Crusader Kings III

Crusader Kings III

Modify the World
Modify your Crusader Kings III experience by checking out the many mods created and shared by the community, including tweaks to almost any aspect of the game.
Mod Order for a Dummy
Just watched One Proud Bavarian's Sicily playthrough and loved the mods he was using. Yet for the life of me I cannot figure out what order to put them in without making the game crash. I assumed the order in his mod collection was the correct order, but that is not the case. Tested without some mods, tested different orders of the mods below, still crashes.. Hopefully someone here knows the secret answer to my problems.

Mod List in this order:

CTP
RICE
CFP
MHG
EPE
MHG+RICE+EPE
MHG+CFP
CFP+EPE Comp Patch
CE
RICE+EPE Comp Patch
Better AI Education
Better Marriage (AI)
Better Barbershop
A Road Network in Vanilla
Dark Ages
Viet Events
No Fabricate Claims
Patrum Scuta
Medieval Arts
More Cultural Names
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Showing 1-3 of 3 comments
Cole 17 Jul @ 5:55pm 
i dont use a lot of these. id reccomend no duchy limit btw. but rice goes at the top. rice literally tells you in the opening event that *HEY CHAT, PUT IT AT THE TOP!!111* not sure about the other ones. put major mods at the top, put minor mods at the bottom
Break it down into blocks, like three mods at a time, and in groups (by what they mod - like UI or two mods & the compatibility patch mod). Look at the mods descriptions first for any rules or suggestions, incompatibilities, and additional mods you must run along with them for things to work.

Disable the lot of them.
Make sure the game loads & runs clean.
Add your first three. See if it loads & runs.
If not play with the order until it does - or if it doesn't no matter the order set them aside to later try ONE at a time addition.
Then do the next group in addition to your known working (so far) collective group of mods.

IF you try to add that many mods at once odds are one of them is even old, completely incompatible with something, or got downloaded in bad shape from the workshop - and you'll never figure out which one it is if you try to install them all at once.

Adding a SINGLE 'new' mod to a set of existing mods in a good load order is WAY easier than trying to add a bunch of mods at once.

The math is 1X2X3X4... etc. for possible combinations in order. At 20 new mods at once that number is.... quite large.

Good Luck.

ADD: IF you are copying somebody's mod list and load order ask them if you have issues. Comment on the Youtube video.
Last edited by jpcerutti; 17 Jul @ 7:40pm
Cole 17 Jul @ 8:09pm 
Originally posted by jpcerutti:
Break it down into blocks, like three mods at a time, and in groups (by what they mod - like UI or two mods & the compatibility patch mod). Look at the mods descriptions first for any rules or suggestions, incompatibilities, and additional mods you must run along with them for things to work.

Disable the lot of them.
Make sure the game loads & runs clean.
Add your first three. See if it loads & runs.
If not play with the order until it does - or if it doesn't no matter the order set them aside to later try ONE at a time addition.
Then do the next group in addition to your known working (so far) collective group of mods.

IF you try to add that many mods at once odds are one of them is even old, completely incompatible with something, or got downloaded in bad shape from the workshop - and you'll never figure out which one it is if you try to install them all at once.

Adding a SINGLE 'new' mod to a set of existing mods in a good load order is WAY easier than trying to add a bunch of mods at once.

The math is 1X2X3X4... etc. for possible combinations in order. At 20 new mods at once that number is.... quite large.

Good Luck.

ADD: IF you are copying somebody's mod list and load order ask them if you have issues. Comment on the Youtube video.
troubleshooting. a good method.
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Showing 1-3 of 3 comments
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