Crusader Kings III

Crusader Kings III

Active Courtiers
218 kommentarer
buzz3931 3. nov. kl. 4:17 
@pharaox It's just that I accidentally married my own lover off to another man. But I'm enjoying the mod very much. Even though we are supposed to read every text thoroughly and make careful choices, sometimes we make decisions as if possessed.

Thank you for your hard work.
pharaox  [ophavsmand] 2. nov. kl. 9:15 
@buzz3931 Well, perhaps they got tired of your advances? ;-) This has been asked before, I promised a game rule but couldn't get to it so far. I still plan to do it, it will only apply to your lovers though, not random courtiers. You can always reduce the event frequency or simply refuse such requests.
buzz3931 2. nov. kl. 3:57 
I have a suggestion for when using this mod.

Court vassals who are in a romantic relationship are affected by this mod. Could this be corrected? I want to keep them in court, unmarried, and use them as a concubine/adulterer, but they keep bringing men to marry.
绝望( T_T ) 31. okt. kl. 10:10 
感谢你的mod,等待是值得的,
pharaox  [ophavsmand] 31. okt. kl. 10:02 
I just released version 0.11.0. This version is compatible with CK3 1.18.x, if you are still on 1.17.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.
starfarts 30. okt. kl. 13:43 
Haha always that one idiot who can't even read the comment directly before his own :jawjaw:
SalahadDin 29. okt. kl. 7:12 
I love this mod so much. Could the you update it to version 1.8?
pharaox  [ophavsmand] 28. okt. kl. 11:32 
Before anybody asks: the new "All Under Heaven" update is massive, so it may take me a few days to update my mods. Meanwhile, please don't use them with this new version, unless you are in the mood for experimenting.
pharaox  [ophavsmand] 20. sep. kl. 9:27 
@wunsche It's updated now.
CookieCae 16. sep. kl. 23:35 
@pharaox - where would you suggest I place this in my AGOT mod load order??
wunsche 13. sep. kl. 8:52 
Is the Agot compat going to be updated too?
pharaox  [ophavsmand] 13. sep. kl. 5:02 
I just released version 0.10.0. This version is compatible with CK3 1.17.x, if you are still on 1.16.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  [ophavsmand] 31. aug. kl. 13:16 
@SgtPeppersSoul If your lover is attractive, naturally they get a lot of attention :-) I understand what you mean, I am sometimes annoyed by it myself. I will add an option for player lovers, but not for "other use cases" as I couldn't possibly know what's on other players minds.
SgtPeppersSoul 29. aug. kl. 10:06 
Can I request an option to exclude certain characters from marriage events? Basically to allow a way to make sure that any unmarried lovers of the ruler don't get caught up in the events (even if rejected, they tend to just get selected again and again), but there might also be other use cases (like saving someone you intend to marry off later for genetic traits).
B flat 9. aug. kl. 15:13 
Yes, I now realize that events themselves would have to be rewritten :(
pharaox  [ophavsmand] 9. aug. kl. 6:01 
@B flat I am afraid not. In CK3 there is no such thing such as "silencing" of events, to do something like this I would need to rework the entire mod quite heavily. You can however adjust the frequency or disable events based on their type, with separate options for players and AI.
B flat 7. aug. kl. 19:05 
Love your mod. and thanks for not creating any new characters out of thin air. Would it be possible to make some rules for silencing guardian and marriage events? I'm a bit tired of the popups.
Koala 2. aug. kl. 6:00 
Amazing mod - really saves me a lot of time and is thought through. Thank you.
Tiberius Aurion 27. juli kl. 15:11 
This mod looks amazing. My next playthrough I will give it a try.
Altsinn 26. juni kl. 13:26 
Thanks for the confirmation. I don't expect AI will always be great but I constantly see some bizarre choices e.g. compassionate/honest/just guardians for children with the intrigue focus when better candidates are present. I will welcome any improvements :)
pharaox  [ophavsmand] 26. juni kl. 12:27 
@Altsinn All events apply also to AI. This was one of the main motivations behind the mod, see the description.
This doesn't mean AI will be consistently great at choosing guardians, as for performance reasons events for AI are less frequent, and will not fire if a guardian has been already chosen. From the statistics I collect I see the guardian event firing ~300 times for the first 10 game years (867 start), with the default rules.
Altsinn 25. juni kl. 10:54 
@pharaox - great mod! One question though. Do guardian events apply for both player and AI or is it a player only feature? I’m asking cuz vanilla AI do a very poor job in this area and better evaluation would definitely help it to get a better heirs/talent pool
󠀡󠀡 12. juni kl. 16:46 
Gamecganger
pharaox  [ophavsmand] 15. maj kl. 11:24 
@AlphaUK Yes.
AlphaUK 14. maj kl. 13:23 
can this be added later in a game?
pharaox  [ophavsmand] 14. maj kl. 11:43 
@Mr Maca These are two completely unrelated mods. Setting interaction acceptance to original is recommended you are using mods that change the marriage acceptance by AI, so with that mod probably yes. The "Better Marriage (AI)" mod however seems to be out of date, so I wouldn't use it at all, since AI marriage acceptance has changed both with 1.15 and 1.16.
Mr Maca 13. maj kl. 14:59 
If i use both should i set interaction acceptance to original?
Mr Maca 13. maj kl. 14:44 
Is better AI marriage necessary with this mod or is this a replacement?
pharaox  [ophavsmand] 2. maj kl. 4:41 
I just released version 0.9.0. 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.
-=Illumifant=- 1. maj kl. 3:05 
Does this mod need to be updated for the latest DLC?
pharaox  [ophavsmand] 4. apr. kl. 23:05 
@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.
败战庭女皇奥古斯塔 2. apr. kl. 1:01 
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  [ophavsmand] 30. mar. kl. 5:23 
@skywalker Good to know, thanks!
skywalker 30. mar. kl. 0:28 
So I tried it on EK2 and it works fine
curetonissac 29. mar. kl. 18:10 
Curious about ek2 compatibility aswell
pharaox  [ophavsmand] 28. mar. kl. 11:03 
@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 28. mar. kl. 8:13 
Is this mod compatible with EK2 ?
pharaox  [ophavsmand] 27. mar. kl. 10:14 
@TdizzleGod Yes.
TdizzleGod 26. mar. kl. 17:54 
is this mod savegame compatibe
Friedrich 26. mar. kl. 7:32 
Could you please tell me which files should be modified to allow barons to find spouses for their children?:steamhappy:
pharaox  [ophavsmand] 24. mar. kl. 14:47 
@shay Still, this mod doesn't aim to change vanilla design decisions, even if questionable. There are other mods for that.
shay 23. mar. kl. 12:00 
@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  [ophavsmand] 23. mar. kl. 10:17 
@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 22. mar. kl. 11:28 
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 13. mar. kl. 21:07 
@pharaox So do the [travelers]👋
pharaox  [ophavsmand] 13. mar. kl. 14:00 
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  [ophavsmand] 10. mar. kl. 11:25 
@無壹 Thanks! Updated.
無壹 9. mar. kl. 6:46 
@pharaox Hey pharaox, the old link of Chinese translation is abandoned, latest link is: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3090564070
cuomo860 24. jan. kl. 9:27 
@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  [ophavsmand] 24. jan. kl. 8:48 
@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.