Crusader Kings III

Crusader Kings III

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Lifestyle XP from Skills update
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20 Oct, 2023 @ 8:47pm
22 Oct, 2023 @ 12:52am
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Lifestyle XP from Skills update

Description
This is an updated version of Lemur's Lifestyle XP from Skills mod. It works exactly like the original mod with some minor code changes for optimization, 5 star educations and other lifestyle mod support.

Current Mod Support:
Askil's More Lifestyles
buddykenner's Reperk and other similar mods

More Lifestyles:
Prowess lifestyle of course uses prowess.
The leadership lifestyle will take Diplomacy, Stewardship and Learning then divide it by 3.

Reperk and others:
There is now a setting in the games setting that will allow you to enable or disable the passive exp once you have fully completed each of the 3 lifestyle trees in a single lifestyle. This does include the lifestyle trees from More Lifestyles currently, so you will gain upspendable perk points if the mod doesn't have anything to spend them on for those lifestyles like Reperk. By default this setting is set to Disabled.
Please note that if you have a mod that completely changes the capstone traits from the lifestyle trees, moves them around or you give yourself those in character creation this will affect the mod as it currently is looking for those capstone traits to determine if it should disable the exp or not. I plan on going with a perk count eventually once I find the code for it.

I will be happy to include more mod support over time as I get around to it, becomes requested or as I start using those mods myself.

Should the original mod author wish for me to take this down I will do so. I am only putting this up as they seem to no longer be supporting/updating their mod so this is an updated version for people who want to it.

Please note that the AI has a cooldown period for purchasing perks in the base game that is roughly 1 year.
19 Comments
ADRlAN1988 7 Nov, 2024 @ 12:38am 
Could you add the new Wanderringg Lifestyle...
太易 1 Nov, 2024 @ 6:23am 
who can update this mod,my god
AnotherEve 2 Oct, 2024 @ 8:58am 
seems there is something wrong with the code limit = { has_trait = intellect }
AnotherEve 2 Oct, 2024 @ 8:57am 
[23:51:48][E][jomini_script_system.cpp:284]: Script system error!
Error: has_trait trigger [ trait was null ]
Script location: file: events/lifestyle_experience.txt line: 97 (lifestyle_experience_xp.001:immediate:value)

set_variable = {
name = lsxp_general_multiplier
value = {
value = 1
if = {
limit = { has_trait = intellect }
if = {
limit = { has_trait = intellect_bad_1 }
add = -0.1
}
else_if = {
limit = { has_trait = intellect_bad_2 }
add = -0.2
}
else_if = {
limit = { has_trait = intellect_bad_3 }
add = -0.3
}
else_if = {
limit = { has_trait = intellect_good_1 }
add = 0.1
}
else_if = {
limit = { has_trait = intellect_good_2 }
add = 0.2
}
else_if = {
limit = { has_trait = intellect_good_3 }
add = 0.3
}
}
}
}
fanyogs 1 Oct, 2024 @ 6:52am 
@Argon that is why the original mod tells you to give your heir a county if you can
Argon 24 Aug, 2024 @ 10:09am 
Unfortunately, it doesn't work for heirs.
So after a long life, you take over as ruler a middle-aged idiot who can't even come close to keeping up with the deceased.
It's a real shame, it makes the mod somewhat disappointing.
Kavvan Shrike 24 Mar, 2024 @ 6:13pm 
thanks @Excuse me Sir? I needed to stop my error log spamming this shit
明月太白故李白 20 Feb, 2024 @ 10:20am 
This mod is full of my error, it works, but I need a better update!!!!
Excuse me Sir? 6 Feb, 2024 @ 5:49pm 
[jomini_script_system.cpp:276]: Script system error!
Error: has_trait trigger [ Cannot find intellect in trait database ]
Script location: file: events/lifestyle_experience.txt line: 97

If you want to correct the error, you need to edit "limit = { has_trait = intellect }" at line 97 of the events/lifestyle_experience.txt file.

↓ like this ↓

limit = { OR = {
has_trait = intellect_good
has_trait = intellect_bad }
}