Crusader Kings III

Crusader Kings III

Marches & Palatines
43 条留言
kazimierzliplanski 9 月 9 日 上午 6:41 
Please update!
ACE  [作者] 5 月 8 日 上午 9:30 
Fixed now
Harfagri 5 月 8 日 上午 8:29 
Landgraviate contract is missing. At first, I thought it's a compatibility issue, but when I disable other mods, it is not shown either.
ShroudedZeta 4 月 9 日 下午 1:59 
Is this getting updated to 1.15? I assume not because it's been several months.
Jhaeson 2 月 15 日 下午 12:46 
spanish please:(
florenciacosimo 2024 年 11 月 24 日 上午 10:04 
What languages are they compatible with?
Koivuka 2024 年 10 月 28 日 上午 10:26 
Can you add March law to duchy of Lombardia in 1066 because it was historically Margrave at that time.
florenciacosimo 2024 年 10 月 3 日 下午 11:38 
They think that sometime it is possible with a contract to name principalities it would be interesting
(I love this mod)
Anti4iteR 2024 年 9 月 28 日 下午 12:58 
@Bleinz
Tecnhically? Yes, it can be done.
But with backdoors with creating new unique election laws or special GUI mechanic (whic is worse)
Bleinz 2024 年 9 月 28 日 上午 11:09 
Does this mod also make marches and palatinates appointed by the liege / elective?
If not, is that something that can be done with modding?
finallyciv 2024 年 9 月 14 日 上午 5:46 
Could this have something to do with your mod: https://imgur.com/a/j2CTrKR
finallyciv 2024 年 8 月 25 日 上午 8:54 
German localization: https://pastebin.com/V2NE6da8
NotisMiCrempie 2024 年 8 月 14 日 上午 2:32 
Also every dead Jarl for some reason becomes Lord with only M&P enabled.
NotisMiCrempie 2024 年 8 月 14 日 上午 2:08 
Any chance for compatibility with More Provinces Expanded?
Title names are messy as hell with two mods enabled and it's kinda sad, would be cool to play both.
finallyciv 2024 年 8 月 13 日 下午 1:40 
Could you pleas add German Localization?
ShroudedZeta 2024 年 8 月 11 日 下午 10:42 
Will there be more Title Flavourisation in the future? Or will there only be the current ones (german, french, & arabic).
ACE  [作者] 2024 年 8 月 11 日 上午 4:31 
@Rough Yes, as they don't change the same files
Rough 2024 年 8 月 5 日 下午 1:42 
They would seem to go well with each other, thematically, so I thought I'd ask
Rough 2024 年 8 月 5 日 下午 1:33 
Is this compatible with More Interactive Vassals?
Muhammed Quaeler 2024 年 7 月 30 日 上午 5:27 
Commented on the wrong mod my bad :theskull:
ACE  [作者] 2024 年 7 月 30 日 上午 4:59 
@Speltok This mod doesn't touch game rules
nicedud1 2024 年 7 月 16 日 上午 6:25 
Only in english?
tony_sm 2024 年 6 月 27 日 下午 12:37 
Thank-You!!!! Great stuff!!!!
ACE  [作者] 2024 年 6 月 27 日 下午 12:34 
Update: The recent update contains a major refactor of the mod's script, removing the dependency on the new government types. Consequently, the mod should work much better compatibility wise. That said, I've yet to actually remove the new government types, as to not break saves. If you notice any government types being reverted to feudal (from march and palatine governments) then do not be alarmed, it's intentional.
ACE  [作者] 2024 年 6 月 27 日 下午 12:01 
Doesn't matter
NotisMiCrempie 2024 年 6 月 27 日 上午 9:10 
I have to load this mod before or after Imperial Immediacy? Or it doesn't matter?
cuomo860 2024 年 6 月 27 日 上午 7:16 
@ACE Would it be possible to include Perl's Warden Contract mod compatibility to this? Currently I'm doing it with the Super Compatch and it's just a few lines in the Special Contract file.
ACE  [作者] 2024 年 6 月 15 日 下午 12:34 
@Anti4iteR Less work than going through every culture with custom title localisation. Also gives the added benefit of being able to visualise it without any additional GUI work.
tricky 2024 年 6 月 15 日 上午 10:29 
is this ate compatible?
Anti4iteR 2024 年 6 月 13 日 上午 10:15 
Dude, do you create a two separate government types just for make a localization of marches/palatines?
ACE  [作者] 2024 年 6 月 12 日 下午 1:08 
@sithknight72 It's safe to add midgame. As for removing it midgame, I wouldn't recommend it, but it might work.
𝔞𝔫𝔰𝔤𝔞𝔯 2024 年 6 月 11 日 下午 11:56 
@sithknight72 it wont launch on a save with another modset
sithknight72 2024 年 6 月 11 日 上午 11:22 
this looks awesome, but I'm curious, does this have any other requirements and is it safe to add if I'm already in the middle of a game?
Zaum-Zog 2024 年 6 月 9 日 下午 4:06 
The Lords of Champagne were only called "Comte", even though they technically were "Comte Palatin". It feels so weird to read "Palatine" Thibault of Champagne; though I appreciate the idea of getting more accurate titles in the game.
PokeMageTech - ProNetNeutrality 2024 年 6 月 8 日 上午 7:03 
This seems really cool! I play with a ♥♥♥♥ ton of mods, so I'm just gonna hope this doesn't conflict.
Leprzilla 2024 年 6 月 7 日 上午 8:29 
@ACE oh no, I mean that pfalzgraves and marchers weren't given separate titles that set them apart from vassals with regular contracts or who weren't on the borders. It was a bit of a blow to RP, flavor and historicity, and I don't remembere anyone trying to fix it before you (unless making yourself a margrave or something via the custom title mod)
ACE  [作者] 2024 年 6 月 7 日 上午 7:53 
Update on Unofficial Patch compatibility : I found the real issue, which is that government changes resets vassal contracts if the two governments don't have the exact same options. Unofficial patch adds Jiyza contract as an option, which vanilla feudal contracts don't have.

I've made a workaround which saves the vassal contract before the government change and then transfers the saved contract after the change. So everything should work now.
ACE  [作者] 2024 年 6 月 7 日 上午 5:15 
Well you actually didn't have to wait, there was already Historical Marches, but since I'm an idiot I somehow didn't get it to work previously, yet I confirmed yesterday (after uploading this) that it in fact still works. That said, since there are some differences in implementation and scope I'll probably keep this one up anyway.
Leprzilla 2024 年 6 月 7 日 上午 5:05 
This is what I've been waiting for a long time. Great mod!
ACE  [作者] 2024 年 6 月 6 日 下午 8:45 
Apparently vassal contracts are reset at some point. It's annoying since obviously my script does execute (otherwise the displayed titles wouldn't be right), but is then basically undone right after. Even more annoying that having it execute once more, just slightly later, somehow fixes the problem.

I honestly can't fathom what could possible execute in between on_game_start and on_game_start_after_lobby that would lead to this behaviour. It's not really my problem, but at the same time I can't stand such a bug, especially considering it only happens when using the Unofficial Patch, but not when playing Vanilla. That said, this is an issue for future me to care about. Update should be up by now.
One Proud Brazilian 2024 年 6 月 6 日 下午 7:28 
"Unofficial Patch" is the culprit. Its conflicting somehow.
ACE  [作者] 2024 年 6 月 6 日 下午 7:13 
@One Proud Brazilian Are you using any other mods?
One Proud Brazilian 2024 年 6 月 6 日 下午 7:04 
Cool mod! :)

Looks like the script that should change the contracts to marshes and palatinate on game start is not working. After the game start, everyine revert to feudal government.

At least this is happening for me.