Crusader Kings III

Crusader Kings III

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Unofficial Patch
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36.370 MB
5 Oct, 2022 @ 10:10am
1 Jul @ 12:45pm
100 Change Notes ( view )

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Unofficial Patch

Description
** This mod MUST be the first in your mods list**

If you have other mods, loading this mod MUST BE at the very top

=> Because of the nature of this mod, I have to edit base game file, this is the source of many conflict with other mods editing the same files to add content to the game.
=> By loading this one first you are telling the game engine "this mod has a lesser priority if another one edit the same file".
=> This should resolve compatibility issues, BUT you can encounter bugs that sould be fixed by this.

** IF YOU CRASH OR SEE THAT THE MOD IS FOR ANOTHER VERSION READ THIS **

> There is an issue with Steam sometimes redistributing old version of the mod. I've contacted Steam but they won't do anything to fix this issue.

Here is the workaround that will fix the issue:
1. Unsubscribe
2. Stop Steam
3. Subscribe
4. Start Steam

I know this is a bit annoying. But I can't do anything on my end to fix Steam.


Base Game

Disclaimer: As I didn't update the mod description since 1.9, I'll do it soon (all the things are in the changelog anyway, but I agree, a proper description is nicer)

- The grand wedding issue since 1.9.2 locking you out to perform one is fixed, if you already are affected you'll have to wait 1 year for it to be cleared by the next event checking it.

Brand new things

- Prisonner that die in either dungeon or house arrest now have a title saying they were prisonners
- You now have a notification if a prisonner die in your house of arrest (and it will be said in the description)
- You now have a memory when you divorce
- A notification have been added when you are the liege to a child and their guardian dies (if the guardian is not close familly)

Localizations

- This mod once included other languages, this is not the case anymore and will only fix english version. If you are using another language, you may encounter raw key as I had to add new ones here & there.
- If you want to make a localized version of this mod, feel free to do it. the only thing you have to do is to translate the files in the localization\replace\english folder

For German users, you can use: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3355568022

----

If you want to support my work:

https://ko-fi.com/kazarion
Popular Discussions View All (10)
30
25 Jun @ 1:57am
Fix suggestions
pharaox
69
20 Mar @ 11:12pm
PINNED: Known bugs
Kazarion
9
8 Jun @ 3:34am
Older versions repo?
-sb- zveroboy
906 Comments
ZigingZagers 16 Jul @ 6:16pm 
thereis a bug on my end that as an adventurer visiting special locations dont add up to the creating book achievement, same with Stewardship perk Worldly Knowledge not giving points to followers when visiting said places
-=GoW=-Dennis 16 Jul @ 2:24am 
Another question: Does this fix the Blademaster trait, where you can basically not get any XP in?
IlliaJ 14 Jul @ 3:11am 
I noticed that it's impossible to construct any holding in Desert or Desert Mountains. Is it intended? Tested with just this mod.
Captain Smollett 13 Jul @ 9:01am 
00_alliance.txt line 3621 and below - remove NOT for both tributary and suzerain, it is supposed to let you join defensive wars of your tributary/suzerain (judging by the comment and the tooltip in game) yet the NOT in both prevents that
-=GoW=-Dennis 12 Jul @ 5:15am 
It only happens when you hold a Holy Site.
-=GoW=-Dennis 12 Jul @ 5:14am 
Hello pharaox,
there is a report on this on Paradox forums, but issue hasn't been resolved until today: https://forum.paradoxplaza.com/forum/threads/ck-iii-rite-tenet-does-not-keep-head-of-faith.1544363/

There once was a mod fixing this, but it hasn't been updated and as such I can't use it anymore - someone on Reddit noted this one might already have it included, hence my question. The mod would have been this: https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=2867650485

Given when I last played I regularly interacted with this tenet, it is something that is personally very annoying - but I get if it's not something you want to fix.

If you would look into it, however, do you prefer me to open a Github issue for it or is the info I provided sufficient?
pharaox  [author] 12 Jul @ 1:45am 
@Emperor2000 Regarding the first issue, it looks valid, I opened https://github.com/ProZeratul/CrusaderKings3UnofficialPatch/issues/213 , we'll take a look.
Regarding the second issue, it also looks valid, I opened https://github.com/ProZeratul/CrusaderKings3UnofficialPatch/issues/214 , we'll double-check.
pharaox  [author] 12 Jul @ 1:26am 
@-=GoW=-Dennis Could you link or open a report for this issue (see my previous post)? This mod doesn't change anything related to the Rite tenet. I examined the vanilla code related to keeping the HoF and it looks correct, if there is an issue it's not really obvious.
pharaox  [author] 12 Jul @ 1:16am 
@ZigingZagers I don't think this mod changes the frequency of travel events. Could you clarify what "not happening as much as intended" means, or even better open an issue in GitHub (https://github.com/ProZeratul/CrusaderKings3UnofficialPatch/issues) or with Paradox (https://forum.paradoxplaza.com/forum/forums/crusader-kings-iii-bug-report.1143/) with more details?
We can't fix issues in submods such as RICE, unless somehow caused by vanilla bugs.
-=GoW=-Dennis 11 Jul @ 2:24am 
Does this fix the bug with the rite tenet not keeping head of faith?