Crusader Kings III

Crusader Kings III

Travelers
376 Comments
Jet Sep 2 @ 8:49pm 
any chance we could get court positions for jailors to take prisoners back and forth?
pharaox  [author] Jul 27 @ 9:22am 
@bodeshmoun Thanks for the feedback! See the description: "Traveling prisoners ... can't be interacted with ..., unless you are at the same location". So yes you can ransom, but only if you are leading the army that captured the prisoners yourself, and only while they are still there. This is by design, although I admit you may miss the right time to ransom. I am not sure adding a popup for this is a good idea, many players would find it too disruptive.
Prisoners traveling should not affect the outcome of the Ransom interaction, except perhaps if the recipient is among the prisoners and so is also traveling. I will double-check this.
pharaox  [author] Jul 27 @ 9:12am 
@Mirror I don't think this is caused by this mod. Realm priests are selected by "pool character selectors", the realm priests just appear without any travel. The events that Travelers handles don't fire in this case at all. Most likely the issue is caused by other mods modifying either those selectors, or the council position.
bodeshmoun Jul 27 @ 12:42am 
Since last update you can interact with prisoners made after a battle, but the behavior seems little off (note that I play with AGOT and travelers-agot compatibility patch) : it seems possible to ransom the prisoners immediately, but there is a delay before ransom acceptation. And ransom request seems to fail because the prisoners are travelling.
Another point is that if you are not quick enough, your army or the prisoners have already leave the province where the battle (or raid) take place, and interaction is not possible anymore (as intended)
If this problem is not caused by my specific modset, you might consider adding a popup (with autopause) when a battle or a raid ends requesting what to do with prisoners (and eventually delay they departure until ransom request is accepted.
Mirror Jul 26 @ 1:06pm 
Maybe a bug somehow emerged from the fact that newly appointed clergy character couldn't teleport themself to the destination?
Mirror Jul 26 @ 1:04pm 
I'm not sure if it's caused by other mods, but when I use it, sometimes the realm priest in the council will be not available after current one died (can't get a new one, the position just being vacant).
pharaox  [author] Jul 25 @ 11:44pm 
@hu They are interactions, so you should see them when you right-click a portrait. "Invite Characters to Court" and "Invite Characters as Guests" are available on your character, while "Invite as Guest" is available on the invited character, who must be a wandering character.
hu Jul 24 @ 11:42am 
I can't seem to find the Invite as Guest or Invite Characters to Court interactions. Are they in the Decisions tab?
Venemar Jul 19 @ 10:04am 
Thank you for the quick responses! Helpful info :)
pharaox  [author] Jul 19 @ 6:15am 
@Venemar, 1) Yes you can unsub and resub mid-game. If you unsub, after ongoing travels have finished no new ones will be started, and some ongoing travels may abort or end-up in the wrong destination.
2) See the description about prisoner travel. The "wandering" characters are likely escorting captured prisoners. If such a convoy is intercepted by a hostile army, all prisoners may be freed and the escorting character imprisoned. You can disable prisoner events if you don't like this.
3) The mod tries to convert all teleports into travel, except for a few special cases (such as teleporting to and from an army). Prowess, knighthood, etc. don't matter.
Venemar Jul 18 @ 9:22pm 
a couple questions for you.
1) Able to unsub mid play-through or will that ruin my save?
2) Why do I have minions with court positions such as my Physician wandering around my territory while I'm in a war? I keep getting messages of people being captured, that were not a knight or marshall of troops.
3) I do use knight manager, so no one that doesn't have 17+ prowess should ever be travelling unless they're a new hire, or count etc with their own territory correct?
人忍忍 Jul 7 @ 7:28am 
Medieval leBron James
pharaox  [author] Jun 20 @ 11:39pm 
I just released version 0.11.2 with improvements for traveling prisoners and enemy armies intercepting prisoner convoys. For more information, see the description and change notes, as well as the README [github.com] and CHANGELOG [github.com] files.
pharaox  [author] Jun 11 @ 11:37am 
@Thule I doubt this. I play with my mods all the time, and I also regularly collect statistics about events such as prisoners escaping. Based on this, I know that Travelers causes less than 5% of all traveling prisoners to escape.
pharaox  [author] Jun 11 @ 11:33am 
@Barracuda The Location Tracker can't be disabled, there is no such game rule. You can only reduce or increase it's interval, see the "Performance" section in the description.
The "Location Tracker Events" game rule is an obsolete one that is always "Disabled". It has been like this for about 1.5 years now. I did not remove it to maintain compatibility with old saves.
pharaox  [author] Jun 11 @ 11:29am 
@beautysleep There is a low chance for this to happen since locations are updated every 5 days, instead of e.g. every day. This is a compromise between accuracy and performance, see the "Performance" section in the description. If you are on a high end machine, you could reduce this to 2 days.
Thule Jun 10 @ 10:04am 
Idk if this is a bug but all prisoners escape no matter what
Barracuda Jun 10 @ 8:12am 
Has there been a changed made to the Location Tracker? I am no longer able to change it from disabled
beautysleep Jun 10 @ 6:09am 
So I've run into a discrepancy where if I hire someone not in my court to marry to my niece also not in my court they just appear where my niece is, no traveling. And I also have hired people for my court and they just show up with no traveling, when they were in a different court to begin with. I just wanted to let you know, love your mod!
Gordon_Wolfich Jun 3 @ 10:55am 
@pharaox its done
pharaox  [author] Jun 3 @ 10:52am 
@Gordon_Wolfich Thanks! Let me know when it's ready, I'll change the link in the description.
Gordon_Wolfich Jun 2 @ 2:47am 
Hi, thanks for the mod! I checked the Russian translation of the mod and it was unfinished, so I decided to make my own translation and upload it to the workshop.
Thomas Mannerheim May 25 @ 8:59am 
@pharaox OK, thank you
pharaox  [author] May 23 @ 12:50pm 
@Thomas Mannerheim Quite safe.
Thomas Mannerheim May 23 @ 9:13am 
How safe is it to add/remove this mod mid-save?
pharaox  [author] May 18 @ 2:54am 
@Gwenod See the "Compatibility" sections in the descriptions of both mods. In the best case, it may work with only minor incompatibilities, such as prisoner rulers traveling "in style", courtiers not being evaluated for new court positions, etc. In the worst, it may CTD on start, or shortly after. It all depends on the actual changes this total conversion mod does. You could try and let us know.
Gwenod May 18 @ 12:46am 
@pharaox Hey ! I try to know if ''Traveler'' and ''Active Courtier'' are compatible with the overhaul ''FallenEagle''. Seems to not overwrite the same files, but as you said, it may have removed some files your mods need to work. You may not have time to check, but just in case, it would be awesome to have your opinion about that ^^
pharaox  [author] May 2 @ 2:53am 
I just released version 0.11.0. This version is compatible with CK3 1.16.x, if you are still on 1.15.x use the older version specified in the description. For more information, see the description and change notes, as well as the README [github.com] and CHANGELOG [github.com] files.
HaziTru May 1 @ 10:14pm 
Update please
pharaox  [author] Apr 9 @ 10:09am 
@無壹 Thanks, updated!
@gazette2 Thanks, will integrate and release it during the weekend!
gazette2 Apr 9 @ 12:07am 
korean translation updated on github
無壹 Apr 5 @ 11:11pm 
@pharaox Hey pharaox, the old link of Chinese translation is abandoned, latest link is also: https://steamcommunity.com/sharedfiles/filedetails/?id=3090564070
pharaox  [author] Apr 5 @ 7:01am 
I just released version 0.10.1. I added 2 new interactions for inviting wandering characters as guests. For more information, see the description and change notes, as well as the README [github.com] and CHANGELOG [github.com] files.
pharaox  [author] Mar 13 @ 1:56pm 
I just released version 0.10.0. This version is compatible with CK3 1.15.x, if you are still on 1.14.x use the older version specified in the description. For more information, see the description and change notes, as well as the README [github.com] and CHANGELOG [github.com] files.
pharaox  [author] Mar 4 @ 10:56am 
@Em I don't think so, this mod doesn't change anything related to governments, etc. It mostly just causes characters to travel instead of teleporting, and adds some new mechanics related to the travel itself.
Em Mar 3 @ 2:44am 
soo... I played in Tibet and had Feudal Government but also a tribal county, which I gave to my primary heir, when he inherited the main title, he also began to travel to the feudalized county but then remained tribal (with all the characteristica like using prestige for MAA instead of Gold). Is that a thing which is influenced by your mod perhaps?
pharaox  [author] Feb 23 @ 12:08am 
@Jet @Sugseon Thanks for your feedback! As you already noticed, you can enable all interactions for traveling prisoners via the "Interactions for Traveling Prisoners" game rule. To use it in an ongoing save, simply add the Gamerule Gadget .

As for the escape chances, they already depend on the personality / skills of the prisoner and their escort. You can adjust them via the "Prisoner Events Chance" game rule. The court position idea is indeed a good one, so I will consider adding it in the future.
Jet Feb 21 @ 7:17pm 
Just saw the description mentioned a game rule option to change the no interaction during travel, is there any way to change this in an ongoing save?

I also do still think gaoler court positions would be a good idea so you still have some measure of input over the wardens. Not sure if its something you'd consider in the future, but very cool mod.
Jet Feb 19 @ 5:26pm 
also is there anything we can do to lessen the chance of prisoner escapes? buildings maybe? a warden/gaoler court position so at least my important courtiers dont die due to a successful escape would be cool too
Sungseon Feb 19 @ 2:00pm 
i also want this. ransoms should be negotiable without having to be sent to the imprisoner's court. especially if its very far away
Jet Feb 18 @ 4:11am 
can you make it so that demands cant be pressed while a prisoner of war is traveling to your dungeon? I like to ransom for gold, but the ai will force me to win the war when I capture the leader, specially if im not the main attacker


Or at least can an event so we can choose to immediately ransom or recruit after capture on the field?
pharaox  [author] Feb 13 @ 12:08pm 
@Sungseon I already did incorporate most of it, with some differences. I don't intend to add the commander travel feature - it's very hard to do properly due to vanilla limitations, and I never liked the clumsy army management it introduced.
Sungseon Feb 13 @ 12:06pm 
it has nothing to do with prisoners and makes more sense to be part of this mod
Sungseon Feb 13 @ 12:06pm 
I mean just the send generals to armies feature
pharaox  [author] Feb 13 @ 12:02pm 
@theernestrain PoW is abandoned, not updated since 4 May. It's very unlikely to work with anything without serious changes. Apart from that, no, I have no idea. All my mods work well together (I use all of them all the time), but if you add PoW and some other incompatible mods, I can't tell anything without taking a closer look myself.
Sungseon Feb 13 @ 12:01pm 
could you incorporate it?
pharaox  [author] Feb 13 @ 11:58am 
@Sungseon There was - in another mod, Prisoners of War, that is by now abandoned.
Sungseon Feb 13 @ 10:39am 
wasn't there an option to send generals to armies? I liked that feature but can't see it anymore...
theernestrain Feb 12 @ 2:41pm 
Hey there, I made a compatch for "Gambos" and Obfusckate. I also include compatibility for your CLR, CSR, and CPR mods. POW and Travelers are working as intended I think. But when I click the enslave button, Prisoners instantly teleport to jail rather than staying with the army or even traveling home. Any ideas where to start to fix that?
pharaox  [author] Jan 14 @ 12:01pm 
@MINOS "Invite Characters to Court" is testing "Invite to Court" acceptance for all characters in the configured range. So other mods could also cause such crashes by changing "Invite to Court", or some code that it uses. If you are able to reproduce the issue with just Travelers, let me know.