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Radz

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Thanks for all the time and effort put into this update Meneth. It's a fantastic mod, and I wouldn't be able to play CKII without it. Cheers.

Also, it doesn't seem as if the Fighter (Poor, Trained, Skilled, Formidable) traits are available in the character generator. Is this purposeful or mistaken?
 
Last edited:

PseudoCatfish

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The faction system will at the very least cause significant imbalances in saves, even if the removal of the old factions doesn't directly break anything.
As such I'm going to label it 3.4 rather than 3.3.7.

So you will still be able to play prior saves albeit with balance changes in the country? Fine with me. I just don't want to give up playing as the now Albanian Palaiologoi Emperor of the Romans...
 

TheChronoMaster

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I've noticed that if a holy order has the highest score at the end of a crusade, an Open Elective kingdom will be created with celibate kings-- like a holy order.

It's a vanilla issue that Holy Orders are capable of winning crusades to start -- I'd imagine something horrific would happen if the Pope won a crusade in PB.
 

Meneth

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So you will still be able to play prior saves albeit with balance changes in the country? Fine with me. I just don't want to give up playing as the now Albanian Palaiologoi Emperor of the Romans...
I can't guarantee it work, but it probably will. Make sure to keep a backup of 3.3.6.
 

Paddymorrow@blu

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Maybe I am being incredibly stupid this early in the day, but I am having problems downloading this mod. When I click on the hyperlink to download It asks me if I want to open or save attachment.php (1.52mb)? Is this mod available to download elsewhere?
 

Meneth

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joos

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Hi Meneth. After a brief hiatus, I am going to start playing CK2 again now that I know that your mod is patched to the latest.

I have a question though. Are all modules functional, especially SWMH? I haven't yet patched my game to the latest patch and I think it is 2.01 or something earlier. I am planning to patch and update your mod.
 

Meneth

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Hi Meneth. After a brief hiatus, I am going to start playing CK2 again now that I know that your mod is patched to the latest.

I have a question though. Are all modules functional, especially SWMH? I haven't yet patched my game to the latest patch and I think it is 2.01 or something earlier. I am planning to patch and update your mod.
SWMH is updated for the last patch, yes.
All the modules included in the PB download should work, yes.
 

Pravus

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As a member of the autonomy faction, I chose to stay loyal to my liege when the faction chose revolt... then I ended up joining the revolt anyway. Am I missing something?
 

Meneth

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As a member of the autonomy faction, I chose to stay loyal to my liege when the faction chose revolt... then I ended up joining the revolt anyway. Am I missing something?
No way to force you out of the faction, so you'll have to do that bit yourself. I'll add a note.
 

Meneth

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Couldn't you just fudge something from the results of the "Spymaster Obligates Vassal" scheme event? I am dang sure that event works on players...
Doesn't look like it does. It simply assigns a opinion modifier to make the AI leave.
 

TheChronoMaster

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That is...weird. I swear I've been obligated by my liege before, as a craven character, and I couldn't start a faction. Plus obligation is a negative opinion modifier...
 
Last edited:

zijistark

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That is...weird. I swear I've been obligated by my liege before, as a craven character, and I couldn't start a faction. Plus obligation is a negative opinion modifier...
No, sadly, I once went on a long quest in the vanilla (and other mods') code to find a way to force a character to leave a faction. There is none. The AI will usually pay attention to the opinion modifier assigned by the spymaster for the 'coerce' action, but the player can do what they damn well please. That's why your liege will often try to blackmail you or threaten you with other stuff.
 

zijistark

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No, sadly, I once went on a long quest in the vanilla (and other mods') code to find a way to force a character to leave a faction. There is none. The AI will usually pay attention to the opinion modifier assigned by the spymaster for the 'coerce' action, but the player can do what they damn well please. That's why your liege will often try to blackmail you or threaten you with other stuff.

Hehe, of course, you can always kill the faction member. That does the trick. I don't imagine you want to be auto-killed if you choose to stay loyal to your liege, though. What? It'd check if you had an heir of your dynasty first. :laugh:

The new note added to the event about leaving the faction pronto (although even it could be more demanding of the player's attention, BTW) for loyalists is about as good as it's going to get until Paradox fleshes out faction functionality. Given that functionality's been untouched since before I even started playing this game, I'm not holding my breath.
 

zijistark

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Thanks for all the time and effort put into this update Meneth. It's a fantastic mod, and I wouldn't be able to play CKII without it. Cheers.

Also, it doesn't seem as if the Fighter (Poor, Trained, Skilled, Formidable) traits are available in the character generator. Is this purposeful or mistaken?

This is a change that came in with the [partial] integration of the New Duel Engine's latest update.

Meneth, we could modify the distribution event to simply not assign a combat trait to any character that already has one assigned; it should already do this for robustness reasons (history files with combat traits, any future extensions-- in this mod or not, but compatible-- to initial combat trait distribution for some subpopulation, etc.). Then we could open the combat traits back up to the customizer. They are already pretty expensive in years (IIRC; I usually script a custom character and avoid the RD, but when using it, I've never previously selected them, because I knew that I could get them for free along with a martial education trait), mostly due to the health bonuses, and at the highest tier, vassal opinion and sex appeal opinion. Since a player's on their own after the first generation with only the fairly-random guardianship trait assignment system and my in-progress but still unreleased work to make adult rulers' combat trait advancement possible / fairly deterministic, I support giving players the ability to pay the age cost in the RD for whatever tier of combat trait they want.

One should take a look at what the actual age costs are, though. It's possible that they're overly cheap compared to what they allow you to do in-game, although it is admittedly mostly just flavor when it comes down to it. Custom costs can be specified for the traits in the RD if it's a concern.

Radz- It was purposeful from another author. It was probably just overlooked by Meneth. The reason the traits were closed to the customizer is because the latest duel engine assigns the traits randomly after startup and jordarkelf (New Duel Engine), I guess, didn't want anything but the initial random distribution to be assigned. PB uses a different method than jordarkelf's for initial assignment (that also happens before you unpause), FWIW. The PB approach is not at all incongruous with allowing you to customize these traits; the option is just off right now by default.

EDIT: I sent off some proposed changes to the code to turn customizability on again.
 
Last edited:

jordarkelf

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This is a change that came in with the [partial] integration of the New Duel Engine's latest update.

Meneth, we could modify the distribution event to simply not assign a combat trait to any character that already has one assigned ( - ) Then we could open the combat traits back up to the customizer.
The version I have implemented now -- I think that's the same one in PB -- does not give traits to people who already have them. Good point about the customizer, I'll allow them I think. People who want to cheat will anyway :)