Crusader Kings III

Crusader Kings III

Love Marriage Family
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Update: Mar 6, 2024 @ 5:00am

  • Removed debug notification that I accidentally left in.
  • "Desperate to marry" AI marriage modifier no longer applies to marriage candidates who are lowborn.
  • The AI no longer disregards the lowborn status of marriage candidates when they are over the age of 25.
  • The AI decision to marry has been reworked to find better candidates, and now also will never select a lowborn candidate.
  • Family members who ask for introductions will only ask for matrilineal marriages if this complies with the game rule setting on matrilineal marriages.
  • Refined the introduction computation a bit to apply a bit more weight against lowborns and a bit more weight on good stats and good birth.

Update: Mar 5, 2024 @ 4:17am

  • Updated the mod to patch 1.12.1.
  • New Feature: Close relatives of rulers, if they are particularly bold, may demand the right to marry who they wish. You can override them or do as they wish. If you do, they gain the 'Refuses to Marry' trait, and cannot be married off by normal means... you can instead arrange introductions as a new form of 'find spouse' interaction. This brings a potential suitor they approve of to your capital to meet the family member, and if they like each other it could be a love match! If they don't... well, you can still override the relative's wishes, though they won't like it.
  • Close relatives who have the 'Refuses to Marry' trait will sometimes propose introductions on their own. They will consider giving it up at age 20, if they haven't married by then, and the chance gets much higher as they get older.
  • Unlanded heirs in your court are now far more likely to have extra children.
  • Lots of smaller bug fixes.

Update: Feb 18, 2024 @ 4:01am

Aaaand I still forgot a debug notification. Don't drink and mod, my friends.

Update: Feb 17, 2024 @ 11:14pm

Just took out a debug notification event I imagine nobody wants to see.

Update: Feb 17, 2024 @ 11:03pm

  • AI rulers will now legitimize bastards on their own (or ask their house heads to do so). They'll do this only in a few circumstances - namely, if they need an heir, if they're truly compassionate, if they're NOT compassionate and they ruthlessly want to replace their current heir with a better bastard, or if they marry the mother of their bastard child.
  • Added new game rules, allowing you to expand courtier scheming and courtier marriage proposals to the AI, if you wish. Courtier proposals has also been broken out into its own, separate game rule, so you can adjust its frequency independently of the schemes.
  • Reworked how the courtier schemes and marriage proposal system works, so ideally it's not so processing-heavy.
  • Re-wrote the event for when courtiers make proposal requests to their liege, so it isn't quite so repetitive and focuses instead on selling either their virtues or their fiance's if they would come to your court.
  • Adjusted the marriage modifier for rulers not wanting to betrothe close family without some benefit so it plays nicely with the No Marriage Alliances mods.
  • Upped the amount of training an heir receives each year.
  • Fixed the heir event where two of your children fight, so the loc is now grabbing the correct scopes.
  • Game rules now work with the Gamrule Gadget mod.
  • Fixed a bunch of minor scoping bugs.

NOTE: I've re-organized and re-named quite a few of the files - the event file, in particular, has been broken up into several different files just because it was getting huge and hard to navigate. The only difference you as the player might notice is if you update LMF in an ongoing game. The game rules have all been renamed, so they'll all revert to their defaults in a save.

Update: Feb 11, 2024 @ 6:19pm

  • Changed the heir training system to use "player heir" instead of "primary heir", so that rulers who use elective government will still train their own heirs even if their primary title is passing to someone outside their dynasty.
  • Added a game concept for Heir Training, which will appear in the description of the Heir in Training trait and which gives you a run down on how the system works.
  • Modified the marriage acceptance modifiers to all use player heir instead of primary heir.
  • Child heirs are now a bit less eager to go traveling prior to reaching adulthood.
  • Fixed the silly coding error which made it so that you could only leave your traveling heir where they are if you were at war with their host, as opposed to NOT at war with their host.
  • Added a game rule for Heir Training, which allows you to vary the frequency of the heir training events, disable them, or even disable the entire system if you wish.
  • Fixed some minor scoping errors.

Update: Feb 10, 2024 @ 11:12pm

  • Added a separate "Heir in Training" trait which is added to your heir as soon as they begin training. In the text description it now states how close they are to achieving the first "Prepared Heir" trait level. The trait is removed as soon as the character becomes landed or stops being their host's primary heir.
  • The Prepared Heir traits now also state in their text descriptions how close the character is to achieving the next level, so long as the character isn't landed (at which point their training ceases anyhow).
  • Fixed a bunch of small errors, including one which was spamming up the error log.

Update: Feb 9, 2024 @ 9:37pm

  • Added a new feature where unlanded heirs being trained by your ruler now get a selection of events of their own, from childhood-specific events to ones applying only to adult heirs or heirs who are knights, as well as an event chain where an heir can ask to visit neighbouring realms (and you can be visited by the heirs of others!). Depending on how the events play out, the heir's preparation can be impacted, and they can earn lifestyle xp (without being a landed ruler!).
  • Fixed maiden children being created without a sexuality.
  • Loosened up the qualifications on courtier marriage proposal targets again. I'd amended them to be a bit too restrictive last version.

From the ASNF3 update:
  • If you link yourself to an existing dynasty, and have the ability to create your missing parent, they are no longer restricted from themselves being linked to an existing dynasty.
  • Characters that are from outside your culture group (such as how you can do with created in-laws) now may be linked to existing dynasties of their own culture, instead of solely to those within your own culture group.
  • Fixed the tooltip on in-law creation which incorrectly showed the upper age range of your spouse.
  • Fixed a spouse created after making the in-laws showing culture/religion selection in the GUI.

Update: Jan 31, 2024 @ 2:05am

  • Added flags so that all marriages of love created in the LMF events work with the Relationships of Weddings Expanded mod.
  • Fixed instance of post-elopement marriage which didn't check for possible matrilineal marriage requirement.

Also added ANSF3 update:
  • Changed default game rule to be decision only - the Create Family character interactions are only available to the player if they specifically change the game rule to allow it.
  • Characters that are given illegal flaws will be immediately forgiven by their current liege.
  • Added some logic so that you can't give both a secret and the associated trait at the same time, and that the flaw traits only show as available when appropriate.
  • Added a quick fix so that using the "Special" category for trait modification while having the AGOT mod loaded caused the game to crash. It now works fine, and as an added bonus also offers the AGOT-specific lifestyle traits.
  • Fixed some minor loc bugs.

Update: Jan 26, 2024 @ 4:42am

Updated to 1.11.4.

Aside from some very minor loc fixes, I've imported the new changes from ANSF3:

  • The once-per-dynasty limitation on the Reflect on Your Family decision is now once-per-house instead.
  • There are now two character interactions (you'll find them in the Uncommon, or right window, under the Personal category) called 'Create Family' and 'Create Random Family'. This first allows you to use the regular event chain to add parents and siblings to any courtier or landed ruler, so long as they or age 50 or below and have a dynasty. The second interaction has the characters created randomly, without your need to make selections, with 0 to 3 siblings created. Both of these are subject to the once-per-house limitation.
  • Added a game rule to either restrict players to solely using the decision, using that decision only within the first year, or even loosening restrictions and getting rid of the once-per-house limitation. There's also a game rule to completely disable ANSF, for multiplayer games where ANSF is included with other mods.