Crusader Kings III

Crusader Kings III

Your Personal Quarters
132 Comments
Blue  [author] 26 Jun @ 4:06pm 
and to answer your question hagnat - admin realms are not compatible at all with what I'm doing here with my mod, sadly
Blue  [author] 26 Jun @ 4:06pm 
hmm kind of expected it would mess with title changes also... I will look into it!
hagnat 25 Jun @ 4:53pm 
i have another edge case for you to cover... admin realms.
i was really happy with my estate as a feudal duke, formed an independent kingdom, and converted it to an Admin realm. That means i lost my neat estate i worked so hard to improve, and had to start again with an admin estate. Granted, the admin estate is bigger / better than the feudal one, but i would like to be able to keep it instead of migrating to the Admin realm.
would it be possible ?
Blue  [author] 23 Jun @ 6:54pm 
if a mod messes with on_action and specifically yearly stuff then yea expect wonky performance
msboo001 23 Jun @ 5:32pm 
Update: Game crashed a few days after starting with Unoffical Patch also on. I don't know, just not going to use that patch
Belgrifex 23 Jun @ 4:17pm 
Wooooo Let's gooo! Just in time as I was planning a new game :D
msboo001 23 Jun @ 3:48pm 
Neat looking mod, haven't started yet because of a weird crash: placing this mod above the Unofficial Patch Mod causes a crash during the initialization screen, but below is no problems. Checking the logs I think its something to do with the traveller lifepath stuff, I think? Easy enough to avoid for now though
Blue  [author] 23 Jun @ 2:55pm 
New upload to the mod - ought to work as intended now!
hagnat 23 Jun @ 2:34pm 
oh my! i was going to continue my rimworld run today, but this looks a lot more interesting :D
Blue  [author] 23 Jun @ 2:04pm 
I ran 7 years without issue but I'll check it out
luis3007 23 Jun @ 1:30pm 
Still having the issue with dissapearing quarters, even after putting your mod at the end of my mod list. Since I use many mods, not sure which one may provoke the error. Will wait to see if someone else still has the error in feudal play with a previous save. Perhaps it may work without issue on a new play, havent't tested that yet.
Maño 13 Jun @ 4:18pm 
Thanks! I am making a large iron throne submod for agot and your mod inspired me to include quarters. I am quite bad but learning slowly :)
hagnat 11 Jun @ 10:39am 
> You would need to add an on action to delete the feudal quarters if the ruler becomes landless but thats about it I think.

would it be possible NOT to lose the feudal quarters, and instead disable its bonus / disable adding new buildings ? this way we inherit the family estate, but only profit from it once we become landed characters OR allow for a new decision where we sell our old estate to another landed character.
Blue  [author] 11 Jun @ 7:22am 
I did a massive deep dive into the system and yeah, it's possible to add domicile through nomad and such but adventurer creates the least hassle. I'm currently wanting to make equivalents for tribal lords and clans but perhaps I should include that in a different update down the line (meaning, only feudals will have access to quarters for now).

Also, I saw in the Ck3 COOP discord your work with the red keep! KEEP it up! (I'm terrible!)
Maño 11 Jun @ 4:46am 
I found a very simple solution. I was making a similar mod for myself and it works now.

Need to replace "create_nomad_title" with "create_adventurer_title". This way the quarters do not get deleted.

You would need to add an on action to delete the feudal quarters if the ruler becomes landless but thats about it I think.
Belgrifex 7 Jun @ 9:57pm 
You got this, we all think you rock
Blue  [author] 7 Jun @ 2:34am 
Working on fixing it at this moment (yes I can also remove the decision and it gets assigned to everyone but that's more owrk and im lazy)
Silhouette 6 Jun @ 1:55pm 
I had this mod prior to the Mongol DLC, and the castle holding was already part of your household. Now when I played the game after the dlc was released, it became a decision and whenever I have the holding built, it just disappears after a while. Does anyone here have a fix on this problem.
Blue  [author] 6 Jun @ 7:36am 
to answer Maño, there is a workaround for that problem which is just changing those triggers altogether. Might cause more conflicts with other mods tho!
Blue  [author] 6 Jun @ 7:35am 
I kind of want to make buildings even more expensive. When the mod was working (Ik how to fix it now), I noticed how easy it was to stack a few modifiers to make upgrades dirt cheap. But yeah, I like generally the modifiers as they are.
hagnat 5 Jun @ 3:18pm 
that said, i like how balanced you made the mod.
the bonus are not out of this world, a +1% here, a +3% there... this is nice
hagnat 5 Jun @ 3:17pm 
"all right! one more upgrade and my quarters are com..."
*POOF*
D:
Maño 4 Jun @ 10:14am 
I think I know why the quarters disappear. You use the effect "create_nomad_title" to create the domicile.

There is a vanilla on action in yearly_on_actions.txt around line 1360 that destroys any nomad title held by non nomad rulers. So every year, this on action will destroy the domicile as it is a nomad title held by a non-nomad.

This is why it coincides with events triggered by the yearly on actions but it is not caused by events but rather by the on action on line 1360.

I tested my modifying the feudal government to include "flag = government_is_nomadic" and the quarters no longer go away. But sadly this is not a solution since this turns your government into nomadic.

Maybe it is posible to use a different effect other than create_nomad_title.
$N43GR 21 May @ 1:34pm 
Just adding to what @belgrifex said — it seems to happen kind of randomly whenever a major event occurs. For example, today I saw it trigger right in front of me as someone declared war on my liege. Hopefully this confirmation helps you track down the issue. Good luck!
Kaiser_Powers 19 May @ 10:42am 
It's all good.
Earl of Wessex 19 May @ 8:10am 
It's called wishful thinking, Blue. We're all entitled to a little bit of it :p
Blue  [author] 19 May @ 7:00am 
Hmmm... (why did i promise to make this this weekend lol)

These things. they take time.
Belgrifex 18 May @ 8:54pm 
Oh good I was worried it was just me having the disappearing problem randomly. Seems to happen after any major event like dying, winning/losing a war, creating a religion/culture etc
Blue  [author] 14 May @ 2:58am 
Should have a fix by the weekend no later than sunday. Thanks for reporting this!
Kaiser_Powers 13 May @ 10:38am 
I can also confirm the disappearing quarters glitch.
WarezCrawler 12 May @ 10:36am 
I can confirm the bug @Venerable describes - the quarter disappears all of a sudden. I cannot say if it happens when I do something specific, or if just happens sometimes.
I'm playing with many mods, but since he does not it is probably not related to that.
Shattered Seraph 4 May @ 12:56am 
Also reporting a bug with losing my quarters while forming hybrid cultures. didn't see it mentioned so just wanted to inform. thanks for the mod.
luis3007 2 May @ 2:30pm 
Same bug in feudal. Take your time, thanks for the help!
Blue  [author] 1 May @ 9:17am 
Working on patch, can't promise on a timeline to fix tho
๖ۣۜDimitri 1 May @ 5:52am 
Yes I played as feudal
Blue  [author] 1 May @ 5:39am 
Do you both play as feudal countries? (There seems to be problems for tribals and other gov forms)
๖ۣۜDimitri 1 May @ 12:15am 
@Venerable I have the same bug
Venerable 30 Apr @ 8:54pm 
I am experiencing an issue where after a few years the quarters just disappears and the event to claim your quarters comes back up. Making me lose all my progress. How can I resolve this. (It's the only mod I am currently playing)
Blue  [author] 29 Apr @ 3:12pm 
Interesting... I will investigate this further.
almasty 29 Apr @ 9:59am 
But, by pushing through this decision, the type of government changes from tribal to feudal. But the possessions themselves do not change.
Blue  [author] 29 Apr @ 5:41am 
Like right now you need a decision to get the domicile bcuz I need to find a better solution..
Blue  [author] 29 Apr @ 5:40am 
There a lot of fixing for this new update so I'll include fixing that next update (today?)
Mr. Fuchs 29 Apr @ 4:04am 
its great that you used the english localisation for the other languages, though you forgot to change the first line in those files from "l_english" to "l_german" "l_french" "l_spanish" etc.
𝘼𝙮𝙖𝙨 26 Apr @ 1:06pm 
mmm it actually seems to work with EK2? I dont know if im fcking something in the mod, but loading this one the last i can see my castle, move, build upgrade etc without issues(apparently)
MangoCobra 18 Apr @ 5:44pm 
Autocracy (Their modified Clan, used by like 90% of governments) and Feudal - They're basically what you'd expect from kingdoms. Just Autocracy is like "Feudal but somewhat less stable".
Blue  [author] 18 Apr @ 2:07pm 
Never played Elder Kings. Tell me which government types you think would fit with my domicile type
MangoCobra 17 Apr @ 3:20am 
Would you be willing to make a compatability patch for Elder Kings?
Blue  [author] 13 Apr @ 10:01am 
mods that messes with domiciles are very likely not compatable since they touch the same files
mossgodclapu 12 Apr @ 5:49pm 
IS THIS COMPATIBLE WITH MANOR DOMICILE?
Lord Orion 12 Apr @ 3:51pm 
Got it, I thought that might be the problem.