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Use this mod instead: Knight Manager Continued
Together with this Multiplayer Addon: Knight Manager Continued (MP)
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.
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.
(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
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...
The modification applies to file translations:
– english/knight_manager_mod_l_english.yml
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.
Thanks "Lord DGP" for updating the code.
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.
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!
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.
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.
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.
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.
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...
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.
Will upload a fix for it.
Don't enable this mutliplayer version with the original knight manager. They are both independend and incompatible to each other.
The menù does not even appear, can i help you to figure out what is wrong?
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 :)
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.