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LordPeter

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Can i play this mod with the HIP mod?
You will still (soon™) be able to use parts of HIP (VIET and CPR) togther with this mod via a submod.
So give it a try for sure
rM9OCeS.gif
 

TreyFL3

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Hey fellas - maybe should be in the bug forum, but I'm getting random crashes. Sometimes very early, sometimes after a long bit. It's weird, doesn't seem to be any rhyme or reason. Playing with latest Steam patched version. Is there a simple (clear flags or something?) solution I'm missing? Thanks for any help.
 

Rylock

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Hey fellas - maybe should be in the bug forum, but I'm getting random crashes. Sometimes very early, sometimes after a long bit. It's weird, doesn't seem to be any rhyme or reason. Playing with latest Steam patched version. Is there a simple (clear flags or something?) solution I'm missing? Thanks for any help.

No, there's no simple solution. We're getting less crashes now than before (as of a few versions ago, we reduced the processing load of the annual maintenance events by spreading them out over a month rather than having them happen all at once), but there are still random crashes on occasion. Vanilla CK2 is having them as well (there's a couple of threads about that), but there's no way to know whether these crashes are based on vanilla or due to the mod -- CK2's debugging is pretty primitive (what's available to modders, anyhow), so the only kind of crashes we can really investigate are repeatable ones (they happen on the same day, or within a very short timeframe, after every reload). This is true for all mods, and insofar as I know all major mods have the same occasional crashing issues.

Ideally that will change with the 2.4 patch, when Paradox is giving us more debugging ability, but until then the occasional crash is the price of admission.
 
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Hey fellas - maybe should be in the bug forum, but I'm getting random crashes. Sometimes very early, sometimes after a long bit. It's weird, doesn't seem to be any rhyme or reason. Playing with latest Steam patched version. Is there a simple (clear flags or something?) solution I'm missing? Thanks for any help.
Further to Rylock's helpful message above, I wanted to add my experience with latest version of the game.
Sometimes it crashes 2-3 times in a row (frustrating) sometimes no crash up to 3-4 hours (real time).

Due to the random unpredictable nature of the issue, the only thing I could do was setting autosave to monthly. I made my peace with about 1 second autosave every month (on SSD HDD) and now even if it crashes I lose less than 2 minutes gameplay (real time) so it's acceptable for me at the moment. Would be great when they totall fix this though.....
 
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DoktorZaius

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One thing that was causing a repeatable crash for me recently was the Zoroastrians losing out to Manicheans -- the "Manicheans Triumphant" pop-up. That appeared to be causing an immediate CTD upon firing, so I manually edited my save file at the time to have a few more Zoroastrian provinces. Doing so prevented the Manicheans from taking over, which prevented the CTD from cropping up.
 

Rylock

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One thing that was causing a repeatable crash for me recently was the Zoroastrians losing out to Manicheans -- the "Manicheans Triumphant" pop-up. That appeared to be causing an immediate CTD upon firing, so I manually edited my save file at the time to have a few more Zoroastrian provinces. Doing so prevented the Manicheans from taking over, which prevented the CTD from cropping up.

Interesting. If that comes up again, I'd appreciate a save from before it happens -- I've had the event fire previously with no crash, so it would be interesting to know if there was something specific going on.
 

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I've just installed the mod, and my first impressions couldn't have been better. The faction system, the ambitions, all the changes made in regard to laws - they all seem so functional and fun. Most importantly, they look simple and practical- yet logical, useful and elegant. I am really impressed, guys.

Congratulations, and please do not stop supporting this mod until the end of the days, for in case I enjoy CK2 plus, as it seems will be the case, it will make things very hard for me playing vanilla ever again.
 
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Hector of Troy

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I've downloaded and installed CK2 plus twice, and both times I got the same wrong checksum (PNKS). Any idea of what could be wrong?

* I have the correct vanilla checksum for the latest patch and I haven't installed any other mods apart from this one. The only thing I can think of is that I've been currently playing a vanilla campaign, but I assume this shouldn't mess with CK2+' checksum, should it?
 
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I've downloaded and installed CK2 plus twice, and both times I got the same wrong checksum (PNKS). Any idea of what could be wrong?

* I have the correct vanilla checksum for the latest patch and I haven't installed any other mods apart from this one. The only thing I can think of is that I've been currently playing a vanilla campaign, but I assume this shouldn't mess with CK2+' checksum, should it?
Different checksum seems to be from the mini update from yesterday so yours is fine.
 
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ck2plus_zpsaad47691.png

Version 3.07.4 released!​

Download on Steam Workshop now!

Subscribe not working? Alternate Mirror here (Loose Files)

SAVE COMPATIBLE


Checksum: PTAU

Changelog:
* The regular 'Demand Religious Conversion' diplo action has been removed. It has been replaced with 'Attempt Religious Conversion' -- usable under in the same circumstances (though it costs 50 Piety to attempt to convert a vassal, instead of simply 10 for a courtier), you will need to decide your approach (diplomacy, religious debate, or threat of imprisonment if you have at least Medium CA/Tribal Organization) and then the target will respond either with refusal, conversion, or sympathy (though sympathy cannot be gained with threats). Each approach has a different chance of working, depending on the target and circumstances, though only diplomacy/debate can get a target to honestly convert (otherwise they will likely remain sympathetic to their old religion, and/or become Cynical). Be careful debating someone with higher Learning than you, or you may end up becoming sympathetic to THEIR religion, instead!
* Religion heads now always pay 100 Piety for holy wars (never 250), and can go into Piety "debt" if they so desire.
* Fixed stem duchy creation when HRE is created without East Francia having existed first.
* Fixed some duplicate retinues
* Fixed Mongol Empire split event
* "Protected Inheritance" (titles cannot succeed to outside the realm) moved from High to Medium Crown Authority.
* "King's Peace" moved from Medium to High Crown Authority.
* "Title Revocation" moved from Autonomous Vassals to Limited Crown Authority.
* Finally fixed the issue where Liberation Revolt leaders would sometimes end up with a city or temple capital.
* Provinces that are isolated from the top liege's capital now get +2% revolt risk.
* The game's consideration of what's considered a province contiguous to the capital now crosses a single sea zone.
* The Kidnap plot has been re-enabled for the AI to use. The AI will now use it if they are at war with the target, the target has a plot against them (and they can't arrest him), they have a reason to execute the target (and can't arrest him) or the target is a fellow vassal in the same realm with either a vassal or a county that they claim or which is de jure theirs. The player can use the Kidnap plot on anyone, but demanding a county or vassal follows the same restrictions (only against a fellow vassal, and only if the target is yours by claim or by de jure right). You have the option of quietly killing the target if they refuse your demand, but their spymaster may discover the truth. There is another version of the Kidnap plot which is only available for non-rulers, originally used if they were refused a title after a demand (or you broke a promise to give them one). It may now also be used by courtiers with a claim on a county, though the chance is far less if their claim is weak.
* Fixed the "going native" event to work in a way that makes sense.
* Fixed the nomination of vestal virgins so a player only can receive it once a year (if they happen to be Pontifex Maximus), and so it properly only applies to girls who aren't already vestalis and properly only goes to a maximum of five at a time.
* Non-titular kingdom titles for which a ruler has none of its de jure titles as part of his realm will now be destroyed shortly after being inherited.
* Bumped up slightly the number of troops an adventurer is likely to get.
* EU4 Converter: fixed bug with rebel types that was causing broken EU4 saves.
 
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Version 3.07.4 released!​

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Changelog:
* The regular 'Demand Religious Conversion' diplo action has been removed. It has been replaced with 'Attempt Religious Conversion' -- usable under in the same circumstances (though it costs 50 Piety to attempt to convert a vassal, instead of simply 10 for a courtier), you will need to decide your approach (diplomacy, religious debate, or threat of imprisonment if you have at least Medium CA/Tribal Organization) and then the target will respond either with refusal, conversion, or sympathy (though sympathy cannot be gained with threats). Each approach has a different chance of working, depending on the target and circumstances, though only diplomacy/debate can get a target to honestly convert (otherwise they will likely remain sympathetic to their old religion, and/or become Cynical). Be careful debating someone with higher Learning than you, or you may end up becoming sympathetic to THEIR religion, instead!
* Religion heads now always pay 100 Piety for holy wars (never 250), and can go into Piety "debt" if they so desire.
* Fixed stem duchy creation when HRE is created without East Francia having existed first.
* Fixed some duplicate retinues
* Fixed Mongol Empire split event
* "Protected Inheritance" (titles cannot succeed to outside the realm) moved from High to Medium Crown Authority.
* "King's Peace" moved from Medium to High Crown Authority.
* "Title Revocation" moved from Autonomous Vassals to Limited Crown Authority.
* Finally fixed the issue where Liberation Revolt leaders would sometimes end up with a city or temple capital.
* Provinces that are isolated from the top liege's capital now get +2% revolt risk.
* The game's consideration of what's considered a province contiguous to the capital now crosses a single sea zone.
* The Kidnap plot has been re-enabled for the AI to use. The AI will now use it if they are at war with the target, the target has a plot against them (and they can't arrest him), they have a reason to execute the target (and can't arrest him) or the target is a fellow vassal in the same realm with either a vassal or a county that they claim or which is de jure theirs. The player can use the Kidnap plot on anyone, but demanding a county or vassal follows the same restrictions (only against a fellow vassal, and only if the target is yours by claim or by de jure right). You have the option of quietly killing the target if they refuse your demand, but their spymaster may discover the truth. There is another version of the Kidnap plot which is only available for non-rulers, originally used if they were refused a title after a demand (or you broke a promise to give them one). It may now also be used by courtiers with a claim on a county, though the chance is far less if their claim is weak.
* Fixed the "going native" event to work in a way that makes sense.
* Fixed the nomination of vestal virgins so a player only can receive it once a year (if they happen to be Pontifex Maximus), and so it properly only applies to girls who aren't already vestalis and properly only goes to a maximum of five at a time.
* Non-titular kingdom titles for which a ruler has none of its de jure titles as part of his realm will now be destroyed shortly after being inherited.
* Bumped up slightly the number of troops an adventurer is likely to get.
* EU4 Converter: fixed bug with rebel types that was causing broken EU4 saves.
I wish regular CK2 updates were as fast (and quite bug-free) as yours guys ^^

Anyway, awesome changes to the demand religious conversion! Love it.
Though this will be a lot tougher now... finally a reason to build learning I guess :)
 
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Kalista

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I wish regular CK2 updates were as fast (and quite bug-free) as yours guys ^^

Anyway, awesome changes to the demand religious conversion! Love it.
Though this will be a lot tougher now... finally a reason to build learning I guess :)
Diplomacy works on conversions now to provided its high enough and thier opinion is good.
 

Rylock

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Diplomacy works on conversions now to provided its high enough and thier opinion is good.

On the "convince them" route, yes. If you go the "religious debate" route, Learning is the essential stat. If you have Medium or higher CA, then you have the option of outright intimidation.

Very likely, I'm going to add some tooltips which will display the +'s and -'s for your chances of conversion to make it more transparent to the player.
 

Hector of Troy

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Nice update.

Ck2 revolves around land, gold, prestige and piety.

It is really nice to see this mod so nicely balancing and inter-relating those valuable goods - which are not that valuable or desirable in vanilla after all - with the faction system, the ambitions, religious conversion attempts, crown authority laws and all sorts of general actions.

Well done.
 
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Very likely, I'm going to add some tooltips which will display the +'s and -'s for your chances of conversion to make it more transparent to the player.

Please?

Although it's only logical conversions should work through diplomacy, I would personally prefer if conversions would be entirely left to Learning, so that this skill should become exclusively important too. Diplomacy already indirectly influences the outcome anyway - State and Personal diplomacy stats. There's also the carousing focus, and so on.

Just a thought.
 
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The tooltips are already done, actually. They just didn't make it into the last update.

Although it's only logical conversions should work through diplomacy, I would personally prefer if conversions would be entirely left to Learning, so that this skill should become exclusively important too. Diplomacy already indirectly influences the outcome anyway - State and Personal diplomacy stats. There's also the carousing focus, and so on.

Just a thought.

Understood, but I figure someone who's charismatic enough will be able to charm someone no matter how learned they are (or aren't). The base difficulty for the diplomacy route is also actually higher than the debate route, and the debate route doesn't cut off at the same level of Opinion. So I'm okay with the three options being available.
 
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The tooltips are already done, actually. They just didn't make it into the last update.



Understood, but I figure someone who's charismatic enough will be able to charm someone no matter how learned they are (or aren't). The base difficulty for the diplomacy route is also actually higher than the debate route, and the debate route doesn't cut off at the same level of Opinion. So I'm okay with the three options being available.

That's nice, mate.

It makes sense, and still makes the Learning skill more useful in this matter.
 

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Fixed the nomination of vestal virgins so a player only can receive it once a year (if they happen to be Pontifex Maximus), and so it properly only applies to girls who aren't already vestalis and properly only goes to a maximum of five at a time.

Makes me want to play as a Roman Pagan so much now..

Thanks for the update !
 
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