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Wokeless Wrath 2.5 β€” Pathfinder: Wrath Of The Righteous

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Wokeless Wrath 2.5 β€” Pathfinder: Wrath Of The Righteous

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Introduction

This mod was created for those that wish to see a more traditional representation of a fictional, high fantasy world that is ostensibly supposed to be 'medieval' in terms of culture and technology. In the past, this has been represented in its most common form as being deeply rooted in medieval Europe and its cultures.

In modern times, efforts to increase 'diversity' and 'representation' have meant that certain elements are included in such games that seem out of place and, for some, take away from the realism and immersion of the setting. Furthermore, such elements often appear to be inserted in a token manner that is distasteful to some, merely serving to put a 'check in the box' to meet diversity quotas of one sort or another.

This mod seeks to return the game to a state as it would have been made in a bygone time, with these 'certain elements' altered (or removed) in order to have the setting fit the more traditional paradigm.

It is hoped that this effort does not cause division, but rather allows people to play the game and enjoy it in the manner in which they choose, free of judgement... as all games and mods should be.

Overview

This mod is now implemented in separate modules, making the following changes to the base game of Pathfinder: Wrath of the Righteous
  1. SoundBankMod: A few of the Wokeless Wrath modules add new or edited audio/dialogue to the game (WW_Anevian, WW_Seelie, and WW_NoAlphabets). THIS MODULE IS REQUIRED IN ORDER FOR THE NEW AUDIO TO WORK!!
  2. Anevian: The female character Anevia has been changed to be a male character named Anevian. Character models, dialog, voiceover audio, banter audio, portraits, etc have been modified to reflect this change.
  3. Seelie: The recruitable NPC Seelah has been changed to Seelie, a character with an ethnicity more suited to a medieval European setting. Character models, dialog, voiceover audio, banter audio, portraits, etc have been modified to reflect this change.
  4. Sosiel and Trever: The recruitable NPC Sosiel and the NPC Trever have been changed to be characters with an ethnicity more suited to a medieval European setting. Character models, dialog, and portraits have been modified to reflect these changes.
  5. No Alphabets: All romance options are limited to heterosexual in nature, and other Alphabet-related material has been edited out.
  6. Undiversified: Over 350 NPC textures have been edited to look more ethnically European than vanilla. Also, many hair colours have been changed or toned down to reduce the incidence of 'dangerhair' in the game. Vibrantly coloured hair has been left for some NPCs for which coloured hair makes sense in a fantasy setting, like Aasimar and Tieflings, etc. This module also has a variant entitled 'Undiversified - DangerGnomes' in which (at request) gnomes have also been allowed to keep their dangerhair. In the standard version of 'Undiversified', gnomish hair colours have been toned down.
  7. Race and Gender Distribution: Certain spawning lists have been edited to implement a built-in (but unimplemented in vanilla) functionality whereby spawned units follow a race and gender distribution , as set by a RaceGenderDistribution blueprint file. I have edited the RaceGenderDistribution files for certain spawning lists to give males a greater weight than females for things like crusader soldier units, guards, melee bandits, barbarians, etc.
  8. Male Encyclopedia Pronouns: Encyclopedia entries for descriptions of classes, abilities, spells, etc have been edited (where it makes sense) to replace female pronouns with male ones. Descriptions related to things like barbarians and paladins should now have male pronouns, whereas female pronouns have been left where they seem to make sense (like witches).
  9. Canuck English: All American standard spellings of words have been changed to Canadian English. Canadian English differs slightly from full British English in that words like harbour, armour, honour, etc are spelled as in British English, but words that end in -ize (like realize) are still spelled the same as in American standard.
MOD USERS:
As you play through, please make notes of any other instances you consider 'woke', post them under this thread, and I'll see about adding changes to future versions!


Comparison Videos & Screenshots

Dialogue

Before

After



Characters

Anevian

Image

Seelie

Image

Sosiel

Image

Trever

Image


Undiversified

Comparison

Image

Textures

Image




Downloads
FilesTypeDescription
πŸ“₯ WOKELESS WRATH - SoundBankMod (WW_SoundBankMod.rar) Module PrereqCustom soundbank module for Wokeless Wrath: this module is required for any new/edited audio in other modules to be heard in-game!
πŸ“₯ WOKELESS WRATH - Anevian (WW_Anevian.rar) ModuleAnevian module for Wokeless Wrath, changing the female character Anevia to the male character Anevian.
πŸ“₯ WOKELESS WRATH - Seelie (WW_Seelie.rar) ModuleSeelie module for Wokeless Wrath, changing the character Seelah to Seelie, with a different ethnicity.
πŸ“₯ WOKELESS WRATH - Sosiel and Trever (WW_SosielTrever.rar) ModuleSosiel and Trever module for Wokeless Wrath, changing the ethnicity of the characters Sosiel and Trever.
πŸ“₯ WOKELESS WRATH - No Alphabets (WW_NoAlphabets.rar) ModuleNo Alphabets module for Wokeless Wrath, removing all Alphabet material and changing all romances to heterosexual-only.
πŸ“₯ WOKELESS WRATH - Undiversified (WW_Undiversified.rar) ModuleUndiversified module for Wokeless Wrath, making NPCs look largely European.
πŸ“₯ WOKELESS WRATH - Undiversified - DangerGnomes (WW_Undiversified_DangerGnomes.rar) Variant ModuleUndiversified module for Wokeless Wrath, making NPCs look largely European, and gnomes still have dangerhair.
πŸ“₯ WOKELESS WRATH - Race and Gender Distribution Implementation (WW_RaceGenderDist.rar) ModuleRace and Gender Distribution module for Wokeless Wrath, making certain spawning lists for guards, soldiers, etc. weighted to a heavier male:female ratio.
πŸ“₯ WOKELESS WRATH - Male Encyclopedia Pronouns (WW_EncycloPronouns.rar) ModuleMale Encyclopedia Pronouns module for Wokeless Wrath, making certain encyclopedia entries use male pronouns instead of the default female for things like class, ability, spell descriptions etc. No more barbarians and paladins referred to as 'she' or 'her'!
πŸ“₯ WOKELESS WRATH - Canuck English (WW_CanuckEnglish.rar) ModuleThe intent of this module is to revise all words in the entire language localization file to be spelled using Canadian English rather than American standard.
πŸ“₯ WOKELESS WRATH - Portraits Only (WW_Portraits.rar) Portraits OnlyA pack of just the Wokeless Wrath NPC portraits in PNG format. Portraits for Anevian, Seelie, Sosiel, and Trever included.


Language Packs for Translation
FilesLanguageDescription
πŸ“₯ WOKELESS WRATH - DE files GermanNOTE: THESE ARE NOT COMPLETE LOCALIZATION FILES! They are provided for people to work on translations.
πŸ“₯ WOKELESS WRATH - RU files RussianNOTE: THESE ARE NOT COMPLETE LOCALIZATION FILES! They are provided for people to work on translations.
πŸ“₯ WOKELESS WRATH - FR files FrenchNOTE: THESE ARE NOT COMPLETE LOCALIZATION FILES! They are provided for people to work on translations.
πŸ“₯ WOKELESS WRATH - ES files SpanishNOTE: THESE ARE NOT COMPLETE LOCALIZATION FILES! They are provided for people to work on translations.
πŸ“₯ WOKELESS WRATH - CH files ChineseNOTE: THESE ARE NOT COMPLETE LOCALIZATION FILES! They are provided for people to work on translations.



Changelog
β–Ί Show Spoiler






Installation

NOTE: Although it does not appear to be strictly necessary, it is HIGHLY RECOMMENDED to START A NEW GAME

NOTE: The installation files used to help automate the installation process are PowerShell scripts. Therefore, as far as I know, this mod is limited to Windows installations only. If someone in the future wants to assist in developing Mac and/or Linux compatibility for the mods, feel free to let me know.

NOTE: This mod currently has no language localization. It is for the English version only.
  1. The mod RARs contain the following:
    1. install_WW_mods.bat (BAT file used to execute PowerShell script PS1 file)
    2. install_WW_mods.ps1 (PowerShell script used to execute installation functions)
    3. 'WW_<modName>.zip' file (mod content files)
    4. 'WW_<modName>_ReadMe.txt' file (mod ReadMe file)
  2. Extract the RAR(s) anywhere on your system. You should have a folder that contains the files listed above.
  3. Before running the BAT file, decide if you are going to download any of the other Wokeless Wrath mods, there being 5 in total:
    1. Wokeless Wrath of the Righteous - Anevian (WW_Anevian)
    2. Wokeless Wrath of the Righteous - Seelie (WW_Seelie)
    3. Wokeless Wrath of the Righteous - Sosiel and Trever (WW_SosielTrever)
    4. Wokeless Wrath of the Righteous - No Alphabets (WW_NoAlphabets)
    5. Wokeless Wrath of the Righteous - Undiversified (WW_Undiversified) OR Undiversified - DangerGnomes (WW_Undiversified_DangerGnomes)
    6. Wokeless Wrath of the Righteous - Race and Gender Distribution (WW_RaceGenderDist)
    7. Wokeless Wrath of the Righteous - Male Encyclopedia Pronouns (WW_EncycloPronouns)
    If you do decide to download other Wokeless Wrath mods, extract their RARs TO THE SAME FOLDER (allowing the 'install_WW_mods.bat' and 'install_WW_mods.ps1' files to be overwritten) so that you end up with a folder containing the following:
    1. install_WW_mods.bat
    2. install_WW_mods.ps1
    3. a copy of each of the Wokeless Wrath ZIP mod archives from the mod RAR files you downloaded (i.e. ANY COMBINATION OF THE FIVE)
    4. a copy of each of the Wokeless Wrath ReadMe documents, depending on what RARs you downloaded and extracted.
  4. The reason for the above step is that the 'install_WW_mods.bat' and 'install_WW_mods.ps1' files were coded in such a way that a single execution of the BAT file will install ALL Wokeless Wrath mod ZIP archives that they find in the same folder as them. It is noted that this step isn't strictly necessary... it's just a time-saving measure. Each mod can also be installed independently by running the 'install_WW_mods.bat' file in the folder with a mod ZIP archive even after other WW mods have been previously installed.
  5. Run the 'install_WW_mods.bat' file and follow the prompts. The files have been generated in such a way that if you select a wrong directory for either the Wrath '<user>\AppData\LocalLow' directory or the 'Main Game Install' directory, the installation won't proceed.
  6. Click through all prompts and window pop-ups, noting the progress and success (or failure) of the installation. The scripts will also generate a LOG file in the folder.
  7. Hopefully all messages indicate success of the mod(s) installation... enjoy!
THERE ARE NO SUSPICIOUS-LOOKING EXEs FOR MAIN GAME FILE PATCHING ANY MORE


Uninstallation
  1. To uninstall the mod, simply follow the following steps:
    1. remove the "WW_<modName>" entry in the "EnabledModifications" line of the 'OwlcatModificationManagerSettings.json'
    2. delete the 'WW_<modName>' folder within the Modifications folder
  2. If the mod you are trying to uninstall had an audio component (WW_Anevian or WW_Seelie), the following additional steps are required:
    1. For 'WW_Anevian'
      1. delete the installed BNK files (Anevian.bnk and AnevSeel.bnk) from the main game 'Wrath_Data/StreamingAssets/Audio/GeneratedSoundBanks/Windows' folder.
      2. if you are removing WW_Anevian but keeping WW_Seelie, you will need to re-install 'WW_Seelie' to ensure that the correct version of AnevSeel.bnk is placed back in the main game audio folder.
      3. Open the Sound.json file in the main game Localization folder and perform a 'Find and Replace' function, searching for all instances of "_Anevian" and replacing them with "" (nothing). This will restore the default Anevia sound files to their vanilla state, but keep any other edits to the Sound.json file (i.e. WW_Seelie edits).
    2. For 'WW_Seelie'

      1. delete the installed BNK files (Seelie.bnk, SeelieBanter.bnk, CMP_Seelie_GVR_ENG.bnk, and AnevSeel.bnk) from the main game 'Wrath_Data/StreamingAssets/Audio/GeneratedSoundBanks/Windows' folder.
      2. if you are removing WW_Seelie but keeping WW_Anevian, you will need to re-install 'WW_Anevian' to ensure that the correct version of AnevSeel.bnk is placed back in the main game audio folder.
      3. Open the Sound.json file in the main game Localization folder and perform a 'Find and Replace' function, searching for all instances of "_Seelie" and replacing them with "" (nothing). This will restore the default Seelah sound files to their vanilla state, but keep any other edits to the Sound.json file (i.e. WW_Anevian edits).


Reporting Bugs

To report any bugs, please submit a post in the Mod Support section and mention my username.



Credits

Last edited by loregamer on May 3rd, 2026, 00:56, edited 88 times in total.
Reason: Add ModHQ downloads
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Post by Oyster Sauce »

Screenshots of changes would be appreciated
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Post by orinEsque »

@Dunadan Very well done! And Congratz on this huge undertaking.
Now some before and after pictures would be much appreciated <3
Huge thanks! I can finally play this game now!
Last edited by orinEsque on May 9th, 2024, 14:19, edited 2 times in total.
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Post by Crusaderknight20 »

Congrats!
Out of the darkness of my life, so much frustrated, I put before you the one great thing to love on earth: the Blessed Sacrament. There you will find romance, glory, honour, fidelity, and the true way of all your loves on earth, and more than that: Death.
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Post by Acrux »

This is a great start, thank you! You have your hands full trying to unDEI Paizo's world.
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Post by Roguey »

This mod was created for those that wish to see a more traditional representation of a fictional, high fantasy world that is ostensibly supposed to be 'medieval' in terms of culture and technology. In the past, this has been represented in its most common form as being deeply rooted in medieval Europe and its cultures.
You can remove all the ******* and blacks that you want, but this isn't Golarion. It was a futuristic world that underwent an apocalypse. You can explore the high-tech ruins of the bygone world in the game itself and meet one of the survivors of the previous era.
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Post by rusty_shackleford »

Roguey wrote: ↑ May 8th, 2024, 21:36
This mod was created for those that wish to see a more traditional representation of a fictional, high fantasy world that is ostensibly supposed to be 'medieval' in terms of culture and technology. In the past, this has been represented in its most common form as being deeply rooted in medieval Europe and its cultures.
You can remove all the ******* and blacks that you want, but this isn't Golarion. It was a futuristic world that underwent an apocalypse. You can explore the high-tech ruins of the bygone world in the game itself and meet one of the survivors of the previous era.
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Post by gerey »

Is it even humanly possible to unwoke this game?
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Post by Dunadan »

Roguey wrote: ↑ May 8th, 2024, 21:36
You can remove all the ******* and blacks that you want, but this isn't Golarion. It was a futuristic world that underwent an apocalypse. You can explore the high-tech ruins of the bygone world in the game itself and meet one of the survivors of the previous era.
I've always thought this was a rather stupid take. The only way racially disparate individuals will exist in a non-segregationist society is if the different races only came together from their respective ethnic homelands in recent history. Otherwise, it would only take a few generations before all the people of the society would become homogeneous through intermarriage.

In the case of Golarion, this 'apocalypse' (Earthfall) happened more than 9000 years before the current day in the world lore. Any traces of different races coexisting in advanced civilizations before the downfall would have LONG, LONG ago been wiped out by interbreeding. It's nonsensical to think otherwise.

The only other way racially disparate individuals can be explained rationally in such a world is if the societies are NOT non-segregationist and enclaves of racially similar people were racist towards one another and only bred with other people like them.
Last edited by Dunadan on May 9th, 2024, 00:01, edited 1 time in total.
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Post by Dunadan »

gerey wrote: ↑ May 8th, 2024, 22:52
Is it even humanly possible to unwoke this game?
I'm not sure :) But I'm willing to give it a try. I'm 100% certain not everything got caught because I have never played through the whole game... I stopped to do the work I've done after the Prologue. I plan to take many notes during a playthrough and will endeavour to make necessary updates as I go. I hope others that play heed my request to post things they find here as well to help compile a list of things to work on.
Last edited by Dunadan on May 9th, 2024, 00:03, edited 1 time in total.
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Post by Roguey »

Dunadan wrote: ↑ May 9th, 2024, 00:00
I've always thought this was a rather stupid take. The only way racially disparate individuals will exist in a non-segregationist society is if the different races only came together from their respective ethnic homelands in recent history. Otherwise, it would only take a few generations before all the people of the society would become homogeneous through intermarriage.
America's been non-segregationist for 60 years and different races still exist and will continue to exist for quite a while.

South of the border, you have all sorts of castizos and mestizos, they didn't become one race despite all that Spanish/Portuguese breeding.
The only other way racially disparate individuals can be explained rationally in such a world is if the societies are NOT non-segregationist and enclaves of racially similar people were racist towards one another and only bred with other people like them.
Romantic preferences are not racist.
Last edited by Roguey on May 9th, 2024, 01:00, edited 1 time in total.
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Post by Oldtimer »

Well done - now, I haven't gotten to that game in particular yet, but if the changes made in the mod is an indication, I haven't missed much... However, being pretty fresh out of Rogue Trader, Owlcat's latest game, I might give both the game and the mod a try.
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Post by loregamer »

Legendary release, thanks dude. :bounce:

My friend bought me this game for my birthday and I've been stalling until this was done. Now I don't have to feel bad about not playing it :Inspector:
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Post by Dunadan »

Roguey wrote: ↑ May 9th, 2024, 00:59

America's been non-segregationist for 60 years and different races still exist and will continue to exist for quite a while.

South of the border, you have all sorts of castizos and mestizos, they didn't become one race despite all that Spanish/Portuguese breeding.
Are you seriously trying to equate 60 years and 500 years with over 9000? You're arguing my case for me that this is a stupid take.
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Post by Acrux »

Dunadan wrote: ↑ May 9th, 2024, 00:00
Roguey wrote: ↑ May 8th, 2024, 21:36
You can remove all the ******* and blacks that you want, but this isn't Golarion. It was a futuristic world that underwent an apocalypse. You can explore the high-tech ruins of the bygone world in the game itself and meet one of the survivors of the previous era.
I've always thought this was a rather stupid take.
Nice! You know, you can respond to all of roguey's posts with that sentence.
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Post by anonusername »

Roguey wrote: ↑ May 9th, 2024, 00:59
Dunadan wrote: ↑ May 9th, 2024, 00:00
I've always thought this was a rather stupid take. The only way racially disparate individuals will exist in a non-segregationist society is if the different races only came together from their respective ethnic homelands in recent history. Otherwise, it would only take a few generations before all the people of the society would become homogeneous through intermarriage.
America's been non-segregationist for 60 years and different races still exist and will continue to exist for quite a while.

South of the border, you have all sorts of castizos and mestizos, they didn't become one race despite all that Spanish/Portuguese breeding.
The only other way racially disparate individuals can be explained rationally in such a world is if the societies are NOT non-segregationist and enclaves of racially similar people were racist towards one another and only bred with other people like them.
Romantic preferences are not racist.
Romantic preferences along racial lines are racist by definition. Your issue is that you are stuck in the "muh racism bad" mindset. There's nothing inherently wrong with discrimination or stereotypes.
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Post by Rand »

Dunadan wrote: ↑ May 9th, 2024, 03:11
Roguey wrote: ↑ May 9th, 2024, 00:59

America's been non-segregationist for 60 years and different races still exist and will continue to exist for quite a while.

South of the border, you have all sorts of castizos and mestizos, they didn't become one race despite all that Spanish/Portuguese breeding.
Are you seriously trying to equate 60 years and 500 years with over 9000? You're arguing my case for me that this is a stupid take.
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You may as well not bother replying to my posts if it's to argue anything except concrete facts or your personal opinion. I still probably won't see it.
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Post by Rand »

anonusername wrote: ↑ May 9th, 2024, 06:05
Romantic preferences along racial lines are racist by definition.
Not by the standard definition of "racism".
Mating outside one's race often creates terrible genetic issues, so it's no wonder evolution is against it.
You may as well not bother replying to my posts if it's to argue anything except concrete facts or your personal opinion. I still probably won't see it.
Reject your retarded-wing political programming and learn to think.
If you can.
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Post by Roguey »

Dunadan wrote: ↑ May 9th, 2024, 03:11
Are you seriously trying to equate 60 years and 500 years with over 9000? You're arguing my case for me that this is a stupid take.
You're the one who said "it would only take a few generations" After 9000 years, who knows? No reliable data to observe such a thing.

I know that Numenera insisted that everyone be some mixed-race shade of brown and that was met by resistance by one of the devs on Torment: Tides of Numenera.
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Post by gastovski »

thanks for the mod. i dont care race colors or cultures that much but lgbt **** was so ******* bad you did awesome job to make them go away.
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Post by gerey »

Roguey wrote: ↑ May 9th, 2024, 11:16
I know that Numenera insisted that everyone be some mixed-race shade of brown and that was met by resistance by one of the devs on Torment: Tides of Numenera.
Aren't they not even humans, but some random other species that evolved into an exact replica of humans after a billion years, right down to having commiefornia shitlib political opinions?
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Post by orinEsque »

I see a game that has an obvious setting where having non whites wouldn't make sense. I see a game where devs made up ******** to shoehorn non whites. I desire a mod that removes such shoehorned elements. I don't see what's there to argue about.
Last edited by orinEsque on May 9th, 2024, 13:21, edited 1 time in total.
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Post by anonusername »

Rand wrote: ↑ May 9th, 2024, 08:37
anonusername wrote: ↑ May 9th, 2024, 06:05
Romantic preferences along racial lines are racist by definition.
Not by the standard definition of "racism".
Mating outside one's race often creates terrible genetic issues, so it's no wonder evolution is against it.
Just because racial discrimination is rational doesn't make it not racist.
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Post by Rand »

orinEsque wrote: ↑ May 9th, 2024, 13:21
I see a game that has an obvious setting where having non whites wouldn't make sense.
As with the crusades and the reconquista and the golden horde and the Ottoman invasion of Anatolia in the real world, some non-whites make sense, in some areas.
But strangely copious random nativized blacks (and orientals, but let's face it, it's the blacks that are mainly pushed) in all of the medieval white nations DOES NOT make sense.

Why is it blacks? Because they stand out the most, so the self-negating race-worship of the woke white race communist ******* (and the race narcissism of the blacks) is at the highest level.
Last edited by Rand on May 9th, 2024, 15:56, edited 4 times in total.
You may as well not bother replying to my posts if it's to argue anything except concrete facts or your personal opinion. I still probably won't see it.
Reject your retarded-wing political programming and learn to think.
If you can.
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Post by orinEsque »

Rand wrote: ↑ May 9th, 2024, 15:51
orinEsque wrote: ↑ May 9th, 2024, 13:21
I see a game that has an obvious setting where having non whites wouldn't make sense.
As with the crusades and the reconquista and the golden horde and the Ottoman invasion of Anatolia in the real world, some non-whites make sense, in some areas.
But strangely copious random nativized blacks (and orientals, but let's face it, it's the blacks that are mainly pushed) in all of the medieval white nations DOES NOT make sense.

Why is it blacks? Because they stand out the most, so the self-negating race-worship of the woke white race communist ******* (and the race narcissism of the blacks) is at the highest level.
I agree, 1 or 2 ambitious merchants from black nations would make sense. As would middle eastern skin tones. But as with BG3 act 3, pathfinder crowds are almost entirely black. I said this somewhere before, I'm not here for white supremacist story telling but non-woke story telling.
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Nooneatall
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Post by Nooneatall »

orinEsque wrote: ↑ May 9th, 2024, 16:33
Rand wrote: ↑ May 9th, 2024, 15:51
orinEsque wrote: ↑ May 9th, 2024, 13:21
I see a game that has an obvious setting where having non whites wouldn't make sense.
As with the crusades and the reconquista and the golden horde and the Ottoman invasion of Anatolia in the real world, some non-whites make sense, in some areas.
But strangely copious random nativized blacks (and orientals, but let's face it, it's the blacks that are mainly pushed) in all of the medieval white nations DOES NOT make sense.

Why is it blacks? Because they stand out the most, so the self-negating race-worship of the woke white race communist ******* (and the race narcissism of the blacks) is at the highest level.
I agree, 1 or 2 ambitious merchants from black nations would make sense. As would middle eastern skin tones. But as with BG3 act 3, pathfinder crowds are almost entirely black. I said this somewhere before, I'm not here for white supremacist story telling but non-woke story telling.
I'm here for the white supremacy but I'll settle for not woke if I have to
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Post by Silver »

Terribly happy to see 1.0 release! Congratulations, Dunadan!
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Post by SoLong »

Sosiel was, in my opinion, probably the least obnoxious gay video game character I've ever seen.

The rest of the game is obnoxious in many areas but I just wanted to put this on record.

Also, great job! You clearly went to a LOT of effort designing this mod.

Edit: Wow, the character models are excellent. Are they custom made or did you use the character creator as a jumping off point?
Last edited by SoLong on May 9th, 2024, 17:19, edited 1 time in total.
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Post by Rand »

SoLong wrote: ↑ May 9th, 2024, 17:17
Sosiel was, in my opinion, probably the least obnoxious gay video game character I've ever seen.
Wasn't his mopey gay-***** whininess annoying?
You may as well not bother replying to my posts if it's to argue anything except concrete facts or your personal opinion. I still probably won't see it.
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Post by Dunadan »

SoLong wrote: ↑ May 9th, 2024, 17:17
Sosiel was, in my opinion, probably the least obnoxious gay video game character I've ever seen.

The rest of the game is obnoxious in many areas but I just wanted to put this on record.
Noted. I only got as far as the Prologue before deciding to make this mod so I haven't had the 'Sosiel experience' yet. As for whether he's obnoxious or not, it's really too bad... this is a perfect example of having too much of something in the name of 'good'. Had Sosiel been a diamond in the rough and well presented as a homosexual character, that'd be great! But my problem is the fact that LGBTQ2SIA+ stuff is so shoehorned and all modern media is so oversaturated with it that I just want ONE THING that doesn't have any of it. Enough is enough. We get it: gay people exist. I don't have a problem with them. But I also don't need to be constantly and forever reminded that they exist in all the media I consume, thanks.
Also, great job! You clearly went to a LOT of effort designing this mod.

Edit: Wow, the character models are excellent. Are they custom made or did you use the character creator as a jumping off point?
No custom models, game puts the models together on a modular basis by default... all I had to do was edit the character files to display different body parts (head, hair etc) and set a different colour to them.

If you're going to play and use this mod... I can't say this enough: PLEASE make note of things missed that should be changed, because there will be A LOT of them. Like I said, I only made it as far as the end of the Prologue before creating this mod, so I'm sure there's a ton of stuff that I missed just because I'm not yet aware of it from not having done a single full playthrough myself.