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[mod] Regula Magistri 2


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Posted

I've been playing this mod for a while, but I've never posted in the form before, but I wanted to give some feedback about the (semi) recent update that reworked Magister powers. I wanted to say that I really like the new system, I think having the powers locked to devotion tier just made piety too important, and then the specific actions that drained piety fame level were really punishing. The new system with trait XP feels a lot better, and the ability to level up each ability is quite nice.

However, there are a couple of areas in this new system that feel somewhat rough when compared to the previous version.

Succession in CK3 can already be a bit rough, especially in this mod with the large amount of sons you likely have. While the mod and just the game in general has ways to mitigate this, the new XP system introduces a new issue, you lose all of your XP and have to start over basically from scratch. This feels somewhat punishing, especially since there's no real way to mitigate this.

I think the solution to this is to add some sort of way to bank Magister XP. I think an interesting way to do this would be to add a new objective system, since currently it feels a bit strange that there's a page for "objectives' that has only 1 option that leads you to bloodline goals, you could add a new section for 'mastery' goals, which would enable a decision for a magister that's below a certain XP tier to automatically level up to the point in the tree that's been 'Mastered'. I'm not sure exactly what you'd want to do for these goals, maybe something like completing specific lifestyles or doing pilgrimages? I'm not sure. I definitely think if you were to do something like that, you'd want it to be difficult, so that you can't just complete them all and automatically have your heir start at max XP in 1 lifetime, but maybe it's something you could do over a few generations.

That's the main feedback I have, a couple other minor thing's I've noticed: A: the event where its revealed you're having an affair with someone still seems to reduce your piety level, even if adultery is accepted by religion? not sure if that's a mod issue or a game issue, but it's quite annoying to deal with. B: When you're playing with partition, and your realm is split, all of your brothers won't have you as an heir, it'll be one of your sisters, which is annoying for consolidating after succession, not sure if this is an easy fix or not, but something to make it easier to reunite the realm via intrigue, especially when I'm locked out of wars by a high authority liege, would be nice.

Hope the feedback is useful, even if you don't go in the direction I suggested, I really enjoy this mod and the direction you've been taking it in, and I look forward to seeing what you do in the future.

Posted

Hey.

 

I have played this mod a few times, and so far it seems fun, although I do have a question.

 

Does anyone have a recommended mod list to play a game with this mod enabled?

 

Like a load order or something like that?

Posted
16 hours ago, LustDemon69 said:

What would you be wanting to do with a new religion? /gen
You can somewhat customize your regula faith with the small cost of 10k piety per tenet you add already. Unless you're wanting to put in different tenets than what are shown. I usually play with Carnalitas Dei De-Tenetized so the lust doctrine is separate from the tenet, if you wanna try that out. 

well you see i usually in adventure mode create a new religion with the tenet human sacrafice cranial trophy and war monger while keeping the extra development growth from the regula thing that give bonus base on wives titles, if you didn't see my favirate way of gaining piety is by execution also i have another mod that let me turn those skull thropies into gold.

Posted
16 hours ago, tgho said:

Succession in CK3 can already be a bit rough, especially in this mod with the large amount of sons you likely have. While the mod and just the game in general has ways to mitigate this, the new XP system introduces a new issue, you lose all of your XP and have to start over basically from scratch. This feels somewhat punishing, especially since there's no real way to mitigate this.

to touch on this.... first.... umm you dont need to let yer magister die.... esp if you have graceful aging bloodline trait. wait till one of your mulsa hits about 60... then suck that bitch's life force dry and add 20-30yrs to your life, youll perpetually be in your 30s. Down side is if you DONT have graceful aging youll be needing to use console to get rid of the age traits like brittle bones and cloudy eyes and failing heart. None of the regula rituals you can do on yourself or on your mulsa touch those traits.

 

another option is there is an immortality mod that wont cost you 1000 points and invalidate achievments if that bothers you. If not you can just use the built in immortality tho I prefer this mod's version

Posted

かつてのバージョンでは独自の男爵領(城塞、都市、寺院と並ぶ)を建設することができた気がするんですが、最近プレイするとやり方がわからなくなっていました。どなたか教えてくださいませんか?

Posted

First, wanted to say thank you for the mod, it's been great.

Not sure if I've missed it, or misunderstood something, but is there a way to have the uprisings in foreign lands replace the leadership with spellbound leaders, rather than making the Magister the lord?

I've been doing a lot of adventurer runs, and I would like to support regula rebels, but without giving up the adventuring.

Posted

minor point/request I noticed in my current playthrough that there is no korean option for holy sites so theres a weird ass gap where china has a pack, and japan has a pack but the middle land between the two is lacking. 

Posted (edited)

Hi, could someone take a look at the Carnalita's 'offer concubine' action and its interaction with this mod? It seems bugged for me. When I offer a concubine to a lord, he accepts and I get the approval from him, but the concubine never leaves court.

 

If I remove the mod, then the action works as intended (concubine leaves court).

Edited by QuackShot
Posted
On 7/2/2026 at 3:46 AM, ban10 said:



Good shout I will fix this.

I don't actually know if the game will allow hegemony tier titles to have the election law, hegemonies aren't supposed to accept title succession laws. 

Posted

I want to ask if you plan on making more holy sites, or atleast 1 religion for every 2-3 empires, and also if you could lower the required domination xp for carpe orba

Posted

having a funny bug on this one where commoners are attempting to do a heresy uprising, but the game doesn't seem to be able to generate a leader, so when I tell them I'll fight, nothing happens. I think this is a vanilla bug though. 

Posted

Hello, i have a problem that when i claim the hegemmon then i can Induct Regional Captive because the feiyan is avaliable but when i press select an action is crash the game, i try to find a way to fix it, even use Claude ai but is still crash no matter what, can someone help me.

 

Posted
On 7/6/2026 at 2:15 PM, hound8888 said:

I don't actually know if the game will allow hegemony tier titles to have the election law, hegemonies aren't supposed to accept title succession laws. 

 

just for fun and a test i went to the decision file, changed "highest held title = empire" to " >= empire", and that enabled the decision for someone holding a hegemony, as it should, but the decision doesn't actually apply the title sucession law. that's about exhausted my knowledge of CK3 scripting but I think to make it work you'd have to override a bunch of the core stuff related to how hegemonies work

Posted

Hello,
Do you recommend a specific UI mod? I have a mod that allows for a large number of secondary wives, but for the past few versions, it hasn't been possible to display more than eight. The "Better UI Scaling" mod used to work well, but it currently prevents the Famuli slots from displaying (only the Council tab appears; the Famuli tab does not).

Posted
3 hours ago, Adil2 said:

Hello,
Do you recommend a specific UI mod? I have a mod that allows for a large number of secondary wives, but for the past few versions, it hasn't been possible to display more than eight. The "Better UI Scaling" mod used to work well, but it currently prevents the Famuli slots from displaying (only the Council tab appears; the Famuli tab does not).

Character UI Overhaul works well for me. Just have to go in the gui files and remove the accolade and faith ui files. It'll display as many wives and children as you have, with option to auto-expand the list, show it in a window, and also show unmarried characters. 
https://steamcommunity.com/sharedfiles/filedetails/?id=2519175282

Posted
4 hours ago, LustDemon69 said:

Character UI Overhaul works well for me. Just have to go in the gui files and remove the accolade and faith ui files. It'll display as many wives and children as you have, with option to auto-expand the list, show it in a window, and also show unmarried characters. 
https://steamcommunity.com/sharedfiles/filedetails/?id=2519175282

Thank you very much this mode helped me solve my problem. ☺️

Posted

Ban, whenever i get too many spouses or concubines, i have to press the expand button to see them all, but then theres no button to add adittional ones, can you compress them like how the huandi's concubines get compresed so they all fit?

 

Posted

Just a quick question about the preparations since I haven't played in a year, is 9/10 good enough for all bonuses/no debuffs or do I need 10/10 for all bonuses? I can still do a glorious ritual but I don't want to wait another 15 years for absolute tribal authority.

Posted

I seem to have a problem with this mod where with just Carnalitas and Regula Magistiri 2 installed, with either save games or a new game when I come to declare the region I am going to dominate, I become either pope or arch abbot of the religion and lose the game, as demonstrated in the attached picture. I have tried this with several versions of the game including the 1.9 beta, and all of them image.png.a7c5c9b22113886166bfb8f130d127d1.pngbring the same result. 

Posted
2 hours ago, Loethrin said:

I seem to have a problem with this mod where with just Carnalitas and Regula Magistiri 2 installed, with either save games or a new game when I come to declare the region I am going to dominate, I become either pope or arch abbot of the religion and lose the game, as demonstrated in the attached picture. I have tried this with several versions of the game including the 1.9 beta, and all of them image.png.a7c5c9b22113886166bfb8f130d127d1.pngbring the same result. 

This has been an issue since the update. I think it's on Ban's to-do list of things to fix. Until then you can go into Debug mode, make the decision, then enter Observer mode, destroy the HoF title off your character, then go back to playing as them. That's what I've done a couple times. 

Posted
38 minutes ago, LustDemon69 said:

This has been an issue since the update. I think it's on Ban's to-do list of things to fix. Until then you can go into Debug mode, make the decision, then enter Observer mode, destroy the HoF title off your character, then go back to playing as them. That's what I've done a couple times. 

Cheers, it's been pretty annoying. 

Posted
18 hours ago, Raptor375 said:

Just a quick question about the preparations since I haven't played in a year, is 9/10 good enough for all bonuses/no debuffs or do I need 10/10 for all bonuses? I can still do a glorious ritual but I don't want to wait another 15 years for absolute tribal authority.


Not sure if you ever got your answer, but it looks like you only need 8/10 requirements fulfilled for Glorious Ritual.

Posted

Hi. Thanks for the mod! I sometimes come back to it and yesterday I noticed that new traits like
"withering_mind
clouded_eyes
fragile_bones
faltering_heart"
are not healed by orgy, so I fixed it for myself. The necessary change is in the file "Regula_Magistri\common\scripted_effects\ regula_mutare_corpus_trait_effects"
and I scattered in "regula_mutare_corpus_repair_mind_single_effect "

1 = {
		trigger = { has_trait = withering_mind }
		remove_trait = withering_mind
}


in "regula_mutare_corpus_repair_physical_single_effect"

1 = {
		trigger = { has_trait = clouded_eyes }
		remove_trait = clouded_eyes
}
1 = {
		trigger = { has_trait = fragile_bones }
		remove_trait = fragile_bones
}


and in "regula_mutare_corpus_cure_disease_single_effect"

1 = {
		trigger = { has_trait = faltering_heart }
		remove_trait = faltering_heart
}

I checked in the game, it seems to work.

 

Another interesting thing, while looking at the code. I noticed that the special objective "heal" may make sense for the guests (I'm not sure about that either) but definitely not for the player, since the player heals at the end of the orgy with any objective.

 

Also changed file for 5.4.0:

regula_mutare_corpus_trait_effects.txt

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