Crusader Kings III

Crusader Kings III

Travelers
Mod detection
Hey there,
I'd like to bake in compatibility with Travelers in Foundational Frameworks, which would enable you to take off stuff from PoW, avoid us having to each maintain the same files on both ends, and handle compat with other stuff I have cooking.

Can you make your mod detectable by:
- setting a travelers_is_loaded global variable on game start
- making an always true travelers_is_loaded scripted_trigger

This way I can pick up on travelers being loaded, same way you can currently pick up on PoW being loaded.
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pharaox  [developer] 12 May, 2024 @ 12:12am 
Thanks for your suggestion! I am really sorry, I only noticed this thread now. Steam sucks at sending notifications, and you only see the 3 "most popular" (which usually means oldest) discussions on the mod page by default.

Travelers already sets the global variable travl_initialized on game start (or the first time the mod is loaded). I will also add a compatibility trigger in the next version and let you know.

Just out of curiosity, why do you need both? I thought the trigger is the more reliable mechanism, since if the player disables the mod and continues playing without it, the variable would still be there but there will be no trigger returning true.
pharaox  [developer] 12 May, 2024 @ 3:06am 
I just released version 0.7.5 with the travl_is_loaded trigger that you requested.
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