Crusader Kings III

Crusader Kings III

Unofficial Patch
911 Comments
pharaox  [author] 6 minutes ago 
@ZigingZagers I am not able to reproduce this. I tested with the mod but I think it should work with plain vanilla as well. In my quick test, both the "Travels of ..." decision visited PoIs and the skill points of followers were updated correctly when I visited a capital PoI. I also examined the code and see no obvious issues.
Regarding the skill points, their bases are updated, so unless you are checking them right before and after the visit you might not notice the difference. Which skill point exactly is determined by the "court type" if the capital (if the ruler has a royal court), or random otherwise.
pharaox  [author] 33 minutes ago 
@IlliaJ This is a bit complicated, see here: https://github.com/ProZeratul/CrusaderKings3UnofficialPatch/blob/main/common/scripted_triggers/00_building_requirement_triggers.txt#L494
Basically, in 1.13.2, Paradox prevented holding construction in the entire Sahara region if the terrain is Desert or Desert Mountains.
In 8.0.32 (latest version), @Kazarion fixed this, except for provinces that are "corridors", since this was the original intention of the Paradox fix.
So just for these 19 provinces, it is not possible, and this is intended. Anywhere else it should be possible.
pharaox  [author] 46 minutes ago 
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pharaox  [author] 1 hour ago 
@-=GoW=-Dennis Regarding Blademaster, again, is there a report how to reproduce this? I see multiple events adding XP to the trait, e.g. some tournament events, and there seems to be nothing wrong with the trait itself, since I was able to add XP to it via the debug console using the same effect that is used in these events. It could be of course that these events are rare, or buggy, or both, but it's hard to say without more clues what to look for.
pharaox  [author] 2 hours ago 
@-=GoW=-Dennis I am not able to reproduce this issue with the latest vanilla (without any mods). I start in 867 with the Earl of Oriel (holding an Insular holy site), add myself 2000 piety, and then immediately create a new Test faith. After it's created, the Pope is still the HoF, and this is confirmed by the "The Test Schism" event that fires on the next day. Am I missing something?
I tried with a ruler who doesn't hold a holy site with the same result.
I also examined the old fix mod. The code is indeed quite old and I don't have the CK3 base files of that version to compare, but from what I could guess by comparing to newer version files, the fix seems to have been meanwhile adopted in CK3.
If you are able to reproduce the issue in vanilla without any mods, please open an issue with us with the exact steps to reproduce it.
ZigingZagers 16 Jul @ 6:16pm 
thereis a bug on my end that as an adventurer visiting special locations dont add up to the creating book achievement, same with Stewardship perk Worldly Knowledge not giving points to followers when visiting said places
-=GoW=-Dennis 16 Jul @ 2:24am 
Another question: Does this fix the Blademaster trait, where you can basically not get any XP in?
IlliaJ 14 Jul @ 3:11am 
I noticed that it's impossible to construct any holding in Desert or Desert Mountains. Is it intended? Tested with just this mod.
Captain Smollett 13 Jul @ 9:01am 
00_alliance.txt line 3621 and below - remove NOT for both tributary and suzerain, it is supposed to let you join defensive wars of your tributary/suzerain (judging by the comment and the tooltip in game) yet the NOT in both prevents that
-=GoW=-Dennis 12 Jul @ 5:15am 
It only happens when you hold a Holy Site.
-=GoW=-Dennis 12 Jul @ 5:14am 
Hello pharaox,
there is a report on this on Paradox forums, but issue hasn't been resolved until today: https://forum.paradoxplaza.com/forum/threads/ck-iii-rite-tenet-does-not-keep-head-of-faith.1544363/

There once was a mod fixing this, but it hasn't been updated and as such I can't use it anymore - someone on Reddit noted this one might already have it included, hence my question. The mod would have been this: https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=2867650485

Given when I last played I regularly interacted with this tenet, it is something that is personally very annoying - but I get if it's not something you want to fix.

If you would look into it, however, do you prefer me to open a Github issue for it or is the info I provided sufficient?
pharaox  [author] 12 Jul @ 1:45am 
@Emperor2000 Regarding the first issue, it looks valid, I opened https://github.com/ProZeratul/CrusaderKings3UnofficialPatch/issues/213 , we'll take a look.
Regarding the second issue, it also looks valid, I opened https://github.com/ProZeratul/CrusaderKings3UnofficialPatch/issues/214 , we'll double-check.
pharaox  [author] 12 Jul @ 1:26am 
@-=GoW=-Dennis Could you link or open a report for this issue (see my previous post)? This mod doesn't change anything related to the Rite tenet. I examined the vanilla code related to keeping the HoF and it looks correct, if there is an issue it's not really obvious.
pharaox  [author] 12 Jul @ 1:16am 
@ZigingZagers I don't think this mod changes the frequency of travel events. Could you clarify what "not happening as much as intended" means, or even better open an issue in GitHub (https://github.com/ProZeratul/CrusaderKings3UnofficialPatch/issues) or with Paradox (https://forum.paradoxplaza.com/forum/forums/crusader-kings-iii-bug-report.1143/) with more details?
We can't fix issues in submods such as RICE, unless somehow caused by vanilla bugs.
-=GoW=-Dennis 11 Jul @ 2:24am 
Does this fix the bug with the rite tenet not keeping head of faith?
ZigingZagers 6 Jul @ 11:46am 
travel events not happening as much as intended, such as the Traveler Robbing missions as an Adventurer, or regular robbing. or even RIce Silk Road Trader event, is this caused by this mod or if not could you add it to fix list
Emperor2000 5 Jul @ 2:50pm 
Adopting a Bastard, while their Parent has the Secret of it can result in losing the Child and/or the adopted Child changes the House/Dynasty, when the Secret gets exposed, because the Secret is not cleared from the old Parent.

Also, could the Calling Event be fixed again, because I have gotten it again, for Members of my Court, who where married, but in a Faith/Culture, who Divorce was forbidden.
pharaox  [author] 5 Jul @ 3:16am 
@Geeky Regarding your rant on how we work on the mod, here is how we actually do it:
* We work in GitHub, https://github.com/ProZeratul/CrusaderKings3UnofficialPatch . @Kazarion is the main maintainer, I am contributing fixes and reviewing code regularly.
* We only fix issues, never other changes.
* We sometimes fix issues reported in https://forum.paradoxplaza.com/forum/forums/crusader-kings-iii-bug-report.1143/ , especially if we get asked.
* We open GH issues or directly PRs with good descriptions, and review each other's code before merging.
* We reproduce every issue and manually test every fix before merging.
* We use ck3-tiger (https://github.com/amtep/tiger) on everything. It reports literally thousands of errors in vanilla files, most of them indicating real issues. We bring this down to 0 for files we change in the mod.
* We welcome feedback and help of any kind.
pharaox  [author] 5 Jul @ 2:52am 
@Geeky Regarding the relics at game start issue, I opened https://github.com/ProZeratul/CrusaderKings3UnofficialPatch/issues/197 (again copying your report), and answered it in details there.
The bottom line: again, I don't think such an issue exists. I double-checked by using https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2962238514 with and without Unofficial Patch, it's pretty easy to double-check yourself.
I also examined the vanilla code and found out that 6 Excaliburs go to counts and dukes (never kings or above). Other unique historical artifacts go to heads of faith, and exactly 23 go to random rulers (Kings of above). The Unop mod doesn't change the related files at all.
pharaox  [author] 5 Jul @ 1:56am 
@Geeky Thanks for your feedback, we do appreciate it.
Regarding the hunt sightings issue, I opened https://github.com/ProZeratul/CrusaderKings3UnofficialPatch/issues/196 (copying your report from below), and answered it in details there. If you have any comments, please add them to that issue as well, I will keep it open for a few days more.
The bottom line: there is no such issue. The mod doesn't influence the frequency of hunt sightings at all and this can be proven by collecting statistics. Your method of checking it is imprecise and error prone, so I believe you have been misled.
As @cuomo860 pointed, out, 00_hunt_effects.txt doesn't have any Unop changes that could influence hunt sightings. Whatever changes you made to it aren't fixing anything (and likely re-introducing vanilla bugs).
cuomo860 3 Jul @ 8:33am 
Then post a mod with your fixes and we can see where you think the problem is.

Personally, I’m seeing nothing they would cause these issues and I look at these files a lot and have compatched many of them. Are you certain you have the most updated version of this mod? Have you verified file integrity?
Geeky 3 Jul @ 8:09am 
@cuomo860 I can not send my edited file but I already edited my own 00_hunt_effects.txt file to avoid that bug.
As to holyy relics, yes, In vanilla game ruler with king or higher level titles may get holy relics randomly at the beginning of their game, if they are in Great Britain region they may also get Excalibur, but with the mod here both become impossible. You may have long been using this mod without playing vanilla game as test so you do not realize it is a bug.
cuomo860 3 Jul @ 6:25am 
@Geeky Instead of ranting, offer solutions as to where and how things could be fixed. I have yet to see anybody else mentioning your issues on this page or the litany of other mods that integrate it.

Also, many of the fixes in this mod over time have been integrated into the base game.

A better start would have been “I’m noticing in my game that rulers besides Nomads or Hunters aren’t getting hint sightings. Also, are your rulers getting holy relics at game start?”
Geeky 2 Jul @ 7:43pm 
After checking the code now I think you need to fully change the way you write this mod: you keeps changing codes only because they do not meet your opinion on how they should be written and simply replace them without testing, in the end causing bugs that do not exist in the vanilla game because your code is wrong while the vanilla code is correct despite it not meeting your expectation. DO NOT change any code simply because you disagree with how they are written when it is not causing any bug, there is a reason the vanilla code works without meeting your subjective opinions: your opinion is WRONG! First time for hunting, then for holy relics, and It is likely that there are many such cases that I have not find now.
Geeky 2 Jul @ 7:28pm 
Your edit on files related to arrtifacts also caused another bug: in the game start no rulers can have holy relics, while before your "upgrade" yesterday landed rulers with kindom or higher titles may get holy relic at the beginning of the game normally.
Geeky 1 Jul @ 10:07pm 
Also I am sure it is not caused by other mods conflicting with your mod since the bug occurs when I use your mod by itself without any other mods but when I am using all the other mods that I need without yours the bug disappear.
Geeky 1 Jul @ 7:49pm 
The cause of the bug is in 00_hunt_effects.txt file as I have tested since after deleting this file animal sighting begin to occur on feudal, clan and administrative counties.
Geeky 1 Jul @ 7:25pm 
Correction, only nomadic and tribal rulers, you can test it by choosing any character in 1178 beginning, switch to observer mode, set speed to 5 and wait for the year 1182 in game, save, extract the save file, open it with notepad++, search"modifier=hunt_sighting", and search the name of the counties with such modifier in game. Wit your mod on only nomadic and tribal counties have sighting. When I turned your mod off, feudal, clan and administrative counties begin having sightings rapidly.
Geeky 1 Jul @ 4:32pm 
Could you please fix the bug that when your mod is on only nomadic rulers can witness animals while any other rulers can't witness any animal.
Cardolam 30 Jun @ 9:55am 
@Fizzet

It is a trouble with your installation or mods. Follow the install guidelines.
Fizzet 30 Jun @ 7:30am 
Insta crash with this mod on
Red_Machine 25 Jun @ 1:39am 
Why does it say that the mod was made for game version 1.12? Is this a bug?
ck3user7748 24 Jun @ 3:33am 
in both bases the successor was of a different culture than the ruler, which may be the actual trigger for the bug - I'm not sure. However, in neither case did the replacement culture turn out to be the successor's culture (!)
ck3user7748 24 Jun @ 3:32am 
I found another bug. When succession occurs as a nomad (I think from nomad or to a nomad*), the culture in territories held by the ruler ascending to the throne is reset to a previous culture. In my case, this means that twice, on succession, I had a problem whereby my ruler's culture was wiped from the map entirely, and my owned countries changed to the culture of my rulers from 3 generations back. I can fix this by editing the saved game file, but it is quite annoying.

*in the last instance I had already used 'overrun kingdom' to become feudal, but the ruler was 'deposed' (possibly another bug but i"m not sure), and one of his nomad sons inherited. The son now has feudal government, but the bug still occurs, so Im thinking that the bug happens before the game sets the successor to feudal government.
ck3user7748 24 Jun @ 3:26am 
@Frankk are you sure all your mods have updated properly? when encountering an issue like this that does not make sense it is sometimes resolvable by deleting all the mods in your steam directory and forcing steam to re-download.
FranKk 21 Jun @ 5:23am 
game crashed when i use this mod (first in list), when i off mod all works fine, what a problem can be?
ck3user7748 7 Jun @ 2:00am 
I have another one. The blood brotherhood arrangements reversed itself in short order resulting in no lasting modifier or relationship flag. I am uncertain whether this is a general problem or limited to certain situations. If I learn more, I will share
fisto the robo 6 Jun @ 4:03pm 
@Kazarion: maybe a fix for the incoherent plague isolation decisions: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3415594663

also did you fix the bug succession screen/powerful vassal/kurultai ui?
ck3user7748 6 Jun @ 9:28am 
Hi I have some bugs I noticed :
1. herder realms can become higher tier titles , even empire. When this happens, as the 'neighboring realms' limit for demand pastureland (and tribute too I think) is broken, only a realm which borders the herder-emperor's home county directly can demand pastureland, and when that happens, the neighbor will get the whole empire for 75 prestige. I had this situation for a herder empire that occupied about 30% of the steppe - no idea how it came to be too. likely should dissolve king/emperor herder titles every few years or something in addition to fixing the neighboring realm mechanic
2. dominate title button shows as valid but after clicking it nothing happens. you get stuck on cooldown for ten years. I suspect there is something about current state that makes the next step (e.g. war declaration on other rulers) invalid, and should probably prevent the button from being useable
Laeonathan 6 Jun @ 6:56am 
Can you upload a 1.15 version?
Kazarion  [author] 2 Jun @ 3:42pm 
Hello everyone, the next batch of fixes will come soon, I've one feature that I saw some players reported as missing, it's the "Rites of Passage" (if you have W&W dlc) that is restricted to Tribal rulers and so, if you play as a nomadic ruler with the new patch you won't be able to take the decision. I've already made the fix on the side but should it be included in the next release ?

@WheelOfMisery I've found the issue, it will be included in the next version. It's a base game issue.
@Kieal Could you provide more detail ? I've checked some of the files but everything looks fine and I've tried to reach you on discord but you didn't respond.
Kieal 30 May @ 11:55am 
Not sure why but your mod seems to negate some of the modifiers from selecting the very hard game rule. Specifically I noticed it gets rid of the marriage modifiers making it harder to get good courtiers through marriage. Checked by uninstalling all other mods and installing just this one and isolated it to this mod.
WheelOfMisery 22 May @ 4:32pm 
I left a list of mods on Google Drive, it only contains UP and improved Cyrillic fonts
Didi Mocó 22 May @ 2:45pm 
@WheelOfMisery i also had this problem before, but i think it was related to another mod, what mods do you have on?
deausiflack 22 May @ 1:58pm 
Ignore my previous comment, it was introduced by Paradox to balance out contractual obligations
deausiflack 22 May @ 1:44pm 
Not sure if it's caused by this mod or another one, or by Paradox's latest update, but the vassal contracts seem to recognise modifications weirdly. As in, when you want to make a modification to your vassal contractual obligations, any counter proposal is registered to be not enough so you end up agreeing to high feudal levies, taxes, and forced partition just to get council rights, for example.
WheelOfMisery 22 May @ 12:18pm 
I have problems with the "Unite the Slavs" decision. After making the decision, the "West-Slavia" part is saved without being destroyed. Is it possible to fix this?
Here are the saves and screenshots before and after making the decision, so you can check with debug what is going wrong: https://drive.google.com/drive/folders/1LjEV9-85jzfsPnOfH_MwxbnAvMn8ZpId
Didi Mocó 22 May @ 10:13am 
paradox just launched the new update, so ig some of the fixes from the last mod update (like the fix the great steppe decision) are no longer needed.
The Desert Fox 19 May @ 3:11pm 
@Pharaox
Thank you my friend!
pharaox  [author] 19 May @ 11:17am 
As you can also read in the Change Notes, in the latest version released yesterday (8.0.27), we added a new decision "Fix The Great Steppe". Use this decision after every reload to fix the issues with The Great Steppe situation introduced with 1.16.2, until Paradox releases an official fix, especially if you are playing a nomadic ruler (but also if you don't).
Due to the nature of the issue, we found a workaround but could not find a way to reliably detect it via script, and so we left it to the player to apply the fix.