AGOT: The Long Night+
A fork of AGOT: The Long Night (via the 1.19 port, The Long Night Resurrected) that goes far beyond a simple update: a full lore-first rework of the invasion, plus a pile of brand-new systems — wights, the cinematic fall of the Wall, a Night King who leads from the front, fleeing lords, and an entire post-invasion Aftermath where the realm decides the fate of a scoured North.
The Others invade — but this time, the dead stay dead… until they rise again.
Requires only: A Game of Thrones.
Do NOT run together with AGOT: The Long Night (Resurrected) or the original The Long Night — this mod replaces them entirely.
This is a fresh 1.0. The core invasion loop is tested; the new Aftermath systems are hot off the press and looking for brave testers. Please report anything weird in the comments (with your error.log if possible).
- The Others are now a small elite of White Walkers — high prowess commanders leading an undead horde.
- Everyone they conquer rises as a wight: a shambling, rotting, temporary corpse. Wights are mindless (no activities, no schemes, no regencies), can’t have children, and all collapse when the Long Night ends.
- Full undead visuals: rotten ice-blue skin, gore variants, glowing blue eyes, undead idle poses, stripped clothing.
- A player raised as a wight gets a proper game-over / play-as-heir screen.
When the dead come for the Night’s Watch, the Wall collapses on screen — full cinematic: animation, camera pan, synced music. The breach is permanent.
- The Night King leads his armies in person and can no longer die to a random siege event. He falls in battle, in a duel, or at the executioner’s block — nothing less.
- Command aura, deeper White Walker bench, buffed undead men-at-arms.
- Casus belli tier game rule: the dead declare on kingdoms (default) or empires.
Landed lords in the path of the dead can abandon their seat and flee south as landless adventurers — with an escort, a war chest and a grudge. Courtiers slip away to southern courts. The brave stay, and fall.
Great houses (dynasty splendor 3+) can call the realm to war against the dead. If the Iron Throne stands, the King leads the war himself.
- Scoured North: the lands of the dead are left in ruins and wilderness.
- The Question of the North: the Crown must choose — restore the Night’s Watch, or let the Free Folk settle the Gift. Mutually exclusive, permanent consequences.
- Wildling waves: tribal clans progressively colonize the Wall and the Gifts. The realm becomes "the Giftlands".
- Sell colonization rights to Essos: gold for the Crown, essosi lords on the eastern coast, furious northern vassals.
- Return North: refugees who fled the dead can travel the kingsroad home and reclaim their ancestral seat.
- CK3 1.19.x, AGOT required (only dependency).
- Overrides several AGOT scripted triggers/effects and the animations file — submods touching the Long Night, the Wall or idle animations may conflict.
- Start a new game and reset game rules to default.
- The original AGOT: The Long Night team — the invasion framework, the Others, the Wall assets this mod builds on.
- The Long Night (Resurrected) — the working 1.19 port used as the base of this fork.
- The CK3 AGOT team — the total conversion this all lives in, including the colonization and ruins systems the Aftermath reuses.
- Elder Kings 2 team — the draugr skin gene and decals, ported as the wight skin.
