Crusader Kings III

Crusader Kings III

Higher Mortality Mod
499 Comments
Gropy May 4 @ 4:59am 
Similar mod is "deadly ck3"
Fletz  [author] Dec 14, 2024 @ 9:44am 
nope, I am sorry I wont update it... as far as i know vanilla CK already got deadlier and this work does not work properly anymore with the newest version... if someone wants to have a look into the files he can download it or just play with an old CK3-version. :)
ZigingZagers Dec 12, 2024 @ 8:59pm 
does this mod still work fine?
kazimierzliplanski Nov 4, 2024 @ 10:59am 
Please update :)
1711615299 Oct 5, 2024 @ 10:26pm 
Now dragons will automatically disengage from support mode during military combat, which means dragons cannot play any role in combat. What's going on
The King of Blue Moon Jul 22, 2024 @ 3:46am 
GOOD
tree of gingers Jul 7, 2024 @ 1:35pm 
I made my own mod, inspired by yours, but meaner. Hope you don't mind :o
GamerGirlDK Jun 29, 2024 @ 7:00am 
Does this still work on the current version?
Fletz  [author] Jun 10, 2024 @ 5:53am 
@gentleman: nope, its not. :-/
The Gentleman May 31, 2024 @ 1:43am 
is this mod not compatible for Dark Ages?
Fletz  [author] Mar 10, 2024 @ 3:06pm 
@ENFP: Thank you very very much! I cant say when I will do the patch work, (i guess in 7 or 21 days but wont promise anything) but I am very glad you already did the work yourself and are so bountiful to share it! Much respect!
ENFP Mar 10, 2024 @ 12:03pm 
Hi guys, I created an update for this mod here: https://steamcommunity.com/sharedfiles/filedetails/?id=3178096410

If Fletz comes back to fix it I will take it down, but I decided to help out because I already tweak this mod a lot!
Royal Raven Mar 9, 2024 @ 8:45am 
I would assume there would be some re-balancing since the DLC and vanilla added the Plague stuff.
Who's Askin'?! Mar 9, 2024 @ 3:41am 
if it's okay I'll take a look and see if I can get the basic part working? since it's a really handy mod
Fletz  [author] Mar 7, 2024 @ 12:47pm 
I stopped playing CK3 a long time ago and have been making updates the last few times just for you guys. I'm afraid it will take a while before I find the time to do this work again. :-/
cuomo860 Mar 7, 2024 @ 6:19am 
@Electric Face There are enough changes to the event files and defines and such that I would think it's likely that it would cause a crash. However, once Fletz gets to it, it should be easy to update.
Electric Face Mar 6, 2024 @ 9:09pm 
hey thank you so much for this awesome mod! I just wanted to let you know that I have encountered crashing while using this mod with the new update (I did some testing an determined that this mod was causing the crashes).
rayancoelho Mar 4, 2024 @ 10:55pm 
Could you please update the mod to the new patch, 1.12.1? Many thanks in advance!
BlackGenetics Mar 3, 2024 @ 8:58pm 
@fletz Will you be updating this for the upcoming DLC? I still think this mod will be crucial overall for a full immersive medieval experience.
DitzyFish Feb 24, 2024 @ 10:10am 
@cuomo860, thanks you for such an accurate and explainable response
Fletz  [author] Feb 24, 2024 @ 3:35am 
and its much more worthy to have a competent court physician i think :)
cuomo860 Feb 23, 2024 @ 5:36am 
@DitzyFish...not exactly right. There are different types of sick in the game. There is overall health, sickly and illnesses. Overall health means that children have an overall lower health as they are young, sickly is a trait (by default for children under ~3) that overall decreases their health further, and illnesses are temporary event conditions...these are what the physician is called for. They do nothing for overall health and the sickly trait. This mod affects the first two which can make the illnesses for dangerous.

*In my tweaks for this mod, sickly is removed from ~3-6.

So in short, no you wont be spamming the physician.
DitzyFish Feb 23, 2024 @ 2:26am 
So according to the description of this mod children will often be sick so you have to try to cure them by calling the court physician right? Isn't it boring that with high mortality you constantly need to push "call for a physician" and wait until they cure or with unlucky situation they don't?
𝔉𝔈ℜ𝔒𝔛 Feb 14, 2024 @ 11:28pm 
@DT, You have a point, I'll give it a try.
Donald Trump (Hammer30) Feb 14, 2024 @ 10:27pm 
@ferox I never modded CK3 but i modder another paradox game, sometimes putting to high value enable the game to take the base game value. Did you tried to modify the previous value with lower limit (like 40 instead of 999). Anyway if it doesn't work it's more realistic if it stops after 17 child's ^^
𝔉𝔈ℜ𝔒𝔛 Feb 12, 2024 @ 10:07am 
@Fletz, Yeah, I'm not sure either... This works without the mod tho, I tested that separately, so its puzzling. I however have noticed that the birth rates are VERY fast with the mod and the file changes. But as soon as I get 15 children it just stops immediately. I sometimes hit 17-18 kids but only if a child dies or multiple pregnancies happen before the 15 child cap. Unless someone with more coding knowledge knows a work around, I'm dont know how to fix this. Oh well 🤷🏻‍♂️
Fletz  [author] Feb 12, 2024 @ 9:58am 
@ferox: mhm... thats actually what I would have done... sorry I cant say why it is not working. :(
𝔉𝔈ℜ𝔒𝔛 Feb 7, 2024 @ 6:15am 
@Fletz, I unsubbed from the "Remove Child Cap" mod, then I manually adjusted the fields that the mod changed with 00_define.txt:

BASE_NR_OF_CHILDREN_PER_COUPLE = { 999 999 999 999 999 999 } # Based on tier of character or parents; whichever is higher Unlanded, Baron, Count, ..., Emperor

MOTHER_FERTILITY_REDUCTION_PER_PREVIOUS_CHILD = 0

EXTRA_CHILDREN_FOR_PLAYERS = 999 # Num of extra children players can have before reaching living child limit

Still does not seems to work, Unless I am missing an option or setting? I also set 00_define to read only but it still does not work. Hmm... I have tested this before without HMM and it works fine... So yeah, kinda stumped 😑
Fletz  [author] Feb 6, 2024 @ 10:08am 
@ferox: but you can easily do it yourself... just open the defines.txt and change the cap there yourself and so you wont need the "remove child cap" i guess.
Fletz  [author] Feb 6, 2024 @ 10:07am 
@M: thx for the info. this explains it :D
@rorywory: yes it is
@ferox: cant tell ad-hoc. :/
𝔉𝔈ℜ𝔒𝔛 Feb 5, 2024 @ 10:36pm 
Does anyone know if theirs a compatibility patch for this mod and the "Remove Child Cap" mod? Individually both work, but together they do not, regardless of load order.
rorywory Feb 5, 2024 @ 5:36pm 
is this compatible with existing save file?
T Feb 1, 2024 @ 7:42pm 
OPB did a video and his playlist has your mod on it! ^^
Fletz  [author] Feb 1, 2024 @ 3:17pm 
Over 500 new subscriptions of this mod on my birthday!? thats an all-time record! what the heck happened!? :D
Fletz  [author] Jan 1, 2024 @ 2:04am 
@peequi: You may only try the mods which actual modify the most important file regarding mortality: defines.txt

i guess if there is a mod, which causes problems and "deactivate" HMM, then I guess its one which also modifies defines.txt. I cant be sure, but I would guess so.
peequi Dec 27, 2023 @ 6:09pm 
@Fletz thanks for the follow up, I have not identified the mod that may be "blocking" Higher Mortality. I think it might be a not so obvious mod. Very strange how a mod might be blocking Higher Mortality even though it is loaded at the very end.

I am going to try to disable Unofficial Patch again, that is the only mod that I can even imagine having anything to do with newborn health(which is the value I been changing in Higher Mortality to test to see if it is working on my playset.
Fletz  [author] Dec 27, 2023 @ 2:59pm 
@peequi: could you find the mod which caused the issue?

in my test everything is going well, but I dont use soooo much mods as you.
peequi Dec 18, 2023 @ 5:35am 
fyi someone made a Higher Mortality Mod Infant + Patch mod. Didnt work for me same issue
https://steamcommunity.com/sharedfiles/filedetails/?id=3046998336&searchtext=Higher+Mortality+Mod

@Fletz, good idea, I did change to "defines" no luck. Also changed it to "00_defines" as this is what the base game had it named, no luck
peequi Dec 18, 2023 @ 5:35am 
Note Taker
Configurable News Feed
Testament
Foundational Framework
Gamerrule Gadget
Vassals to Arms
Vassals to Arms AI submod
Better Battles Updated
Title Manager
In my humble opinion
Random New world
Social Relations Expanded
Unfinished Business
Rescue & Vengeance
Community Culture Utility
Prisoners of War
Big Battle View
Fog of War
Overextension
Overextension Fog of Wa Submod
Higher Mortality Mod - note it is at the very bottom, so it has the highest number in Playset number
peequi Dec 18, 2023 @ 5:34am 
@dreadnoughT Here is my mod list, can you see which ones you use as well, I am guessing a mod we are using is somehow blocking "Higher Mortality Mod". These mods are in order

Unofficial Patch, tried disabling this to see if this was the problem, not the issue
Attributes Ethos Matters
War Alerts
Trick or Trait
More Building Slot
Artifact Claims Nerf
War Limit Based on Learning
Lower non heterseoxeual chance
Advanced Cheat Menu
Evan Smaller World Map
More Game Rules
Extended Outliner
More Navigable Rivers2
House Traditions
Knights Manager Continued
Namples
Next music button
Fletz  [author] Dec 18, 2023 @ 2:56am 
@peequi: thx for the information.

I have one idea what you may could try:
rename zdefines.txt to defines.txt (=original name of the file in the game folder) and have a look if it now works with other mods if you put it as last mod in the load order.

please let me know and thank you very much for testing. I wont find the time for it the next days, but if this is a solution I may make it standard with the next update that the mod-files get the names of the original-files.
peequi Dec 17, 2023 @ 7:30pm 
This mod does work especially by itself, easy to see and test. But when paired up with other mods it doesn't work even if loaded last. I will continue to look around but I want to see if anyone knows a work around. Again mod is loaded last so that is the weird thing. Easy way to see if this mod is working is to change the mod to something extreme like this

zdefines
NEWBORN_HEALTH_BASE = 3.3
changed to 1, most newborns will not survive. That is how I quickly see if the mod is working for me.
Fletz  [author] Dec 17, 2023 @ 3:43pm 
@dreadnought? Still no dead children? I've actually no idea why it shouldnt work properly - especially if you let it load at last.

what other mods do you use?
dreadnoughT Dec 16, 2023 @ 2:57pm 
Just a question, I'm not sure if the mod is working for me right now. Traits like Chaste are adjusted so the mod is "there" but almost no children ever die for me on any character or for the AI. The mod is last in my load order. So I'm not sure if the mod is working for me tbh. Any suggestionss?
BlackGenetics Nov 29, 2023 @ 9:53pm 
If you want use both this mod and More Single Combats, just make sure to adjust the settings to 75% chance of being wounded after being defeated for everyone with a 30 day cool down, so the likelihood of commanders and knights being killed is reduced drastically with a high prioritisation of capturing. People will still die from time to time in battle especially when opposing religions clash.
krunjar Nov 28, 2023 @ 1:08am 
Okay yeah confirmed do NOT use this with the more single combats mod. Or the one that makes generals actually need to travel to armies. As this makes the generals have to fight many stupid amounts of duels and sooner or later they lose one and die.
krunjar Nov 27, 2023 @ 6:28pm 
I don't know if it's because of just this mod. But the mortality of commanders in battle has become INSANE like even if they are winning a battle they die halfway through. It's gotten to the point where just using generals is a death sentence.This doesn't seem to affect knights or other people in the battle in the same way. Just the commanders.
coda Nov 23, 2023 @ 11:29pm 
@Fletz
Great idea, but I don't have the guts to use it yet! :-)
:steamthumbsup:
Duncanois Nov 17, 2023 @ 12:51pm 
Love the mod, thanks :)
pablomarti354 Nov 16, 2023 @ 12:57pm 
awesome! thanks!