Crusader Kings III

Crusader Kings III

More Religious Doctrines - Updated By Polytheism Reborn
Tom5667  [developer] 18 Sep, 2022 @ 1:58pm
Bugs
Let me know if there are any bugs, I will try to fix them as soon as possible
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Showing 1-15 of 24 comments
Rickashay 26 Sep, 2022 @ 10:36am 
So I'm having an issue with this mod relating to commanders and knights, namely that after creating a new religion, suddenly there are none... anywhere. Like the whole world, every other religion too, suddenly is ineligible to be knights or commanders for anyone. It seems to effect all my older saves too and the only thing that fixes it is turning off this mod. Not a clue what's going on, I don't think I have anything that might conflict with this mod.

As a guess there might be an issue with the "male dominated" bit, there's a bit of debug text in the tooltip that isn't there when the mod is off.
Last edited by Rickashay; 26 Sep, 2022 @ 10:44am
Tom5667  [developer] 27 Sep, 2022 @ 1:35pm 
Originally posted by Rickashay:
So I'm having an issue with this mod relating to commanders and knights, namely that after creating a new religion, suddenly there are none... anywhere. Like the whole world, every other religion too, suddenly is ineligible to be knights or commanders for anyone. It seems to effect all my older saves too and the only thing that fixes it is turning off this mod. Not a clue what's going on, I don't think I have anything that might conflict with this mod.

As a guess there might be an issue with the "male dominated" bit, there's a bit of debug text in the tooltip that isn't there when the mod is off.

Sorry for the late response, I have to look at this myself never seen/heard it before.
Did you use other mods with this mod on ?
Rickashay 28 Sep, 2022 @ 9:34pm 
A few, mostly quality of life mods. Auto-convert areas, auto-promote culture, and a bunch of notification mods. Additional faith icons. Also one that moves succession laws at bit earlier in the tech (maybe that's the conflict?). Also double checking this save actually was originally from 1.5, that i've been dragging though versions as big updates hit. So... ya sorry could be a few different things. If no one else has this issue it might just be my save. Thanks for the reply though.

Update: Interesting, I've just done some more testing. The no-knight thing definitely seems connected to this mod and not my save file. I turned off every mod except this one and used a standard 1066 start as england to test. With no mods on, that start has 7 knights. With just this mod on 0 knights.
Last edited by Rickashay; 28 Sep, 2022 @ 9:48pm
Tom5667  [developer] 29 Sep, 2022 @ 3:40am 
There is indeed a problem that if you create a new faith you have to start a war to let the knight thing auto correct itself, don't know if you tried that too ? cause that solves the issue normally
Rickashay 29 Sep, 2022 @ 6:55pm 
Sorry for the slow back and forth. Ya no doesn't seem to work. When I load a save from before this issue the knights load correctly but after 1 in-game day they all drop out. Starting a war didn't seem to fix it, let it run for awhile and they stayed gone.
Tom5667  [developer] 30 Sep, 2022 @ 4:42am 
hmm never seen that before, will have to go through the code and test it myself. It's not really the way it normally has to work
Tom5667  [developer] 1 Oct, 2022 @ 1:50pm 
I tried it myself but I can't replicate the issue, all knights work even when I creat a new religion , what I would suggest is try to resubscribe . To be sure you could also try if the one without modifiers works for you, if so you could use this https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2864051674
it just adds the modifiers for the added doctrines
kalek 2 Oct, 2022 @ 5:59am 
Hello, sorry for my bad english. Thank you very much for updating this mod. But I ran into one problem that I can't fix myself. Firstly, the doctrines from the mod are missing in the asatru. But I copied them from the old version of the mod. It's nothing. The problem is that even before I copied the old doctrines into the on_action file, the coats of arms of the territories in Scandinavia under pagan rulers look like basic Christian ones. Perhaps it is in other regions, but I did not notice. This problem was even before the update of the mod and appeared when the royal coart was released, and then I rummaged through the files and could not find the cause. At the same time, I checked it with different mods and without them, the problem always remains. Thank you for your efforts. Maybe it's just me that has this problem.
Tom5667  [developer] 2 Oct, 2022 @ 6:44am 
Yeah the asatru stuff will add it to the next update, the coas part I need to look at
because this mod normally doesn't change coas it's a vanilla trigger

If it didn't work when you changed from christian to asatru it could take a few months for the game to change the coa
kalek 2 Oct, 2022 @ 3:04pm 
Thanks, I decided to watch the game and noticed that the titles created by the Scandinavian pagans after the start of the game still look like they should. I also tried to change the confession, the coats of arms change every other day. I realized that the problem is that there is a conflict with the on _action file and decided to check the files of the original game. And as a result, in the on_action folder in the game_start file, I found that at the beginning of the game, the coats of arms of Scandinavia are installed by the script. After checking the rest of the effects registered in on_game_start, I noticed that almost all of them do not work. The same goes for on_game_start_after_lobby, where the initial acceptance of cultures is set, which also disappears when using the mod. In the end, I think that the mod in the on _action file does not add an effect, but overwrites them. This applies to the on_game_start and n_game_start_after_lobby blocks, namely the effects. Since the event for historical artifacts works fine. I hope I'm not mistaken and this is the right reason :)
kalek 2 Oct, 2022 @ 3:09pm 
By the way, because of this, not only such trifles as incorrect coats of arms or the Aragonese culture in the struggle in 867, but also the slots for great sacred places disappear and the hre elections break, although it is strange that not completely
Tom5667  [developer] 4 Oct, 2022 @ 5:59am 
As far as I know the on game start things work as you wouldn't have the extra doctrines by every faith, I updated that part a bit for the norse and basque.
Tested the coa change of sweden yesterday and it changes correctly when going from christian to norse.
Again this mod doesn't change coas etc. So don't know why you have those problems
and haven't seen any other reports that this mod causes this kind of behavior
kalek 7 Oct, 2022 @ 3:47am 
The problem is not that coa changes. Mod really does not touch them. When you change religion, everything changes. But at the start of the game in 867, the coats of arms of the Scandinavians are not pagan, but Christian. This is because the game sets coa to 867 in the game_start file. They are changed not by the script, but by the starting effect. The mod overwrites the game_start file and because of this, many mechanics that are launched at the beginning of the game do not work in the game. You can check, in 867 the Aragonese culture should not be in the struggle. It is removed by the script. But when using the mod, I have it in 867 in the struggle. Like most other effects in the game_start file do not work (All I checked)
Tom5667  [developer] 7 Oct, 2022 @ 8:51am 
Took me some time to understand what you mean😅 so yes indeed the coa starts christian. I have a update ready and the problem should be solved with that. Thanks for mentioning it 🙂 It's a bug that seems to be around for some time then, hope it also solves the problems for the struggle
kalek 7 Oct, 2022 @ 11:41pm 
Thank you very much for updating the mod. Sorry for my English, I wanted to help you solve the problem and described how I came to this. But in the end I confused you even more :). Yes, now all the effects from game_start work well. But:). Still mod overwrites effects from on_game_start_after_lobby. From the start, the game is set to acceptance cultures and now it is not set. Not that it bothers me. It's nothing. I just don't like when something breaks in the game. Although the rules of the game are written in this block, and I don’t know how it works. In general, thank you very much for working on this mod, once again I apologize for confusing you.
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