Crusader Kings III

Crusader Kings III

998 ratings
Unofficial Patch
18
7
12
7
13
13
2
2
3
5
2
2
2
2
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
37.725 MB
5 Oct, 2022 @ 10:10am
20 Jul @ 12:20pm
101 Change Notes ( view )

Subscribe to download
Unofficial Patch

Description
** This mod MUST be the first in your mods list**

If you have other mods, loading this mod MUST BE at the very top

=> Because of the nature of this mod, I have to edit base game file, this is the source of many conflict with other mods editing the same files to add content to the game.
=> By loading this one first you are telling the game engine "this mod has a lesser priority if another one edit the same file".
=> This should resolve compatibility issues, BUT you can encounter bugs that sould be fixed by this.

** IF YOU CRASH OR SEE THAT THE MOD IS FOR ANOTHER VERSION READ THIS **

> There is an issue with Steam sometimes redistributing old version of the mod. I've contacted Steam but they won't do anything to fix this issue.

Here is the workaround that will fix the issue:
1. Unsubscribe
2. Stop Steam
3. Subscribe
4. Start Steam

I know this is a bit annoying. But I can't do anything on my end to fix Steam.


Base Game

Disclaimer: As I didn't update the mod description since 1.9, I'll do it soon (all the things are in the changelog anyway, but I agree, a proper description is nicer)

- The grand wedding issue since 1.9.2 locking you out to perform one is fixed, if you already are affected you'll have to wait 1 year for it to be cleared by the next event checking it.

Brand new things

- Prisonner that die in either dungeon or house arrest now have a title saying they were prisonners
- You now have a notification if a prisonner die in your house of arrest (and it will be said in the description)
- You now have a memory when you divorce
- A notification have been added when you are the liege to a child and their guardian dies (if the guardian is not close familly)

Localizations

- This mod once included other languages, this is not the case anymore and will only fix english version. If you are using another language, you may encounter raw key as I had to add new ones here & there.
- If you want to make a localized version of this mod, feel free to do it. the only thing you have to do is to translate the files in the localization\replace\english folder

For German users, you can use: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3355568022

----

If you want to support my work:

https://ko-fi.com/kazarion
Popular Discussions View All (10)
30
25 Jun @ 1:57am
Fix suggestions
pharaox
69
20 Mar @ 11:12pm
PINNED: Known bugs
Kazarion
9
8 Jun @ 3:34am
Older versions repo?
-sb- zveroboy
916 Comments
pharaox  [author] 20 Jul @ 6:06am 
@adinsx Thanks, yes, this is an issue with the mod that was introduced some time ago in an attempt to fix another vanilla issue - the seller isn't getting anything when you "purchase" the land. I opened https://github.com/ProZeratul/CrusaderKings3UnofficialPatch/issues/233 and we are already working on the fix, will be included in the next version.
adinsx 20 Jul @ 1:59am 
When using this mod, I get charged twice when buying land as a landless adventurer: once when making the request to buy land, and then again immediately after becoming landed. I ended up being charged a total of 1600g instead of 800g. Disabling the mod makes it so I only get charged upon making the request.
IlliaJ 19 Jul @ 12:27pm 
@pharaox , nice to know it'll be gone on the next version, thanks for answering!
pharaox  [author] 19 Jul @ 12:12pm 
@IlliaJ OK, I know what is happening. The initial fix itself has an issue which is already fixed in main, but only 3 days ago, so you it's not released yet.
On the positive side, I now tested carefully vanilla vs. Unop, and it seems our fix is working exactly as intended. After the new Unop version is released, the issue will be gone.
BTW, with just vanilla, the entire Sahara is locked, not just the corridors - but it's difficult for you to see the difference, because it's not easy to say what is "Sahara" and what are "corridors" without looking at the game code.
IlliaJ 19 Jul @ 10:57am 
@pharaox , I did investigate a bit after discovering this issue and found out about Vanilla changes to Sahara, but in my case I can't build holdings anywhere, not just Sahara. I specifically noticed that in Persia, but it seems like the whole map that is affected.

I deleted the file "00_building_requirement_triggers.txt" and now I could build holdings, while the crossings in Sahara (such as those from Kanem to Lybia) were still locked from new holdings, as intended.
pharaox  [author] 19 Jul @ 9:07am 
@ZigingZagers I am not able to reproduce this. I tested with the mod but I think it should work with plain vanilla as well. In my quick test, both the "Travels of ..." decision visited PoIs and the skill points of followers were updated correctly when I visited a capital PoI. I also examined the code and see no obvious issues.
Regarding the skill points, their bases are updated, so unless you are checking them right before and after the visit you might not notice the difference. Which skill point exactly is determined by the "court type" if the capital (if the ruler has a royal court), or random otherwise.
pharaox  [author] 19 Jul @ 8:40am 
@IlliaJ This is a bit complicated, see here: https://github.com/ProZeratul/CrusaderKings3UnofficialPatch/blob/main/common/scripted_triggers/00_building_requirement_triggers.txt#L494
Basically, in 1.13.2, Paradox prevented holding construction in the entire Sahara region if the terrain is Desert or Desert Mountains.
In 8.0.32 (latest version), @Kazarion fixed this, except for provinces that are "corridors", since this was the original intention of the Paradox fix.
So just for these 19 provinces, it is not possible, and this is intended. Anywhere else it should be possible.
pharaox  [author] 19 Jul @ 8:27am 
This comment is awaiting analysis by our automated content check system. It will be temporarily hidden until we verify that it does not contain harmful content (e.g. links to websites that attempt to steal information).
pharaox  [author] 19 Jul @ 7:24am 
@-=GoW=-Dennis Regarding Blademaster, again, is there a report how to reproduce this? I see multiple events adding XP to the trait, e.g. some tournament events, and there seems to be nothing wrong with the trait itself, since I was able to add XP to it via the debug console using the same effect that is used in these events. It could be of course that these events are rare, or buggy, or both, but it's hard to say without more clues what to look for.
pharaox  [author] 19 Jul @ 7:07am 
@-=GoW=-Dennis I am not able to reproduce this issue with the latest vanilla (without any mods). I start in 867 with the Earl of Oriel (holding an Insular holy site), add myself 2000 piety, and then immediately create a new Test faith. After it's created, the Pope is still the HoF, and this is confirmed by the "The Test Schism" event that fires on the next day. Am I missing something?
I tried with a ruler who doesn't hold a holy site with the same result.
I also examined the old fix mod. The code is indeed quite old and I don't have the CK3 base files of that version to compare, but from what I could guess by comparing to newer version files, the fix seems to have been meanwhile adopted in CK3.
If you are able to reproduce the issue in vanilla without any mods, please open an issue with us with the exact steps to reproduce it.