Crusader Kings III

Crusader Kings III

Active Courtiers
189 Comments
-=Illumifant=- 17 hours ago 
Does this mod need to be updated for the latest DLC?
pharaox  [author] Apr 4 @ 11:05pm 
@败战庭女皇奥古斯塔 I doubt this. This mod doesn't touch any vanilla logic, just adds events. The AI rulers marriage decision making is not even governed by script as far as I can tell, and so not moddable.
pretty sure the mod causes governors to not get married. several of my governors won't get married even in their 40s. but when I turn off this mod they immediately get married
pharaox  [author] Mar 30 @ 5:23am 
@skywalker Good to know, thanks!
skywalker Mar 30 @ 12:28am 
So I tried it on EK2 and it works fine
curetonissac Mar 29 @ 6:10pm 
Curious about ek2 compatibility aswell
pharaox  [author] Mar 28 @ 11:03am 
@skywalker See the compatibility section above. Never tried it, depending on what changes EK2 makes to vanilla it could by anything from mostly compatible (except evaluating characters for EK2 court positions) to crashing on startup. You could give it a try and let me know.
skywalker Mar 28 @ 8:13am 
Is this mod compatible with EK2 ?
pharaox  [author] Mar 27 @ 10:14am 
@TdizzleGod Yes.
TdizzleGod Mar 26 @ 5:54pm 
is this mod savegame compatibe
Friedrich Mar 26 @ 7:32am 
Could you please tell me which files should be modified to allow barons to find spouses for their children?:steamhappy:
pharaox  [author] Mar 24 @ 2:47pm 
@shay Still, this mod doesn't aim to change vanilla design decisions, even if questionable. There are other mods for that.
shay Mar 23 @ 12:00pm 
@pharaox Thank you for answer. So this is not entirely true: if a close relative of your courtier (sibling, parent, or something like that) becomes a landed character, they leave no matter what. They can have a council or court position at your court, but they'll leave even if they had no position at their relative's court, and even if their relative has a lower/much lower status than you. There is no way to get them back without cheating. Even if you force them back with some cheat mod, they'll leave again after a short while. Then, after a long while, when they have no position at their relative's court, your courtier brings them back. You give them position again, but in a while they'll remember that their relative has a title, and they leave the position at your court and go back to their relative, and so on. So even a setting that prevents courtiers which have a court or council position from leaving would be fair I think.
pharaox  [author] Mar 23 @ 10:17am 
@shay Thanks for your feedback! I would rather not add such an option, even if it's possible. Courtiers leaving is a "feature", not a bug, to keep them you need to give them a reason to stay.
shay Mar 22 @ 11:28am 
So I am frequently end up recruiting the same people over and over again: they leave my court, then a courtier recommends them to bring to court again. Any way to add setting that courtiers do not leave your court no matter what? I know that's unrealistic, but that would be great quality of life help. Otherwise, the mod is fantastic, thank you for your work!
無壹 Mar 13 @ 9:07pm 
@pharaox So do the [travelers]👋
pharaox  [author] Mar 13 @ 2:00pm 
I just released version 0.8.0. 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 10 @ 11:25am 
@無壹 Thanks! Updated.
無壹 Mar 9 @ 6:46am 
@pharaox Hey pharaox, the old link of Chinese translation is abandoned, latest link is: https://steamcommunity.com/sharedfiles/filedetails/?id=3090564070
cuomo860 Jan 24 @ 9:27am 
@pharaox @paintbox When doing the "Relation of Weddings Expanded" mod I figured because I used the Travellers mod, it was just as easy to have these types of events fire 10-20 days after the initial event. This allowed most cases for a person to arrive or at least made it reasonable that they communicated "on the road" ahead of them.
pharaox  [author] Jan 24 @ 8:48am 
@Paintbox Thanks for the feedback. I will consider this for the next version, meanwhile you can just disable the jostling events via the game rule if you find them annoying. This will affect AI as well, but I don't think this is much of an issue.
Paintbox Jan 21 @ 12:46pm 
Figured out it is the "Jostling setting", would it be possible to add game rule to seperate for Ai and Player as an option? Great mod btw, can't play game without this and your Travelers mod is some of my favourites.
Paintbox Jan 20 @ 2:21pm 
Love this mod, but only problem I have is how invited courtiers ask for a position right away with most of these events. Can get annoying as for example, when playing with travellers mod, I have a random stranger who hasn't arrived at my court yet demanding to be on my council. Already get a hit on their opinion of me before they even arrive. I looked through the game rules, would lowering the invitation event frequency help?
Excuse me Sir? Jan 15 @ 6:37pm 
Thanks for the kind reply. The problem was with the new vanilla events "Bound Together" and "A Follower's Heart".:steamhappy:
pharaox  [author] Jan 15 @ 11:28am 
@Excuse me Sir? Active Courtiers events "Courtier Requests to Marry" are checking "marriage consaguinity" religious doctrine. The new vanilla event "Bound Together" is not (just checked). So you are either seeing the vanilla event, or the faith the courtiers has a very permissive consaguinity doctrine.
Excuse me Sir? Jan 14 @ 11:02pm 
Sometimes the courtier who requested the marriage wants a spouse who is his older sister in the family.
Is this a problem with this mod or an event in the ep3 dlc?:steamsad:
Chewy Jan 6 @ 8:36am 
nah its cool, it was another mod that got an update and broke several other mods in my ~200ish modlist... lol
pharaox  [author] Jan 6 @ 8:15am 
@Chewy What exactly is the issue you are experiencing? I am afraid I can't provide a general guideline. As mentioned, the mod does not modify any vanilla files so load order doesn't matter, and it should be compatible with anything except for mods that remove vanilla stuff or modify it in unexpected ways. I am myself using the mod with CFP and RICE (and a few other popular mods) without any issues.
Chewy Jan 5 @ 5:52pm 
Mod is not working for me for some reason; i suspect it might be a load order issue. Could you provide tips or maybe even an extended load order list tho those who have an extensive modlist? This should, in general, be on the top up or top down the list? what about EPE/CFP/RICE interactions?

Thanks
CROW Nov 28, 2024 @ 12:10pm 
Tx
pharaox  [author] Nov 28, 2024 @ 7:40am 
@CROW The mod is updated to CK3 1.14 since 4 Nov. In the last 2 CK3 patches there have been no changes in that would require updating this mod. If you have any specific issues, let me know.
CROW Nov 28, 2024 @ 7:19am 
Update pls
finallyciv Nov 18, 2024 @ 11:49am 
Thank you @pharaox, I will try out the game rules!
pharaox  [author] Nov 18, 2024 @ 9:13am 
@finallyciv Instead of disabling the mod, you could adjust the event frequency for players via the game rules, or disable specific events if you don't want to have them fired at all.
As previously explained, no default frequency is good for every situation, so use the game rules to your advantage.
finallyciv Nov 15, 2024 @ 8:18am 
I am currently playing a game as a catholic ruler and am getting a lot of suggestions and requests - too much so that I had to disable the mod. I noticed the change too!
Ahoyande Nov 12, 2024 @ 7:08pm 
PHARAOX oh wow I didn't know. That's definitely the issue. Thank you!
pharaox  [author] Nov 12, 2024 @ 9:16am 
@Ahoyande Your religion might be male-dominant, but it's the religion of the courtier that matters for this check, not yours. I guess you simply have a lot of courtiers with "Equal" gender law in your court.
Ahoyande Nov 12, 2024 @ 6:05am 
PHARAOX I'm getting lots of matrilineal marriage requests since recent updates. My non-dominant gender request rule is set not Not Allowed and my religion is male-dominant. I never had this problem before recent updates.
pharaox  [author] Nov 4, 2024 @ 1:39pm 
I just released version 0.7.0. This version is compatible with CK3 1.14.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] Nov 3, 2024 @ 1:19pm 
@Dad needs a Beer Many thanks, I am really glad you like it!
@finallyciv Thanks a lot for translating!
Dad needs a Beer Oct 30, 2024 @ 7:07am 
This is so good. Best mod ever.
pharaox  [author] Oct 28, 2024 @ 9:26am 
@Brotato I just uploaded a minor update (0.6.2). The issue with the marriage events not firing for landless adventurers should now be fixed.
pharaox  [author] Oct 23, 2024 @ 9:32am 
@[Liar] Lucky I agree the balancing of the vanilla modifiers could be better. However, I can't easily influence them without changing "Invite to Court" - if I do it, I will get complaints that my mod is inconsistent with vanilla. And if I change "Invite to Court", I will get complaints from players who don't like my changes. So if you don't like it, you could report it here: https://forum.paradoxplaza.com/forum/forums/crusader-kings-iii-bug-report.1143/ .

I also think your experience is rather rare. I haven't experienced anything similar myself, although playing with the mod all the time, nor have I heard other complaints. "A lot of broken families among AI realms" is likely not a concern at all.

If you are still not convinced, you could simply disable the event for AI rulers via the "Invitation Event Frequency for AI Rulers" game rule, and make yourself the only poacher once again.
[Liar] Lucky Oct 22, 2024 @ 4:48pm 
@pharaox OK I tried that and saw some odd things. Her attitude towards her father is +83 which is good, but still lower than my +100. That gives her 25 decision points towards her father and 50 towards me. so net 25 towards me. That seems logical.

Here is what is weird: She gets +160 points towards her father for being his child. +30 for him being dynasty head and another +60 for house head.

There is no way I could keep her, no matter how happy she is. She only gets 50 points to stay due to her marriage to my heir. I think the vanilla scoring system is insufficient to work in a believable way with this mod. A princess and future queen would not just randomly leave her family like that.

If you can add checks to prevent families from splitting, I think that would make the mod a lot better. A check that prevented the player's court from being targeted would be OK, but I imagine it will lead to a lot of broken families among AI realms, which is not ideal for role playing.
pharaox  [author] Oct 22, 2024 @ 9:23am 
@[Liar] Lucky As I mentioned, the "checks" are not part of this mod, but of the vanilla "Invite to Court" interaction that this mod is not touching at all.

If you have a save, perhaps you could check this yourself? Just load the "before" save, switch to playing her father and try to invite her to court, and you should see a breakdown of all the modifiers affecting her decision.

As a mitigation, I could perhaps add a game rule to disable AI from targeting the player's courtiers in those events.
[Liar] Lucky Oct 21, 2024 @ 5:04pm 
@pharoax Her attitude towards me was +100 when she left. I don't know about her attitude towards her father, but he does not even have a court because he is only an count. I think the checks you mentioned may not be working currently.


I can offer the save files before and after if it helps, but for now I need to disable the mod sadly. It is a good concept though!
pharaox  [author] Oct 21, 2024 @ 1:10pm 
@Brotato Actualy, I think I managed to "reproduce" your issue :-) You are referring to the "Bound Together" event. This is a vanilla event introduced in 1.13. It's very similar to marriage events from Active Courtiers but only fires for LAs. It doesn't have the "Let me consider this" option.

I am afraid I can't do anything about this event, but once I fix the actual issue I found in my mod you will at least see its marriage events for LAs as well.
pharaox  [author] Oct 21, 2024 @ 12:55pm 
@Brotato Thanks for your feedback. I wasn't able to reproduce your issue, however while testing I found a different issue in the latest version, that essentially disables the marriage events for landless adventurers altogether. I will release the fix in the next few days, hopefully it will be ok then.
pharaox  [author] Oct 21, 2024 @ 12:19pm 
@[Liar] Lucky "Invite to Court" already checks all these things, courtiers do get (strong) negative modifiers to their willingness to leave if they hold a position, abandon a family, etc. This is vanilla logic, not changed by this mod. But "negative modifiers" can still be outweighed by positive ones in some cases.

What this mod does is enable AI rulers do what players have been able all the time - namely steal other ruler's courtiers via "Invite to Court", in exactly the same way and subject to the same conditions.

For this reason, I don't think I should change anything. It should happen only rarely and for a reason. Perhaps your daughter-in-law really hated your and loved her father, who btw was a great emperor and had a "max amenities" court, etc.
Brotato Oct 20, 2024 @ 9:38am 
Really love this mod especially since normally I would be setting up my courtiers to have children aka future courtiers. This handles it for me so less micromanaging plus they sometimes find a spouse I couldn't find myself.
One thing I have noticed in the recent update. When I am an adventurer if one of my followers wants to marry it gives me just two options; yes or no. When landed I get a third option of "let me consider it" which then open the normal window for setting up a marriage. I don't know if it is intention to not have that third option but sometimes I need it for when a women of high birth wants to marry a lowborn and I want to make the marry a matrilineal so her name is carried forward.