Crusader Kings III

Crusader Kings III

Knight Manager (MP) (Discontinued)
68 Comments
Torres 15 Nov, 2023 @ 11:11am 
Ohh okay, thank you! I'll check that
Serp  [author] 15 Nov, 2023 @ 9:24am 
No longer maintained!
Use this mod instead: Knight Manager Continued
Together with this Multiplayer Addon: Knight Manager Continued (MP)
Serp  [author] 15 Nov, 2023 @ 8:12am 
@Torres:
if the UI of knightmanager changed, it needs an update. If the UI is still the same and no new kind of people can be knights, no update should be needed.
Torres 15 Nov, 2023 @ 8:01am 
Hi, does this mod need an update? Or does it work as is with version 1.11?
Serp  [author] 26 Aug, 2023 @ 10:22am 
@Agami:
Yes I know, but last time I checked copying character flags does not work on several other cases (eg. when changing character via menu). So I considered it easier to simply say "whenever you change character, you have to redo the settings" than to make an incomplete list of some actions one has to redo the settings.
I really cant believe this game still has no proper way to store client gamesettings, terrible modsupport...
Feel free to use my code of this. I can not speak for the other authors.
Agami 22 Aug, 2023 @ 7:55am 
Hey, Serp. May I integrate this mod into mine? I'll credit you, Lrds and Lord DGP.
(I'm making a mod for blind players, this manager is really helpful to reduce the micro)

Btw, you can copy character flags on death, so the settings would be saved on succession. Like this:
https://pastebin.com/LPrPjeH1
Fizbun 29 Jun, 2023 @ 9:21am 
@Serp: there is the gamerule gadget that allows to change game rules imo.
Serp  [author] 29 Jun, 2023 @ 6:13am 
@Fizbun: even if possible as gamerule, it would be a more heavier change and existting users get confused. And as far as I remeber you can only change a gamerule when starting a new game, so it wont work for savegames and you cant change it if you forgot it or changed a singpleplayer game into multiplayer or other way round...
Fizbun 29 Jun, 2023 @ 6:07am 
@Serp: could it not just be a gamerule for KMC to enable SP or MP
Serp  [author] 27 Jun, 2023 @ 10:37am 
@Fizbun: I will ask "Lord DGP" how we could do this best.
Most likely I would make the MP version dependent on that mod... not sure if this will be properly displayed for all users so they dont get confused if mod stops working alone...
Fizbun 27 Jun, 2023 @ 10:25am 
Could this use the same UI as Knight Manager Continued?
Igams 14 May, 2023 @ 1:28pm 
Thanks for the update! So annoying playing without this mod.
thefinn88 14 May, 2023 @ 12:16pm 
Great mod, thanks for the update.
Pazerna Łasica 14 May, 2023 @ 5:18am 
I would like to propose the installation of a Polish translation for the Knight Manager (MP) modification that is part of the translation package Pakiet Spolszczeń Modów .

The modification applies to file translations:
– english/knight_manager_mod_l_english.yml
MrPeters 12 May, 2023 @ 2:55pm 
Yeah, it's so weird that such a simple aspect for minor automation isn't implemented.
12 May, 2023 @ 11:22am 
It's mind-boggling that the CK3 developers didn't include a Knight Manager in their recent DLC, like this one. It would have been much easier to find and stop your councilors from getting killed.

They've had ample time to create DLC, but they haven't addressed the minor details that need attention.

Modders fix their issues, but CK3 devs don't use or adapt their mods to solve the problem. It's such a letdown! Paradox Studio should stop swindling people and releasing half-baked DLCs.
Serp  [author] 12 May, 2023 @ 10:45am 
- updated for game version 1.9.* . Let me know if everything works, cause I don't own the DLCs so hard to test.
Thanks "Lord DGP" for updating the code.
thefinn88 12 May, 2023 @ 7:38am 
Yeah it's definitely broken now :)
Thoth 12 May, 2023 @ 6:00am 
it needs update :)
MrPeters 10 Mar, 2023 @ 7:29am 
Aah, that's a bummer. Kudos to you for doing the work, though. Hopefully they'll meet you half-way and make it fully compatible ^^
Serp  [author] 10 Mar, 2023 @ 6:17am 
@MrPeters: I don't know EK2, so may be more incompatibility than UI, yes.
Unified UI did ask the original Knight Manager mod to add some compatibility code, but Lrds did not add it yet. So I added it instead to this mutliplayer version, but I think Unified UI mod does not consider this MP version important enough to support it, at least they never replied or added it yet.
MrPeters 8 Mar, 2023 @ 4:33am 
Knights disappeared even with all boxes ticked, so not entirely sure if there's another aspect of the knights in EK2 that causes them to be filtered. I'll give the Unified UI project a go, assuming it's compatible with EK2 ^^

A friend who I was playing with did not experience the same thing with his knights, but we were quite early in the game so might've been something that became more prominent if the game continued.

Cheers!
Serp  [author] 7 Mar, 2023 @ 11:26pm 
if I understood the "Unified UI" project correct, they should be able to make them compatible, if it is only a UI incompatibility (and not major changes to the knight system)
MrPeters 7 Mar, 2023 @ 5:59pm 
Seems to be incompatible with Elder Kings 2, unfortunately. Love the concept of it, though.
Serp  [author] 4 Mar, 2023 @ 11:32am 
@Faustro09: If something is broken, I might try it. But most likely it should still work fine, doesn't it?
Faustro09 4 Mar, 2023 @ 5:28am 
Please, can you update this mod?
Serp  [author] 13 Oct, 2022 @ 1:49am 
@santaxkillerxx:
Are you able to reproduce the crash when loading the game alone?
If so, please send me the savegame and tell me how to reproduce the crash (and tell me what mods are installed in which order). And/Or send me the logfile shortly after the crash.
santaxkillerxx 12 Oct, 2022 @ 9:04pm 
having issues with this mod my friend and i are playing i keep crashing as host we have been playing 100 years and i just started to crash
Kralovsky 14 Aug, 2022 @ 11:40am 
@–Phase– Thanks, thought I was going nuts
Serp  [author] 27 Jul, 2022 @ 8:58am 
@King:
I'm no expert, but I think mods are unable to change what is checked and what not (default/forced,forbid), therefore Lrds implemented this workaround to remove the people completely from knight-window (by editing can_be_knight_trigger).

You can open game/gui/window_knights.gui from original game and search for "IsKnightDisallowed" there you will see the code for the three options. I think "down" means that it is checked. But this gui code is only checking variables defined elsewhere, eg. Character.IsKnightDisallowed. So we need to change this variable somehow.
But there are gui functions we could call, eg. MilitaryView.SetKnightDisallowed( Character.Self ). If you succeed to call this function for every knight somehow, then this should result in what you want.

You don't need anything from the knight manager Mod. But maybe we would need some compatibility lines, if you want them be compatible, but we can disucess this if you succeed.
King 27 Jul, 2022 @ 6:01am 
Hi I wnat to make a simple mod based on your concept. I want to make that by default all characters are in the "forbid" state as knights so I must manually alow them to be knigths, can you please tell me in which folder should I work.
–Phase– 8 Jul, 2022 @ 11:47pm 
Note for anyone using UnifiedUI: this mod isn't compatible with it and so it doesn't show up unless you put it below UniUI in the load order. I was trying to figure out why the knight manager window wasn't appearing and doing that fixed it. I hope the mod author adds a note about this in the description
Lucas182 9 Jun, 2022 @ 5:26pm 
works fine in my SP game. even before the version change on the descriptor.
CritX' octomen 9 Jun, 2022 @ 2:12pm 
Tomorrow me and my friend could test other mods that are not compatible with the current version. If we can provide you with anything else, that helps you let me know.
We are new to the mod. My friend was using Knight Manager in singleplayer and wanted to use it in multiplayer as well. So we saw your multiplayer version and gave it a shot even though it's not updated. But so far nobody else had complaint in the comments.
Thanks for looking into it and updating the mod.
Serp  [author] 9 Jun, 2022 @ 11:16am 
@CritX' octomen:
no clue, would be god if one could do more testing.
- Eg. do other mods (with not updated version number) do cause the same issue?
- Did my mod work for you before game version 1.6? Or are you new to it?

I'm no expert, but I think if the mod would be incompatible to the current game version, it would simply stop working in general. Not prevent joining in multiplayer.

But I will still look into the gmae/mod files and update the mods version. Don't know if ti will be today or in the next days.
CritX' octomen 9 Jun, 2022 @ 4:24am 
So me and my friend have a problem with this mod. If I try to join my friend the game tells me "Could not find the Game you were attempting to join" and "Host is running different mods from yours" Do you know any other solutions other than the one you already provided or could this be a compatibility issue ?
Dragon8lade 8 Jun, 2022 @ 9:06am 
alright thanks
Serp  [author] 8 Jun, 2022 @ 9:05am 
@Dragon8lade:
I don't think it is related to this mod, most likely it is a general problem with mods and multiplayer.
I had the same problem with any mods when I first tried multiplayer. I think the solution was to always restart steam after subscribing to a new mod, only then it is properly downloaded.
But I can not guarantee that this is the final solution, this checksum stuff and not being able to join although the checksum is the same is very buggy...
Dragon8lade 8 Jun, 2022 @ 8:19am 
I could be doing something wrong but my friend can't join with this mod on, if we remove the mod he can join
Serp  [author] 8 Jun, 2022 @ 8:15am 
@Dragon8lade:
Is there something that needs a fix? Isn't it working? Or what should be updated?

I know the game is complaining about the version number, but beside that it still should work fine. If not, let me know what is needed.
Dragon8lade 8 Jun, 2022 @ 3:39am 
update please!
Facteur_Rhesus 13 May, 2022 @ 11:27am 
Thanks for the fix, Very usefull mod ;)
Serp  [author] 13 May, 2022 @ 3:53am 
thank you for testing. Was not easy to find the error in the french localisation by only comparing the files , the problem was "knight_manager_mod_dynasty_label :" instead of "knight_manager_mod_dynasty_label:" so a simply space...

Will upload a fix for it.
Facteur_Rhesus 12 May, 2022 @ 12:10pm 
Thank you for your answer, i just test with just Knight manager MP. And it don't work. text it like this : knight_manager_mod ...
Serp  [author] 12 May, 2022 @ 10:28am 
both, please test this mod alone, you will most likely notice that it works fine (can not judge the french localization for sure). So most likely it is a mod conflict on your side.

Don't enable this mutliplayer version with the original knight manager. They are both independend and incompatible to each other.
Facteur_Rhesus 10 May, 2022 @ 5:16am 
Hi it seam the french localization don't work.
Droghyz 10 May, 2022 @ 3:04am 
just tryed the mod with royal court, but it seems it does not work.
The menù does not even appear, can i help you to figure out what is wrong?
binbanjin 11 Feb, 2022 @ 9:58pm 
감사합니다. 매우 좋네요.
-=GoW=-Dennis 11 Feb, 2022 @ 9:37pm 
Seems to work all well without this mod. Interestingly, only such portraits are not brightened that are commoners, not lords of any type. Everywhere else in the game, all of them get brightened though. Also doesn't make a difference which of the six mods brightening portraits I use.

Given I don't look into that menu too often anyway, it's a not a big issue. Just thought you may had a quick idea what could be wrong :)
Serp  [author] 11 Feb, 2022 @ 2:00pm 
@Dennis:
I think all that matters is the "window_knights.gui" file this mod overwrites. If brighter portraits also overwrites this file, there will be problems. But if not, then there should be no problems.
So maybe test it without knight maanager and maybe notice that brghter portraits does not work at all at the knight-screen, even without this mod? Then this would be sth you need to ask the other author.