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[mod] Regula Magistri 2


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Posted (edited)
18 hours ago, Xenon1243 said:

So for testing I did a full tyrannical evil run. I managed to get even the soulless husk concubines to hate me entirely with tyranny at 947. I'm wondering for the mod, since they're soulless husks, shouldn't they be designed to ignore pretty much anything "bad" or anything that gives a negative opinion of character? 


Hmm, interesting, I think the only way to "solve" this would be removing the tyranny opinion from Contubernalis, maybe even replacing their entire opinion and forcing a single "Souless Husk" opinion between you and Contubernalis, hmm
 

15 hours ago, LustDemon69 said:

Suggestion for the Regula Govt: Maybe make it more similar to a Meritocratic govt type, or have an option for a Meritocratic type or an Admin type? I know making a Meritocratic govt alongside the Admin type could be tedious, but it would also make the mod have more reach with being in China or East Asia in general. 


Not a bad shout, I do think it'll be a while before I get to this, but I want to make the Regula government unique flavour wise, so have to think carefully about it.
 

14 hours ago, Tyrranus said:

image.png.0db3fdca3aceb2949072d59ab4340980.png

 

so far this is the only weirdness Ive found. Started as an adventurer, never actually saw any of the new contracts before becoming landed

if I click the new magistirian faith button I get a base with all 3 of the proper tenants

 

image.png.b6a5f92a92edf4177a7151c15e53018d.png


There are only currently two "lewd" contracts, Matchmaker & Marriage dispute, so quite possible.
They are now part of the vanilla task contract groups, so can be generated via searching for contracts though.
The faith change makes sense, I moved the Magister + Harem tenents into Clergy doctrines. I'm going to leave that as is until the big faith update comes out later this year, which I'm sure will rework a lot of faith/religion stuff.
 

12 hours ago, LustDemon69 said:

On another note, any plans for a Famuli special regiment (like the Regula Phylanx/Valkyries) for the East Asian areas? Regula Samurai for Japan, maybe Handgunners for China? Some kind of Skirmisher type for SEA, like the Pelisats or a version of the Viking Raiders?


I mean, you do have the MAA replacers for all asian units, so there are already Famuli Samurai/Handgunners. There is also a special one called Kunochi.
In fact, there are Famuli art replacers for basically every MAA in the game!
 

10 hours ago, A65432 said:

when will we get the other lewd contracts?


Soon (tm)
 

1 hour ago, Tyrranus said:

actually I lied in my last post there was one other weird thing I ran into as a norse adventurer, I just dont know if its RM based or not. I had set my camp as cultists so it might be but almost every Jarldom I moved my camp into immediately declared me a criminal


Haha, guess they don't like cultists so much 😆, kinda ironic coming from pagans.

Edited by ban10
Posted

 I just did an adventurer run and can confirm they work, they are just far more rare now. I managed to do the max ritual before ever seeing one, let alone 5.

 

I was also wondering if you planned to move the "world" holy sites with the far east being added they really aren't world anymore. 

 

There are also two more things that may improve landless gameplay. When awakening the keeper an option to not have a head of faith. Landless can't create the title meaning after you take the first holy site it ends up being held and created by the ai. And that just feels off. Iv never seen a mod that let's landless even hold this title so I'm not sure that it's possible. 

 

And with the new elderly traits it makes doing an "evil" landless run nearly impossible as these traits just stack and kill you anyway. Giving access to orgys would solve this since they can remove the traits. This could also be another way for landless to convert regions by hosting public ones in other rulers domains. 

 

Making camp upgrades or even an entire building for this activity could also help. Maybe focusing on either healing, converting characters, or converting counties. 

Posted
4 hours ago, ban10 said:

Not a bad shout, I do think it'll be a while before I get to this, but I want to make the Regula government unique flavour wise, so have to think carefully about it.

All I ask is that it remains compatible, or at least optional, for those that don't have all the DLC! The Mandala system seems like it would be a good fit, being based around being a god-king and all, but I don't have AUH and I'd rather not have to buy it to play the mod.

 

Quote

I mean, you do have the MAA replacers for all asian units, so there are already Famuli Samurai/Handgunners. There is also a special one called Kunochi.
In fact, there are Famuli art replacers for basically every MAA in the game!

Is it still the case that you can only get the famuli art for levies and knights if you use one of the quickstart cultures? If so, some way to adopt a culture with those aesthetics might be nice.

Posted (edited)
34 minutes ago, 6ft3btw said:

Is it still the case that you can only get the famuli art for levies and knights if you use one of the quickstart cultures? If so, some way to adopt a culture with those aesthetics might be nice.


AFAIK, you just need the Famuli Warriors traditions. You can get this by starting as one of the quickstart cultures, or using the mod's custom decisions to add them to whatever culture you are playing as. I think you have to have the relevant gamerule enabled and be the culture head for the decisions to be available.

EDIT: My mistake. I see now that you are referring specifically to Knights and Levies. Sadly, I think the only ways to get that are the quickstart cultures or save editing your own culture.

Even though they are less necessary now given the decisions, I do wish there were more of the quickstart cultures. Norse, Asian, etc.

 

2 hours ago, Npi9 said:

 I just did an adventurer run and can confirm they work, they are just far more rare now. I managed to do the max ritual before ever seeing one, let alone 5.


Can also confirm they show up, and I did enjoy them, but they are exceedingly rare. Saw maybe 3 over the course of an in-game decade despite numerous camp moves.

 

Edited by MasterQuinn
Posted

would you add tuts for trait xp to the magister when we read it? what i mean is like, we open/read the magisterium and we can see it says something like "do ___ do get xp in domination" or "___ increases xp in breeding"

Posted
1 hour ago, A65432 said:

would you add tuts for trait xp to the magister when we read it? what i mean is like, we open/read the magisterium and we can see it says something like "do ___ do get xp in domination" or "___ increases xp in breeding"

Also adding info on what abilities the differant levels unlock. I know most of that is still very wip though. 

Posted

A few small issues I've noticed: 

The icon for the magister trait no longer changes when you rank up. It's stuck on the cenobite image even with max knowledge. 

The new age ailments aren't included in the list of things fixed by Orgy healing. It fixes infirm, but probably because that trait already existed. 

This could be deliberate, but it feels like an oversight. 

Posted
20 hours ago, MasterQuinn said:

Even though they are less necessary now given the decisions, I do wish there were more of the quickstart cultures. Norse, Asian, etc.

There's a mod for that 😉

 

I've put a Norse version in there (as well as a Mashriqi and Malinke version) but nothing for any culture added by AUH, as I don't have it and don't know which traditions are the most relevant. If anyone has suggestions, let me know.

 

@newworldborder did make a Chinese version here.

Posted
13 hours ago, 6ft3btw said:

有个模组可以解决这个问题 😉

 

我放了一个北欧版本(还有马什里奇和马林克版本),但没有针对AUH添加的任何文化,因为我没有,也不清楚哪些传统最相关。如果有人有建议,请告诉我。

 

@newworldborder这里确实做过中文版。

I think he probably wants to say that the current Chinese localization is outdated and incomplete.
I haven't played CK3 for a while, but I finally got a damn work break. Later, I will look for the new content that lacks localization and fix it, and then I will upload it.

Posted
2 hours ago, Savaris2222 said:

Contubernalis seem to still be affected by aging traits, despite being functionally immortal, its very... interesting

 

Paradox implemented them in a very awkward way. Rather than tying them to the existing aging mechanic that's based on life expectancy they just have a random chance after a set age. At least that is what iv gathered from some moding discords

Posted (edited)

so is the game still crashing for you guys likes its for me when select the option to knock on the door to get the event start here what i have currently have can someone look at it for me please

 

Screenshot 2026-05-21 104619.png

Screenshot 2026-05-21 104649.png

Screenshot 2026-05-21 104710.png

Screenshot 2026-05-21 104745.png

Screenshot 2026-05-21 104822.png

Screenshot 2026-05-21 104726.png

Screenshot 2026-05-21 104745.png

Screenshot 2026-05-21 104822.png

Edited by TinyLynx
Posted (edited)
2 hours ago, TinyLynx said:

so is the game still crashing for you guys likes its for me when select the option to knock on the door to get the event start here what i have currently have can someone look at it for me please

 

 


That's... a lot of mods, including several that I've never heard of before. The game and mod itself function for me and others, so it's almost certainly a mod conflict.

Unless someone else had the exact same crash and fixed it, you're probably not going to find a solution outside of doing it the hard way.

The Hard Way: Keep Regula and all of its dependencies active, then disable roughly half of your other mods. Start the game and try to replicate the crash. If it works, then you know the conflicting mod was disabled. If it still crashes, you know the offending mod is enabled. Keep going this way, disabling half, until you figure out which mod is causing the crash.

 

 

25 minutes ago, Tyrranus said:

am I the only one that doesnt have even like 12 mods in a playset?

 

I think my current playset has ~25. Maybe 30.

Edited by MasterQuinn
Posted
1 hour ago, Tyrranus said:

am I the only one that doesnt have even like 12 mods in a playset?

At peak i had like 70 mods and they all worked together until this update

Posted (edited)
On 5/19/2026 at 8:01 PM, Npi9 said:

 I just did an adventurer run and can confirm they work, they are just far more rare now. I managed to do the max ritual before ever seeing one, let alone 5.

 

I was also wondering if you planned to move the "world" holy sites with the far east being added they really aren't world anymore. 

 

There are also two more things that may improve landless gameplay. When awakening the keeper an option to not have a head of faith. Landless can't create the title meaning after you take the first holy site it ends up being held and created by the ai. And that just feels off. Iv never seen a mod that let's landless even hold this title so I'm not sure that it's possible. 

 

And with the new elderly traits it makes doing an "evil" landless run nearly impossible as these traits just stack and kill you anyway. Giving access to orgys would solve this since they can remove the traits. This could also be another way for landless to convert regions by hosting public ones in other rulers domains. 

 

Making camp upgrades or even an entire building for this activity could also help. Maybe focusing on either healing, converting characters, or converting counties. 


Hmmm, I mean theres only two active at the moment, I'll finish off some more and get feedback later once I have more in the game.
I will try and move the world holy sites at some point, though I'm thinking of holding off on faith/religion changes until the next expansion, because I get the feeling a LOT of stuff will change. Same reason as to why I'm not worried about the Landless HOF, hopefully its something they change 😅

Yeah I need to update the Orgy healing effect to remove the old-age traits, should be soon.
 

On 5/19/2026 at 10:08 PM, 6ft3btw said:

All I ask is that it remains compatible, or at least optional, for those that don't have all the DLC! The Mandala system seems like it would be a good fit, being based around being a god-king and all, but I don't have AUH and I'd rather not have to buy it to play the mod.

 

Is it still the case that you can only get the famuli art for levies and knights if you use one of the quickstart cultures? If so, some way to adopt a culture with those aesthetics might be nice.


Hmmm, thats a hard ask tbh, I like making full use of game features and although I do my best to keep stuff in "vanilla" there are cases (eg Orgy Intents) where imo having the DLC is pretty essential.
 

On 5/19/2026 at 10:40 PM, MasterQuinn said:


AFAIK, you just need the Famuli Warriors traditions. You can get this by starting as one of the quickstart cultures, or using the mod's custom decisions to add them to whatever culture you are playing as. I think you have to have the relevant gamerule enabled and be the culture head for the decisions to be available.

EDIT: My mistake. I see now that you are referring specifically to Knights and Levies. Sadly, I think the only ways to get that are the quickstart cultures or save editing your own culture.

Even though they are less necessary now given the decisions, I do wish there were more of the quickstart cultures. Norse, Asian, etc.

 


Can also confirm they show up, and I did enjoy them, but they are exceedingly rare. Saw maybe 3 over the course of an in-game decade despite numerous camp moves.

 


Yes, you need the regula_unit_gfx flag, which is on the quick start cultures, suprisingly there is no effect in game to change a cultures unit graphics!
If someone from paradox reads this thread, please enable a culture to change its unit graphics to another arbitrary one! It would literraly fix this issue instantly (the Famuli warriors decision would also change your cultures unit graphics, which would give you the famuli levies/knights art).
I think its just an oversight, as they have a bunch of other effects to change culture as well, even changing name lists and the like.
 

On 5/20/2026 at 3:16 AM, A65432 said:

would you add tuts for trait xp to the magister when we read it? what i mean is like, we open/read the magisterium and we can see it says something like "do ___ do get xp in domination" or "___ increases xp in breeding"


Yeah, I'm going to look into adding tutorials and re-doing the book decision to add more information on how to build XP, though a lot of it should be pretty intuitive (I hope).
 

On 5/20/2026 at 4:30 AM, Npi9 said:

Also adding info on what abilities the differant levels unlock. I know most of that is still very wip though. 


Yep
 

On 5/20/2026 at 12:08 PM, JohnDWizard said:

A few small issues I've noticed: 

The icon for the magister trait no longer changes when you rank up. It's stuck on the cenobite image even with max knowledge. 

The new age ailments aren't included in the list of things fixed by Orgy healing. It fixes infirm, but probably because that trait already existed. 

This could be deliberate, but it feels like an oversight. 


Not quite a bug, that icon is still a placeholder, I'm not sure how I want to change the Icon based on Magister XP ranks yet.
haha, no I just haven't updated the Orgy yet, will do that this weekend most likely.
 

On 5/20/2026 at 7:22 PM, 6ft3btw said:

There's a mod for that 😉

 

I've put a Norse version in there (as well as a Mashriqi and Malinke version) but nothing for any culture added by AUH, as I don't have it and don't know which traditions are the most relevant. If anyone has suggestions, let me know.

 

@newworldborder did make a Chinese version here.


Gonna add these to the mod this weekend as well.
 

10 hours ago, Savaris2222 said:

Contubernalis seem to still be affected by aging traits, despite being functionally immortal, its very... interesting

8 hours ago, Npi9 said:

 

Paradox implemented them in a very awkward way. Rather than tying them to the existing aging mechanic that's based on life expectancy they just have a random chance after a set age. At least that is what iv gathered from some moding discords


Oh geez, thats no good, they have the immortal flag but are still effected by aging, 😭 Paradox got us good with this one.

Some other minor news, new MAA art?
What do people think about this new MAA art? Compared to the old ones.
These are the:
Accolade Light Calavry (Famuli)
Gallowlasses
Virgo Accolade (Spartiae)

I've done a pass on specifically all of the Regula MAA art and I'm wondering if its better or if I'm using up time on stuff that maybe isn't super worth it atm. I'm pretty happy with results, but maybe they are too detailed given they are just small illustrations in game. I think they look good though.

image.png.fed13a805b30db5623205797de4df799.png
image.png.cb2e05d23de738cf3e89d86ff307dcb0.pngimage.png.0df04c1eb0b01865e50b2b26d63df5b6.png

Edited by ban10
Posted

I feel like the best thing one could do is try and combo the Mandala Concept with Admin Gov, and rework the Admin Types of vassals to be more fitting

Naval turns into Reaver, basically turning the AI up to 11 when it comes to raiding shit, maybe with some events of offering female prisoners that fulfill certain requirements, like Breeding age, a certain level of Splendor from the house they are from, for example they grab a 20 yo Abbassid Princess, they dont ransom or kill her, but instead offer her to you as a trophy, with your victorious vassal dragging her tribute to your throne

Tying an Imperial-Style Admin to the Domina might also be fun, to actually give a good reason for landing her, since you lose the spouse boosts, though im not sure how feasible it is to tie a vassal obligation to a trait

Frontiers could become Bastions or Defenders or whatnot, that automatically join you as allies in defensive wars, and get insane bonuses towards home advantage

I like the Theme of Mandala a lot, but gameplay wise the regular admin feels the best by far

Again, not sure how feasible these changes are, but I wanted to give my two cents that I came up with while bored at work

Posted
2 hours ago, Tyrranus said:

am I the only one that doesnt have even like 12 mods in a playset?

This works perfectly for me. 😆

 

Unofficial Patch

Smaller World Map

More Character Names

Sloppy Coats

no male pattern baldness

Immersive Chaste Trait

Crusader King III Plus

Sloppy Loads

Dynasty Legacy Cost Reduction

Auto conversion

Auto increase control

Prestige to Renown Converter

Remind Me to Hire

Remind Me to Sway

Local Artisan

500 Point Limit for the Ruler ...

Travelers

Active Courtiers

Big Events For Everyone

Cope Like A Kid

Immersive Negative Trait Removal

NO WEIGHT

Promote Culture Over Time

Better Battles Updated

Become a Blademaster by W ...

Plague decisions fix

VIET Events - A Flavor and Immers ...

Royal Court Event Pack

More Background Illustrations

Battle Events

Population Control (Reduce late-g ...

Community Flavor Pack

Hair Colors Fix

Battleground Commanders

Young and Beautiful

Visible Disfigurement - No M ...

Companion Lifestyle Trait

[BEAR] Cheaper Activities

Echoes of Deeds: More Nicknames

A Culling of the Weak: Perfor ...

Unique Artifacts + 1.19

Artifacts Variation II 1.19

Gift Troops

Commander+ 1.19

[1.16.2.3] More Realistic CB ...

[KET] Physician Pages

Upgrade House Banners 3

Better Development Spread

Celticon

Immortality

Carnalitas

Carnalitas Slavery Reimagined

Phaze Body

Phaze Body Vanilla Clothes ...

Phaze Body CFP

Redhead Fetish

Cities of Wonder 3

Much Faster Activities

Unop - Much Faster Activities Com ...

Newer Better Buyable Buildi ...

Total Animation - Continued

[RIT]Simple Manager - Artifact ( ...

Regula Magistri

Regula Rebalanced

Regula Quickstart Overhaul

Ultimate Tooltip Framework

RUI:Character Unofficial

Better Barbershop Beta

Better Barbershop Phaze Extension

Remove Child Cap (For Players)

Decide Birth Gender

Intelligent Al

Posted (edited)

 

1 hour ago, ban10 said:


I've done a pass on specifically all of the Regula MAA art and I'm wondering if its better or if I'm using up time on stuff that maybe isn't super worth it atm. I'm pretty happy with results, but maybe they are too detailed given they are just small illustrations in game. I think they look good though.

 


Love the new artwork Ban, I think they turned out great. While it's true that the artwork is ultimately just 'small illustrations' in game, having it there really amps up the fantasy, IMO.

Regarding the other things in your reply:

Shame about there being no way to change culture unit gfx in game. I did suspect that was the culprit. 

And regarding the Magistri Cultures. If I get time, I might try to conjure up germanic and japanese variants. I already have a germanic one in my own submod.
 

  

On 5/20/2026 at 1:22 PM, 6ft3btw said:

There's a mod for that 😉

 

I've put a Norse version in there (as well as a Mashriqi and Malinke version) but nothing for any culture added by AUH, as I don't have it and don't know which traditions are the most relevant. If anyone has suggestions, let me know.

 

@newworldborder did make a Chinese version here.



Forgot to reply to this. Thanks! I didn't know this was available. As I said above, I might upload my takes on Germanic and Japonic version.


EDIT:

Went ahead an whipped up my takes on the two Quickstart Cultures. Caveats though, I have all the DLC, and I am pretty sure some things I used here require some of it, but I am not sure exactly what. Hence if there is some extra coding needed for non-dlc fallbacks, I did not include it. Also, I did not include the updates to the localization file, but all that's needed there is three lines copy/pasted for each culture. Credit to 6ft3btw, since all I really did was copy his homework.

 

#German
magistri_german = {
	color = { 0.5 0.0 0.5 }
	created = 867.1.1
	parents = { german }

	ethos = ethos_stoic
	heritage = heritage_central_germanic
	language = language_high_german
	martial_custom = martial_custom_regula
	head_determination = head_determination_domain

	traditions = {
		tradition_famuli_warriors
		tradition_famuli_enslavers
		tradition_magistri_submission
		tradition_magister_bloodline
		tradition_ruling_caste
		tradition_zealous_people
	}

	name_list = name_list_german

	coa_gfx = { regula_coa_gfx }
	building_gfx = { western_building_gfx }
	clothing_gfx = { dde_hre_clothing_gfx western_clothing_gfx }
	unit_gfx = { famuli_unit_gfx }
	house_coa_frame = house_frame_24
	house_coa_mask_offset = { 0.0 0.055 }
	house_coa_mask_scale = { 0.9 0.9 }

	ethnicities = {
		25 = caucasian_blond
		15 = caucasian_ginger
		30 = caucasian_brown_hair
		30 = caucasian_dark_hair
	}
}


#Japanese
magistri_japan = {
	color = { 0.5 0.0 0.5 }
	created = 867.1.1
	parents = { japanese }

	ethos = ethos_courtly
	heritage = heritage_japonic
	language = language_japonic
	martial_custom = martial_custom_regula
	head_determination = head_determination_domain

	traditions = {
		tradition_famuli_warriors
		tradition_famuli_enslavers
		tradition_magistri_submission
		tradition_magister_bloodline
		tradition_poetry
		tradition_warrior_monks
	}

	name_list = name_list_yamato

	coa_gfx = { regula_coa_gfx }
	building_gfx = { japanese_building_gfx }
	clothing_gfx = { japanese_clothing_gfx }
	unit_gfx = { famuli_unit_gfx }
	house_coa_frame = house_japan
	house_coa_mask_offset = { 0.0 0.055 }
	house_coa_mask_scale = { 0.9 0.9 }

	ethnicities = {
		100=asian_japanese
	}
}

 

Edited by MasterQuinn
Posted (edited)
8 hours ago, ban10 said:

Oh geez, thats no good, they have the immortal flag but are still effected by aging, 😭 Paradox got us good with this one.

So I decided to just look it up and while it's true that it is tied to age it looks like you can easily add modifiers that prevent it. However one trait that should already prevent it is any trait that has the flag "is_immortal" so I'm not sure why contubernalis would be getting the traits. 

 

Currently no matter how good your health is you'll start getting the traits past age 70 unless you have a trait with that flag. 

Edited by Npi9
Posted
8 hours ago, ban10 said:


Some other minor news, new MAA art?
What do people think about this new MAA art? Compared to the old ones.
These are the:
Accolade Light Calavry (Famuli)
Gallowlasses
Virgo Accolade (Spartiae)

I've done a pass on specifically all of the Regula MAA art and I'm wondering if its better or if I'm using up time on stuff that maybe isn't super worth it atm. I'm pretty happy with results, but maybe they are too detailed given they are just small illustrations in game. I think they look good though.

honestly I wouldnt have bothered as the current were good enough but I gotta say I love the new ones a ton more

Posted
10 hours ago, ban10 said:


Hmmm, I mean theres only two active at the moment, I'll finish off some more and get feedback later once I have more in the game.
I will try and move the world holy sites at some point, though I'm thinking of holding off on faith/religion changes until the next expansion, because I get the feeling a LOT of stuff will change. Same reason as to why I'm not worried about the Landless HOF, hopefully its something they change 😅

Yeah I need to update the Orgy healing effect to remove the old-age traits, should be soon.
 


Hmmm, thats a hard ask tbh, I like making full use of game features and although I do my best to keep stuff in "vanilla" there are cases (eg Orgy Intents) where imo having the DLC is pretty essential.
 


Yes, you need the regula_unit_gfx flag, which is on the quick start cultures, suprisingly there is no effect in game to change a cultures unit graphics!
If someone from paradox reads this thread, please enable a culture to change its unit graphics to another arbitrary one! It would literraly fix this issue instantly (the Famuli warriors decision would also change your cultures unit graphics, which would give you the famuli levies/knights art).
I think its just an oversight, as they have a bunch of other effects to change culture as well, even changing name lists and the like.
 


Yeah, I'm going to look into adding tutorials and re-doing the book decision to add more information on how to build XP, though a lot of it should be pretty intuitive (I hope).
 


Yep
 


Not quite a bug, that icon is still a placeholder, I'm not sure how I want to change the Icon based on Magister XP ranks yet.
haha, no I just haven't updated the Orgy yet, will do that this weekend most likely.
 


Gonna add these to the mod this weekend as well.
 


Oh geez, thats no good, they have the immortal flag but are still effected by aging, 😭 Paradox got us good with this one.

Some other minor news, new MAA art?
What do people think about this new MAA art? Compared to the old ones.
These are the:
Accolade Light Calavry (Famuli)
Gallowlasses
Virgo Accolade (Spartiae)

I've done a pass on specifically all of the Regula MAA art and I'm wondering if its better or if I'm using up time on stuff that maybe isn't super worth it atm. I'm pretty happy with results, but maybe they are too detailed given they are just small illustrations in game. I think they look good though.

image.png.fed13a805b30db5623205797de4df799.png
image.png.cb2e05d23de738cf3e89d86ff307dcb0.pngimage.png.0df04c1eb0b01865e50b2b26d63df5b6.png

First thanks for the updates and everything Ban! The new art style looks more fitting imo. However, I do think the new vanilla aging traits are pretty good mechanism that kills your old character faster. I think a big part of CK gameplay is family and succession, and playing as one character for 80 in-game years is not a fun experience. So I would rather see some other mechanism that wouldn't lengthen one's life expectancy. But, obviously, maybe there are others who enjoy playing one immortal character, so I wouldn't ask you to not add the curing feature. I just think that maybe add some decision or interaction to make the magister more sacrificial or detrimental to their health would be a great direction.

Posted

I quite like the new art. 
Also, running 50 something mods on top of regula et al is bound to cause issues. 
You can do that, but you gotta be careful and select mods that don't interact much. 
This isn't Skyrim and we don't have LOOT. 

@ban10, you said you wanted to incorporate the Magistri holding buildings into the domicile functionality. 
I have some time this weekend, so I might take a crack at it with a submod. If you like it, you can pull it into Regula. 
Did you intend a 1-1 replacement, or something more involved? Were you planning a full administrative government, or just letting the Magister have a domicile on top of whatever government he has?

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