Crusader Kings II

Crusader Kings II

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Mages And Magical Potential [Update]
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Tags: Trait
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1 Jan, 2019 @ 1:10pm
1 Aug, 2020 @ 12:07pm
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Mages And Magical Potential [Update]

Description
Mages and Magical Potential Major Update
Compatible with Holy Fury. (This works without HF DLC but HF DLC is required to found a bloodline.)
Do not use with the old version of this mod



This mod adds events, traits and decisions for mage type characters. Magical potential is a rare trait that enables an individual to advance their training into powerful magical abilities. However, not everyone with magical potential will progress to these powerful levels. Some may never even unlock basic powers. This mod also adds multiple artifacts and a unique bloodline for only the most powerful mages.

--More detailed description--
See Discussion board for further details on traits and artifacts

-There are currently 4 mage classes and 4 advanced mage classes;
  • Combat Mage
  • Healing Mage
  • Illusionist Mage
  • Architecture Mage
-Each class has it's own unique perks and abilities. (See discussion board for more details)
-AI will dynamically choose their specialty based on their traits.
-Unique bloodline that can be found if you are an advanced mage class with over 35 learning and are pursing the found a bloodline objective.
-The bloodline will give you an additional trait that will ensure all decedents of your bloodline will have magical potential.
-7 Unique artifacts, all of which dynamically spawn into the world (See discussion board for details)
-Unique Mage nicknames
-Magical potential is rare with 1/1000 being born with it. The trait has a 55% chance of passing to children if only one parent has magical potential and 95% if both parents have it. This allows for the eventual breeding of mostly mage cultures.

[Aug, 1, 2020 update]
I wanted to knock some rust off of the old CK2 modding in preparation for CK3 release so I made a quick update activating a decision I shadow released last update. This will most likely be my final update on this mod as I am selling the computer I used to release it. (Even with source files you need the original PC to update mods, if someone knows a way around this let me know)

-Special rebirth decision that will allow your character to start life over starting at 1 year old. This causes you to divorce your spouse and removes any negative stats that you may have, but keeps positive stats. To access this decision you need to be 2nd mage class and have legendary mage bloodline trait.
-Fixed some trait effects for Infrastructure Mage


Changes from previous version (Other than new features)
-I lost the original source files for the mod so I needed to reuplaod for a major update.
-Usability fixes
-Localization fixes
-Script cleanup and optimization
-2 new classes
-New intrigue class decision menu power for Intrigue mage
-Balance fixes and adjustments for Holy Fury update


Currently planned with next update(items will be added to this list as I think of them)
-Nothing major is planned. (Kind of un-inspired for CK2, I'll be looking into modding CK3 once its available)

Note
-AI will use combat abilities but will not use targeted decision skills.
-For Console uses be aware that you must meet minimum requirements to keep each trait. If you have a first level class you will need magical potential. If you are an advanced class you will need magical potential, the base class, and the advanced class; you will also need above 30 learning to keep advanced levels.



Compatibility
-This mod is relatively lightweight in the fact that it only adds to the game and doesn't change any game files. Because of this it should be compatible with any other mod. If any incompatibility arises I will update this description.
-Because this mod adds traits I would not recommend removing it from a save game.
-I have multiple reserved traits already included in this mod so future updates will NOT effect save games.

-This mod is compatible with The Gods 2.5, however, you must start it with a new save. As reported by Tibus. The reason for needing a new save is just an inherent issue with how CK2 handles traits.
-Best used on a new save but other than larger trait mods like The Gods 2.5 there should be no issues adding mid-save. If adding mid-save make sure you check your traits before and after installation.

For use with A Game of Thrones mod
  • Go to your mod's location (driveletter\Documents\Paradox Interactive\Crusader Kings II\mod)
  • Find the file named magekl2 and open it
  • Add this line to the very end of the file;

    dependencies = { "A Game of Thrones" }

Please use the proper discussion board for bug reports, bugs reported in the comments will be deleted and re-posted in the proper channel.

Special Thanks
-Zhukov for French translations in the latest version.
Popular Discussions View All (5)
33
22 Oct, 2019 @ 11:19am
PINNED: Bug Report and Troubleshooting
Velar
31
28 Jul, 2022 @ 10:10am
PINNED: Detailed Information
Velar
21
13 Aug, 2019 @ 8:37am
PINNED: Recommendations
Velar
103 Comments
miztee10 20 Apr @ 7:44am 
Can I get a direct download.
niccodigge 9 Dec, 2023 @ 8:13pm 
> I mean the .mod file not the main file.
mate can you just write the correct way? like Ck2>mod>magekl2>?
Cause magekl2 is a folder, with other folders in it, which file do u meant
Velar  [author] 19 May, 2023 @ 12:00pm 
Because a player has reason, AI has random probabilities which are a pain in the a to configure in a realistic way. I didn't have interest in spending my time to program it further as the mod worked perfectly for my wants/needs.

Anyone is welcome to continue this mod if you want to add that stuff go for it!
lidku716 16 May, 2023 @ 4:52pm 
Why doesn't the AI use targeted decisions like the player?
Braskan, the Void's Tear 13 Jun, 2021 @ 5:53pm 
Are you no longer working on this?
Velar  [author] 25 Jul, 2020 @ 9:05am 
Its at a 1 in 100 chance, so same as "fair, quick, or strong. You can make it lower if you like by changing the trait's birth field. The lower the more rare. Example,

basemage = {
birth = 100

1% is the current rate, you can set that to 50, which would be a 0.5% chance same as genius trait.
Or you can do 5 and make it 0.05%, etc. I think 1% was a sweet spot for my playthroughs but everyone is different.
Eagle 11 25 Jul, 2020 @ 8:44am 
on a shattered world start, at the begin of game those supposed to be rare traits got spammed across generated characters, once they die out however they become very uncommon as it should be.
lanypop 19 Jul, 2020 @ 9:32pm 
anyway to manually download it cuz steam being a piece of shiz rn
G_bulnori 29 Apr, 2020 @ 9:56pm 
nice mod
Velar  [author] 25 Feb, 2020 @ 1:55pm 
The timer needs to trigger I believe, so you need to start before the date. Its been awhile since I tried though. You can edit the text file and set it to a future date in your current timeline. Just edit the mage_kl_artifact_spawns.txt file.