Crusader Kings III

Crusader Kings III

Landless Opportunities: Playable Courtiers (Test Branch)
23 Comments
SquareBeard  [author] 21 Jun @ 5:08am 
Thanks for the comments! There's definitely room to expand on mercenary/adventurer camps and holy orders. You can get pretty fast court performance/rewards if your group gets hired for a war though that's mostly luck. If you've got ideas for new features let me know.
|r.τ.α| Somm 20 Jun @ 9:26pm 
I really like the concept of this mod and I hope it's expanded upon. It's fun for starting landless and transitioning into landed gameplay, but staying as a landless character feels like you just do nothing and make very incremental progress; job performance takes years to raise and there's little you can do to expedite it besides spamming the Visit Camp button
Vengeance 1791 27 May @ 7:34pm 
My new favorite way to play CK3
so much RP potential its amazing
SquareBeard  [author] 19 May @ 8:22am 
@Chicken_Smuggler yes it does. Should still work on 1.15 as well.

@FunGaming44 I decided to drop the court positions file since the changes to aptitude didn't seem worth the hassle (it was just to negate the -20 aptitude for "busy ruling" if you have a camp). Only overwrite in this mod I can think of now is for the "Procure Estate" interaction.
SquareBeard  [author] 19 May @ 8:18am 
New (very minor) update.
- Localisation/minor improvements
- Interaction when unlanded to attend activities that are in progress

I should mention that mods that let you become a knight/commander can work nicely with this mod too (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2861161429)
Chicken_Smuggler 19 May @ 1:54am 
Does this work on 1.16.2?
FunGaming44 13 May @ 8:27am 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2749586647 update this one as they changed a bunch of things, please update your mod along with it
Azhran 12 May @ 1:56am 
This is a great idea, and as mentioned, a DLC about playing in a court, would be awesome.
hamid01 11 May @ 3:41pm 
i would love a DLC about the choice to play in court, thanks for the mod!!!
FunGaming44 11 May @ 4:22am 
Added the scope like you said, missed that part lol.
SquareBeard  [author] 11 May @ 12:44am 
Also @FunGaming44 the empty event you added is great but the scope needs to be set

scope:recipient = {
trigger_event = lopc_event.2440
}

so that the event fires on the character you're switching to. Seems to work perfectly once that's done.
SquareBeard  [author] 11 May @ 12:35am 
You were right the court positions code is quite old. Looks like I didn't change the scripted triggers so honestly other than losing out on an aptitude bonus as a landless adventurer courtier it doesn't add much.

Just did a quick update with the mod you suggested as a template. Still only touches a handful of court positions but I can integrate the rest in the future if you're cool with that. Load yours before and they should work nicely.

I won't be around to update the mod for a week or so but if there's still issues with court positions you can load your mod after this and it should work fine. Let me know if you find anything else.
FunGaming44 10 May @ 8:18pm 
try to base your court code from https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2749586647 that is my court code i use that i was in the process of update for the real freedom mod to allow certain court positions for baron level if you could make your code changes in that and leave most of it in tact so it still works for what it was suppose to then that be awesome
FunGaming44 10 May @ 8:14pm 
looks like you based your court positions file code on the old code before the update ?? Lots of things got changed in the default game code as of 1.16 you might want to update that i'm find lots of issues not being able to use most court positions anymore
FunGaming44 10 May @ 7:31pm 
suggestion for the court positions, if you could change it a bit so court positions also become available starting at the baron level then it will be more fit for the entire mod without me having to make a seperate mod again that overrides yours.
FunGaming44 10 May @ 5:38pm 
added the empty event, might want to test it to make sure it works as you intended
FunGaming44 10 May @ 5:34pm 
i will add that solution with the empty event for now makes it easier for you to add onto it
SquareBeard  [author] 10 May @ 4:59pm 
I did think about adding a "found house" option although it seems lowborn characters automatically form a house as soon as they get a title, including a camp, which kinda makes it less cool. The AI doesn't use anything in this mod or the earlier version since it seemed a lot more effort than it was worth.
SquareBeard  [author] 10 May @ 4:53pm 
@FunGaming44 it's not much of a fix. I can't fire playable on_actions on the landless player so a hidden event runs in the background to manage a few things like businesses, lifestyle xp, and the occasional random event.

I think the best way for you to change something on your end would be to add a

"trigger_event = lopc_event.2440" to the on_accept of the "switch character" interaction, and then add an empty lopc_event.2440 event to your mod (which doesn't do anything when fired but can be overwritten by this mod).

Alternatively you can copy my event and just get rid of the lopc_refresh_business and random_list effects to keep the lifestyle_xp every month. You could even copy events 2440-2444 in my (hideously overgrown) events file if you want the handful of random events to be in your mod too.
FunGaming44 10 May @ 4:44pm 
btw if you find the time and if your interested, I always wanted to create the possibility for a landless lowborn or any lowborn to have the chance to start a dynasty / house player only for now until it can be fully balanced so we dont end up with every lowborn creating dynasties. I just didnt find the time for it yet but if you want to add that to this addon then please do.
FunGaming44 10 May @ 4:18pm 
great addition to the mod, keep up the awesome work your doing
FunGaming44 10 May @ 4:18pm 
if you provide me with your fix i can implement it into the mod so people dont need to fire the even manually.
Rhaeven 10 May @ 3:01pm 
This is really cool! :reheart: