Crusader Kings III

Crusader Kings III

Quality of Life Game Rules
105 Comments
niardra 4 Jul @ 11:59pm 
I've enabled 'hidden boon and curse' and children are still born with genetic traits.
ck3user7748 31 May @ 5:16am 
this mod was going in such a good direciton, I hope OP decides to update
Merlin 19 May @ 5:29am 
bugged in 1.16
akagi 23 Mar @ 4:09am 
目前的版本会有bug吗?
夢見月 23 Feb @ 12:28am 
Thanks for releasing the mod!
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?
十五风谣 17 Feb @ 6:43am 
This module conflicts with Knight Manager Continued
easteregg42 30 Jan @ 12:42pm 
Is it possible that the Aging Game Rule conflicts with "Know Thyself"-perk? I got no notification with both characters in my game who had that perk. "Decline of Health" Game rule was on "Normal" and other than this mod i haven't really added anything that would wake sense to affect this.
/\ltanic  [author] 21 Jan @ 12:20pm 
There is a way to file-edit your game file to change any game rules of an existing file; search it up online
/\ltanic  [author] 21 Jan @ 12:19pm 
@King Kai - as of it is, no, and the game does not support this without a round-about way
King Kai 18 Jan @ 4:10am 
are you able to change rules mid game with this mod? I had one that allowed this in the past but currently have no idea how to do this!!
MightNight 4 Jan @ 7:38pm 
Besiegeing Slows Down Army
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
/\ltanic  [author] 4 Jan @ 10:34am 
@Ynnead

The code definitely works, good job on the task! I'll be updating the mod soon as I can.
Innead 4 Jan @ 3:06am 
Good news! With the help of ChatGPT (sorry) I have actually fixed the issue and found a way to have dragons be exempt from the -aged modifier. Tried and tested in game I ran for 50 or so years, Vhagar and the other older dragons never got it.

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.
Innead 3 Jan @ 10:34pm 
As a temporary solution and/or just an additional feature, you could add a cheat only trait that makes chatacters immune to the aging negative modifier if they have it. But adding traits might be outside the scope of your mod.

I use your mod as an alternative to Dark Age, which is currently extremely broken when paired with AGOT.
Innead 3 Jan @ 10:26pm 
@/\ltanic

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.
/\ltanic  [author] 3 Jan @ 10:04am 
@Ynnead

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?
Innead 3 Jan @ 6:21am 
Unless I'm mistaken in thinking that the "aged" negative health modifier being from your mod. Is there way to exempt dragons from getting it? Right now I'm just counteracting it with health modifier cheats to counter the aged penalty since I dont know how to remove it.
Innead 3 Jan @ 6:17am 
The mod works fine with AGOT EXCEPT the Decline of Health gamerule affects dragons, causing them to die at around human age when they shouldn't
ck3user7748 13 Dec, 2024 @ 4:39pm 
Many thanks!!!!
/\ltanic  [author] 8 Dec, 2024 @ 11:10am 
@ck3user7748 - I suspect another mod had overwritten the difficulty setting, I'll think of something to allow those features to be played separately once I'm freed from my finals.
ck3user7748 8 Dec, 2024 @ 8:15am 
The rest of the rules seem to be working, I can feel the difference, e.g. on health / lifespans etc
ck3user7748 8 Dec, 2024 @ 8:14am 
This is an awesome mod. I don't see a way to select Insane difficulty, so I'm not quite sure how to activate and try that mode. I can choose the AI settings for Insane, but there is no difficulty setting for insane. I play this mod with More Game Rules and Gambo Compatch, so could be a conflict, or simply user error on my part and I'm not understanding it properly.
/\ltanic  [author] 7 Dec, 2024 @ 10:20am 
@Lord Zuma - that is a rather daunting task to upkeep(deeply intertwining mechanics, I'm afraid). The best hope is to place this mod before AGOT and turn off all incompatible game rules :|

Sorry I can't do more, but time is - most unfortunately - a finite resource.
Lord Zuma 1 Dec, 2024 @ 6:11am 
AGOT compatch?
/\ltanic  [author] 28 Oct, 2024 @ 12:05pm 
@florenciacosimo

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).
florenciacosimo 27 Oct, 2024 @ 11:31pm 
By having the religious orders possession of castles, can you play with them?
/\ltanic  [author] 13 Oct, 2024 @ 8:33am 
@alchemistre

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 :)
alchemistre 13 Oct, 2024 @ 2:32am 
I find this mod very necessary for good gameplay experience. Is it possible, however, to have a version without the knight feature? Even disabled, it appears to overwrite another mod that manages knights. Barring that, are you okay with me copying this for private use to remove it for myself? Thank you.
/\ltanic  [author] 4 Oct, 2024 @ 9:44am 
@гари купер

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.
гари купер 4 Oct, 2024 @ 9:10am 
there's a bug were surprise wars mechanics give debuffs to landless characters that are not at war or anything
/\ltanic  [author] 3 Oct, 2024 @ 8:35am 
@Z3roGod

You mean the vanilla game rule? I am able to; every mechanic of this mod can be disabled or configured.
Z3roGod 3 Oct, 2024 @ 1:41am 
When using this mod it wont let me disable plagues?
Skup 29 Sep, 2024 @ 12:10am 
Thanks for the update, will be trying out the health rule. As for other rule suggestions - a rule for fertility, pregnancy risk and infant mortality would be amazing and save needing a whole other mod for that:)

Great work!
TheLoneWanderer 17 Sep, 2024 @ 6:32am 
@Nucleus - it sorts the buildings into the same order in all holdings on the map, no matter which slot they were initially built in. That way you can always quickly figure out which buildings have been constructed; an example would be that the fortifications are always sorted to be in the first slot --not sure if that's the actual order, but its just an example
Nucleus 16 Sep, 2024 @ 5:26pm 
Can you give more detail on what the "Auto Building Order" does?
/\ltanic  [author] 15 Aug, 2024 @ 7:57am 
@HoLo

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.
HoLo 15 Aug, 2024 @ 12:06am 
I'm playing the RU version of the game, so when I turn on this mod, I see the text with "_" Can you fix it so that I can see at least the English text, please.
/\ltanic  [author] 7 Aug, 2024 @ 5:02pm 
@HoLo

Nope, that's hard limit no mod can change.
/\ltanic  [author] 7 Aug, 2024 @ 5:01pm 
@TdizzleGod

All game rules can be switched off; most of them should be fine, but if not, disable them.
/\ltanic  [author] 7 Aug, 2024 @ 4:59pm 
@Monizious

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.
/\ltanic  [author] 7 Aug, 2024 @ 4:57pm 
@Voyde

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.
HoLo 6 Aug, 2024 @ 7:41pm 
Please tell me, is there a mod that allows you to build several buildings at the same time in the domain?
TdizzleGod 29 Jun, 2024 @ 3:42pm 
is this compatible with game of thrones or lotr overhaul mod?
Monizious 20 Jun, 2024 @ 10:29pm 
Can you explain what "Auto Building Order" is supposed to be in order? like alphabetically or what?
mloom 12 Jun, 2024 @ 7:51am 
Hi!

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!
/\ltanic  [author] 5 Apr, 2024 @ 10:54am 
@TheLoneWanderer

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
/\ltanic  [author] 5 Apr, 2024 @ 10:30am 
@Jesus Bot @TheLoneWanderer

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.
Jesus Bot 4 Apr, 2024 @ 3:14pm 
Yup. I tried both, but neither was working.
TheLoneWanderer 4 Apr, 2024 @ 9:41am 
@/\ltanic - I was going through the mod files & directories.

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
TheLoneWanderer 4 Apr, 2024 @ 9:12am 
@Jesus_Bot - does it work with KMC if you disable the "Player Can Be Knight" option?