Crusader Kings III

Crusader Kings III

Chat GPT Flavor Pack (Lite) | 1.14
One Proud Brazilian  [developer] 23 Jul, 2023 @ 7:57am
PERFORMANCE ISSUES (FIXED)
This topic is to discuss about possible incompatibilities

I have run the game again with the mod alone and with all features activated. After 100 years, everything remains normal, as if no mod were installed. There are no errors in the log, and the average number of courtiers per court is acceptable at 20-25.

This mod has been tested and runs smoothly on its own. Since it doesn't alter any original files, it should theoretically be compatible with any other mod. However, if you experience performance issues, please check the other mods you are using. If disabling only this mod resolves the problem, it may be a rare case of incompatibility due to another mod rewriting system files. The "After the End" mod (which is not on Steam) seems to make significant changes and may cause issues, so avoid using these mods together. Please understand that mods are like assembling a puzzle.
Last edited by One Proud Brazilian; 23 Jul, 2023 @ 7:17pm
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Showing 1-8 of 8 comments
Rellom 23 Jul, 2023 @ 9:47am 
TEST saves (only Chat GPT Flavor Pack):

Test 1: - Characters spawning enabled:
Starting characters in 1066: 30640
Ending characters in 1166: 55263
Average courtiers per court (20 kings) in 1166: 22.3
Estimated game speed reduction in 1166: 20% (as expected with more characters)

Test 2 - Character spawning disabled:
Starting characters in 1066: 30649
Ending characters in 1166: 52281
Average courtiers per court (20 kings) in 1166: 19.7
Estimated game speed reduction in 1166: 15% (Around normal base game value on my system)

Full modded concurrent save:
I’m in 1095 with 96467 characters, 32.3 average courtiers, and the game speed seems to be around the same speed as test 1, but 70 years earlier (I find that normal with 120 extra mods ). But the amount of extra characters is really odd, as my collection includes much more harsh health penalties with HMM, while only slightly increasing fertility compared to base values. I’ll investigate more, but there does seem to be something funky going on with character creation when other mods are influencing it too. Either that, or possible save game compatibility issues.
One Proud Brazilian  [developer] 23 Jul, 2023 @ 9:55am 
I just remembered that my game balancing mod changes birth rates and fertility

NChildbirth = {
SECONDARY_SPOUSE_FERTILITY_MULTIPLIER = 0.4
CONCUBINE_FERTILITY_MULTIPLIER = 0.3
BASE_NR_OF_CHILDREN_PER_COUPLE = { 1 2 4 5 7 7 } #Modded up from { 1 1 2 3 5 5 }
NEWBORN_HEALTH_BASE = 3.0
}

This settings means more characters being spawned, despite the health/fertility reductions. Maybe i should back up on this, and dont touch on character generation data.
Last edited by One Proud Brazilian; 23 Jul, 2023 @ 9:56am
Rellom 23 Jul, 2023 @ 10:17am 
I use my modified version where this is already reduced, so I can't blame it on that. I'll try and test how much your balanced mod is generating compared to my version and vanilla, but I doubt it will be a significant number.
Rellom 23 Jul, 2023 @ 12:00pm 
TEST saves (With Chat GPT Flavor Pack - Characters spawning enabled + different versions of balancing mod):

Test 1: - One Proud Brazilian’s version
Starting characters in 1066: 30443
Ending characters in 1166: 49531
Average courtiers per court (20 kings) in 1166: 19.3
Estimated game speed reduction in 1166: 15%

Test 2 - Rellom’s version
Starting characters in 1066: 30607
Ending characters in 1166: 52963
Average courtiers per court (20 kings) in 1166: 19.9
Estimated game speed reduction in 1166: 15%

I was a bit surprised that my version got more ending characters, which must be the higher overall fertility making a higher impact than health, then I thought. But other than that, it is how I thought it would look. I don’t believe you need to change anything in terms of fertility or childbirth.
One Proud Brazilian  [developer] 23 Jul, 2023 @ 12:28pm 
Nice! Thank you for diving in!

It seems like the reported exagerated character spawing is more of an issue with other mods.
Rellom 23 Jul, 2023 @ 6:20pm 
Good news. Me & HeadHunter found at least one possible explanation why people is having problems with the mod.

We narrowed down an issue with Community Title Project being loaded after Chat GPT Flavor Pack.

More specifically, events/qs_events.txt line 91, is trigging in very large amounts no matter the game rule, as it can't find new cultures or faiths being renamed/created. I could not reproduce the same amount of characters as @Headhunter could, but I had enough spam early on to have a significant overall increase. 867 start, is worse then 1066, as more new/changed names is added in the that period. Also tested MCN which also got issues loading after Chat GPT Flavor Pack, but to the same extend as the other. I believe this problem is for both any renamed, or changed provinces, faiths and cultures.

There could be other problems, but for now, move Chat GPT Flavor Pack further down the load order, or vice versa for mods that add above named to the game.
One Proud Brazilian  [developer] 23 Jul, 2023 @ 6:27pm 
i found the problem. In the end, all was because there were event namespace error

namespace = qss_decisions

And the event was named: qs_decisions

Was lacking an "s", and this was causing issues with other mods.

I will push an update ASAP
Last edited by One Proud Brazilian; 23 Jul, 2023 @ 6:27pm
Rellom 23 Jul, 2023 @ 7:00pm 
Well, that surprise me. Not even sure how that was making the load order with those mods not work. But hey, I'm just happy it should work for everyone now.
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