Crusader Kings III

Crusader Kings III

AGOT: Immersion
241 Comments
Milano3093 16 Jun @ 11:08am 
would love to see some items as separate mods. Especially the naval warfare part as not other mod has anything like it
中普网友 6 Jun @ 10:36am 
This mod provides courtiers for the lords will cause a lot of npcs to come to the court causing the game to lag.
Luke Flintstone 5 Jun @ 3:23am 
War Lords mod is a good place holder to use while we wait for this to be updated
Strelok 27 May @ 7:51am 
Is this mod getting an update?
The Desert Fox 18 May @ 5:06am 
@Lance
I think so, with a question mark. Though I have read it has been the cause of some compatibility issues.
Though freeholder would have to fact check me on that.
Lance 13 May @ 12:28pm 
is the mod usable right now?
mike jones 12 May @ 10:46pm 
Agree with the last comment, one of my favorite settings is forcing families to command armies. I loved how easy it was to use your mod and have such a beneficial impact on the gameplay/stories that come from it. Lately I've been using more interactive vassals to have a similar experience, but the one setting that I miss the most is having families command armies. It's such a minor change that feels right and adds a ton of potential to create drama. I would love you forever if you made that part a standalone mod
Cloudii 11 May @ 1:00pm 
I would love to have Commander/Knight ages and Commanders being family members a separate mod. Such a simple feature that makes family feuds more common. "Oh no my son died against [Name here]. Time to erasure an entire house"
Freeholder  [author] 10 May @ 11:02am 
Not sure if I mentioned it here but I do plan on updating this eventually but I think I may end up splitting up the mod's features into separate mods.

Really is TBD at this point, I just dont have the time or energy to work on it right now but I do have a lot of thoughts on improvements and new features. I think the most popular features of this mod was the commander/knight changes as well as the Call the Banners feature. I still recommend More Interactive Vassals over my call the banners system and someone else has made a new mod inspired by the knight/commander eligibility changes I made, so if you need those specific features there are other options.

Appreciate you all though, its good to know others enjoyed my work and ideas. Stay tuned!
Lockdown AP 10 May @ 8:55am 
I also, good sir would enjoy a Update
zigu-5 2 May @ 7:34am 
Commenting on the hope of an update. But even if no update is forthcoming I want to thank you on what was an excellent mod!
GodFear 1 May @ 9:09pm 
plz update my hero~~~
1 - 800 30 Apr @ 12:17am 
U P D A T E :dos2skull:
Kayotik16 17 Apr @ 2:43am 
Could really use this mod I hope this gets update soon
X.Org 16 Apr @ 8:29am 
Broken as of now
1 - 800 12 Apr @ 8:33am 
brother update pls
horatio 10 Apr @ 4:50pm 
still love this mod, always will, but really does need an update getting a lot of issues
The Desert Fox 9 Apr @ 5:30pm 
I like it.
Gropy 9 Apr @ 12:12pm 
this mod breaks so many things, just don't play with it until its updated.
pelicant 8 Apr @ 8:44pm 
Having an issue with equipping the flagships, is this a known issue or something to do with other mods? It has the text that it is not held by me when it is in my inventory.
DmG x Wrightyyy 8 Apr @ 1:31pm 
does this work on latest update?
Freeholder  [author] 6 Apr @ 1:39pm 
nope I just messed something up in the code. I'd recommend keeping that disabled for now.
Koan Mandala 6 Apr @ 11:51am 
After the initial event for naval battle pops up and I choose who will lead the fleet nothing happens. Are there any mods known to interfere with this?
Freeholder  [author] 5 Apr @ 11:30pm 
I don't think so. I deleted the only interaction with megawars that was in this submod, try unsubscribing and resubscribing. Ultimately i don't really tell people to use this mod anymore as it does need a very large update and I'm thinking i should probably seperate some of the features into seperate submods as well. That's far off though
Gropy 5 Apr @ 3:16pm 
Does this break the "spoils of war" mechanic?
diztortion 3 Apr @ 6:12pm 
Thank you for the updates
Barrett 3 Apr @ 2:22pm 
MIV's is also broken ( I miss typed the abbreviation) but yeah i was just reporting it ive reported it in the owners discord, and he said it will be fixed with the next MIV update which is when the new dlc comes out
Freeholder  [author] 3 Apr @ 1:47pm 
I'd recommend just using MIV for that feature to be honest. Whenever I get around to updating this ill probably be re-thinking that feature.
Barrett 3 Apr @ 11:58am 
I was on full, I can send a video in your dizzy thread if you want
Freeholder  [author] 3 Apr @ 11:56am 
Not sure. There are two different options for Call the Banners as well. Full vs Limited. Limited is much more restrictive on who directly joins the war. Try switching to the other mode via Game Rules and see if that makes a difference.
Barrett 3 Apr @ 11:51am 
MOI's banner men has been broken for a couple months as well
Barrett 3 Apr @ 11:50am 
the crowned stag
Freeholder  [author] 3 Apr @ 11:49am 
What bookmark were you playing?
Barrett 3 Apr @ 11:42am 
when calling the banners your personal banners dont actually called but your allies do,

tested as renly claimed the iron throne

reach and river lands joined me

called banners

their banner men joined them while the storm land ones did not
Freeholder  [author] 3 Apr @ 12:54am 
try unsubscribing and resubscribing
WOLF-DOG 3 Apr @ 12:01am 
mega wars don't work. after the war ends, vassals don't rejoin the kingdom :steamsad:
Freeholder  [author] 2 Apr @ 10:28am 
Just updated and removed my script that was conflicting with the main mod's new megawar updates so that probably shouldn't happen now.

Everything else in this mod that is in dire of need of improvement has been left untouched though
Luke Flintstone 2 Apr @ 10:06am 
seems to break the mega war system now
aidayen 2 Apr @ 3:35am 
Crashes the game for me occasionally.
Samasaurus 31 Mar @ 5:11pm 
Love this. Using this mod + the dynastic stability game rule and houses actually maintain their domains and last for more than one generation
Rivercat2009 30 Mar @ 5:17pm 
great mod
Zomboezi 30 Mar @ 4:11pm 
Does this work with the current 1.15 update? Lets find out
FenFenScreeScree 14 Mar @ 1:07am 
[03:01:22][E][jomini_script_system.cpp:284]: Script system error!
Error: add_opinion effect [ Unknown opinion modifier ]
Script location: file: events/criminal_wars/immersive_war_crimes_events.txt line: 599 (immersive_vassal_wars.0004:option)

[03:01:22][E][jomini_script_system.cpp:284]: Script system error!
Error: add_opinion effect [ 'opinion' is not defined (effect itself, and modifier '' have no opinion value) ]
Script location: file: events/criminal_wars/immersive_war_crimes_events.txt line: 599 (immersive_vassal_wars.0004:option)
FenFenScreeScree 14 Mar @ 1:07am 
[03:01:22][E][jomini_script_system.cpp:284]: Script system error!
Error: trigger_event effect [ Event [internal_conflicts.0006] not found ]
Script location: file: events/criminal_wars/internal_conflicts_events.txt line: 77 (internal_conflicts.0001:option)
FenFenScreeScree 14 Mar @ 1:05am 
[02:59:27][E][jomini_script_system.cpp:284]: Script system error!
Error: is_at_war_as_attacker trigger [ Trigger is simple assign, but used a symbol other than '=' in the middle ]
Script location: file: common/story_cycles/war_crimes.txt line: 17 (war_criminal_story:trigger)

[02:59:27][E][jomini_scriptvalue.h:564]: Cannot read [] as a script value
[02:59:27][E][jomini_script_system.cpp:284]: Script system error!
Error: is_at_war_as_attacker trigger [ Trigger is simple assign, but assignment failed ]
Script location: file: common/story_cycles/war_crimes.txt line: 17 (war_criminal_story:trigger)
FizzyM 14 Mar @ 12:44am 
does this mod need an update for 1.15.0 idk if i should add it to my modlist
Shpadosser217 1 Mar @ 11:29pm 
This mod is fine there is no need for an update
diztortion 13 Feb @ 7:02pm 
Update please :steamthumbsup:
IIPedroII 8 Feb @ 7:34am 
pls update
MK Black 23 Jan @ 1:02pm 
Could use an update.