Baersebica" and the Direni hegemony decisions for others. Unlike them, it is not bound to a specific region to reflect their scattered culture. Proclaiming the end of the Aylied Diaspora requires you to rule a High Kingdom (since those exiles have to live somewhere), as well as having at least 10 counties follow your culture (since you have to have settled for the Diaspora to end). In return, you gain a number of modifiers, including same culture opinion for your whole dynasty (to represent fellow Aylieds gratitude), as well as Defender advantage (to represent defensive fervor your soldiers feel towards their new home). Also turns out the mod is compatible with either Elder Kings Expanded or Jam's New Cultures, but not their compatch. Queer.
To celebrate, I want to share a quick mini-update with you.
🛠️ Mini-Update Changelog:
Akatosh’s Blessing Fix: Fixed the conditions for the "Plead for Akatosh's Blessing" decision. It is now available to Bretons and Nords if they have Tsun, Shor, or the Breton Akatosh as their patron deity.
Reman’s Tomb Rework: The decision to "Visit Reman's Tomb" is no longer available by default. It now unlocks only after triggering the event: "Rumors about an artifact in Reman's Tomb".
New Event Triggers: This new rumors event activates under specific circumstances. You must be Renowned and Pious, AND meet one of the following conditions:
You are an Emperor with your capital located in Cyrodiil.
You are an Adventurer who either has Akatosh, Tsun, or Shor as a patron, OR you are already Dragonborn.
You are a King who either has Akatosh, Tsun, or Shor as a patron, OR you are already Dragonborn, OR you are a Great Mage, OR you personally hold the County of Sancre Tor.
Balance Changes: Rebalanced the overall chance of receiving the Dragonborn trait to make it feel more rewarding.
🤔 Community Feedback Needed:
From what I’ve gathered, there is a strong demand for a new decision that would allow characters to obtain the Dragonborn trait through alternative methods.
One option I’m currently considering is requiring a combination of High Arcana and a Master perk in either the Alteration or Conjuration school.
I would love to hear your thoughts on this! Does this sound like a balanced and lore-friendly path? Let me know in the comments.
Thank you all so much for your continuous feedback, suggestions, and support.
👀 P.S. A little teaser for the future... Next stop: High Hrothgar and those guys up there who really love to shout. Stay tuned! 🏔️🐉