Knights of Honor II: Sovereign

Knights of Honor II: Sovereign

10 Skill Slots and Level 5 skills
50 Comments
Thorn 2 Aug @ 10:54am 
hi does it work in multiplayer ?
Mischka  [author] 4 Feb @ 12:52pm 
@SilentxKill AI also gets these, which leads sometimes to very difficult starts due to op marshal kings swarming your empire.

@Martin no need to use the mod, if you don't like it. It's a game and everyone should be able to play it how it pleases the people. ;)
SilentxKill 5 Jan @ 4:12pm 
does AI also get all these extra skills or just the player?
Martin 4 Oct, 2024 @ 4:42am 
You don't need this supermans mod. Too much copies of Donald Trump, and no one normal people in our court. ;) 5 skils to one man is good.
5 level skils is foolish too. Game is optimized to 3 level skils!
And errors in the screen is in this mod.
icthematrix2 2 Mar, 2024 @ 9:12pm 
my favorite combination right now is
-Aging Knights
-Harder Difficulties
-10 skills level 5 skills
-50 ungoverned province penalty
-Aging Knights
-Names expanded
-8 more knights
-Slow knight aging
-50 percent productivity increase
-More mercenaries for hire
-immersive gold upkeep
-better tradition advantage buffs
-cheaper city expansion
-better religious leaders and pagan buffs
-more units for all-
-cheaper city expansion

ALL TURNED ON TOGETHER

But I agree I liked Vlads balance mod. I think if you could get level 5 skills and 6-8 skills instead of 10. Add a double increase to all fortifications for towns etc and decrease siege damage. Add 4-8 governors. Add better settlements. And knight aging to vlad mod it would be the best version of the game.
Neo King Arthur 22 Dec, 2023 @ 5:38am 
Is there a way to get the level 50 to show 5 stars on the portrait? Like instead of having 6 level to show 1 star. Rescale it so that 10 level show 1 star. That way, when we max out to level 50, we can see 5 stars instead of no star after bursting through above level 30.
Mischka  [author] 17 Dec, 2023 @ 1:06pm 
To let you guys know, i fixed the issue with the adopt population. I was able to test few things and made it work in an appropriate amount of time (i guess). Now i can't update the mod. While reasearching about the issue why i can't upload, i stumbled across other games where this happens and there was no real solution besides "try it every day and hope that it works". So in the upcoming days, i will try to upload the updated version.

Don't forget, to ensure you get the updated version, to un- and resubscribe to the mod, so that the files are updated.
Mischka  [author] 6 Dec, 2023 @ 11:41am 
@Edbi thank you very much for your help. I know which files to mod, but my problem was/is, that i can't upload a testing file at the moment and don't know why (which is annoying because i am working on a mod to level up traditions, but can't test it). I didn't want to mess with the mod without being sure, which would be possible because my private mods are reuploadable. I was asking on a modding channel how to solve my problem, because un- and reinstalling and so on didn't fix my problem.
Again thank you very much, but i would like to adjust and test the files on my own before i upload them.
Edbi 6 Dec, 2023 @ 11:06am 
@Mischka
I made cleric to work at lvl50.
I took actions.def from game folder(...\steamapps\common\Knights of Honor II\Defs\Characters).
Then I put it in Characters folder in your mod(where skill.def etc are).
Opened it with notepad++ and changed multiplier for example from class_level * 40 to class_level * 12.....so max vanilla level is 15 --- 15*40=600.....mod level 50*12=600.
So when line was something like 800 - (owner.class_level * xx) result of this would be more than 0, which is for vanilla 800 - (600) = 200, same for mod in this case.
I actualy did that for every action duration involving char level multiplier, so if you want pm me on steam your discord name and I will send you actions.def file, but it is not balanced/optimalized I just made it so all actions work.
Also I forget to say that I TEST IT and IT WORKS. My lvl 50 cleric adopted population in around 1min+.
Edbi 6 Dec, 2023 @ 7:14am 
@ShadowSheepCZ
Changleog - what uploader changed vs nexus original, means no extra advantage for player
Edbi 6 Dec, 2023 @ 7:13am 
@Mischka
If modifier dosent work for cleric maybe only solution is to downgrade mod to standard 3star or 4star skills or upload as new mod. Other option is leave 5star skill and reduce number of skills, since lvl45looks like borderline breaking point I would stick to lvl40/30 which is still plenty I would say. You can have versions like 10x4* or 8x5* or more vanilla skill level with only more slots 10*3
ShadowSheepCZ 1 Dec, 2023 @ 2:18pm 
So what is true?
NEW in v1.2 - AI have their own almost vanilla skill bonuses(some slightly modified) while the Player has enhanced skills mostly doubled then AI (see the last picture added where skills are compared for start).
OR
3. i removed the under "NEW in v1.2" mentioned differences between player and AI, means AI and the player are getting the same advantages/ skills

---------
I liked the difference between AI and player I wanted to test it, but I can't figure this out before turning on the game?

Thank you in advance for the answer.
Blechwalze 26 Nov, 2023 @ 4:44pm 
Maybe the solution on Nexus Mod Page can Help you, but i don't test this so i don't know if works or not.
Hubris423 26 Nov, 2023 @ 1:21pm 
Should have just made a mod where we can choose our skills instead of being random
gdiandre 26 Nov, 2023 @ 11:54am 
love the mod
Mischka  [author] 26 Nov, 2023 @ 3:10am 
@Blechwalze i had several looks into the cleric adopt population problem, but couldn't figure out how to make it work. The mentioned solution from nameless'ghost didn't work when i was testing it. I tried several things but couldn't make it work until now. I will have another look into it in the next weeks, but can't promise to solve the issue.
Mischka  [author] 26 Nov, 2023 @ 3:06am 
@poiman i had a fast look into the mentioned mod and due to being a direct port from nexus there are many unnecessary informations within the files, who block compatibility with many other mods. Either the mod author adjusts it or i have to create an adjusted reupload of it (i honestly would prefer if the autohor of the port would adjust his). I contacted the author on the mod page and asked for adjusting certain files, when this is done the mentioned mod should be compatible with this one.
Mischka  [author] 26 Nov, 2023 @ 2:50am 
@poiman i will have a look into it, but can't promise it. It depends which files the other mod author adjusts, if they "cross" with mine it won't work, unless the mods get fused into one mod.
poiman 20 Nov, 2023 @ 9:14am 
@Mischka
hello! is there a possibility to make compatibile version with mod "Unit Expansion"->
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2942058611&searchtext=
or meybe you could do something similar? i very enjoy using this mod, but its very sad those 2 are not compatibile :<
btw. great mod!
schnieder09 31 Oct, 2023 @ 12:28am 
@Mischka you are awesome man keep it up love your mods
Blechwalze 11 Sep, 2023 @ 11:58am 
Can you Update for clecric adopt Population Action?
Mischka  [author] 14 Aug, 2023 @ 7:15am 
@slowpoke Ridriguez
You can load an older save file and play it with this mod. But you shouldn't start a campaign with this mod and take it out later on, because there will be some issues (though it doesn't break the game and the first 3 main skills and the first two second skills will remain, but there can be some issues).
FriendlyFire 10 Aug, 2023 @ 4:21am 
Hey is this save game compatible? :)
Mischka  [author] 16 Jul, 2023 @ 2:35am 
@nameless'ghost
Thanks for the post, i will include the duration modifier into my mod (prepare_duration , prepare_duration = (120 - owner.class_level * 2)). The costs aren't a problem, since i added piety cap increase from the theology skill.
nameless404 14 Jul, 2023 @ 10:20pm 
to people meet clecric lv 50 cant convict
go to steamapps\common\Knights of Honor II\Defs\Characters file name action open with notepad Find section Cleric> def AdoptPopulationAction and change parameter prepare_duration , prepare_duration = (120 - owner.class_level * 2)
cost
{
piety = (400 + (500 - owner.class_level * 10))
books = (200 + (500 - owner.class_level * 10))
gold = (100 + SSum(owner.kingdom, 0.5, 50))
}
the guy solve this on this post https://www.nexusmods.com/knightsofhonor2sovereign/mods/20?tab=posts
nxr 11 Jul, 2023 @ 1:57am 
Thank you @Mischka that you checked it. No problem, I still can enjoy your mod, and I upgrade my cleric maximum to lvl44, so this is not a big issue, I can live with it. Thank you already for your mods :)
Mischka  [author] 10 Jul, 2023 @ 12:16pm 
@nxr
I had a look into it, but couldn't find a solution until now. I will try to figure out how to fix, but can't say how long it will take or if i am even able to solve that issue (i am not a programmer, making those mods is more or less an hobby).
whgusals458 8 Jul, 2023 @ 11:03pm 
친구야 잘만들었는데 이거 스킬 랩이 너무 오바다~ 시작부터 스킬 국왕이 다 먹고 시작하면 도시 하나가 인구 백까지도 뽑겠어 친구야
Mischka  [author] 28 Jun, 2023 @ 10:52am 
@bgergo87 thank you very much. I never recognized that issue (maybe beacuse i rarely use adopt population), i will have a look into it at the weekend.
nxr 27 Jun, 2023 @ 2:45am 
Hey, thanks for your works, I really like your mods, I am using this 10skill mod with the +4 knight mod. I found (maybe) a bug, if you create a cleric and it's on lvl44, the "Adopt population" still working. On lvl45, the "Adopt population" takes place instantly. But on lvl46 and over (i.e: lvl50), Adopt population not working.
Mischka  [author] 7 Jun, 2023 @ 7:56am 
@NichnameMy thanks for the advice, but i am working on another solution for the problem (increasing piety cap with one of the clerc skills) as well as trying to make this mod work with vlads balancing mod. Therefore i don't want to touch more files then necessarily needed, in this case vlad is editing the stats.def if i am not wrong.
NicknameMy 7 Jun, 2023 @ 7:28am 
Try checking out stats.def, it contains stat ks_max_piety = 1000 and stat ks_max_books = 1000, maybe increasing that increases the cap?
Mischka  [author] 27 May, 2023 @ 4:06am 
@info sorry for my late response. About the cost after getting 5 skill: I forgot when i uploaded the mod, to add the costs for the first skill after you got 5 skills. But there is still the upgrade cost for all of them, so besides your king and maybe princes it doesnt matter that much. Also the AI can make use of it, so it is at least not unbalanced.

When it comes to skill effects i can't properly answer your question. Its like with the religion cost for priests/imans/shamans when you "overlevel" (more then level 15 as mentioned by The corrupted) them and the religion cost increases above 1000. I dont know how the game is capped for those things or how they are working in detail. So as said i can't properly answer your question.
info 15 Apr, 2023 @ 1:14am 
also noticed that after the fifth skill is learned the sixth skill costs nothing to add. My prince got five level five skills for free.
info 15 Apr, 2023 @ 12:37am 
this is great idea, now learning is worth a lot get all five levels for prince. i am seeing that the happiness of my city is only increased by 20 on level 5, it is supposed to be by 50.?
Insight 6 Mar, 2023 @ 10:15am 
thanks - found a solution I just make sure I keep one of my cleric/king cleric level 15 to keep cost at 1k religion
Mischka  [author] 6 Mar, 2023 @ 8:35am 
@the corrupted i know the issue, but it is not made due to the mod. No cost files besides the costs for getting the skills were adjusted, its the ingame formula and i really dont know where to look for it. Those costs also appear in vanilla games sometimes.
Insight 5 Mar, 2023 @ 10:28pm 
ohh higher level cost 5k+ religion, insane
Insight 5 Mar, 2023 @ 6:56pm 
hmm cost 1500 religion to do religious stuff with my clerics but religion max is only 1000, pls update that
Mischka  [author] 3 Mar, 2023 @ 2:12pm 
@lich king before the changes to modding it was, you even could load saves where the mod was enabled before without the active and having no problem. But you had then three main and two secondary skills again. Didnt try it now. In general all mods that just change some values are save game compatible.

@feedtheneed3 thanks for mentioning this mod, i wasnt aware of it. I will have a look into it and maybe port it over too.

@tibus @whocares? yeah, vlads mod and this one are using some overlapping files for the changes. I am trying to figure out if i can make it work with vlads mod (normally it should if the guide is correct), but until now i couldt find a way.
Lich King 3 Mar, 2023 @ 12:47pm 
Is this save compatible
Feedtheneed3 3 Mar, 2023 @ 4:45am 
id rather have more marshals added into the game. its hard to have world domination when you gotta constantly defend 5plus players at once. I also saw on nexus theirs a mod where you can have 16 troop slots to an army. can you bring that one over to steam. im not savvy in such things
whocares? 3 Mar, 2023 @ 12:03am 
I never thought I would see this come from nexus so soon! Out of curiosity is it possible to make it compatible with vlads balance mod cause that seems like a pipedream due to their mod changing skill cost and such.
Tibus 2 Mar, 2023 @ 1:27pm 
would be awesome if you two could maybe see if you can get them to work together would love that. Ty for your hard work on our behalf
Tibus 2 Mar, 2023 @ 1:26pm 
Hey Mischka i only just found that option but when i tried to add your mod it doesn't work with Vlads Bal Mod.
Mischka  [author] 2 Mar, 2023 @ 12:22pm 
Here is a really well made explanation on how to mod KoH2: https://github.com/THQNordic/Knights-of-Honor-II-Sovereign-Modding/wiki/Knights-of-Honor-II:-Sovereign---Modding-Guide

Try it out yourself if you maybe have some other ideas you want to realize. Therefore the recommendation get Notepad++, download one mod from nexus and look which files were altered (sort them by date and you see it directly) and then compare the vanilla file with the altered one with Notepad++ (you have to install the compare plugin before). With the modding guide and this you will be able to mod on your own, if you have the time.
Lich King 2 Mar, 2023 @ 10:44am 
Thanks mate , take your time. (I was gonna do it myself but i dont have a single idea how modding works on this game)
Mischka  [author] 2 Mar, 2023 @ 8:44am 
@tibus did you activate the mod from within the game? You need to activate the mod when inside game under options - mods. For me the mod works fine, even with other mods enabled.

@lich king i could have a look into it, but cant promise it. I dont know how the game handles the UI for this, if it behaves like the building slot system i doubt it. I will see if i can do it, but it will take a few weeks, because i have to search all the needed files and so on.
Tibus 1 Mar, 2023 @ 10:59pm 
doesnt work
Lich King 1 Mar, 2023 @ 1:10pm 
can u do a mod that gives more slot for knights?