Crusader Kings III

Crusader Kings III

69 ratings
DICM - EK2 Comp Patch
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File Size
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2.175 MB
Dec 6, 2023 @ 12:43am
Oct 21 @ 11:15pm
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DICM - EK2 Comp Patch

Description
This is a compatibility patch
This means you need the original divine intervention cheat menu mod, link is to the right in the required items section. Load order should be Elder Kings 2, main Divine Intervention Cheat Menu, then this compatibility patch.

This patch fixes the issue when right-clicking on a character that causes the game to crash if you try to use DICM with EK2 by itself. It also updates the cultural editor innovations, perk points, and army spawner menus to include the modded EK2 entries.

Important Links
Github Repository
[github.com]

Recommended Mod: Scrollable Character Interactions
90 Comments
Comanche Brave Oct 22 @ 12:14am 
Awesome work! Thank you!
Lithane  [author] Oct 21 @ 11:16pm 
EK2 update is live with all the current innovations and MAA types for the army spawner.
Comanche Brave Oct 21 @ 10:44pm 
Thank you! You rock!
Lithane  [author] Oct 21 @ 9:41pm 
It was an oversight when I made the last update, I pushed the buttons off the screen. Pushing an update for the main mod right now to fix it.
Comanche Brave Oct 21 @ 9:21pm 
I appreciate all of your hard work! One other thing I noticed is that it doesn't seem to allow you to add/remove a culture's traditions with the cultural editor menu anymore. Not sure if this is from the main mod as I don't really play vanilla CK3 and pretty much exclusively EK2 lol
Lithane  [author] Oct 21 @ 2:23am 
I'll have to update this compatch to work with the new army spawner, I'll make it a priority.
Comanche Brave Oct 21 @ 12:22am 
I love the new update to the main mod. However, I noticed a couple of things. When Iaws from the presets (while I had another queen pinned and selected) it changed it for my kingdom as well. Also, the new spawn armies menu is great, however I don't see any of the custom EK Men-At-Arms listed yet.
Lithane  [author] Sep 2 @ 7:21pm 
Well my mod doesn't alter any of the systems within the EK2. Are you adding traits or something using my mod that are supposed to let you use magic? If so, there could be other hidden variables within EK2 that are not right if you do it that way.
HK416 Sep 2 @ 6:55pm 
yes, i dont cast any magic - the button is not active
Lithane  [author] Sep 2 @ 11:41am 
@Priestess Are you saying my mod is breaking the magic system?