Crusader Kings III

Crusader Kings III

Love Marriage Family
1,188 Comments
Rylock  [author] 3 hours ago 
@震旦忠臣 Like I've said below, the update will come sometime this weekend.
震旦忠臣 5 hours ago 
Please update. In version 1.8, it seems this mod makes AI and players' willingness to marry drop to -100 because of the 'enemy' factor.
Rylock  [author] Oct 29 @ 3:36pm 
@Nekcarb Recruit people? Sounds nice, but unlikely. LMF isn't a very large mod.

As for your lists mods, I keep track of compatibilities that I'm told about in the discussion thread for it, but most of those you list I've never heard of. So you'd need to tell me.
Finarfin Oct 29 @ 8:52am 
Yes. Yes, he is.
Unejin Oct 29 @ 8:49am 
@SalahadDin are you just going to every mod in your playlist and asking for an update without even reading the rest of the comments? lmao
Nekcarb Oct 29 @ 7:59am 
Followup, any known conflicts with the following mods?

Debug with Achievements On
Architect of Estates: Domiciles Building Expansion
Undress
Ruler Designer - Safe Genes Unlocked
Ruler Designer 40k Points achievement compatible
Sleep With Spouse
Ultimate Tooltip - Display ID
Ultimate Tooltip - Display Real Father
Ultimate Tooltip - Display Weight
Ultimate Tooltip Framework
Feud
Easier Realm Management - FunEFork
Immersive Chaste Trait
CK3 Enhanced Icons
Mass Demand Conversion
Doctor Tweak - AI Will More Often Hire Court Physicians
More Babies For Counts & Dukes
Less Sinful Priest Scandals - No More Fervour Collapse
Fervour Inversion - Winning Holy Wars Increases Fervor
Bolder Borders
Brighter Progress Bars
War Alerts - Customisable War Notifications
Prevent Wandering Family
Invite To Court - More Modifiers
Prisoner Transfer
tilarium Oct 29 @ 7:59am 
@SalahadDin this is just getting ridiculous now

Rylock [author] 2 hours ago
@Funglesby Yes, it does. The changes are pretty extensive, and I'm not going to have time to really pore over them until the weekend, so an update will have to wait until then
Nekcarb Oct 29 @ 7:55am 
Will this work for saves? I'd hate to delay playing until later for this but I understand and support you! You should try to recruit some like-minded people to help maintain it so you don't lose interest. Thanks for the work and looking forward to playing with your Mod.
SalahadDin Oct 29 @ 7:10am 
I love this mod so much. Could the you update it to version 1.8?
Funglesby Oct 29 @ 6:05am 
Understandable, take your time!
Rylock  [author] Oct 29 @ 5:10am 
@Funglesby Yes, it does. The changes are pretty extensive, and I'm not going to have time to really pore over them until the weekend, so an update will have to wait until then.
Funglesby Oct 29 @ 3:28am 
Good morning! Does this mod need an update?
ShroudedZeta Oct 28 @ 2:15pm 
Good morning!
myworstfriend Oct 28 @ 12:36pm 
good morning
Rylock  [author] Oct 22 @ 2:46am 
@Daghan First, I'd ask if you have the "Realistic Pregnancies" game rule set to active? If so, characters can get pregnant if the pregnancy is event-prompted or they're in the same physical location when the pregnancy occurs. If they're both rulers, it's more difficult, but there's an interaction to invite them for a conjugal visit where pregnancy can be a result.

If that's too complicated for you, simply change the game rule to deactivate it.

Either way, pregnancies work just fine, and LMF has been playtested many many times... assuming, of course, you aren't mixing LMF with other mods. If you do that, well, there's no accounting for what'll happen.
Dağhan Oct 21 @ 1:19am 
The problem isn't with fertility but rather character pregnancies are somewhat bugged. Even with 100% fertility rate for both parents a child will never be concieved. I have tried debug command start pregnancy but that doesn't work either
Rylock  [author] Oct 15 @ 3:34pm 
@Deckem I haven't really found that to be true, over numerous test games with just LMF. YMMV, of course, but be careful of tossing LMF in with other mods that also affect fertility. If it's really too low for your taste, you can always adjust the game rules.
Deckem Oct 15 @ 9:17am 
Number of children is shockingly low using this mod. Kind of scary when I look at my house's landed rulers having zero children.
Rylock  [author] Oct 13 @ 11:47pm 
@PocketTJ Yes, in the game rules. That's why they're there.
Rylock  [author] Oct 9 @ 6:01am 
@Golden Bow I come by the names honestly, what can I say? ;)
Rylock  [author] Oct 9 @ 6:01am 
@Mazay By default, matrilineal matches are arranged more often -- the AI will even renege on betrothals if a daughter's prospects have changed by the time she nears adulthood. They will indeed do so even more often under equal gender law, but yes, switching to the "Always" rule in Matrilineal Marriage will make that super common in just about ever realm.
Golden Bow Oct 8 @ 5:46pm 
You named a lot of your family off Dragon Age: Origins characters I see, nice :steamthumbsup:.
Mazay Oct 7 @ 6:23am 
Should I enable the "always" option in the matrilineal marriage settings to preserve titles within the dynasty?
Mazay Oct 7 @ 6:16am 
Do AI's engage in matrilineal marriages with equal gender law?
Rylock  [author] Oct 4 @ 6:52pm 
@Primarch sarge Probably? Assuming that all that mod does is add new bookmarks.
Primarch sarge Oct 4 @ 5:26pm 
does this mod work with more bookmarks+?
Rylock  [author] Sep 30 @ 4:25pm 
@Rinu Short of providing more information, I'd have to say you either are leaving on the "realistic pregnancies" game rule and ignoring what it does or you have some other mod conflict. Not sure what else you expect me to do about that.
Rylock  [author] Sep 30 @ 4:24pm 
@furrywolf79 So long as they aren't considered "evil" by your own faith, yes.
Lazarov Sep 30 @ 3:11pm 
Mod harika özellikle evli çiftler arka arkaya çocuk yapmasından şikayetçiydim bu mod oraya çok güzel çözüm getirmiş elinize sağlık umarım daha da gelişir bu mod şu ana kadar gördüğüm en iyi modlar arasında. karakterin sevdiği kişi ölünce evlenmek istemiyor bu da güzel detaydı.
Rinu Sep 30 @ 8:13am 
i have problems with this mod regharding having children, even witth debug console commands, as soon as i disable it, evrything works again.
furrywolf79 Sep 28 @ 2:05pm 
Does this allow interfaith marriages?
Rylock  [author] Sep 27 @ 3:12pm 
@Mog Kupo Like I said, the alternative is having everyone succumbing to seductions left and right, even when their traits say they aren't the sort that's likely to betray their spouse. The mod's goal is apply realism, not to make sure you have an even shot at seducing whoever you like, even married characters who'd be unlikely to betray their spouses according to their traits.
Mog Kupo Sep 26 @ 10:14pm 
Finding a lover is easy, sure. Targeting a specific person to become a lover, either because they have ideal traits for a bastard or they're in a position you want to exploit (I really just want to screw my rival), is pretty hard to pull off. Especially with the countermeasure system (which is no fault of this mod) ensuring a single breach resulting in -100% to attempts.

For instance I have a character with 23 Intrigue (good but not amazing) giving a +69 seduction attempt. But this is pretty meaningless against a -50 (doesn't want to cheat on spouse) and -38 (doesn't want to dishonor), resulting in 25% chance before the spouse detects the plot. And this is for a target character that has low intrigue and compatible traits!

If there are methods to improve the odds then maybe I'm just being dense, but it feels like fidelity to marriage is stronger than intended.
Rylock  [author] Sep 26 @ 9:28pm 
@Mog Kupo I really have no difficulty finding lovers if I'm playing a character with any amount of Intrigue skill. Nor does the AI appear to have much trouble. The possible candidates are perhaps more limited than in vanilla, but I just don't like what lowering the malus does - especially when, like I said, the malus isn't that hard to overcome.
Rylock  [author] Sep 26 @ 9:25pm 
@NOBERZ Mostly? It might take a while for lover events to start applying to existing lovers, and you won't get the initial maidens, but otherwise it should work okay when introduced to an ongoing game.
Mog Kupo Sep 26 @ 7:41pm 
Once again, love this mod and appreciate your hard work.

I think you have made seduction too hard. Originally characters had to have an honorable score of high (50) to apply the adultery/fornicator penalty to Seduce schemes. Changing it to anyone with any honor or no boldness means it applies to almost everyone. The penalty is so high the target having both the Lustful trait and being eager doesn't compensate. Then the "Unwilling to cheat on X" modifier essential doubles this penalty.

Thanks for the polyamory changes for the jealousy events. Along those lines, I think the Honesty penalty to seduction shouldn't apply if they're polyamorous, especially the part that checks for already having lovers.
NOBERZ Sep 26 @ 8:12am 
is this save compatible
Rylock  [author] Sep 25 @ 7:56pm 
@Persephone Thank you!
Rylock  [author] Sep 25 @ 7:55pm 
@markvaughn2001 I don't know where it says that, but pregnancies are checked 90 days in - that's when the game would normally announce that the mother is pregnant, and this is the point at which the script can check whether the pregnancy is valid. Event-driven and canon pregnancies are always valid, otherwise it checks to see whether the mother and father are in the same physical location. If not, the pregnancy goes away, as if it never happened.

Pregnancies still occur at the same rate they always did, subject to fertility. That's hard-coded. So other than making one of the parents infertile or keeping them separated, there's no way to *prevent* the pregnancies from occurring. That's not what this does.
Persephone Sep 25 @ 4:33am 
Love this mod so much especially the realism when it comes to pregnancy and what happens after. Love the PPD representation.
markvaughn2001 Sep 24 @ 2:16pm 
In the settings of AGOT for Realistic Pregnancy it says "When Pregnancy check is initiated" what exactly does this mean? and how do i stop my characters from having 15 kids
Rylock  [author] Sep 22 @ 7:17pm 
@FERR/\TA The situation you describe is exactly what it was made for, however - the situation of the duke's daughter changed. She's now an heir, and had that been the case when you made the betrothal they would never have agreed to a patrilineal match. So I'm unsure what additional restrictions I'd add other than allowing you to turn it off altogether... which I'm not going to do, just because you find the AI acting rationally to be inconvenient. ;)
Rylock  [author] Sep 22 @ 7:14pm 
@juune8 I can't, no. That's not something I can replicate in a tooltip.
FERR/\TA Sep 22 @ 2:46pm 
Can there be more restrictions put on the betrothal negotiation letter event? Really frustrating after having set up a patrilineal marriage with a duke's daughter that suddenly ends up being the duke's only remaining child and that daughter demands a renegotiation. I end up wasting a betrothal that could've been put towards a marriage with more genetic potential or whatever. Or should I just cope?
juune8 Sep 22 @ 1:09pm 
Hello,
could you add in tooltip, when we are pointing a person that we want to introduce but already has been introduced the last year, a kind of "cooldown" or the expiration date as we can see for exemple in diplomatic relation with someone we have been in war with ? That would show when we again can introduce the character for a new potential marriage. Thank you for the work !
Rylock  [author] Sep 20 @ 5:35am 
@Milsugione Yes, that part of LMF you're talking about was split off into a separate submod. The link to it is in the description text above - just click on the ANSF3 banner.
Milsugione Sep 20 @ 5:30am 
no you misunderstand, i meant hte decision to spawn family members on reflect on family. i didnt know there is a mod separate for it,
Rylock  [author] Sep 20 @ 5:28am 
@Milsugione AGOT already has a system for customizing characters. Working the ability to generate a family into it would have been a fair amount of labour, which I was not ready to do.

Also, there's nothing stopping you from using ANSF3 as a separate sub-mod, giving you the ability to generate a family in AGOT anyhow.
Rylock  [author] Sep 20 @ 5:26am 
@Funny Purple Suit Man Probably not, considering LOTR is a total conversion mod.
Rylock  [author] Sep 20 @ 5:26am 
@juune8 I don't *change* the intro visit score for the garden and tour introduction activities because those are neutral. Nobody's going to hate them, but also nobody's going to particularly like them either. For other activities, they might be hated or liked based on the traits of the participants.