Manual install

Download without Steam

Supernatural is plain files, so it runs on any copy of Crusader Kings III: GOG, Epic, Game Pass, wherever you bought it. It takes about ten minutes by hand, and this page walks the whole thing.

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If your CK3 is on Steam, use the Workshop instead

It's one click, it keeps itself current, and it handles the load order for you. Nothing on this page is better; it exists for people who can't use the Workshop at all.

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Step zero

Get the files

The mod is open source. The repository is the download, with no mirror, no shortener and no waiting.

current release on GitHubCK3 1.20no other mods requiredfree, forever

On the newest release, take Source code (zip) under Assets. The .tar.gz is the same files in a wrapper Windows can't open on its own, so stick with the zip.

Still on CK3 1.19? Take v2.35a, the last version built for 1.19. That is the one to use with A Game of Thrones until AGOT is updated for 1.20.

Fair warning about the size. Supernatural is a large mod. The art alone is a few hundred megabytes, so expect a download in that range rather than a quick one. That is the mod itself, not padding, and it is the same weight the Workshop copy takes up on your disk.

Ten minutes

Installing it by hand

  1. Unzip it

    The archive holds one folder named after the version, something like CK3SupernaturalMod-2.40. Open it. That outer folder is only packaging and is not what goes into your game.

    Inside are the two things you need, sitting side by side:

    • supernatural_mod: the mod folder, containing common, events, gfx, gui, history, localization, music and descriptor.mod
    • supernatural_mod.mod: a small text file the launcher reads

    You need both. A handful of .txt changelogs and .py helper scripts sit inside the mod folder as well. They're leftovers from building it; the game ignores them, and you can leave them exactly where they are.

  2. Move both into your CK3 mod directory

    The folder and the .mod file go here together, and the .mod file sits next to the folder, never inside it:

    Windows   Documents\Paradox Interactive\Crusader Kings III\mod\ macOS     ~/Documents/Paradox Interactive/Crusader Kings III/mod/ Linux     ~/.local/share/Paradox Interactive/Crusader Kings III/mod/

    If there's no mod folder there yet, launch CK3 once and close it, or create the folder yourself.

  3. Replace the .mod file (don't skip this one)

    This is the step that decides whether any of the rest works, and it is not optional. The supernatural_mod.mod file inside the download was written on my computer, and it still carries the folder path from my computer. On your machine that path doesn't exist, so the launcher reports a descriptor error and the mod never shows up.

    Open supernatural_mod.mod in any plain text editor (Notepad is fine), select everything, delete it, and paste this in its place:

    version="2.40"
    picture="thumbnail.png"
    tags={
    	"Alternative History"
    	"Gameplay"
    	"Events"
    	"Character Interactions"
    }
    name="Supernatural"
    supported_version="1.20.*"
    path="mod/supernatural_mod"

    Two things changed, and both matter. path= is now relative: it says "the supernatural_mod folder inside mod", which is true on every machine. And the remote_file_id line is gone: that line tells the launcher "this is a Steam Workshop item", which is exactly what your copy isn't, and leaving it in is a good way to have the launcher ignore your folder or replace it.

    Make sure your editor saves it as supernatural_mod.mod and not supernatural_mod.mod.txt. On Windows you may need to turn on file extensions to see the difference.

  4. Enable it and set the load order

    Open the Paradox launcher, go to All installed mods, and Supernatural should be listed. Add it to a playset. On its own it needs nothing above it, because it's a base-game overhaul rather than a submod.

    If you're also running The Long Night & Azor Ahai, the order matters and the patch goes last:

    • A Game of Thrones (required by The Long Night)
    • AGOT submods: AGOT+, Valyrian Steel, Submod Core, Nobility…
    • AGOT: The Long Night & Azor Ahai
    • Supernatural (this mod)
    • The Compatibility Patch, always last
Running it with The Long Night

Two mods, one campaign

Supernatural and The Long Night both rewrite some of the same base-game files, and whichever loads second overwrites the other's version without any warning. The compatibility patch exists to settle that, and it only works from the very bottom of the list.

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

The patch is on the Workshop, and there's a full write-up of what it merges on the mods page.

When it goes wrong

Troubleshooting

"Descriptor file error"

  • You skipped step 3, or the path= line is still wrong. It's the cause almost every time.
  • Use forward slashes, never backslashes, even on Windows.
  • The path must match your folder name exactly, including case: supernatural_mod.
  • If the relative path still won't take, use the full one instead: path="C:/Users/YourName/Documents/Paradox Interactive/Crusader Kings III/mod/supernatural_mod", with your Windows username.

It doesn't appear at all

  • Check the file is .mod, not .mod.txt.
  • Check it's in the mod folder itself, not inside the mod's own folder.
  • Check you removed the remote_file_id line. With it left in, the launcher may look for a Workshop copy instead of yours.
  • Restart the launcher fully; it scans on start.
  • Confirm supernatural_mod itself contains common and events, not another folder that contains them.

If you're still stuck, the Supernatural Discord is the fastest place to get it sorted; manual-install questions get answered there.

Common questions

Manual install FAQ

Do I need any other mods for this?

No. Supernatural is a base-game overhaul: it runs on Crusader Kings III on its own, with no total conversion underneath it. You only need extra pieces if you're combining it with AGOT and The Long Night, and then it's the compatibility patch, loaded last.

Why do I have to edit the .mod file when the Workshop version just works?

Because the Workshop writes that file for you, pointing at wherever Steam put the mod on your machine. A manual copy doesn't get that, so it ships with the path from the machine it was built on, which is mine. Step 3 replaces it with a relative path that's correct everywhere. It's one paste, and it's the difference between the mod loading and the launcher reporting an error.

Will it update itself?

No. A manual install is a snapshot of one version. When a new one goes out you'll want to delete the old supernatural_mod folder, unzip the new one in its place, and change the version= line in your .mod file to match. Watching the repository or joining the Discord is the easiest way to know when that happens.

Can I use it with an existing save?

Adding an overhaul this size to a campaign already in progress isn't something I'd promise will go cleanly. Supernatural adds traits, lifestyles and characters that a running save was never built expecting. Starting a fresh campaign is the version of this I can stand behind. If you want to try it mid-save anyway, copy your save file somewhere safe first.

Does it work on Mac and Linux?

It's script and assets rather than compiled code, so yes. Only the folder location differs, and both paths are in step 2.

Where's the source?

The repository is public, so you can read every file, open an issue, or fork it. Supernatural was built on other people's work and it seemed only right to pass that along the same way.

Can I put this on my own Discord or mirror it somewhere?

Please do; that's why it's public. Linking back to this page or the repository is appreciated, mostly so people end up on a version that's current rather than one frozen in 2023.

Standing on other people's work. Supernatural leans on Rycie's Witchcraft mod, Nope's V&L mod, the Modjam Team's Witches & Alchemists potion-crafting interface, the Princes of Darkness team, and Luke0704's Spanish translation. If you enjoy this, that's where a lot of it started.

Supernatural is a free, non-commercial fan mod for Crusader Kings III. It isn't affiliated with or endorsed by Paradox Interactive.

While you're here

What the mod does

If you landed here for the download and haven't seen it, the full breakdown is worth a look: the four supernatural traits, the six lifestyles, the men-at-arms, the artifacts, and the potions. There is also a wiki covering every mechanic in the mod. And if the undead are more your thing, The Long Night & Azor Ahai has a manual install guide of its own.