Crusader Kings III

Crusader Kings III

EK2 Minorities Compatch
26 Comments
Parabellum 2 Dec, 2023 @ 2:11am 
Request: would someone be able to make a compatch between this and more holding slots?
Strangequark  [author] 17 Oct, 2023 @ 10:55pm 
@Lone Star Librarian Yeah I can't reproduce that. Can you confirm that this is happening with only EK2, Cultural and Religious Minorities, and this compatch mod?
Strangequark  [author] 17 Oct, 2023 @ 10:49pm 
That makes absolutely no sense but I'll see if I can reproduce that and fix it.
Lone Star Librarian 17 Oct, 2023 @ 8:54pm 
Something about either this or the parent mod disables the adopt autocratic government decision for tribes, leaving them stuck permanently as tribes as far as I know.
Davith 16 Oct, 2023 @ 12:28pm 
Does this function with the latest EK2 patch= 1.10.2
Strangequark  [author] 13 Oct, 2023 @ 11:22pm 
@Quintus Aquila Yeah. I had to update a couple deprecated GUI calls but it works with EK2 on 1.10 with this compatch.
Quintus Aquila 13 Oct, 2023 @ 3:12pm 
So this patches Cultural and Religious Minorities up to 1.10?
polko 9 Oct, 2023 @ 4:52pm 
Thanks man, appreciate your work!
Strangequark  [author] 9 Oct, 2023 @ 4:41pm 
Yep, it works with the newest EK2 update.
polko 9 Oct, 2023 @ 10:29am 
Yo I can see this was updated today, is it now compatible with EK2 ver. 0.13?
Benedict 2 Aug, 2023 @ 2:17pm 
the same problem persists, though I figure I'd post some of my findings:
In vanilla EK2, Falmer and Dwemer don't spawn more NPCs over time, but dremora do due to there being a ruler whose martial recruits knights for him
With the mod, Dremora still don't spawn as minorities because they aren't native to anywhere, whereas Falmer and Dwemer do because they have places they're native to
There's gotta be a hiccup somewhere, and it may need more testing
Strangequark  [author] 2 Aug, 2023 @ 12:17pm 
Alright, I see what happened. I forgot that there's a distinction between "extinct" and "dead" cultures and only excluded "extinct"

It should be fixed now
Strangequark  [author] 1 Aug, 2023 @ 9:57pm 
@benedict I can't really change things that have already happened in your savegame so any present minorities will still be present upon loading an existing save
Strangequark  [author] 1 Aug, 2023 @ 2:11pm 
@benedict yeah that was an oversight, I just updated to include an explicit trigger to exclude extinct species.
TheynT 1 Aug, 2023 @ 10:08am 
@polko
Our next patch will be the 1.9 patch.
We're just not compatching, we're bringing out both a regular feature update + new 1.9 specific features.

Neat mod btw.
Benedict 1 Aug, 2023 @ 9:33am 
@polko it is a priority for them, though the team is presently split in two working on two different updates. One half is compatching and tailoring the new systems to fit tamriel better, while the other half is working on unannounced material that will come out relatively soon after the compatch drops. In other words, expect some heavy content drops on the horizon
polko 18 May, 2023 @ 5:22pm 
thanks, good to know this isn't abandoned as one time proof of concept project, haha!

btw it seems like updating to 1.9 isn't a priority for the EK devs rn, they still plan patches for the 1.8.2

also when you get to it, I'd like to suggest putting goblin minorities all over the Cyrodiil, High Rock and mountainous areas of mainland Morrowind; few betrayed in Skyrim maybe and also some Ideal masters and Worm cultist in the north coastline of Hammerfell. There are good lore reasons for them to be present there, but the whole counties of them (like goblin counties in summerset) feel too gamey, so minority mechanic would help a lot in these cases
Strangequark  [author] 18 May, 2023 @ 2:04pm 
I'll update this for 1.9 once EK2 is updated for 1.9.
polko 18 May, 2023 @ 9:31am 
yo, is this planned to be updated eventually?
pjy1772 27 Apr, 2023 @ 4:12am 
@Strangequark Thanks, man. Just tested, and can confirm that it works wonderfully.
Strangequark  [author] 25 Apr, 2023 @ 11:34am 
@pjy1772 Okay it should be compatible with Unbound, let me know if you run into any bugs.
Strangequark  [author] 25 Apr, 2023 @ 8:44am 
The mod's internal functions work when placed above Unbound, but there are GUI incompatibilities and possible conflict that I can't predict. I'll try and see what I can do to make this Unbound compatible, though, because it's a really good submod that I think would pair nicely with this.
pjy1772 25 Apr, 2023 @ 8:28am 
Just tested myself, and nope. Patch is needed for players who want to use this mod with Unbound.
pjy1772 25 Apr, 2023 @ 7:56am 
Great work! Though I found slight incompatiblity with Unbound. I loaded this mod below Unbound and edicts and ruins panel disappeared from hold ui. Would this mod still work as intended if I put it above Unbound to avoid this?
zachmax29 24 Apr, 2023 @ 8:28am 
Awesome mod! Please keep up on it! stuff like this i feel like are crucial to rp, Ill be following your patch, hope to see this extra content sounds great.
Drippolini 23 Apr, 2023 @ 10:52pm 
A mod for every Dunmer placer