Crusader Kings III

Crusader Kings III

Travelers
365 Comments
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
CS 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.
CS Feb 13 @ 12:06pm 
it has nothing to do with prisoners and makes more sense to be part of this mod
CS 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.
CS 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.
CS 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.
MINOS Jan 14 @ 11:44am 
@ pharaox [author] :

In dozens of Hours i had only Crashes while playing when using your Invite to Court .
It happened after playing some Hours and after inviting already Dozens of Characters.

I guess its way too much for the Game Engine ...
pharaox  [author] Jan 14 @ 11:37am 
@MINOS I am not experiencing such crashes in general and unable to reproduce them. I am only aware of bad performance when a lot of characters would accept (depends on the range and on your player character) that could lead to heavy lag and sometimes to crashes due to out of memory. Are you able to reproduce such crashes with just Travelers enabled?
MINOS Jan 13 @ 6:50pm 
@ pharaox [author] :

It crashed second Time while using the small Range.
pharaox  [author] Jan 13 @ 11:48am 
@MINOS As also mentioned in the description, please use the "Invite Characters to Court Range" to reduce the range that this interaction uses to search for characters. This should solve the performance issue and potential crashes.

You can't really compare the performance of the built-in character finder with the performance of custom interactions. The first is heavily optimized but can't be used by mods. The second is the only option that can be used in mods, and it's performance is what it is (that is, bad).
MINOS Jan 13 @ 7:22am 
I had now 2 Times crashing the Game, when i invited a Character with the "invite Character to Court " Option (rightclicking on the Main Character).

Doesnt happen if i use the normal Game Search for Characters to invite them.

This Option also heavily lags the whole Game/Computer when turned up to more than medium ( large huge), while the normal Game Character Search Option doesnt lag/hang up at all.
pharaox  [author] Jan 7 @ 10:04am 
@Clemente No. There are indeed some characters who are not at their default locations at game start, but their number is relatively small, and this initial traveling is over rather quickly, so I don't think it's much of an issue.
Clemente Jan 6 @ 7:42pm 
Is there any way to force-teleport a character? E.g. when mods move characters or their capital through on_actions, they start the game traveling instead of being at their court.
pharaox  [author] Dec 31, 2024 @ 1:34am 
@ajaxjs You can't turn off prisoner escort, but if you disable travel events the 2 prisoner events will be disabled as well. I may add a separate game rule for these events in the future. Alternatively, you can enable traveling prisoner interactions so you could ransom your prisoners immediately after capturing them.
If I understand correctly, you suggest keeping prisoners with the army until you explicitly send them home. I will consider adding this as well.
ajaxjs Dec 28, 2024 @ 12:23pm 
I love most of this mod but I hate the escorting prisoners part with the fury of a thousand suns. It's completely unrealistic (why can't a high profile prisoner just be dragged along with the army?...why would I send a valuable captive back past a retreating army so they'll escape five days later?). Is there any way to turn off the prisoner escort feature? Because it's making me want to uninstall the whole mod at this point.
pharaox  [author] Dec 24, 2024 @ 12:59am 
@Kralqeikozkaptan See my answer to exactly the same question by @Bishamonten 3 posts below. I don't plan to do it because personally I don't like this feature, and it's also really difficult to do properly, and so wasn't without issues in PoW either.
Kralqeikozkaptan Dec 23, 2024 @ 10:13pm 
since the prisoners of war mod has been abandoned can you add the commanders travel mechanic to this mod and add a option in the game rule for it. if you dont want to its fine
Bishamonten Dec 3, 2024 @ 2:11pm 
I see, that's a shame, at least I won't get my hopes up that'll ever happen now though. Thanks again, for your mod as well.