Crusader Kings III

Crusader Kings III

Letters and Loyalty
156 Comments
TheLoneWanderer Mar 31, 2024 @ 9:57am 
@Dicktator Alligator - it has been integrated into Rebalance+

This mod has not been updated in ~18 months so I would anticipate issues with it.
Dicktator Alligator Mar 31, 2024 @ 3:19am 
The mod crashes when you start the game. I think your mod is extremely creative and adds tons of flavour to the game, so it is a shame that it has not been updated for a long time.
TheLoneWanderer Jun 5, 2023 @ 11:43am 
Great mod! I am eagerly awaiting an update when you have time. Thank you
Pepega May 20, 2023 @ 4:59pm 
Im not sure you mod anymore, but looking at Sinews and Wars, they have an imperial decay system that makes vassals more likely to join independence factions the higher the decay. I think that could be useful to a mod like this. So that vassals on the far fringes of your realm become more and more wishing to break away the moment they have any bad opinion of their distant liege. Perhaps there wouldnt even need to be an opinion penalty. Or atleast, not a very strong one.
Zarathustra Apr 16, 2023 @ 4:13pm 
I did notice something running this in the A game of thrones mod, not sure if it's that way in vanilla, if it is I haven't noticed it, but using the complex calculation will give -100 opinion to anyone living on an island as the runners can't get there. Or the reverse if the liege is living on an island all their vassals on the mainland get the -100. Using the simple version in that mod simply doesn't work as far as I can see, atleast nor in AGOT.
Stargazer Apr 16, 2023 @ 3:35pm 
I think this is one of those mods that doesn't seem like much at first, but adds so much immersion that I don't think I can play without now. The runners and the vassal delegates alone are worth it, though I might tone down the opinion penalty by a single level.
TheLoneWanderer Mar 17, 2023 @ 7:56am 
LOL.. I have a large empire and I am trying to keep my vassals with a negative 100 modifier happy. It's a great way to make the game more challenging!
TheLoneWanderer Dec 11, 2022 @ 6:48am 
@Theo - thank you for the continued work on keeping this up to date
Theo  [author] Dec 5, 2022 @ 11:35am 
Having some problems, so I'll have to kick the update back a bit. I'll give it a new shot tomorrow.
Theo  [author] Dec 4, 2022 @ 9:46am 
Woa, already a new update out..
Haven't tested it yet, so I'm not sure if it works without issue. (Judging by the changelog - maybe)
I have some time tomorrow, I'll take a look at it and update it then, so it might make sense to just wait the day.
Cardolam Dec 3, 2022 @ 8:45am 
Is this 1.8 compatible?
Theo  [author] Nov 30, 2022 @ 10:44am 
Yeah, that sounds positively brutal!:TheDivineRedCrown:
Bet it's like a different game..
TheLoneWanderer Nov 28, 2022 @ 7:46am 
I have finally did it, I made the game punishingly difficult. With Letters & Loyalty and the companion mod as well as Some Game Rules - Core--> where I applied many penalties to myself (Less levies and lower taxes on my realm, reduced levies and taxes from vassals, lowered scheme success, lowered general and vassal opinion, increased stress on my character, increased my acquisition cost of MAA and mercenaries and the maintenance cost of MAA and levies, boosted the supply and lowered attrition for the AI armies and more stuff as well).

(and I do not have the L&L penalties apply to the AI)

I am genuinely struggling and its great.
Theo  [author] Nov 27, 2022 @ 8:20am 
Should be all good now, with successions working properly on my side. If you encounter any issues, please let me know!
Also thanks for both the shoutout and the mod recommendations LoneWanderer, they seem to fit right in.
Theo  [author] Nov 27, 2022 @ 5:24am 
@Cardolam Working on it rn!
@TheLoneWanderer Hope you won't have to wait much longer, fingers crossed!
Cardolam Nov 25, 2022 @ 3:11am 
@⌘

Is this 1.7.x compatible? Sounds like a great mod!
TheLoneWanderer Nov 23, 2022 @ 7:11pm 
Another mod to make the game harder is Some Game Rules - Core. I set the player options to lower my levy size, taxes, increase MAA cost and maintainance, reduce vassal levy and taxes, increase stress gain, and more....that way I am not steam rolling Europe after 50 years. The settings are very flexible so you can make the game as easy or as punishing as want.
TheLoneWanderer Nov 23, 2022 @ 7:07pm 
Because I think people using ⌘'s excellent mod like a more challenging game, I wanted to share another mod that I feel makes the game more challenging and realistic. I have been using it for years and I really like it. (I left a near identical message on that mod as well).

MND Balance: Making empires actually work for it:

https://steamcommunity.com/sharedfiles/filedetails/?id=2220794067
TheLoneWanderer Nov 22, 2022 @ 5:20pm 
@⌘ - knowing that you may update the mod this weekend means that I am going to wait to start a new game! Not worth it with this gem being polished and almost ready for us! (Yes, its that good)
Theo  [author] Nov 22, 2022 @ 10:45am 
Thank you, too - Your words are truly honey to my ears!
TheLoneWanderer Nov 21, 2022 @ 11:00am 
This mod is spectacular and adds to the realism and immersion. I also like any mod that makes the game more challenging for the player, so that I can not just keep expanding without a cost or concern.

In other words, you rock! :steamthumbsup:
Theo  [author] Nov 21, 2022 @ 10:45am 
Thank you very much, I sure don't mind the flattery. :D
In all honesty - comments of you and others enjoying the mod are gratifying in ways I could not have anticipated.
I'm especially glad to hear it improving your immersion in an organic way, as that was expressly part of what I hoped to achieve!
Zarathustra Nov 21, 2022 @ 8:07am 
Great. I know I've heaped praise on the mod before but this really deserves more subs. It's such a small change, but historically it's almost always the periphery that rebels, and vanilla CK3 doesn't really model this in any way, so this really helps my "immersion". Trouble should come from the border vassals, and there should be a reason to position your capital centrally in the kingdom.
Theo  [author] Nov 21, 2022 @ 5:47am 
Probably will, tbh.
Theo  [author] Nov 21, 2022 @ 5:46am 
Good to know! (I haven't played CK in a long time tbh). I will update the mod soon then, but it might take until the weekend.
Zarathustra Nov 16, 2022 @ 4:30am 
Will there be an update? Same issue as last update, it works at game start, but then the runners are never sent out again on succesions.
Theo  [author] Sep 6, 2022 @ 1:52am 
That's an interesting idea, maybe based on Stewardship (something like 1-2% reduction per point)?
I'll think about it a bit and probably add a game rule once I have the time.
Pepega Sep 6, 2022 @ 12:23am 
You know, itd be neat if characters them selves had more influence on distance effects. Rulers with poor governing skills having more negative opinions, strong rulers having lower negative opinions, etc
Theo  [author] Jun 23, 2022 @ 11:57pm 
That's a relief! Thank you for your encouragement and feedback - and enjoy the game! :D
irish08slasher Jun 23, 2022 @ 9:57pm 
That did it my man, appreciate the hard work!
Theo  [author] Jun 22, 2022 @ 2:36am 
I've finally found the issue.. and I hate to admit it was on me haha. Well, everything should be working now, fingers crossed. Please tell me if you encounter any problems.
Theo  [author] Jun 22, 2022 @ 2:18am 
It's driving me insane.. I'm uploading the newer version of the mod and the description/mod version updates but the content stays the same. If I can't get it to work I might need to re-release the entire mod.
Theo  [author] Jun 22, 2022 @ 2:01am 
Please bear with me a little longer
Theo  [author] Jun 22, 2022 @ 2:00am 
Yeah, the update that would've fixed it did not get through.. sigh
irish08slasher Jun 21, 2022 @ 1:39pm 
Hey boss, hate to be the bearer of bad news after I already gave you false info, but the issue @Zarathustra was reporting where distance would no longer be calculated after the start of the game is still there. Unloaded all my mods, switched from simple to complex, it seems persistent.
Theo  [author] Jun 21, 2022 @ 11:05am 
(Steam is being extremely screwy on my end, to the point where I need to upload the mod from a derelikt old laptop because it won't let me on my main machine..)
Theo  [author] Jun 21, 2022 @ 11:03am 
I'm unsure as to whether the update I pushed really got through or is just slow, will keep an eye on it.
Worst case I'll reupload it tomorrow.
Theo  [author] Jun 21, 2022 @ 10:57am 
@Zarathustra Thanks for the high praise, I gotta make sure to get updates out faster then! xD
@irish08slasher Thanks for the update and the kind words, hope it'll get resolved soon.
irish08slasher Jun 21, 2022 @ 8:41am 
Actually that's my bad, EPE seems to be crashing on it's own. Ignore what I said previously, appreciate the hard work!
Zarathustra Jun 21, 2022 @ 8:03am 
Awesome. I have held up playing waiting for this mod. Some mods just integrate so well that you can't play without them once you're used to them.
Theo  [author] Jun 21, 2022 @ 7:44am 
That'll probably just be the update itself, I'll push another version as soon as I have ironed out the kinks. Working on it right now.
Theo  [author] Jun 16, 2022 @ 9:41am 
Thanks for the heads up, I'll try to get an update out on the weekend.
I have been kinda busy and pretty burnt out regarding CK3, and I appreciate your patience.
Zarathustra Jun 15, 2022 @ 4:52am 
Yup, spoke to soon. Did a quick run in observe with only this mod loaded to confirm it wasn't one of the new mods I've added that was the cause. The mod initially works, at game start, which is why I was fooled, but as soon as the world starts moving it breaks, as distance is not ever recalculated. Tested both complex and simple with no other mods loaded. At liege change it just stops working, distance is not re-calculated. It was the world being to damned stable that tipped me off. This mod is essential to keep things interesting. Hoping for an update for 1.6.
Zarathustra Jun 15, 2022 @ 3:27am 
Well, maybe spoke too soon below. I just now noticed that it seems to have stopped working, atleast in my current save. I didn't notice when it started, but at some point new rulers stopped having the runners go out. I can activate it for myself using the decision, but don't seem to work any longer for AI rulers. An update might be in order after all.
Zarathustra Jun 7, 2022 @ 12:35am 
The mod still works on patch 1.6, just in case anyone wondered, I've played with it for just over an hour, and an no problems or weirdness so far atleast.
Theo  [author] Feb 20, 2022 @ 10:02am 
@Juke Skywalker
Glad we could resolve everything and don't worry, that was some obscure knowledge. xD
@TheLoneWanderer
Thanks a lot, all your feedback is more than worth the effort!
TheLoneWanderer Feb 20, 2022 @ 9:33am 
@⌘ - wanted to let you know that your mod is brilliant. Thank you for your efforts in making this
Juke Skywalker Feb 20, 2022 @ 8:50am 
@⌘ the counties were directly next to my capital which explains the spawning. Also yes there is a hard river crossing there with no nearby access, I didn't realize that would effect the distance but also makes sense. Ignore all my questions :)
Theo  [author] Feb 20, 2022 @ 7:13am 
That works as you'd expect, the runners will follow the normal AI logic as to when it's worth it to embark, however - ie preferring slightly longer land routes to sea routes.
TheLoneWanderer Feb 20, 2022 @ 7:00am 
Interesting. How does L&L handle islands? If the realm capital is on an island, what is the effect?