Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
there is a report on this on Paradox forums, but issue hasn't been resolved until today: https://forum.paradoxplaza.com/forum/threads/ck-iii-rite-tenet-does-not-keep-head-of-faith.1544363/
There once was a mod fixing this, but it hasn't been updated and as such I can't use it anymore - someone on Reddit noted this one might already have it included, hence my question. The mod would have been this: https://steamcommunity.com/workshop/filedetails/?id=2867650485
Given when I last played I regularly interacted with this tenet, it is something that is personally very annoying - but I get if it's not something you want to fix.
If you would look into it, however, do you prefer me to open a Github issue for it or is the info I provided sufficient?
Regarding the second issue, it also looks valid, I opened https://github.com/ProZeratul/CrusaderKings3UnofficialPatch/issues/214 , we'll double-check.
We can't fix issues in submods such as RICE, unless somehow caused by vanilla bugs.
Also, could the Calling Event be fixed again, because I have gotten it again, for Members of my Court, who where married, but in a Faith/Culture, who Divorce was forbidden.
* We work in GitHub, https://github.com/ProZeratul/CrusaderKings3UnofficialPatch . @Kazarion is the main maintainer, I am contributing fixes and reviewing code regularly.
* We only fix issues, never other changes.
* We sometimes fix issues reported in https://forum.paradoxplaza.com/forum/forums/crusader-kings-iii-bug-report.1143/ , especially if we get asked.
* We open GH issues or directly PRs with good descriptions, and review each other's code before merging.
* We reproduce every issue and manually test every fix before merging.
* We use ck3-tiger (https://github.com/amtep/tiger) on everything. It reports literally thousands of errors in vanilla files, most of them indicating real issues. We bring this down to 0 for files we change in the mod.
* We welcome feedback and help of any kind.
The bottom line: again, I don't think such an issue exists. I double-checked by using https://steamcommunity.com/sharedfiles/filedetails/?id=2962238514 with and without Unofficial Patch, it's pretty easy to double-check yourself.
I also examined the vanilla code and found out that 6 Excaliburs go to counts and dukes (never kings or above). Other unique historical artifacts go to heads of faith, and exactly 23 go to random rulers (Kings of above). The Unop mod doesn't change the related files at all.
Regarding the hunt sightings issue, I opened https://github.com/ProZeratul/CrusaderKings3UnofficialPatch/issues/196 (copying your report from below), and answered it in details there. If you have any comments, please add them to that issue as well, I will keep it open for a few days more.
The bottom line: there is no such issue. The mod doesn't influence the frequency of hunt sightings at all and this can be proven by collecting statistics. Your method of checking it is imprecise and error prone, so I believe you have been misled.
As @cuomo860 pointed, out, 00_hunt_effects.txt doesn't have any Unop changes that could influence hunt sightings. Whatever changes you made to it aren't fixing anything (and likely re-introducing vanilla bugs).
Personally, I’m seeing nothing they would cause these issues and I look at these files a lot and have compatched many of them. Are you certain you have the most updated version of this mod? Have you verified file integrity?
As to holyy relics, yes, In vanilla game ruler with king or higher level titles may get holy relics randomly at the beginning of their game, if they are in Great Britain region they may also get Excalibur, but with the mod here both become impossible. You may have long been using this mod without playing vanilla game as test so you do not realize it is a bug.
Also, many of the fixes in this mod over time have been integrated into the base game.
A better start would have been “I’m noticing in my game that rulers besides Nomads or Hunters aren’t getting hint sightings. Also, are your rulers getting holy relics at game start?”
It is a trouble with your installation or mods. Follow the install guidelines.
*in the last instance I had already used 'overrun kingdom' to become feudal, but the ruler was 'deposed' (possibly another bug but i"m not sure), and one of his nomad sons inherited. The son now has feudal government, but the bug still occurs, so Im thinking that the bug happens before the game sets the successor to feudal government.
also did you fix the bug succession screen/powerful vassal/kurultai ui?
1. herder realms can become higher tier titles , even empire. When this happens, as the 'neighboring realms' limit for demand pastureland (and tribute too I think) is broken, only a realm which borders the herder-emperor's home county directly can demand pastureland, and when that happens, the neighbor will get the whole empire for 75 prestige. I had this situation for a herder empire that occupied about 30% of the steppe - no idea how it came to be too. likely should dissolve king/emperor herder titles every few years or something in addition to fixing the neighboring realm mechanic
2. dominate title button shows as valid but after clicking it nothing happens. you get stuck on cooldown for ten years. I suspect there is something about current state that makes the next step (e.g. war declaration on other rulers) invalid, and should probably prevent the button from being useable
@WheelOfMisery I've found the issue, it will be included in the next version. It's a base game issue.
@Kieal Could you provide more detail ? I've checked some of the files but everything looks fine and I've tried to reach you on discord but you didn't respond.
Here are the saves and screenshots before and after making the decision, so you can check with debug what is going wrong: https://drive.google.com/drive/folders/1LjEV9-85jzfsPnOfH_MwxbnAvMn8ZpId
Thank you my friend!
Due to the nature of the issue, we found a workaround but could not find a way to reliably detect it via script, and so we left it to the player to apply the fix.
To check if you are on the right version, 8.0.27, open the launcher and hit the three buttons next to the mod in the playlist and show in folder then open the descriptor.mod as a text file and see what it says for the version in that file.
If it is anything except 8.0.27 you will probably have to validate your CK3 game files as that validates mod files. I wasn't able to get steam to download the correct version by unsubscribing from the mod and resubbing to it unfortunately.
Out of curiosity, can I use this mod with AGOT?