Crusader Kings III

Two mods, one obsession

I've been modding CK3 for years. One mod adds the monsters to the base game; the other finishes the story the show fumbled. Both are free on the Steam Workshop, and both have their own Discord where players shape what gets built next.

26,700+subscribers across both mods
82,400+unique Workshop visitors
2,700+favorites
2022first mod published
Pick your apocalypse

The mods

The Long Night & Azor Ahai mod icon
A Game of Thrones submod

The Long Night & Azor AhaiNEW

The Long Night as a full endgame. The dead get back up wearing their own faces and ruling their own realms. The Wall comes down on camera. You can lay down your lands and serve on the Wall for real, holding a castle or riding out with a ranging company. The Night King is fought on foot, in the snow, and only a bane destroys him. Azor Ahai is a working prophecy that the world resolves on its own, rather than a trait you tick at the start.

14,900+subscribers
28,200+visitors
700+favorites
Supernatural mod icon
Base-game overhaul

Supernatural

Vampires, werewolves, hybrids, witches, demons and hunters in the base game. Six lifestyles with ten perk trees, supernatural regiments, artifacts, twenty-two game rules, and since 2.35 a hunt where every monster is a real character who left a trail. You can play the hunter, or rule as something far older.

11,700+subscribers
54,100+visitors
1,900+favorites
Running both at once

The compatibility patch

This is for running vampires and the army of the dead in the same campaign. Both mods rewrite some of the same files, and whichever loads second erases the other's version without warning. The patch fixes that.

AGOT: Supernatural & The Long Night Compatibility Patch

needs all three mods

It does nothing on its own, and it has to load last.

Twenty-two entries that both mods define. Each one is a three-way merge against the base game's own version, so neither mod's changes are guessed at.

  • Marriage acceptance. AGOT's full 1,000-line house and legitimacy logic, plus Supernatural's fertility exemptions. Without the patch one of the two is gone; this entry alone was behind multiplayer desyncs in testing.
  • Births. AGOT's entire birth pipeline (house looks, Valyrian genetics, dragon dreams) and Supernatural's, in one file. Both ship it at the same path, so the later one was deleting the other wholesale.
  • The Originals. Supernatural's founding vampire family is written for the vanilla map, with a Norse culture and faith that don't exist in Westeros. Under the patch they become First Men of the North: northman culture, Old Gods faith.
  • Plus disinheritance, the witch ritual, secrets, schemes, abductions, artifact demands, traits, imprisonment and resurrection rules.
Latest patch update · from the Steam change notes

1.1.3a — Re-checked against today's A Game of Thrones update

A hotfix for the A Game of Thrones 0.5.2 hotfix (4 September). Every file this patch merges from AGOT and Supernatural was regenerated against the new build and compared with what shipped; the child-birth, disinherit and marriage merges came out identical, so nothing there changes.

Every change note on Steam →
1,604running it right now
22merged entries
v1.0current release

Load order: drag the patch to the very bottom

  1. A Game of Thrones
  2. AGOT submods (AGOT+, Valyrian Steel, Submod Core, Nobility…)
  3. AGOT: The Long Night & Azor Ahai
  4. Supernatural
  5. The Compatibility Patch (this one, last)

Every fix works by defining the entry the two mods fight over. Anything loaded after it wins instead, and the patch does nothing at all.

View on Steam Workshop
New to this

If you have never installed a CK3 mod

On Steam it is genuinely one click. Open the Workshop page, hit Subscribe, and the next time you open the Paradox launcher the mod is in your list waiting to be added to a playset. Nothing to unzip and nothing to configure.

Off Steam — GOG, Epic, Game Pass — it is about five minutes of copying a folder and writing one small text file by hand. Both of my mods have a page that walks the whole thing: The Long Night and Supernatural.

The part that trips up almost everyone is not installing a mod. It is the load order. CK3 resolves conflicts by letting the mod lower in your playset overwrite the one above it, which means a mod that appears to do nothing is usually being overwritten rather than being broken, and sorting two incompatible mods rather than disabling one of them leaves you running a mixture of both.

I wrote up the whole thing — load order, what a game patch does to a mod, finding the one bad mod out of forty, and how to read the error log — on a separate page: when CK3 mods break. It applies to any mod, not just mine.

Running both

Why there is a third thing in the list

The compatibility patch confuses people until the load-order rule explains it, and then it is obvious.

Supernatural and The Long Night both change some of the same underlying files. Loaded together without anything else, whichever one sits lower wins those files outright and the other one quietly loses whatever it had put there. Neither mod is at fault; that is just what overwriting means.

The patch is a small third mod that contains the merged version of exactly those files — the pieces of both, reconciled. It has to load last, because its entire job is to be the final overwrite. Put it anywhere else and something else overwrites the merge, which puts you back where you started.

You only need it if you are running both mods in the same campaign. One mod on its own does not need a patch for anything.