New mod released!

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New mod released!

PostPosted by ImmersiveModding » Thu Jul 20, 2017 10:25

Hello all,

Right now it’s several days before I will be able to release first version of my mod for CK2. I’ve decided to call it “New Immersive Events”. The main concept of this mod is to improve immersion in the game. I plan to concentrate first on Rulership focus, from Way of Life DLC, as I think it has the least amount of content and quality. First version of my mod will have one event-chain with more than 30 events in it and 12 different endings. I've already spent more than 25 hours designing it.
It should be completly compatible with AGOT mod. But more about that later.

If you want to read more please visit my blog:

https://immersivemodding.wordpress.com

To get info about release ASAP consider joining my Steam group: http://steamcommunity.com/groups/NIECK2

I will be very grateful for every feedback!

Mod has been released: http://steamcommunity.com/sharedfiles/f ... 1091637435
Last edited by ImmersiveModding on Thu Jul 27, 2017 13:37, edited 5 times in total.
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Re: New mod close to first release

PostPosted by Swagger » Thu Jul 20, 2017 10:32

sounds great! immersion is always welcome :)
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Re: New mod close to first release

PostPosted by LancelotLoire » Thu Jul 20, 2017 11:23

I'm in a playful mood soo...

"As we all know PDX has made some design choices that seems to cut immersion level in their games."
I don't think Portland, OR designs games BUT they are definitely bad with their design choices for sure. They couldn't design a road to save their lives ffs.

In seriousness though, sounds intriguing. Will have to give it a try when you've released.
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Re: New mod close to first release

PostPosted by ImmersiveModding » Thu Jul 20, 2017 17:36

I had some time so I wrote few words about current version:
https://immersivemodding.wordpress.com/ ... ion-0-01a/
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Re: New mod close to first release

PostPosted by ngppgn » Fri Jul 21, 2017 11:30

So is this actually a submod for AGoT? Or a mod for vanilla that's being publicised here because...?

Now, more flavour story event chains are always welcome of course. I hope you don't get lost among all the story threads you seem to be willing to weave together.
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Re: New mod close to first release

PostPosted by ImmersiveModding » Sat Jul 22, 2017 16:01

ngppgn wrote:So is this actually a submod for AGoT? Or a mod for vanilla that's being publicised here because...?

Now, more flavour story event chains are always welcome of course. I hope you don't get lost among all the story threads you seem to be willing to weave together.


NIE will be a mod for vanilla CK2 but won't change any game file so it should be 100% compatible with AGOT mod. Right now I won't add any content that wouldn't fit in AGOT world so I've decided to let you know here on the forum about my work.
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Re: New mod close to first release

PostPosted by ngppgn » Sat Jul 22, 2017 22:16

ImmersiveModding wrote:
ngppgn wrote:So is this actually a submod for AGoT? Or a mod for vanilla that's being publicised here because...?

Now, more flavour story event chains are always welcome of course. I hope you don't get lost among all the story threads you seem to be willing to weave together.


NIE will be a mod for vanilla CK2 but won't change any game file so it should be 100% compatible with AGOT mod. Right now I won't add any content that wouldn't fit in AGOT world so I've decided to let you know here on the forum about my work.


Ok then. Just beware that simply "not changing ny game files" is not a full guarantee of compatibilty with other mods. If you mention identifiers (say, traits, cultures, whatever names) that exists in vanilla but not in AGOT you might get unintended behaviours. Same with accidentally defining entiries with an identifier already used bu AGOT in a difderent file.

All that beibg said, looking forwards to the developement of your mod and whatever new flavour it couls bring to this total conversion.
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Re: New mod close to first release

PostPosted by ImmersiveModding » Sun Jul 23, 2017 13:41

ngppgn wrote:If you mention identifiers (say, traits, cultures, whatever names) that exists in vanilla but not in AGOT you might get unintended behaviours. Same with accidentally defining entiries with an identifier already used bu AGOT in a difderent file.


As I've said currently it won't use any asset that couldn't work with AGOT. Later on I want to make seperate version for AGOT.
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Re: New mod close to first release

PostPosted by ImmersiveModding » Sun Jul 23, 2017 17:22

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Re: New mod close to first release

PostPosted by ImmersiveModding » Thu Jul 27, 2017 11:05

Just to let you know, today at 3 p.m. CET NIE will release on Steam Workshop!
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Re: New mod released!

PostPosted by ImmersiveModding » Wed Aug 02, 2017 15:02

Just to let you know: version 0.01b has been released (can grab it here: http://steamcommunity.com/sharedfiles/f ... 1091637435).
It adds 11 new events, new event firing system and decision to manually launch every event.

New events focus on removing bad traits from your ruler, you can read it all here: https://immersivemodding.wordpress.com/ ... -released/
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