Crusader Kings III

Crusader Kings III

Adventurer Can Recruit Local
37 Comments
Ēarendel 7 Jul @ 9:50am 
Broken
rented_wheels 7 Jul @ 9:13am 
nope
it doesn't work
Dragen Everchosen 22 Mar @ 7:08am 
does this still work?
SalahadDin 15 Mar @ 8:36pm 
I love this mod so much, please update, thanks
Alexander Erebus 24 Dec, 2024 @ 1:30am 
Will this mod be updated in the future?
LaSty 3 Nov, 2024 @ 4:36am 
can i use this with agot mod?
Flamebite  [author] 16 Oct, 2024 @ 5:59am 
@One Proud Brazilian Thank you advice. Not all other characters but you and your courtier indeed and I intended to do this. When you select your courtiers they will hire people for you. All I need to do is limit the available courtier to whom is as same location as rulers.
One Proud Brazilian 13 Oct, 2024 @ 12:36pm 
To fix this, i changed the is_shown to this:

additions:
is_travelling = yes
scope:recipient = { NOT = { this = scope:actor } }

is_shown = {
scope:actor = {
is_ruler = yes
is_landless_adventurer = no
is_travelling = yes
}
scope:recipient = {
NOT = { this = scope:actor }
}
scope:secondary_actor ?= {
OR = {
this = scope:actor
is_courtier_of = scope:actor
}
}
}
One Proud Brazilian 13 Oct, 2024 @ 12:27pm 
Just a feedback. Must lock the recruit locals for landed rulers for when they are travelling,as the interaction is always visible, even on other characters.

Simply, put "is_travelling = yes" on "is_shown"

Thanks!
leith 13 Oct, 2024 @ 5:46am 
Love the mod. Is there any way to recruit other peoples courtiers?
ColoradoBMR 11 Oct, 2024 @ 3:28pm 
I've added to a save with no issue. Good mod!
HAHA 11 Oct, 2024 @ 2:01am 
感謝
Flamebite  [author] 10 Oct, 2024 @ 9:26am 
@finallyciv Thank you for your feedback. Maybe add these features on the future but currently I'm developing a merge camp interaction mod and i dont have much time.
Flamebite  [author] 10 Oct, 2024 @ 9:07am 
@One Proud Brazilian Finished.
eozozo 9 Oct, 2024 @ 1:40pm 
cool mod buddy
One Proud Brazilian 9 Oct, 2024 @ 1:30pm 
Can you also make a version for Travelling rulers? It would be nice to be able to recruit locals when traveling :)
finallyciv 9 Oct, 2024 @ 2:41am 
Will there be any modifiers to the willingness to join your camp, such as your attractiveness or the attractiveness of the camp? And maybe being able to either persuade people to betray their liege or pay the liege directly for losing a peasant? I would also really appreciate some flavor events or decisions, because playing as an adventurer gets so boring so quickly.
Evergame Studios 8 Oct, 2024 @ 2:06pm 
can add to existent save game??
Sick.Manzo 8 Oct, 2024 @ 11:42am 
can be added to existing save files?
Scrivener 8 Oct, 2024 @ 8:56am 
I love that the mod graphic is a peasant proposing to an adventure. Good for them!
Rhaeven 8 Oct, 2024 @ 5:36am 
Love it.
Flamebite  [author] 8 Oct, 2024 @ 4:39am 
@WarTorn87 I tested it and it perfectly suits AGOT. check your own devices. AGOT is a easy-crushing mod because it has too many baronies
Flamebite  [author] 8 Oct, 2024 @ 1:12am 
@Coach Not yet. It makes little sense because Players lack inteaction with other adventurers. I'm developing a Merge Camp Interaction now. Maybe cover it when that mod completed.
Coach 8 Oct, 2024 @ 12:28am 
excuse me, will the ai also recruit locals?
Flamebite  [author] 7 Oct, 2024 @ 8:27pm 
@Dusty Fair Advice. Will think about it. just thought there are way different between recruit a noble or a lowborn. Difinitely pursuade a noble is more difficult because they have a wide vision and i made it cost more pristige to differentiate so did the name of interaction in game.
Dusty 7 Oct, 2024 @ 7:46pm 
Adore this mod, organically recruiting pre-existing wanders as opposed to spawning in new ones is a definite improvement.

The only thing I'd nitpick is simply changing the option to be "Recruit Locals" without specifying if they're noble or lowborn so it feels more seamless next to the other interactions in menu.

Either way though, a must-have mod!
WarTorn87 7 Oct, 2024 @ 5:27pm 
Ok now I saw the interaction, but right clicking it caused a CTD.
WarTorn87 7 Oct, 2024 @ 5:15pm 
Any chance of a compatch for AGOT? Not seeing the interaction even with this last in the load order.

Thanks!
Ēarendel 7 Oct, 2024 @ 7:19am 
Very nice, I like to add custom npc's, so having to enter the tavern 20+ times was annoying indeed, there really needed to be a refresh option in that event.
HonestChanges 7 Oct, 2024 @ 5:10am 
Thank you!:steamthumbsup:
Flamebite  [author] 7 Oct, 2024 @ 3:23am 
@HonestChanges I do have interest on the mod you referred. I will check it out when spare time
HonestChanges 7 Oct, 2024 @ 2:33am 
Can I ask if you could update another mod... It has been abandoned and in need of someone with even basic skills to update it and take it on. The Mod in question is this mod;

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2523842349

The above link is to the 'Joan / Jeanne / Jean d'Arc Mod' Its a simple Mod that creates a decision called 'Listen to the Peasants' once clicked it would immediately trigger an event called 'The Maid' This event is essentially Joan d'Arc's Introduction to the game... Anything you can do would mean alot to us the current 5.5k SUBSCRIBERS :steamthumbsup:
Switching Doom 7 Oct, 2024 @ 1:31am 
german translate available?
Wolf 7 Oct, 2024 @ 12:01am 
nice
hamletsdead 6 Oct, 2024 @ 6:52pm 
Cool idea. But does it work for AGOT? I will be the guinea pig and report back.
BLT&TNT 6 Oct, 2024 @ 3:49pm 
ahh been waiting for something like this!
alegdansk 6 Oct, 2024 @ 3:39pm 
In other words, is it more realistic than how it works in vanilla, right?