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[mod] Carnalitas Slavery Reimagined


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Posted (edited)

So, something about this is messing with titles assigned at game generation. Tested with just Carnalitas + CSR loaded:

 

With CSR, in the 867 Wrath of The Northmen start, Bjorn Ironside's only son starts with the Temple of Uppsala, disqualifying him from succession. So if Bjorn dies early, his titles go to his daughter, whose married to a foreign ruler, which then passes to their foreign son. In vanilla (or Carn w/o CSR), Bjorn's son is landless and inherits those titles as expected.

Edited by oblivions
Posted
On 12/13/2023 at 1:50 PM, oblivions said:

So, something about this is messing with titles assigned at game generation. Tested with just Carnalitas + CSR loaded:

 

That's really strange, because CSR has virtually no changes related to this. But I will take a look nevertheless.

Posted
On 12/13/2023 at 10:48 AM, Dark_Crow said:

author,this is anew Chinese translation

 

Thanks! I will integrate it in the next version.

Posted

I just released new version 0.17.1 (for CK3 1.11.x), see file. It addresses various issues and compatibility suggestions previously reported in this forum. It also adds the Chinese translation by @Dark_Crow, and possibility to change game rules mid-game via the Gamerule Gadget mod.

 

The following issues have been addressed now:

  • Compatibility with Extended Marriage Doctrines and Regula Magistri (requested by @DrMojoDoc, helpful suggestions by @OzcarMike)
  • Names for children of Slave Concubines are now appropriate to their culture and faith (reported by @bc05)
  • Rare errors in error.log reported by @Eagleman.
Posted
On 12/13/2023 at 1:50 PM, oblivions said:

With CSR, in the 867 Wrath of The Northmen start, Bjorn Ironside's only son starts with the Temple of Uppsala, disqualifying him from succession

 

@oblivions I could not reproduce this, Bjorn's son started landless with or without CSR on my side. As mentioned earlier CSR doesn't modify history files, so I don't think it could cause something like this.

Posted (edited)

I tried your latest update of the mod and the issue seems to have disappeared with it, and I think I solved the mystery: you probably already fixed it.

 

Just to confirm, when you tested it: were you using the 0.17.0 copy we had, not your in-progress work? If so, I'm wondering if you overlooked him having the title? At a glance, it'd be easy to miss since his character sheet still says "Unlanded" in big, bold blue despite having Uppsala:

 

Spoiler

image.png.8a93ad9bd592454d822bf36dbfd24098.png

 

But in 0.17.1, a change was made in zzz_00_council_positions to the auto_fill for councillor_court_chaplain, which I originally thought might be related. Because I couldn't just debug the title away from his son before, since he was always the court chaplain too for some reason. I'd have to switch to Bjorn, fire the son, then debug the title. So maybe it was more of a council assignment issue than a title one? When I replace this file with the old one from 0.17.0, the issue returns so that has to be the source.

 

However, if you confirm on 0.17.0 that he holds 0 titles, I'll just concede to being a big stupid idiot, and thank you for your time and efforts. :classic_laugh:

Edited by oblivions
Posted
3 hours ago, oblivions said:

Just to confirm, when you tested it: were you using the 0.17.0 copy we had, not your in-progress work?

 

@oblivions You are absolutely right, the issue is indeed reproducible with 0.17.0, I was using my in-progress work and that's why I was unable to reproduce it. I think also that the auto_fill in zzz_00_council_positions.txt was causing it. Basically, this auto_fill was added in CK3 1.11.0, so I adopted it in 0.17.0 similarly to all other vanilla changes. Then in 1.11.1 it got removed from vanilla, most likely because it was causing issues similar to what you observed. I noticed this and adopted this change as well (with this commit from Nov 25), but didn't release a new CSR version at that time, since I thought these vanilla changes are too minor (I should have known better). So the 1.11.0 bug lived in CSR until I finally released 0.17.1 yesterday.

 

Thanks for reporting this and sorry for the trouble!

Posted

This mod seems to be causing hard crashes when you're using a total conversion that removes all the baseline faiths. Currently playing the Warcraft mod (Guardians of Azeroth), and this reliably bricks the saves 1-3 years in. Example of the error codes:

 

Quote

[00:15:31][jomini_script_system.cpp:276]: Script system error!
  Error: Failed to fetch a valid religion 'islam_religion'
  Script location: file: common/scripted_triggers; carnx_slavery_attitude_trader_faith_culture_trigger line: 5
 file: common/script_values/carnx_slave_values.txt line: 689

[00:15:31][jomini_script_system.cpp:276]: Script system error!
  Error: Failed to fetch a valid religion 'judaism_religion'
  Script location: file: common/scripted_triggers; carnx_slavery_attitude_trader_faith_culture_trigger line: 6
 file: common/script_values/carnx_slave_values.txt line: 689

[00:15:31][jomini_script_system.cpp:276]: Script system error!
  Error: Failed to fetch a valid religion 'islam_religion'
  Script location: file: common/scripted_triggers; carnx_slavery_attitude_employer_faith_culture_trigger line: 5
 file: common/script_values/carnx_slave_values.txt line: 723

[00:15:31][jomini_script_system.cpp:276]: Script system error!
  Error: Failed to fetch a valid religion 'judaism_religion'
  Script location: file: common/scripted_triggers; carnx_slavery_attitude_employer_faith_culture_trigger line: 6
 file: common/script_values/carnx_slave_values.txt line: 723

[00:15:31][jomini_script_system.cpp:276]: Script system error!
  Error: Failed to fetch a valid religion 'zoroastrianism_religion'
  Script location: file: common/scripted_triggers; carnx_slavery_attitude_employer_faith_culture_trigger line: 7
 file: common/script_values/carnx_slave_values.txt line: 723


Is there some hack to get around this? Because I do really like what this mod tries to do, but... yeah, this is a problem.

error.log

Posted
17 hours ago, bloed said:

This mod seems to be causing hard crashes when you're using a total conversion that removes all the baseline faiths.

 

I am afraid CSR does too many changes to vanilla to be easily compatible with total conversion mods. I maintained a compatibility patch for EK2 for some time but stopped at some point, it was too much work and EK2 tends to stay one CK3 version behind, which made it even harder.

 

I could add a game rule to avoid checking vanilla faiths and other stuff that's missing in total conversion mods. This will remove these errors, but will not solve the issue completely. For example, since such mods usually change also court positions, if you place CSR after them, you will overwrite their changes, and vice versa. The same is true, though to a lesser extent, also for Carnalitas itself, see e.g. my Carnalitas compatibility patch for EK2.

 

In any case, I will add such a rule in the next version, so you could give it a try. Without a compatibility patch, I would recommend putting Carnalitas and CSR before, not after total conversion mods, some CSR features may be missing or broken, but at least the conversion mod should be ok.

Posted
On 12/24/2023 at 5:41 PM, pharaox said:

 

In any case, I will add such a rule in the next version, so you could give it a try. Without a compatibility patch, I would recommend putting Carnalitas and CSR before, not after total conversion mods, some CSR features may be missing or broken, but at least the conversion mod should be ok.

Thanks for going through the effort! I'll give the load order swap a change in the meantime.

Posted
On 12/27/2023 at 2:52 AM, taeliya96 said:

Does the player get enslaved in this mod? How does it interface with the player as a sub? 

 

The player can be enslaved, this is a Carnalitas feature that this mod does not change. If you get imprisoned, the AI may decide to enslave you instead of freeing or executing you. The effect is much the same as being executed - your character loses all their titles, and therefore you can't continue playing with them, so you must continue with the player heir, if you have one. If you don't, it's game over.

 

I personally never experienced this in a real game. It should be easy to avoid in most cases by promptly asking your imprisoner to ransom you if you have the gold.

Posted
On 12/27/2023 at 3:33 AM, Rhaenuriel said:

The option to dismiss characters is darkened while I have the mod enabled, is it happening to anyone else or is it a mod incompatibility?

 

It should be disabled for slaves (this is a CSR feature I added in 0.16.0), since you can't really dismiss one of your slaves (they will be returned to you automatically). It should be enabled for all other characters. Do you see it disabled for other characters as well? I am pretty sure with just CSR it works as expected, since I use it often myself while playing.

Posted
17 hours ago, pharaox said:

 

It should be disabled for slaves (this is a CSR feature I added in 0.16.0), since you can't really dismiss one of your slaves (they will be returned to you automatically). It should be enabled for all other characters. Do you see it disabled for other characters as well? I am pretty sure with just CSR it works as expected, since I use it often myself while playing.

Yeah it also disables the option to dismiss non-slave characters, which was my issue. If it works individually for you it's definitely a load order problem or a mod incompatibility on my end. I even tried putting the file at the very end of my playset and it still wasn't giving me an option to dismiss.. Could you please tell me which file deals with the dismissal of slave characters so I can try to find out if another file is overwriting it in some weird way?

Posted
13 hours ago, Rhaenuriel said:

Could you please tell me which file deals with the dismissal of slave characters so I can try to find out if another file is overwriting it in some weird way?

 

It's in kick_from_court_validity_trigger, can be found in 00_interaction_triggers.txt vanilla file, and the CSR override is in zzz_00_interaction_triggers.txt. It's only adding 2 lines checking that the character is not the actor's slave. I noticed now that the trigger is used in such a way in vanilla that may also prevent the dismissal of the slave's family members in some cases.

Posted
On 12/29/2023 at 5:35 PM, pharaox said:

 

It's in kick_from_court_validity_trigger, can be found in 00_interaction_triggers.txt vanilla file, and the CSR override is in zzz_00_interaction_triggers.txt. It's only adding 2 lines checking that the character is not the actor's slave. I noticed now that the trigger is used in such a way in vanilla that may also prevent the dismissal of the slave's family members in some cases.

Thank you! I got it working somehow after reordering some of my mods thankfully. Happy new year!

Posted
On 12/28/2023 at 4:33 AM, pharaox said:

 

The player can be enslaved, this is a Carnalitas feature that this mod does not change. If you get imprisoned, the AI may decide to enslave you instead of freeing or executing you. The effect is much the same as being executed - your character loses all their titles, and therefore you can't continue playing with them, so you must continue with the player heir, if you have one. If you don't, it's game over.

 

I personally never experienced this in a real game. It should be easy to avoid in most cases by promptly asking your imprisoner to ransom you if you have the gold.

It'd be really cool if there was gameplay associated with this, instead of it being a game over mechanic!

Posted (edited)

I just released new version 0.17.2 (for CK3 1.11.x), see file. It adds a new Universe game rule for avoiding errors with fantasy mods, as well as a few minor balancing changes. It also adds the French translation by @don-vip.

Edited by pharaox
Posted (edited)
On 12/24/2023 at 1:25 AM, bloed said:

This mod seems to be causing hard crashes when you're using a total conversion that removes all the baseline faiths. Currently playing the Warcraft mod (Guardians of Azeroth), and this reliably bricks the saves 1-3 years in.

 

@bloed The new version with the game rule I promised is out now. In it, historical religions, cultures, and titles are no longer assumed to exist if the Universe game rule is set to Fantasy. I tested it with the Warcraft mod and can confirm the errors you previously saw are now gone (except for a few errors while loading the game, these are inevitable but not really harmful).

 

Unfortunately, in my tests the game still crashed 2-3 years after start, no matter if you place Carnalitas / CSR before or after the Warcraft mod, and even though error.log is now free of errors. I think this may be due to other vanilla objects removed by the Warcraft mod (e.g. cultural, doctrine, and struggle parameters). Since these can't be clearly identified as historical, their usage in vanilla objects overwritten by CSR is not guarded by the game rule. And of course the game rule only applies to CSR but not Carnalitas, where the situation is similar.

 

So I am afraid adding the game rule did not achieve much in this case. I liked the Warcraft mod well enough and may release compatibility patches for Carnalitas / CSR in the future.

Edited by pharaox
Posted

@bloed The most time consuming part of a conversion mod compatibility patch for Carnalitas (and arguably the most interesting as well) is not merging the changes properly, but deciding what slavery doctrines should the different fantasy religions adopt (basically the equivalent of "Historical Slavery Doctrines" for the conversion mod), since it requires research into the fantasy world lore and the conversion mod itself. If you are still interested in a compatibility patch for Warcraft: Guardians of Azeroth, would you like to help me with this? You can see the results of the research that I did for EK2 here as an example.

 

Of course, if anybody reading this would also be interested in such as compatch and willing to help with this, just let me know!

  • 2 weeks later...
Posted

When I enslave a character of the same religion it gives me -5 or -10 relationship with courtiers. It doesn't matter if I'm allowed to enslave people of my own religion.
I tried it only with the mod activated.

  • 2 weeks later...
Posted
On 1/25/2024 at 2:52 AM, Azziz3 said:

When I enslave a character of the same religion it gives me -5 or -10 relationship with courtiers. It doesn't matter if I'm allowed to enslave people of my own religion.
I tried it only with the mod activated.

 

Yes, you get some tyranny when enslaving characters of any religion that is "accepted" or "astray" and are from your own realm, unless you have an execute reason, independent of the slavery doctrine. This is actually the original Carnalitas behavior and is very similar to the penalty for executing characters under these circumstances.

 

I am not sure I should change this. Enslaving characters under these circumstances is indeed tyrannical in my opinion and should be penalized.

Posted

Hey,

 

This might be slightly off-topic, but there isn't really any more relevant place for me to ask (that I can think of).

 

I was wondering if you know about DTR (Dynamic Trade Routes)? I've recently tried running Carnalitas and it, except with the Dynamic Trade Routes slave system in place of that of the former. The problem is that you cannot interact with DTR slaves. I've made an attempt at patching Carnalitas slave interactions into DTR, but I've had no luck (plus I am code-illiterate).

 

I don't know if the demand is high enough for you to bother, but I'd appreciate it if you had a look at the compatibility issue between both mods.

Posted

I am happy to announce the first release of my new mod, Active Courtiers. It enables courtiers to actively search for spouses by themselves and only ask their liege for approval, thereby reducing the effort for the player, improving the quality of AI talent pools and therefore the overall AI competitiveness, and also contributing to better roleplaying and immersion. I spent a lot of time working on it in the last month before finally considering it to ready for a release. I hope you enjoy it as much as I do.

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