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

Latest update is 0.01c (new event-chain+new solo events = 22 new unique events!)

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 Sat Sep 02, 2017 14:13, edited 6 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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Re: New mod released!

PostPosted by ImmersiveModding » Wed Aug 23, 2017 16:10

Just to let you know - version 0.01c is almost done (coding finished in 95%!). If you want to know more about new release you can read everything on my blog: https://immersivemodding.wordpress.com/2017/08/23/version-0-01c-part-two/

Cheers!
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Re: New mod released!

PostPosted by ImmersiveModding » Sat Sep 02, 2017 14:07

Just to let you know - new version of NIE (mod for CK2, with main goal to add as many immersive events as possible) has just been updated to version 0.01c! This update includes 1 new event-chain with 12 events and 5 endings, as well as 10 new solo events!
You can read more on my blog:
https://immersivemodding.wordpress.com/ ... -released/

Or my Steam group: http://steamcommunity.com/groups/NIECK2

Link to workshop: http://steamcommunity.com/sharedfiles/f ... 1091637435

I'll be glad to hear your feedback! You can always message me via my blog or Steam group.
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Re: New mod released!

PostPosted by melancholyroar » Sat Sep 02, 2017 17:42

Yay!
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Re: New mod released!

PostPosted by Aszrayel » Fri Sep 08, 2017 23:29

Thank you for your work. I've always felt the rulership focus to be lackluster and, therefore, never use it. Instead I usually just used business focus. Now I'll have a reason to use it; will be trying this out on my next playthrough.
Last edited by Aszrayel on Fri Sep 15, 2017 06:31, edited 1 time in total.
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Re: New mod released!

PostPosted by StoneWallace17 » Sat Sep 09, 2017 05:19

I'll have to check this out soon
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Re: New mod released!

PostPosted by ImmersiveModding » Sat Sep 09, 2017 15:27

I've just written some thoughts about new version, if you want to know more about 0.01d update you can read all here:

https://immersivemodding.wordpress.com/2017/09/09/talking-about-version-0-01d/

Plus I would like to hear your opinion on linear or non-linear event-chains, please take a moment and check this poll: https://strawpoll.com/6zbaba3a

Cheers!
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Re: New mod released!

PostPosted by mp84 » Tue Sep 12, 2017 20:35

I went with Non-Linear, heh ;)..

Honestly man, while this mod is compatible with Game of Thrones, you should really consider doing a full fledged GoT events sub-mod..

I'm sure there's much stuff you can do that could be way more GoT specific that a lot of people would enjoy and since I'm always a fan of events, and the more the merrier I would say :).

Food for thought, keep up the great work.
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