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Description =========== Annoyed that custom Kingdoms stop happening when you become an Emperor? Have a Kingdom that's too large to have a safe vassal King? Is your capital in a large Kingdom that you'd prefer to hand off to a Vassal King and you don't want them whining about you holding the capital? If you answered yes to any of the above, then Custom Vassal Kingdoms may be for you! How do I make a custom vassal King? ----------------------------------- Create a mega-duke who holds 3 de-jure duchies in a de-jure Kingdom, then when you click the button for the decision they will be made a King. GitHub Installation Instructions ================================ If you're installing from the Steam Workshop, you don't need to do this. Either download the latest snapshot zip (https://github.com/fishface60/customvassalkingdoms/archive/master.zip), and extract the contents of the customvassalkingdoms-master folder into a directory called highkings, or clone the repository and call it customvassalkingdoms. Then copy the `customvassalkingdoms.mod` file out of the repository and put it into your mod directory. Links ===== The workshop page for this mod can be seen at: http://steamcommunity.com/sharedfiles/filedetails/?id=342561690 The github for this mod can be seen at: https://github.com/fishface60/customvassalkingdoms FAQs ==== 1. Does this mod conflict with any base game functionality or other mods? It should not. I was careful to use the drop-in files way of adding functionality, rather than editing existing files, so it should not override changes to base-game changes, which other mods may need to change. So if Paradox updates the game my mod won't force it to use old files, which may be incompatible with other changes. Similarly if another mod has to alter existing files, then my mod won't conflict with that, so theoretically, my mod should be usable in a total conversion. 2. Can I use your mod in my mod? You can easily do this by just copying all the files from my mod into yours, as I've been careful not to override any existing files. 3. May I use your mod in my mod? The mod is permissively licensed, so I couldn't stop you from doing so even if I wanted to. Giving me credit for the contribution would be nice, but you aren't required to. 4. Why shouldn't I use your mod in my mod? You don't need to merge my mod into yours to have the functionality provided by my mod. You could instead list it as a recommended mod to install alongside. It becomes extra work for you to update your mod if you want to include a new version of my mod in yours, whereas if people subscribe to my mod then it's all automatic. You may accidentally break someone else's mod if both you and they include my mod. On a more personal note, it means that I don't get feedback on whether people like, or are actively using my mod, so if Paradox add a new feature to the game engine that would make my mod better, I may not think it's worth the effort to improve this mod. 5. Given the above, why might I still want to include your mod in my mod? If it's a total conversion then it's less likely that there'll be other mods installed that would conflict, so you don't need to worry about that. Any changes to my mod will be focussing on improving the core features, but it's possible that your mod may conflict with a future version of my mod. So including a specific version of my mod would prevent updates to my mod causing problems. If you heavily depend on functionality provided by my mod, then including my mod would prevent your users from having broken installations if they forgot to include my mod. I'd prefer this were handled by creating a steam workshop collection of the kind "Items that work together", so you get a subscribe to all button to handle ensuring everything needed is instaled, but if it's a regular occurrence that your users fail to install dependent mods, then it may be the best approach. Bugs ==== * Using the High Kingdom mod to create a High Kingdom, when you've previously made a Custom King out of that territory makes Custom Kings independent when it destroys the Custom Kingdom. TODO ==== * Consider how best to balance the decisions. It should probably annoy Dukes in the Kingdom that is losing territory to new custom Kingdoms. * Consider how to make the new Kingdom viceroyal if the vassal was viceroyal. It's undocumented on ck2wiki.com, and there's no explicit announcement of how to do it in the ChangeLog, other than for history files. If there's no way to create the titles as Viceroyal, then I'll have to create the title in the scope of the Emperor and Viceroyally grant it.
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Custom Vassal Kingdoms mod for Crusader Kings II
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