This is a non-profit, fan-made series of submods (or mod mods) for Geheimnisnacht, an unofficial Warhammer Fantasy conversion mod for Crusader Kings II. The project is not a standalone mod, but seeks to add options for players. The project logo is the work of the excellent CMSteel (search for the artist on DeviantArt if you want to see the original). "Warhammer" is a trademark of Games Workshop and no challenge to their commercial rights is intended by this work.
The main Geheimnisnacht group recently split. One group, keeping the Geheimnisnacht name, are carrying on with the old, too ambitious map. The other group, calling their project Hexenstag, are building a more focused mod set in the Old World only. That's pretty much the Dawi Kiss premise, and the Hexenstag people reached out asking to join forces.
There was only one possible answer. Dawi Kiss as an independent project has come to an end, but its best ideas will live on in Hexenstag. You can see the first fruits of our collaboration in the newly-released Hexenstag 0.1.3. Some highlights:
Some of the new Chaos Dwarf Sorcerer mechanics aren't always entirely to their advantage
A peak at what Zhufbar has to offer, and just three of the many mining upgrades available to Dwarf Holds.
Some words on Old World religion in Warhammer and how it can be implemented in Crusader Kings 2.
A quick introduction to the Dawi Kiss submod, explaining its purpose and ambitions.
A small submod to add thirteen bloodlines from the founding of Sigmar's Empire to your Geheimnisnacht games.
An updated demo for Dawi Kiss. You still need Crusader Kings 2 and Geheimnisnacht 1.2 to play, and the Horse Lords and Monks & Mystics DLCs are strongly...
This is a playable alpha version of the Dawi Kiss submod of the Geheimnisnacht mod for Crusader Kings 2. You need Geheimnisnacht 1.2, Crusader Kings 2.8.2.1...
Good day, I wish to report on a bug which I have encountered playing multiplayer. It seems that the AI changes its succession laws to agnatic-cognatic appointment for different reasons. The main reason seems to be that the AI struggles to find an heir and therefore changes the inheritance laws. One particular moment was when the emperor of westerland had no heir (the potrait of who should be the heir was gone) but had a sister with a strong claim and uncles also having strong claimes. As we know both women and men can inherit the westerland title so it is weird that the AI would change inheritance laws like that.
any plans to takeover the abandoned warhammer geheimnisnacht mod? This mod has so much potential, it sad to see it abandoned.
Geheimnisnacht isn't abandoned at all.
We are still going strong (I am a discord mod for Gerhiemisnacht)
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Hi, I’ve been doing a play through of this mod and figured this would be the best place to catalog some bugs I’ve run into. If this is the wrong place then let me know.
First off, while being a Grail Knight keeps you from joining any cults, there isn’t anything keeping a cultist from becoming a Grail Knight. It seems like it only checks for your public religion to be Grail, so you get things like a Nurgle cultist becoming a Grail Knight and still being a Nurgle cultist.
On a similar note, the Grail Knight quest chain seems really inconsistent about removing the Bretonnian Knight trait on completion, with about one in three Grail Knights having both in my game.
Fleet levies spawned in the county of Outremer are invisible and cannot reach any other ocean tile because “No valid path to location”. Outremer has a really janky hitbox in general I’ve found.
Some of my councilor’s (usually one at a time) have been going into and out of seclusion for no apparent reason for their entire lives. Not sure if this is even a bug.
Settra has been married to a snotling for about a decade now, which is hilarious but probably not supposed to happen.
This last one isn’t a bug but more of a suggestion. Since so many of the buildings in this mod are based off character culture it might be nice to have a “Heir of Different Culture” popup icon like the “Ruler/Heir Unmarried” one’s. Otherwise you get people like me who weren’t paying enough attention and get all of their demense reset on succession.
Sorry in advance if this is the wrong place to post this. Thanks for your great work on the mod!
This is definitely the right place.
We've been working on Bretonnia and the whole Grail quest is getting redone. I've done a partial (if exploitable) fix for the cultist thing which will be in the next demo even if the new Grail sequence doesn't make it.
I think you're being too polite with the buildings: it is a bug! Using character culture as the potential condition is too aggressive in most cases and we're going to redo the buildings to fix this, address balance concerns, and add some more in-universe logic to the mod.
Outremer, secretive Councillors, and Settra's wife will have to be looked into.
Thanks for your feedback, it really helps!
Hello, I'm just curious if this mod does anything with magic, even after a decade I can't cast combat spells/crafting. Is this intended?
You shouldn't be able to cast spells - the way that feature works in the base mod is very expensive - but I'm surprised that you can't craft items.
If you give me some more information about your save I'll see about fixing the crafting problem in the next demo version (due at the end of the month).
I'm able to craft items via decisions (using gold) but unable to create them by right clicking my portrait. It's a relatively new save, I was more concerned I installed incorrectly
OK. That sounds like its working as expected. (The portrait decision had issues so it was disabled.)
Spell casting in the base mod feels rather OP, so i'm glad to see it toned down a little.