Crusader Kings III

Crusader Kings III

Pacification Speeds Conversion
131 Comments
Rhya 14 May @ 11:01pm 
pookie ... please ...
Kaepbora 8 Jan, 2024 @ 8:14am 
Updated this mod to latest patch:
Morven's Mods Compatch
WrenAndPeter 22 Jul, 2023 @ 2:46am 
does this mod need an update?
mmeijler 6 Jun, 2023 @ 11:37pm 
does this need an update?
Royal Raven 29 Apr, 2023 @ 8:32am 
@Augustus Load order does not matter with these. Also they can be removed or added to save game.
Funny Purple Suit Man 29 Apr, 2023 @ 8:28am 
Should this load before or after Fervour Inversion?
Benedicter 17 Feb, 2023 @ 4:15pm 
Hear, hear!
Kaepbora 17 Feb, 2023 @ 1:34pm 
Hail Morven! Our once and future king hath returned
Morven  [author] 17 Feb, 2023 @ 1:29pm 
1.14
Updated for v1.8.*. No changes.
Ri'Zakar 6 Jan, 2023 @ 6:54am 
Yes, it's compatible
PhazezGova 27 Dec, 2022 @ 2:14pm 
compatible with the new update? :)
Kaepbora 24 Dec, 2022 @ 9:42am 
compatible with 1.8.2
luis3007 22 Dec, 2022 @ 11:44am 
Does it work with 1.8.x?
Archie 15 Oct, 2022 @ 2:50am 
This mod makes it impossible to change religion and culture by an adviser for me. Only disable this mod dolved problem.
Cleric_McManus 18 Sep, 2022 @ 7:40am 
Agreed! Thank you very much!
Benedicter 15 Sep, 2022 @ 3:27am 
Investing time and effort to update all of your mods is very appreciated.
Thanks!
Morven  [author] 11 Sep, 2022 @ 11:15pm 
v1.13
Updated for v1.7. Vanilla changed to Chaplin conversion task incorporated into the mod.
Cleric_McManus 10 Sep, 2022 @ 6:25am 
@Morven Will this need an update after Friends & Foes?
Tungsten 9 Sep, 2022 @ 7:46am 
Does this need an update to 1.7? Not sure if it even touches anything this mod does.
Morven  [author] 1 Jul, 2022 @ 6:22pm 
No loc in this mod, it will use the vanilla localisations, German included.
Switching Doom 1 Jul, 2022 @ 12:06pm 
is it translated to German? :steamhappy:
Morven  [author] 29 Jun, 2022 @ 3:40am 
Thanks mate :Hand_Shake:
blazeknave 27 Jun, 2022 @ 7:09pm 
Dude- I really do use all your mods. I'm going through my 200+ playset and tidying things up right now. Taking the time to reread all yours... so much value to the game. Really appreciate you!
Morven  [author] 13 Jun, 2022 @ 6:35am 
:Hand_Shake:
Nazkai 9 Jun, 2022 @ 8:20am 
Thank You For Update! :cozyspaceengineersc:
Morven  [author] 31 May, 2022 @ 6:21pm 
v1.12
Updated for Fate of Iberia v1.6. New vanilla struggle modifiers incorporated.
Morven  [author] 22 Apr, 2022 @ 7:59pm 
Not sure with the big overhaul mods, they may make extensive changes to how council tasks work. This mod has to include the vanilla task script, plus the modded lines, so if the big overhaul mod has to rewrite or replace the conversion tasks, this mod reintroducing the vanilla task script may cause problems.

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.
Masterson 22 Apr, 2022 @ 4:33am 
I take it this is not meant to be used with LOTR overhaul?
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.
Morven  [author] 15 Apr, 2022 @ 5:32am 
Yeah they'd need a patch or for eachothers code to be inserted into eachothers mod. You can open up the mods and do that yourself to make mods compatible, the last auto building mod I looked at making compatible has been abandoned.
Lucky Dan 15 Apr, 2022 @ 3:33am 
FYI: Found an incompatibility with the "Auto Convert Culture/Religion" mods. They haven't notated it in their mod as of yet, but figured you might like to know.

I had to make a choice, and laziness won. Sorry! :steamsad:
Morven  [author] 31 Mar, 2022 @ 6:22pm 
Thanks for letting me know, I must have missed them. The locs were for an event that enabled pre-March saves with the More Game Rules mod active to be able work together with this mod. It's not needed any more now, I'll remove them all.
Lord DGP 31 Mar, 2022 @ 5:26am 
Just a small info that this mod is missing the german localization folder.
Benedicter 24 Feb, 2022 @ 7:41am 
Thanks for your reply!
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.
Morven  [author] 24 Feb, 2022 @ 7:34am 
I don't have a save with stuck feast guests to try things on (or I haven't paid close enough attention to notice). You could try modding the "guest_allowed_to_leave_trigger" which is line 239 in "common\scripted_triggers\00_courtier_guest_management_triggers.txt" by hashing it and replacing it with "always = yes" and let it run for a year and see if they leave and go back home.

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.
Morven  [author] 24 Feb, 2022 @ 1:35am 
v1.11
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
Morven  [author] 22 Feb, 2022 @ 8:43pm 
Compatibility with the new MGR is being worked on, should be up in the next day or two.
r2ws 22 Feb, 2022 @ 5:06pm 
Compatibility with More Game Rules please, I have it and reduced cultural and religious conversion speed to extremely slow, but with this mod on it reverts it back to normal without any populist uprisings
Royal Raven 20 Feb, 2022 @ 7:17am 
Thanks Morven for the confirmation.
Morven  [author] 19 Feb, 2022 @ 11:38pm 
Also working for the convert faith task, see the Locals Pacified modifier that again halves it from 7 years to 3:
https://i.imgur.com/0h1Ekd9.jpg
Morven  [author] 19 Feb, 2022 @ 11:31pm 
@Ural Crusader
@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
Royal Raven 19 Feb, 2022 @ 4:46pm 
So is this one working or should I wait a bit. I was reading some comments below. Of course I use your other mods.
Morven  [author] 16 Feb, 2022 @ 3:30pm 
@Ural Crusade
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.
Ural Crusader 13 Feb, 2022 @ 4:42am 
It seems that the mode doesnt work with fervor inversion, or that's a problem on my end, but I saw no bonus to conversion after peasants got squashed in the province
Morven  [author] 8 Feb, 2022 @ 9:51pm 
v1.10
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.
Ex Ossibus Fumus 18 Nov, 2021 @ 11:03pm 
Sinews of War replaces the pacification file, so it needs a patch for Sinews of War if you'd want both edits.
Element 2 Jul, 2021 @ 1:16am 
Yeah no problem, thanks for the good mods.
Morven  [author] 1 Jul, 2021 @ 8:06pm 
Good stuff, thanks for play testing and reporting the results. Yeah I reverted the game rule modifiers to vanilla for both culture and faith conversion tasks, glad to see that fixed it.

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.
Element 1 Jul, 2021 @ 3:21pm 
I forgot to point out that this was also affecting culture conversion speed, but that was also fixed in the newest version.
Element 1 Jul, 2021 @ 3:19pm 
I did not change the conversion speed from the default. And your newest version seems to have fixed the issue. https://imgur.com/a/0HGTIxd
Morven  [author] 1 Jul, 2021 @ 6:03am 
v1.9
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.