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Morven's Mods Compatch
Updated for v1.8.*. No changes.
Thanks!
Updated for v1.7. Vanilla changed to Chaplin conversion task incorporated into the mod.
Updated for Fate of Iberia v1.6. New vanilla struggle modifiers incorporated.
Usually its the last error in the error log before a crash that is the cause, the error log entries before that, while helpful, can often be superfluous.
Not 100% sure its caused by this mod but the after crash the error log is usually full of errors from this mod. Something about failing to fetch a valid culture.
I had to make a choice, and laziness won. Sorry!
I deleted my comment before I saw that you answered because I regretted writing about that here (btw about having a save just have a feast and see your married kids stay in your court after, its a known bug in their forums and still wasn't fixed in last patch).
Anyway thanks a lot for your update!
I'll try to look into what you suggested.
Don't do it on your main save (or make sure you keep a save to revert to) because it will mess other things up and cause guests to leave who shouldn't, but it's a way of testing it to see if that is causing the problem; the idea being that because they are unlanded they are being treated as guests at the feast court and getting stuck there because they get trapped in the guest leaving logic. If that is the cause I have some code ideas that could fix it.
Updated for compatibility with the new More Game Rules (MGR) mod. If you have an existing MGR save that you began before today, then in the console run:
event activate_mgr.0001
Note you do not need to do this for any new MGR campaign that you have started from today (24/2/2022) onwards, only for existing saves begun before Neutrino and I added a new mgr_is_active global variable to make our mods compatible, new campaigns will have the global variable set on_game_start by MGR.
Guide on how to open and use the console (start the game in debug_mode and open with ~ key):
https://ck3.paradoxwikis.com/Console_commands
https://i.imgur.com/0h1Ekd9.jpg
@Royal Raven
I can confirm it's working in v1.5.0.2. Here's two side by side provinces, one with the Locals Pacified modifier from a defeated peasant revolt, one without; the modifier is being applied to the culture conversion task and halves the conversion time:
https://i.imgur.com/gDo9rvo.jpg
I'll have a close look in my current campaign. Paradox reworked the code for council tasks in v1.5 and moved half the task code to another place in the files. From the comments on the forums and my experience council tasks have been buggy since. Sometimes it can be hard to tell in the tooltip when this modifier is being applied other than comparing before and after or between neighbouring provinces with and without the 'Locals Pacified' county modifier. I'll look into it.
@Wolfskrieg
Yes it will prevent achievements, I think in general all gameplay mods do.
Updated for Royal Court/Fleur-de-lis.
I haven't been able to playtest the update properly, let me know if it works as it should post-peasant rebellion, or post-crusade with Fervour Inversion active.
I'm not sure why the code is causing the problems, as I wrote before I suspect it's because the has_game_rule check isn't coming back as false in v1.4 when a game rule is undefined, which affects the way I made the mod compatible with MGR. Some people on MGR's page are reporting problems with MGR's conversion task modifiers so I'll see what he produces in his next update and whether I can incorporate a fix back into the mod to make them compatible again in the future.
More Game Rules compatibility removed as bugfix. Can still use the mod with MGR, however the MGR game rules for faith and culture conversion speed modifiers will not be effected. Vanilla conversion speed game rules will work as normal.
@Element
@HawaiianBuffaloCollector
I've updated the mod to remove the code referring to MGR. I can't see anything wrong with the code or why it's causing the bug, but it is. Hopefully it will work in a new version of vanilla or a fix can be found in the future.
Can you test your saves with the new v1.9 version of the mod I've now uploaded and see if it fixes the problem.