Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I like this mod so much that I made a Japanese translation mod!
Thanks again!
JapaneseTranslationMOD
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3432721964
(I can't use the abdication system in my environment, is there any requirement other than co-monarch for character age, personality, and a good successor?
None: No change.
Player: Player armies will slow down within a month from when a siege starts, making it harder to move away.
All: All armies will slow down within a month from when a siege starts, making it harder to move away.
Can you also add an option of "Raiding Slows Down Army"...getting tired of chasing those bastards
The code definitely works, good job on the task! I'll be updating the mod soon as I can.
Here's the fixed mr_QOL_health_on_actions.txt https://pastebin.com/FveLaeDW
Some added conditions under illness_progression may be redundant since dragons never get illnesses, so you can remove those if you implement the changes in the base mod.
I use your mod as an alternative to Dark Age, which is currently extremely broken when paired with AGOT.
Thanks for the response! From what I've told in the CK AGOT Discord, there needs to be a trigger to exempt any character with the "dragon" trait from being given negative health modifiers from the mod. Similar to how Population Control added exceptions to those with the "dragon" trait. I was also warned that the mod might kill the ruins character although it appears unaffected by the gamerule in my testing.
This would have to be done in the on_action txt files and I tried to do it myself but I genuinely have 0 knowledge in CK3 mod code and how or where to add trait exceptions.
That is wholeheartedly not what the game rule was mean to do, and I would happily help with the case if there is anyway to distinguish a dragon(or any long living character) from other characters. Maybe an internal flag, variable, or special trait?
Sorry I can't do more, but time is - most unfortunately - a finite resource.
You mean play as holy order? You can't.
You can make a mod for it if you really want to, but it would be bland without flavor(I'm not even sure what you can do in this state of game).
Since both mods modifies the same script, I've not found a way to make it work without a patch; you can try making a patch-mod to override both mods containing only the conflicting scripts and load it after both mods(very important). Then, the two mods should work fine together, but if that is too complicated, feel free to go into the mod folder of this mod and delete the conflicting script and simply disable the game-rule for knight or just make a private copy of this mod for yourself :)
I've totally forgot the new DLC allows adventure to basically fit anyone from anywhere. This was meant to be for landed rulers only. I'll make a quick fix of that.
You mean the vanilla game rule? I am able to; every mechanic of this mod can be disabled or configured.
Great work!
Simply go to the folder of this mod, go into "localization", copy and paste the "english" folder and rename the new copy to your language. Even better, you can translate all the text in the new copy to your language using some kind of translator, the quality might not be good, but it'd be understandable.
Nope, that's hard limit no mod can change.
All game rules can be switched off; most of them should be fine, but if not, disable them.
The order is defined in the relevant scripted_effect, you can change the order to however you like it be; I ordered them generally from economic to militaristic.
AI(the lessee) will not build in leased baronies themselves, doesn't matter what holding. You can have a script to act in their place, or build buildings on their behalf if you will.
I'm trying to make a mod that just allows building in leased baronies, without switching them to castles. Could you tell me how you did it? I can't really tell where that is in this mods' files.
Thank you!
steam mod page has a limit on characters, and I've almost reached that limit, so I decided to move the mechanic portion to this discussion page
Considering your experience, I think you're probably right that this didn't work as I thought.
I went and investigated the KMC mod file(I don't use this mod) and found that it also modifies the same can_be_knight_trigger, so what I had done is entirely pointless since my dummy KM_can_be_knight_trigger needs to be overwritten but my can_be_knight_trigger shouldn't be, and we can't have both at the same time without infinite dependency loop.
Nope; no can do with this method due to mutual dependency, I've failed you all, sorry :(
You can, however, use a compatibility mod to overwrite both KMC and this mod, feel free to make it if you want.
Would compatibility be better if you deleted empty files and directories?
** And, if you removed duplicate text that already is in vanilla files?
--I am no expert on this, I am just asking if it could reduce database conflicts, errors in the log, and unforeseen consequences. Thank you