Crusader Kings III

Crusader Kings III

Dark Ages
Ellye 10 Nov, 2024 @ 1:31pm
Anyone has experience trying this mod together with ObfusCKate?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2874007571

In the surface, they seem to work together if you load ObfusCKate after Dark Ages, but in practice is very likely that it is overwriting some important parts of Dark Ages since it needs to change a lot of stuff about schemes and other interactions.

I'm thinking of trying to make a compatibility patch by going over the debug log and checking everything that is overwritten from one mod to the other, but guess I'd rather first ask if anyone has played campaigns with the two mods and if anything in particular was noticeable.
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Showing 1-7 of 7 comments
Cardolam  [developer] 12 Nov, 2024 @ 6:40am 
Going through Obfusckate in a cursive way, I did not find anything serious regarding possible incompatibilities between both mods.

I'd say the worst consequence of mixing both is the lack of information needed to answer hundreds of events, as the levels of knowledge about skills are not syncronized between both mods. Meaning, in Dark Ages and considering its events, there are no differences in a character having 12 in a skill or 14. However, having 15 in a skill is different already. With Obfusckate active the player doesn't have the nercessary info to act on this information.
TheLoneWanderer 13 Nov, 2024 @ 6:33am 
I have been using Immersive Realm Espionage with Dark Ages. It is no where near as thorough as Obfuskate in obfuscating information however it does limit knowledge of military matters.
Cardolam  [developer] 13 Nov, 2024 @ 7:34am 
Sure, I am a grateful user of Immersive Realm Espionage. It was even included in Dark Ages a year ago but had to take it out due to people outcry.
Ellye 13 Nov, 2024 @ 11:16am 
Thanks for the replies!

I'll check Immersive Realm Espionage as well.
TheLoneWanderer 13 Nov, 2024 @ 4:58pm 
@Ellye - your spymaster has a new task to investigate other realms that will provide you with data about it --you'd probably see that anyway..but I try to do one nice thing a week and now I have it my quota
mlsmith45 14 Nov, 2024 @ 9:38am 
I just started using them together. The only thing I found so far is that when fabricating a claim, the amount of time left is blocked out (or doesn't work at all). I believe this is a conflict, but I have no way of confirming it.
Cardolam  [developer] 14 Nov, 2024 @ 2:24pm 
Originally posted by mlsmith45:
I just started using them together. The only thing I found so far is that when fabricating a claim, the amount of time left is blocked out (or doesn't work at all). I believe this is a conflict, but I have no way of confirming it.

The only thing Dark Ages changes in fabricating a claim is in the logic of the code swap a couple of numbers. Nothing to do with the interface. I am able to check the time remaining and I am sure the other Dark Ages players also are (except for some borderline conflict with another mod that has nothing to do with Dark Ages).
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