Crusader Kings III

Crusader Kings III

AGOT : Seasons of Ice and Fire
199 Comments
Pilatian 4 hours ago 
@brendan1903 It was all provinces globally, and it was under the historical setting. I couldn't tell you the year off the top of my head, as I just moved past it in the save and it righted itself about ten years later. It might've just been something to do with the save, haven't seen that happen in any other playthrough. Default settings pretty much.

The bookmark was the 106 Rogue Prince start, I'm not using any bookmark mods.
brendan1903  [author] 6 hours ago 
@Potato, if you're able can you get me some of the error logs from the out of sync crash? I honestly am not sure what could be causing it, and I haven't ever personally tested multiplayer with seasons.

Also were all players using the most up to date version of Seasons? Since the update didn't change too much it may not have changed the checksum allowing everyone to still join, but then causing sync errors
brendan1903  [author] 6 hours ago 
@Solutos Lupus, I've got the mapmode working and running, there's just one small thing I want to see if I can fix first-- it causes a bit of lag for a second or two the first time the mapmode is selected and it's the first lag related to the mod I've experienced so I want to see if I can optimize it first before releasing
Potato 7 hours ago 
@brendan1903. Yeah as in multiplayer. Sorry I should've mentioned that. I do use this mod with 25 other mods so i'm sure there also some conflict with that. but the reason I claim it was this mod specifically was because I was playing with this mod on the 25th before latest update that was on the 26th. So with this mod being the only updated one, I only assumed it was the source of my multiplayer game going out of sync. I removed it from my mod list until i could find a fix and with the removal of the mod, so was the out of sync error's.
Solutos Lupus Aug 27 @ 8:37pm 
@brendan1903 - dude that would be fantastic - at least cutting down on the amount of struggle going on :steamthumbsup:
brendan1903  [author] Aug 27 @ 12:13pm 
Solutos Lupus, I haven't figured out how to make a custom GUI yet, but I did find a different workaround at least for viewing what region has which season, I'm adding a Seasons Mapmode which shows what seasonal variant each region is experiencing.
brendan1903  [author] Aug 27 @ 11:20am 
Pilatian, there was an issue that I noticed (and then fixed in the patch) where the Iron Islands would get all of the seasons stacking, since I forgot to put them into the scripted effects, but it should resolve itself on existing save games within 1 seasonal cycle
brendan1903  [author] Aug 27 @ 11:15am 
Potato, how do you mean out of sync? Like on multiplayer? or the seasons aren't lined up properly with the varying regions?
brendan1903  [author] Aug 27 @ 11:14am 
Pilatian, I honestly am not sure, it should be save compatible, I'll take a look and see if I can figure out what is causing an issue. Do all of the provinces globally have both summer and autumn modifiers? Also what gamerule settings are you on & any other details?
Potato Aug 26 @ 7:52pm 
new update causes game to go out of sync
Pilatian Aug 26 @ 5:57pm 
Any idea what might've changed in your recent patch that would be causing simultaneous Autumn and Summer globally? Just save incompatible?
brendan1903  [author] Aug 26 @ 9:04am 
Drek, Yeah it's a significant problem especially with the embarkation cost, I've been working on changing some of the AI Values and the embarkation cost modifier, so that the AI should be better about ending wars in winter, and reducing costs when in debt, I've also made it harder for the AI to go to war in winter. I also fixed one of the things meant to deter winter wars that got messed up when I switched from the Struggle to the Situation. I just finished a bit of play testing with it, and it seems to help a bit.
I like the game rule idea, but I honestly wouldn't be sure how to implement the different modifiers with the existing mechanics to be for AI vs player, since most of the modifiers are tied to provinces now. I do like the gamerule idea, I'll see if I'm able to make it so that the AI can 'bail' itself out when in high debt in winter (more than 2000g in debt or so). I'm really glad you like the mod though! Yeah I could see how playing as a Tywin with the debt would be fun!
Drek Aug 24 @ 1:06am 
brendan, I was reading the latest comments about AI not being good at managing the Winter. It's true, I've seen the larger realm's AI going hard into debt when wars last long enough to get to Winter and involve some kind of water traversing. When there's no water to traverse, it doesn't get bad, and with Dragons most wars don't last that long anyways.
A possible cheaty fix could be to give an option in the game rules for the AI to not have the same penalties as we have, specifically in terms of army cost related ones. Or just not have it be a gamerule, just the state of the mod until you can figure out a better solution. I don't know what is easier to do tbh, I just know this has become one of those staple mods for a AGOT playthrough for me and it can be fun to be the Tywin of your bookmark by saving the AI realms from collapsing to debt! Since I've only been playing Robert Baratheon bookmarks, I always imagined it's just his canon ability to destroy the economy of the realm! xD
Solutos Lupus Aug 10 @ 8:24pm 
@brendan1903 - champion thanks for replying - just during situation window - love the mod and idea just hate checking the struggle window - no rush though :steamthis:
brendan1903  [author] Aug 10 @ 8:09pm 
@Solutos Lupus, I'll look into trying to fix that, I honestly don't know how to fix that currently since I'm not sure how to recreate the issue on my computer. My best guess for the cause is the number of sub-regions in the situation causes it to slow a bit, I think that whenever I figure out how to make custom GUI's for situations (which shouldn't be too difficult, I just don't know how to yet), that should hopefully help since I'd want to have some of the sub-regions hidden or at least organised a bit better. I know that probably doesn't help much, but now that I know it's causing performance issues I'll try to get that done a bit sooner.

But there isn't currently a workaround that I personally know of or have integrated into the mod, but I will try to fix it relatively soon.

Also is there any performance drops when the season changes or just with the situation window?
Solutos Lupus Aug 8 @ 8:02pm 
@brendan1903 - really like the idea of this mod but currently getting 50fps drop when opening the struggle window - is there a workaround for this? thats with full settings on also :steamthumbsup:
brendan1903  [author] Jul 27 @ 3:26pm 
DogNamedDog, there is a setting for light winter in the game rules, it reduces the effects of winter by about half. You have a good point though about the AI not being good at managing warfare economically, I'll see if I can work on that a bit. Right now, I have it set that in winter the AI should avoid going to war as frequently as during winter, but I'll see if I can improve it a bit.
brendan1903  [author] Jul 27 @ 3:19pm 
Gurablashta, Of course! Are you playing on the latest version of the mod, and on simple winter or normal winter, and what game rule settings do you have it set to? (Just since it'll make it easier for me to find where the error in my code is, since otherwise I'd have to sift through like 8700 lines to figure out where I'm missing a few keys)
brendan1903  [author] Jul 27 @ 3:17pm 
mtgozalez222 I think so, I set it to work for one of the bookmark mods, I can't remember which one in specific.
DogNamedDog Jul 27 @ 7:03am 
The Ai simply cannot handle winter, i need a version without the penalties of winter or atleast halved. Everyone goes into VAST debt. Thousands in debt. They seem to not hold back when disembarking during winter which is one of the main causes for their loses they dont know how to manage warfare economically and raise all their total strength for every little thing.
Gurablashta Jul 26 @ 5:08am 
Thanks for getting back to me so quickly! To answer your question, Winter has covered the Entirety of the Westerlands the Reach and the Vale. The Vale is set to Winter, the West gets Light Winter while the Reach gets Deep Winter, except for the Honeywine area (I assume this is the South) which is set to Wet Spring. They've been stuck in this season for 2 years after Bobby B got the all clear, as regions like the Neck, t'he Gullet and the Riverlands are all in Cool/Wet Spring
War Effects and Season Effects are in full swing (personal effects are not).
Hope this helps!
mtgonzalez222 Jul 25 @ 7:30pm 
Does this mod work with Agot Bookmarked?
brendan1903  [author] Jul 24 @ 7:49pm 
Also thank you so much! I'm very glad you're enjoying the mod :))
brendan1903  [author] Jul 24 @ 7:46pm 
Hi Gurablashta, for the Westerlands and Vale, which subregion is stuck in winter? The Western Highlands or Lowlands, and for the Vale is it the Fingers, Upper Vale / Mountains of the Moon, or the Lower Vale? And which specific season variant does it say for the regions stuck in winter, and is there still a province modifier for winter on them? How long have they been stuck in winter for?
Gurablashta Jul 24 @ 3:39pm 
Hi there, love the mod but for some reason the Reach, Westerlands and the Vale are stuck in a permanent winter while Kings Landing relaxes. Any idea what causes this? I got the notification about winter ending but it just doesnt seem to have triggered for other regions.

Dunno if it's relevant but when clicking on the icon it tells me the winter will last until 1 D, whereas I'm currently in 302 on a Bobby B run, dunno if that helps.
Liberater Jul 22 @ 4:41pm 
yeah having played for around 100 years with the mod now the seasons have gotten to be more reasonable so i must have just gotten unlucky at the beginning
brendan1903  [author] Jul 22 @ 9:35am 
Liberater, there is also a chance for false seasons, where they only last like a month or two, before reverting back to the previous season. Technically only false spring is canon, but for gameplay purposes I added in the possibility for the other seasons too. They should be fairly rare though
brendan1903  [author] Jul 22 @ 9:25am 
[23rd] Ozan & Liberater, the seasons are based on what is given in the lore, the lengths of the seasons vary from a few months to 10 years. But most seasons are generally between a year and like 4 or 5 years, they're meant to be hard to predict. For historical seasons, they are based directly on canon seasons, and the gaps are based on what is implied in the books, or what would fit in terms of timing.

Non-Historical Seasons (Sandbox), the season lengths are based on weighted averages of known season lengths from canon, they are semi-random in that the lengths are weighted based on how common a certain length range is for each season. It is possible to get a bunch of short seasons in a row but it's very unlikely.

In canon autumn and spring are usually shorter, usually about a year, give or take 6 months.
Liberater Jul 21 @ 3:11pm 
opposite issue for me I get seasons that last 6+ years, also sometimes I get a spring or summer event only for like a month later winter or spring to get announced
[23rd] Ozan Jul 21 @ 10:41am 
Are they supposed to go by this fast? A season doesn't even take a year to change whereas they may take years in the lore. Is this intended?
Lovojka Targaryen Jul 12 @ 2:16pm 
I can help for the translation if you want ! (:
brendan1903  [author] Jul 12 @ 2:10pm 
Lovojka Targaryen, Merci Beacoup! I can try to work on adding french localization, but I'm not fluent in French so I'd need to find someone to translate accurately (or atleast check my translation) which may take a little bit
Lovojka Targaryen Jul 12 @ 9:05am 
Hello, i love this mod because that change the gameplay with the winter, ect. Thats possible to have a french translation ? Nicknames dont work, and when the season change, thats not work sometime with options :steamsad:
brendan1903  [author] Jul 7 @ 1:39pm 
Aristaeus, added compatibility for the Aegon's Conquest AGOT Expansion submod, it should work. Let me know if it doesn't.
brendan1903  [author] Jul 7 @ 1:32pm 
Aristaeus, It's doable but it's a bit tedious. You'll need to save file edit and change the game rule "agot_historical_seasons" to "agot_sandbox_seasons", and then do event season_events.002 in the console.

Or if you want to play with historical season years, you can manually trigger the sequential event chain. Since I do have an event for 1 A.C., I just haven't set it for any startdate yet. it's season_events.0811. You can also look through the file season_events.txt and find the season switch event closest to your current date, and do event season_events.XXX (replace xxx with the ID), and it'll be roughly historical.

I'll also just add in functionality for the Aegon's Conquest submod real quick, since I've been meaning to do that.
brendan1903  [author] Jul 7 @ 1:28pm 
LandyBobandy, Should be fixed now, just sent out an update correcting it. I had the wrong event ID set for that start date.
Aristaeus Jul 6 @ 4:44pm 
Is there any way to enable random seasons mid-game? I started with Aegon's Conquest startdate, but accidentally had Historical Seasons on, so it's not functional.
LandyBobandy Jul 6 @ 4:40pm 
Why am I getting winter by 290 AC with historical seasons turned on? Mod is all the way at the bottom of the load order as recommended.
brendan1903  [author] Jul 3 @ 2:59pm 
Flame Hashira, The way it's set up, it would be tedious and difficult to set up the seasons to have no impact while still having the visual effects. Since I'd need to double the amount of possible seasons, and it would end up cluttering up the GUI (I'll explore it whenever I figure out a custom GUI). There is the Light Winter Gamerule, but that only works on Winter and won't mitigate the other effects. I'll look into if there's a more feasible way of doing it, but to my current knowledge and ability it would be really tedious and could cause other issues.

You can also manually disable it by going into the game files in agot_season_situations and setting all the modifiers to = 0.0
Flame Hashira Jun 30 @ 12:36am 
I like the aesthetic effects of this. Could there be a gamerule where we can get just the aesthetics minus the debuffs/buffs?
brendan1903  [author] Jun 20 @ 9:46am 
X.Org , Thank you so much!! I'm so glad you like it :)
Yeah that's a good point, I'll prob release a hotfix that tones down the intensity soon. I plan on increasing the amount of regions significantly (and to better match what a lore accurate & geographically plausible climate system would be), and there will be more variants of the seasons so that every dry summer isn't just an intense drought, but it's on a scale. It'll probably come around the same time as the Custom GUI I plan to make so it isn't too cluttered. But I'll play around with the summer effect intensity.

For the lands of always winter, Seasons doesn't touch that area so it shouldn't be impacted but I'll see if I can figure out what's causing that
brendan1903  [author] Jun 20 @ 9:41am 
DogNamedDog, The wrongly coloured snow was fixed the other day and it was never intentionally set as that. It was a bit difficult to fix the colouring as I had to not only change the script, but actually change the shader file code which is much more difficult as there is little documentation on it. As X.Org said, make sure you update the mod. And if you've done that and it still shows up, make sure you load it at the bottom of your load order. If it's still there, let me know and I'll see if I can fix it, but it should work.
X.Org Jun 19 @ 10:25pm 
@brendan1903 the winter effects look incredible but I would dial back on the intensity of the summer effects. A lot of forests look desert-like and even the inaccessible lands of always winter turn green
X.Org Jun 19 @ 9:21pm 
@DogNamedDog unsub and resub to the mod
DogNamedDog Jun 19 @ 4:49pm 
i hate the yellow winter look, also i saw sceenshots of snow but mines are just yellowish fields
brendan1903  [author] Jun 10 @ 2:58pm 
Yeah that's something I've been meaning to figure out, I think I've got an idea for how to implement it atleast approximately for the sandbox setting, since I don't know how to call the number of days from a set range, but the season switch event has a few weighted categories with the ranges in it, so I could set another event to fire a month or two in saying a rough estimation by the maesters. I could also have a decision for "viewing season length estimation" or something. I really like the idea though, I'll see if I can include it for the next update or one after that.
Zarathustra Jun 9 @ 2:36am 
It would be neat if you got some indications about the duration of seasons. Not an prediction, but something like "Summer have now lasted for 5 years and the Maesters are concerned that this means a long hard winter" or "As we pass into winter it has been 16 years since the last winter. Children have grown up not knowing the harshness of winter.". Or just a timer on how long the seasons have lasted. Keeping track of time (both real-world and in-game...) is hard while playing, and it would be cool to have a reminder how long the season has been as it ends.
brendan1903  [author] Jun 8 @ 9:55am 
X.Org , season_events.002 for spring, and it'll randomly set how long it'll be till the summer, .003 for summer, .004 for Autumn, and .0045 for winter. The scripted effect to switch the season is set_AGOT_season_winter, set_AGOT_season_spring, set_AGOT_season_summer, set_AGOT_season_autumn. I don't know the exact syntax you'd use in the console, but it would probably be something like effect = { set_AGOT_season_winter } or something. To change the seasonal variant in a specific region, the effect would be :
effect = { scope:seasons_situation_yay = { situation_sub_region:CHANGEtoREGION = { change_phase = seasons_YOURchosenPHASE_phase } } }
brendan1903  [author] Jun 8 @ 9:50am 
Zarathustra, Thank you for understanding!! Yeah debugging part of the scripting is always the hardest, anytime I fix one issue I probably cause another two somewhere.

Yeah that's totally fair, I like the historical seasons personally since as divergent as the political world gets, the natural cycle would likely remain impacted, and I think it's neat. The feeling of knowing they aren't predetermined is a good point, whenever I play past 300 AC I always enjoy not knowing how long it'll all last for. I'm planning to leave the seasonal variants random atleast for the time being for that purpose, so that it isn't always predictable (also because it would be a real pain to script that, since there are well over 200 seasonal shift events that I'd need to rework and predetermine each regions variant each shift). I'll definitely make sure to keep random seasons updated better, if you've got any ideas on how to make it more fun let me know!!
X.Org Jun 7 @ 8:41pm 
For bookmarks beyond the scope of the original mod added with some submods, random seasons work while with the historical seasons option you are permanently stuck in whatever season it was when the game started. @brendan1903 there is nothing to fix (I don't think it would even be possible), just letting people know. For reference, how do I manually change seasons? event season_events.00x is just a notification afaik