Crusader Kings III

Crusader Kings III

Bloodlines: Legacies of AGOT
437 条留言
Eber  [作者] 23 小时以前 
@niardra I can look into doing that.
niardra 11 月 1 日 下午 8:22 
Can we have a mod option to disable or automatically pick an option for the 'legacy reclaimed' events?
Mortician 10 月 25 日 上午 8:28 
You actually added for both House Varezys and House Belaerys. You are awesome, thank you.
rony419 10 月 23 日 下午 5:04 
@MK Black Hey take take that back lol I suggested house Vunatis in the Stepstones which is a ck2agot non-canon house just cause of its cool sigil lmao, it doesn't hurt to add content to 'few' non-canon houses.
The Desert Fox 10 月 22 日 下午 4:07 
@eber Haha, indeed it is!
Eber  [作者] 10 月 21 日 上午 7:12 
@The Desert Fox I have heard that going around. I know that mod is pretty much in almost every load order funny enough.
Capo 10 月 21 日 上午 6:39 
Amazing
The Desert Fox 10 月 20 日 下午 3:36 
Also, it might very well be that some of the other submods are in need of updates. As now I am reading reports that (and have experienced for myself aswell) that after removing some of the bigger mods, all of the artifacts appear save for the crowns. This makes me wonder if Crowns of Westeros might just need to be updated.
Eber  [作者] 10 月 19 日 下午 5:44 
@tricojuan Yeah, LoV is a huge mod that often tips the scales in your list, if it's large, where you can get the bug. It is a great mod though. The mod authors have done an outstanding job with it.
tricojuan 10 月 19 日 下午 5:02 
Also reporting the invisible artifact problem, somehow managed to keep it at a minimum, but after i added LOV to the modlist it went crazy. I guess i will have to tolerate it because is such a great mod, thanks!
The Desert Fox 10 月 18 日 上午 11:06 
@eber thank you for your help!
Eber  [作者] 10 月 18 日 上午 8:03 
@Miketantinople It's possible that it was due to the coronation update. I don't remember hearing about this issue before then. I think the artifact images is just a way for the engine to keep running the important pieces under the mod load without affecting gameplay much. It's annoying though.

Hopefully the next update does fix the issue.
Miketantinople 10 月 18 日 上午 7:48 
Thx for your reply, but is the problem due to the coronation update? Because I never encountered this before despite having a large play list. And now I have to cut it down to 30s-ish yet still doesn't quite fix it for me. I guess maybe the update changed how the game process mod scripts but how does that affect artifact I still don't understand. Anyway I plan to lay off CK3 for a while since the next big update is coming and I really hope by then everything can be fixed by paradox :)
Eber  [作者] 10 月 18 日 上午 7:34 
@The Desert Fox Yeah, it's a hit or miss when it comes to this bug happening. It's frustrating a lot of people as there is no specific answer besides your modlist just being too large. There's even a debate that it's not necessarily the size of the mod list but that with a larger mod list, incompatibilities and order issues will become more of an issue by default. Nevertheless, the best option we have now is just to reduce the mod list with the core mods you want and then slowly add on until you're just at the precipice before the bug shows up in a new save. Then play from there.
The Desert Fox 10 月 18 日 上午 5:45 
@Ebor Indeed! I suspect what you mentioned might very well be the issue, if not play a part in it, as I began a new game, and even with this particular mod disabled for the purpose of the testrun, newly created artifacts are still not having their images appear on their thumbnails (in my case the *detailed maps* trinket. Peculiarly though, there are some new artifacts that will appear, and so it seems to be hit or miss. I will review my modlist.
Eber  [作者] 10 月 18 日 上午 5:18 
@Miketantinople Was it on a new save? I only ask as turning on/off mods in a save is a recipe for disaster.

Again, I'm sorry that you're having this trouble. There are others that are also having this trouble in the community. The only common denominator among all these players is a large mod list. Everyone has a different mod that if they turn off, it goes back to normal. I listed LoV and AGOT+ because they are large mods that touch many files, a lot of scripting power is needed. But it's not their mods specifically that is causing it. I do recommend reducing your load order as best you can. Make sure that you don't have mods that are trying to do the same things (like my mod and Minor House Flavor or Brightboar), and hopefully it'll fix. My mod list is only about 30 or so mods and that includes LoV and I have never had this issue.
The Desert Fox 10 月 18 日 上午 4:59 
@Eber A very good question! I will h ave to test that out on my end.
Miketantinople 10 月 18 日 上午 4:39 
The problem seems to be solved but not completely. All the artifact regain their image but if there's a new artifact created then the new one goes blank. I tested with AGOT+ turned off.
Eber  [作者] 10 月 17 日 下午 8:31 
@The Desert Fox I'm curious. If you deactivate LoV (I assume you have it) or AGOT+ (again assuming), and keep mine activated, what happens?
琥珀之剑 10 月 17 日 下午 6:43 
Sorry, Google Translate isn't accurate, but I think it would be fun to add an Easter egg house, right?:steammocking::steammocking:
The Desert Fox 10 月 17 日 下午 5:47 
Curiously, I have a similar issue as Miketantinople. I play with some 75 sub-mods (please, do not judge me), and with this one activated all of the artifacts disappear from their thumbnails, however when deactivated, they reappear.
Eber  [作者] 10 月 17 日 上午 6:34 
@Miketantinople Artifact image disappearance is a common problem in the community that is not attributed to any one mod. It's due to having a large mod load order. The CK engine can only handle so much. I'd recommend you trim your load order some and hopefully that'll fix it. As for AGOT+, I don't use that mod but I hear from my users it's compatible.
Miketantinople 10 月 16 日 下午 7:58 
Hey there, for some reason when I have this mod enabled all my artifacts go blank. Especially when I use AGOT+ with this mod together. Could it be a compatibility issue?
Eber  [作者] 10 月 15 日 上午 7:47 
@MK Black Thanks, yeah that's what I was feeling he was trying to say when he mentioned Elden Ring. I won't be adding dedicated legacy tracks for easter egg houses, but I do have something planned that I believe will satisfy those who want to do a custom house or an easter egg house.
MK Black 10 月 14 日 上午 8:17 
He's using Google Translate obviously. He wants you to add a custom legacy track for House Erdtree, which I think is a bad idea because it's a non-canonical house.
Eber  [作者] 10 月 14 日 上午 7:58 
@琥珀之剑 So help me. Where can I find Golden Tree City? I know there is House Erdtree that is under House Rowan, but I can't find a House Golden Tree?
琥珀之剑 10 月 13 日 下午 7:18 
No House Rowan ,was a minor earl under the lord of Golden Tree City. He belonged to the House"Golden Tree" .The Golden Lineage is from the game “Elden Ring” and is an Easter egg family. The story was also written by George R.R. Martin.
Eber  [作者] 10 月 13 日 下午 6:55 
@琥珀之剑 I'm not sure who you're talking about. Are you talking about House Rowan from Goldengrove? If so, I have done a legacy track for them.
琥珀之剑 10 月 13 日 下午 4:37 
hi,bro.can u add expansions to the "Golden Tree" , the Easter Family in Golden Tree City:steammocking:
Eber  [作者] 10 月 12 日 下午 7:34 
@ally.r.dantonio Fun character but he never officially has a house as he never was a landed knight nor born into one.
ally.r.dantonio 10 月 12 日 下午 4:26 
If you're looking for any dynasties to add, maybe House Tall from Duncan?
Eber  [作者] 10 月 12 日 上午 6:11 
@Mortician I appreciate the suggestion, but I'm rather a firm believer in writing my own words. I don't despise AI, but I have made a considerable effort to do all this lore writing by myself. I don't want to break that now. I'll come up with something after I read up on them and maybe even look at any fan fiction that may be around.

@hmetcalf2018 I would put it as low as you can. It's perfectly compatible with COW and it doesn't edit too many files so it shouldn't have many incompatibilities. I don't know what mods you have in your load, but lower the better chance it doesn't get overwritten by another mod.
hmetcalf2018 10 月 12 日 上午 12:37 
Where do I put this mod in my load order
Mortician 10 月 11 日 下午 11:28 
@Eber That is great to hear. As for lore, I will be honest, I know people despise AI, but with GPT 5 being out, if you have it and use extended or long thinking mode, and give it a proper prompt, it can come up with a proper lore-friendly story/lore about said houses.
Eber  [作者] 10 月 8 日 上午 8:29 
@Mortician Glad you're liking the mod! I will be expanding into Essos houses in a limited fashion (as there isn't much lore for many of them). I will be doing Varezys and possibly Belaerys as well.
Mortician 10 月 7 日 下午 1:08 
Just want to say firstly that definitely one of the best sub-mods for AGOT currently, so thank you for this wonderful mod. Also are you thinking of expanding into High Valyrian houses soon? Especially Dragonlord houses like Varezys or Belaerys? Because that would be really cool if you added a legacy for them, just like the Targaryens.
Vseman 10 月 6 日 上午 10:31 
Thanks, will keep in mind
Eber  [作者] 10 月 6 日 上午 9:42 
@Vseman So I do want to reiterate that it isn't one specific mod or another that causes this bug. Often, it's just because your mod load order is just too large. 1) Remove ANY mod that has not been recently updated for the last CK and AGOT updates. The only mods that are not applicable are like COA design mods for the most part. 2) I recommend trying to keep your mod list with as few mods as possible. Mine is under 20. 3) Look to make sure you do not have mods that overlap features. 4) This sounds silly, but make sure you understand what every mod you have actually does. Don't just include it because it's supposedly popular or on many mod lists.

To answer your question more directly, there are some mods that are more script heavy than others. This includes AGOT+, AGOT House Founders, and Legacy of Valyria. Again, it's not the fault of any of these mods. They are all great, but the unfortunate reality is that CK3 can only handle so many mods before it begins to break under the weight.
Vseman 10 月 6 日 上午 8:22 
I actually have the same problem with invisible artifacts, can you give some examples of heavy script mods to remove?
Eber  [作者] 10 月 6 日 上午 7:33 
@Cephas Unfortunately, not really unless you update. Your game isn't broken per se, just without that one feature. I'm sorry.
Cephas 10 月 5 日 下午 11:26 
@Eber any chance that’s fixable without an update? I play in offline mode cause I’m on an old version so I can’t download workshop updates.
Eber  [作者] 10 月 5 日 下午 1:53 
@andreas_c_k I play with that mod and there is no incompatibility. It's not this mod. It's a known bug with CK3 when too many script mods are in your load order, you'll get invisible artifacts. I'd recommend dropping one of your script heavy mods. This mod isn't script heavy so it's not a culprit.
andreas_c_k 10 月 5 日 下午 1:04 
@Eber Currently using this mod with the more dragon eggs mod, will result in all artifacts only showing the background and not the artifact graphics. I dont suppose you have plans or would want to add combatibility?
Eber  [作者] 10 月 5 日 上午 10:42 
@Bombastic Bagman I'd recommend a fresh save as some things won't load without a new game.
Bombastic Bagman 10 月 4 日 下午 9:19 
I'm probably not the first to ask this but got tired of looking: Is this mid-save friendly or does it require a fresh one?
Vseman 10 月 4 日 上午 9:36 
@Eber thanks a lot!
Eber  [作者] 10 月 4 日 上午 9:34 
@Vseman I can look to see. I would like to do it differently, but along the same lines.

@Cephas Thanks. I fixed the minor bug. It should work now.
Vseman 10 月 4 日 上午 9:16 
@RGXO yep, it did work, and what's funnier, it worked when both of the mods were working
RGXO 10 月 4 日 上午 7:52 
@Vseman did the dynasty perk thing work for you? Because when i play a different house and choose their perks i cant buy them cause im of a different house.
Cephas 10 月 4 日 上午 6:08 
The first Velaryon legacy perk mentions a decision to fund trade expeditions, do I have a mod conflict that prevents me from seeing the decision or is it not in the mod yet?
Amazing mod, thanks so much for your hard work.