Crusader Kings III

Crusader Kings III

Quality of Life Game Rules
125 条留言
niardra 11 月 21 日 下午 3:02 
Yup, if you could update the mechanics doc, that would be helpful!

Adding a random childhoot trait based on their existing adult education trait seems like a good idea.Or could simplify even more and add for the character's highest stat.
/\ltanic  [作者] 11 月 21 日 下午 12:09 
@niardra
A bit of this and that that I can't recall right off my head; "some enable" generally includes things that make AI more 'competent' like higher chance to undo corruption that lowered their holdings' control. If you're interested, I will compile a list and put it in Rule Mechanics

As for the performance question, I've experienced no noticeable difference. The mod replaces the vanilla trait, so the exp bar will be there even with the game-rule disabled, it just won't ever progress. I definitely can add them to adult characters but I have not think of a way to assign them without proper historical expertise. I have thought to give them at random, depending on their education. If you have a idea, feel free to let me know :)
niardra 11 月 20 日 下午 11:59 
Could you share the details of which features are enabled 'some enabled' in the 'more difficulty' setting?
I like the tiered childhood education trait: are there any performance impacts of adding it to everyone? Would you be able to also apply it to existing adult characters on game start?
w1ldforss 11 月 20 日 下午 7:42 
@diogobigateixeira, what game rules are you currently using?
diogobigateixeira 11 月 20 日 上午 2:07 
That's so cool I'll turn it on when I start my next campaign. I'll give you a feedback when I do
/\ltanic  [作者] 11 月 19 日 下午 8:00 
Update is live, so it is true players are affected earlier than AI because AI don't stack as much modifiers lol. I've tone it down a bit to match base game re-balance, see if this feels better.

You should live longer but if you don't keep stress down, drinks a lot of alcohol, have no relationships, and is lone survivor in a big but dead family, you'll die much quicker.
/\ltanic  [作者] 11 月 19 日 下午 6:36 
Thank you all for the inputs, I'll see to fix anything that could be going ham on player in this mod

@ck3user7748, no I was not aware, thanks for letting me know
diogobigateixeira 11 月 18 日 上午 12:34 
My games usually goes around:
Poor health around 45
I change focus to medicine to live a few more years
Skull icon after 3-5 years ~50
Death within a year or two ~52
Army north 11 月 17 日 下午 11:00 
I can understand receiving a significant health penalty after age 45, but I don’t understand why only the player-controlled characters are affected. This also happens in multiplayer.(AI translate)
ck3user7748 11 月 17 日 下午 5:35 
The base game rebalanced mortality quite a bit and mods that aimed to adjust down life expectancy averages are now almost all too harsh. Not sure if this has already been attended to for this mod but thought worth responding given discussion below.
diogobigateixeira 11 月 17 日 下午 4:14 
I've been playing with everything disabled except Character remarriage and Decline of Health which I have in general and in normal.

So actually I had noticed this issue some months ago but I let it pass cause it actually made the games fun and historically accurate to died in mid-forties early 50s.
I stopped playing for some months and returned now with 1.18.

The issue continued as before, it is still fun and not that game breaking but is a bit annoying when you have everyone you play as getting the "- Aged" modifier in the little heart icon when they are only around 45.

I don't think this character even got to second stress level, and looked healthy, not obese nor malnourished

If you even want your character to reach 55 you have to have the medicine focus and some good health modifiers.

I hope you can fixe it, I would love to turn Decline of Health on again, I love the illness progression detail, it's so cool and realistic
/\ltanic  [作者] 11 月 17 日 上午 9:07 
Oh um, is a new game after the mod update, or an old one from before 10/30? I have changed the difficulty game rule to match the base game since it has harder difficulties now. I moved all the mod content to be controlled by the 'more difficulty' game rule instead.

Is it always at age 50? Post your QOL rules set and I'll investigate, thank you for the report
diogobigateixeira 11 月 17 日 上午 3:34 
I was about to report what Army north did. All my character die between 45 and 55. It may be historically accurate but a "less" option to make them live to 65 if stress is 0 or level 1 would be nice.
Army north 11 月 16 日 下午 8:00 
Severe Issue Report : the player character receives an excessively harsh old-age health penalty at age 50, making it nearly impossible to survive past that age. However, all non-player characters do not receive any health penalty at all. My game rules are all set to default and have not been modified.(AI translate)
/\ltanic  [作者] 11 月 3 日 下午 10:31 
@finallyciv Done! And thank you!
finallyciv 11 月 1 日 上午 3:10 
An updated German localization of your mod has been integrated. It would be an honor if you included it in your description: https://steamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3355568022
/\ltanic  [作者] 10 月 29 日 上午 12:05 
@easteregg42
Sorry for the very late response, the rule's mechanics never explicitly kill a character, only degrade their health. As to why notification didn't pop for you, I have no answer :(
/\ltanic  [作者] 10 月 28 日 下午 11:09 
@夢見月
Thank you for the support!

And to answer your question, that covers all grounds, I believe. Note that ambitious or arrogant character can't abdicate through this interaction(well, it wouldn't make sense they would do so willingly).
/\ltanic  [作者] 10 月 28 日 下午 10:58 
Hey there, I still alive lol, got away from ck3 for a bit; silksong and all other stuff, you know. I tried making my mods as stable and bug free as possible: i.e. no log spam and definitely no game crash, so when you see 'version out of date,' you can generally ignore it. But Paradox be Paradox, mods can still break and if that had happened, welp; major update dropped, I'm hyped, update coming when I have the time, thanks for sticking around. That's all.
Dreams 8 月 11 日 上午 8:08 
Hello,
Would it be possible to add a regulation increasing the number of possible personal schemes?
niardra 7 月 4 日 下午 11:59 
I've enabled 'hidden boon and curse' and children are still born with genetic traits.
ck3user7748 5 月 31 日 上午 5:16 
this mod was going in such a good direciton, I hope OP decides to update
Merlin 5 月 19 日 上午 5:29 
bugged in 1.16
akagi 3 月 23 日 上午 4:09 
目前的版本会有bug吗?
夢見月 2 月 23 日 上午 12:28 
Thanks for releasing the mod!
I like this mod so much that I made a Japanese translation mod!
Thanks again!

JapaneseTranslationMOD
https://steamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3432721964

(I can't use the abdication system in my environment, is there any requirement other than co-monarch for character age, personality, and a good successor?
十五风谣 2 月 17 日 上午 6:43 
This module conflicts with Knight Manager Continued
easteregg42 1 月 30 日 下午 12:42 
Is it possible that the Aging Game Rule conflicts with "Know Thyself"-perk? I got no notification with both characters in my game who had that perk. "Decline of Health" Game rule was on "Normal" and other than this mod i haven't really added anything that would wake sense to affect this.
/\ltanic  [作者] 1 月 21 日 下午 12:20 
There is a way to file-edit your game file to change any game rules of an existing file; search it up online
/\ltanic  [作者] 1 月 21 日 下午 12:19 
@King Kai - as of it is, no, and the game does not support this without a round-about way
King Kai 1 月 18 日 上午 4:10 
are you able to change rules mid game with this mod? I had one that allowed this in the past but currently have no idea how to do this!!
MightNight 1 月 4 日 下午 7:38 
Besiegeing Slows Down Army
None: No change.
Player: Player armies will slow down within a month from when a siege starts, making it harder to move away.
All: All armies will slow down within a month from when a siege starts, making it harder to move away.

Can you also add an option of "Raiding Slows Down Army"...getting tired of chasing those bastards
/\ltanic  [作者] 1 月 4 日 上午 10:34 
@Ynnead

The code definitely works, good job on the task! I'll be updating the mod soon as I can.
Innead 1 月 4 日 上午 3:06 
Good news! With the help of ChatGPT (sorry) I have actually fixed the issue and found a way to have dragons be exempt from the -aged modifier. Tried and tested in game I ran for 50 or so years, Vhagar and the other older dragons never got it.

Here's the fixed mr_QOL_health_on_actions.txt https://pastebin.com/FveLaeDW

Some added conditions under illness_progression may be redundant since dragons never get illnesses, so you can remove those if you implement the changes in the base mod.
Innead 1 月 3 日 下午 10:34 
As a temporary solution and/or just an additional feature, you could add a cheat only trait that makes chatacters immune to the aging negative modifier if they have it. But adding traits might be outside the scope of your mod.

I use your mod as an alternative to Dark Age, which is currently extremely broken when paired with AGOT.
Innead 1 月 3 日 下午 10:26 
@/\ltanic

Thanks for the response! From what I've told in the CK AGOT Discord, there needs to be a trigger to exempt any character with the "dragon" trait from being given negative health modifiers from the mod. Similar to how Population Control added exceptions to those with the "dragon" trait. I was also warned that the mod might kill the ruins character although it appears unaffected by the gamerule in my testing.

This would have to be done in the on_action txt files and I tried to do it myself but I genuinely have 0 knowledge in CK3 mod code and how or where to add trait exceptions.
/\ltanic  [作者] 1 月 3 日 上午 10:04 
@Ynnead

That is wholeheartedly not what the game rule was mean to do, and I would happily help with the case if there is anyway to distinguish a dragon(or any long living character) from other characters. Maybe an internal flag, variable, or special trait?
Innead 1 月 3 日 上午 6:21 
Unless I'm mistaken in thinking that the "aged" negative health modifier being from your mod. Is there way to exempt dragons from getting it? Right now I'm just counteracting it with health modifier cheats to counter the aged penalty since I dont know how to remove it.
Innead 1 月 3 日 上午 6:17 
The mod works fine with AGOT EXCEPT the Decline of Health gamerule affects dragons, causing them to die at around human age when they shouldn't
ck3user7748 2024 年 12 月 13 日 下午 4:39 
Many thanks!!!!
/\ltanic  [作者] 2024 年 12 月 8 日 上午 11:10 
@ck3user7748 - I suspect another mod had overwritten the difficulty setting, I'll think of something to allow those features to be played separately once I'm freed from my finals.
ck3user7748 2024 年 12 月 8 日 上午 8:15 
The rest of the rules seem to be working, I can feel the difference, e.g. on health / lifespans etc
ck3user7748 2024 年 12 月 8 日 上午 8:14 
This is an awesome mod. I don't see a way to select Insane difficulty, so I'm not quite sure how to activate and try that mode. I can choose the AI settings for Insane, but there is no difficulty setting for insane. I play this mod with More Game Rules and Gambo Compatch, so could be a conflict, or simply user error on my part and I'm not understanding it properly.
/\ltanic  [作者] 2024 年 12 月 7 日 上午 10:20 
@Lord Zuma - that is a rather daunting task to upkeep(deeply intertwining mechanics, I'm afraid). The best hope is to place this mod before AGOT and turn off all incompatible game rules :|

Sorry I can't do more, but time is - most unfortunately - a finite resource.
Lord Zuma 2024 年 12 月 1 日 上午 6:11 
AGOT compatch?
/\ltanic  [作者] 2024 年 10 月 28 日 下午 12:05 
@florenciacosimo

You mean play as holy order? You can't.

You can make a mod for it if you really want to, but it would be bland without flavor(I'm not even sure what you can do in this state of game).
florenciacosimo 2024 年 10 月 27 日 下午 11:31 
By having the religious orders possession of castles, can you play with them?
/\ltanic  [作者] 2024 年 10 月 13 日 上午 8:33 
@alchemistre

Since both mods modifies the same script, I've not found a way to make it work without a patch; you can try making a patch-mod to override both mods containing only the conflicting scripts and load it after both mods(very important). Then, the two mods should work fine together, but if that is too complicated, feel free to go into the mod folder of this mod and delete the conflicting script and simply disable the game-rule for knight or just make a private copy of this mod for yourself :)
alchemistre 2024 年 10 月 13 日 上午 2:32 
I find this mod very necessary for good gameplay experience. Is it possible, however, to have a version without the knight feature? Even disabled, it appears to overwrite another mod that manages knights. Barring that, are you okay with me copying this for private use to remove it for myself? Thank you.
/\ltanic  [作者] 2024 年 10 月 4 日 上午 9:44 
@гари купер

I've totally forgot the new DLC allows adventure to basically fit anyone from anywhere. This was meant to be for landed rulers only. I'll make a quick fix of that.
гари купер 2024 年 10 月 4 日 上午 9:10 
there's a bug were surprise wars mechanics give debuffs to landless characters that are not at war or anything