pharaox Posted March 29 Author Posted March 29 On 3/23/2026 at 2:53 PM, Zoltar said: Thanks for reply. Do you think it would be possible to make an optional submod that buffs slave trading profit for characters with the infamous slaver trait? Perhaps at the cost of some more debuffs to mantain balance? This is perhaps something I could include directly in the main mod, thanks for the suggestion! Let me think some more about it. 1
pharaox Posted March 29 Author Posted March 29 On 3/24/2026 at 5:59 AM, tusyok07 said: For some reason, my slaves are dying ("disappeared without trace") after a random period of time (3-4 months). I can't figure out what might cause this. Also, weirdly enough - they have trait: "trait_former_slave_female" and don't have "Slave" trait or something. See replies to previous posts, this could be the "slave sell-off" feature affecting the player due to other mods, or caused by other mods entirely. The "trait_former_slave_female" points to such issues as well. This is not a trait per se, but the description id of the Carnalitas "Former Slave" trait. If you see it in the game, then: 1) your slaves are not really slaves and 2) something is quite broken with Carnalitas localization (and likely also elsewhere). Make sure to use the latest CSR version as it contains a fix for a rare issue with the above feature. I would also recommend figuring out which mod is causing the "trait_former_slave_female" issue to appear, then disabling it. That's certainly not Carnalitas itself or one of my mods.
lukiva Posted April 5 Posted April 5 in the game of thrones mod i got every thing needed but none of the towns and hall sell slaves ? did i load order wrong?
pharaox Posted April 19 Author Posted April 19 On 4/5/2026 at 9:18 PM, lukiva said: in the game of thrones mod i got every thing needed but none of the towns and hall sell slaves ? did i load order wrong? The load order looks correct. What do you mean by "none of the towns and hall sell slaves"? Slaves are sold by characters in CSR who own them, and slavery is subject to restrictions that are typically harsher in AGOT than it vanilla. With AGOT slavery doctrines, there will be hardly any slaves in Westeros (except north of the Wall). There will be slaves in Essos, it might take a while (3-4 years) after game start for them to gain sufficient numbers so they are noticeable. See also the CSR mod README,
pharaox Posted April 23 Author Posted April 23 I just released version 0.30.0 of the main CSR mod, see file. This version is compatible with CK3 1.19.x. For more information, see the description and change notes. The CSR AGOT Compatibility submod is not yet updated. 2
Kestrel77 Posted April 24 Posted April 24 17 hours ago, pharaox said: I just released version 0.30.0 of the main CSR mod, see file. This version is compatible with CK3 1.19.x. For more information, see the description and change notes. The CSR AGOT Compatibility submod is not yet updated. thanky i will wait for AGOT😉
moomin Posted April 25 Posted April 25 On 3/24/2026 at 3:59 AM, tusyok07 said: For some reason, my slaves are dying ("disappeared without trace") after a random period of time (3-4 months). I can't figure out what might cause this. Also, weirdly enough - they have trait: "trait_former_slave_female" and don't have "Slave" trait or something. p.s. Thank you for your mod. UPD: was conflicting with Physical Attributes Lite. After removing it from modlist seems to be working fine, but requires further testing. I have Physical Attributes Lite and am experiencing the exact same issue.
pharaox Posted April 26 Author Posted April 26 just released version 0.12.0 of the CSR AGOT Compatibility mod, see file. This version is compatible with CK3 1.19 and the latest AGOT version 0.4.32.2. Use it with the updated version of Carnalitas AGOT Compatibility I also just released. For more information, see the description and change notes. @Kestrel77 Here you are.
pharaox Posted April 26 Author Posted April 26 On 4/25/2026 at 6:20 PM, moomin said: I have Physical Attributes Lite and am experiencing the exact same issue. Thanks for the feedback. I just took a look, for whatever reason PAL changes the "slave" and "slave owner" relations in ways that break Carnalitas (and CSR since it's based on it and relies on those relations heavily). I would contact the author and ask for a fix.
moomin Posted April 30 Posted April 30 On 4/26/2026 at 4:53 PM, pharaox said: Thanks for the feedback. I just took a look, for whatever reason PAL changes the "slave" and "slave owner" relations in ways that break Carnalitas (and CSR since it's based on it and relies on those relations heavily). I would contact the author and ask for a fix. i saw a few post on the mod's feedback page and it seems, under certain conditions, it can interfere with vanilla traits too. it's a great mod, but i can't do without my Slavery Reimagined. i'll just revert to the original PA as it seems to work fine with your mod.
topkek12 Posted May 2 Posted May 2 sometimes I can't assign slaves as slave concubines in the court tab , why is that? the change assignment thing always works but the court role sometimes doesnt show characters. Also is there a way to increase fertility of slaves?
pharaox Posted May 3 Author Posted May 3 On 5/2/2026 at 1:28 PM, topkek12 said: sometimes I can't assign slaves as slave concubines in the court tab , why is that? the change assignment thing always works but the court role sometimes doesnt show characters. Also is there a way to increase fertility of slaves? Slave concubines have prerequisites, so not every slave is eligible. You should be able to see them in the position tooltip, similarly to other positions. They need to be capable, fertile, and have either diplomacy > 5 or positive attraction. Regarding fertility - no, beyond what works for every other character.
Garbagehentai Posted May 3 Posted May 3 hello! i keep getting this error log right before game crash. [20:13:15][E][jomini_script_system.cpp:303]: Script system error! Error: Invalid right side during comparison 'none' Script location: file: common/character_interactions/zzz_carnx_00_prison_interactions.txt line: 1886 (release_from_prison_interaction:ai_will_do) file: common/character_interactions/zzz_carnx_00_prison_interactions.txt line: 1753 (release_from_prison_interaction:ai_will_do)
steve1982 Posted May 6 Posted May 6 (edited) Hi - first off I want to say thanks for creating this mod. Been enjoying it for several months now. As is custom I will now promptly focus not on the things I like but on thoughts about things that might be worth changing. I want to say some things mainly about the historical settings about slavery's acceptability w/r/t religion. These include some suggestions for small(?) specific changes and some thoughts about bigger changes that might or might not be easy, feasible, or worth your modding time. On the big picture front, and this is not a criticism of the mod but a general opening thought about the vanilla game, CK's religion mechanics, in that they are mostly unchanging short of creating a new schism, are a really awkward fit for representing the mores of Orthodoxy and especially Catholicism about enslaving fellow Christians. Historically, a big change in these attitudes seems to happen right across the middle of CK's period, with the first major stirrings of trying to limit enslavement of Christians by Christians perhaps arising in the poorly documented 9th century Carolingian successor kingdoms, similar stirrings starting to reach the outer fringes of Christian Britain in the decades following the Norman Conquest, and at least weakly present (but clearly not strong considering occasional enslavements of Christians by not just any other Christians, but even holy order warriors) in -really- fringe frontier areas such as the Baltics by the early to mid 1200s. The period where this turns from mostly acceptable to mostly unacceptable just runs right through the middle of CK and obviously it isn't accompanied by everyone converting to some new sect. Of course sometimes you have to use the mechanics that the game offers even if they struggle to represent what was going on. If you have a big interest in efforts to tease out the history of this shift you might be interested in (DOC) Christian warriors and the enslavement of fellow Christians, which starts by tracing (later, but better recorded) developments in the peripheries of Catholicism in the British Isles and the Baltic and later in the article takes a guess-stab at what may have been going on (earlier, but more poorly recorded) in the more central and core regions of Catholicism in the former Carolingian empire. On the small changes front: I suggest that insular Christianity on historical slavery doctrine game rule should have slavery of fellow Christians accepted. Enslaving each other was a major feature of Irish warfare throughout the whole period when "insular Christianity" could be said to be distinct from Catholicism. The decline of Irish slaving wasn't actually caused by tbringining the Irish more in line with continental Catholicism - much more by Norman England's becoming hostile to slavery in the late 11th and early 12th centuries and also gaining power in Ireland during that time - but Irish slaving could be very roughly tacked on to insularism since by the time Irish slavery declined, the religion in these places would just be ordinary Catholicism anyway. I suggest that the recurring event charging piety for having a same-religion slave should not fire at all for slaves converted after being enslaved but should only fire for slaves against the tenets at the moment of enslavement: basically clicking the wrongful enslavement button should give a trait or a flag or something that the recurring event looks for, instead of just having the religion itself causing the event. In its current form the recurring piety charge effectively means that characters who want to build piety are disincentivized from either voluntarily converting or force-converting their slaves who start out as a different and "legitimately enslaveable" religion. Historically, Christian clergy in both the Greek East and the Latin West vociferously exhorted slaveowners to make their slaves convert, so doing that should benefit rather than hurt the slaveowner's piety. Even the Popes themselves did not demand that baptized slaves be freed; during the Baltic Crusades Gregory IX wrote a letter to his legate giving instructions about handling pagans who were enslaved and then baptized, and the only freedom he suggested they be given was temporary leave to attend Mass. I'm not very familiar with Islamic customs at the time but loosely I think that having a slave convert to Islam was not a piety-diminishing prospect (freeing them because they did could be a piety-enhancing event, but not doing so was just neutral, not negative, I think). On the maybe bigger things to think about or not: I think historical paganism slavery doctrines could benefit from a different approach if there is a feasible one that is not too much work. Ideally for Norse paganism, and I think maybe for most other European paganisms and maybe for most paganisms period (and definitely for the resurrected Hellenism or whatever, not that that's historically plausible anyway) an accurate historical slavery doctrine should not include any prohibition of enslavement of coreligionists. Thralls who are culturally and religiously Norse are commonplace to encounter in reading the sagas and there seems to have been nothing socially wrong with having them during pagan times - as long as they weren't made from people previously of rank in Norse society, which would have been unthinkably taboo whatever their religion but which kind of means that the prohibition is more cultural (same-culture peer aristocrats) than religious. I think a system that more closely approximated Norse pagan attitudes towards enslavement would penalize only the enslavement of same-culture any-religion highborn but would pass over the enslavement of even same-culture same-religion commoners. I suspect (but I don't really know) that something similar could go for Baltic paganism and maybe for most paganism on the map. However... Perhaps in conjunction with the above, I do think that enslaving others subjects of one's liege would have been secularly transgressive regardless of whether it transgressed religious rules. No matter whether they were the same or different religions, I struggle to think of any medieval realm that would have viewed e.g. a vassal within a realm enslaving another vassal or courtier of the same king, as anything other than a crime. Existing tyranny mechanics might already adequately cover this ground for the case when the same-realm enslaver is the overall sovereign himself (in the contexts of a lot of, though maybe not all, medieval cultures I guess that an overlord enslaving even rebellious or criminal of his own vassals might deserve to accrue more tyranny than for executing them). So maybe there should be a broad sanction against enslaving nobles of shared realm regardless of whether they have different religions, and many pagan religions should only sanction enslaving their same-culture nobles, and not care about coreligion at all, if there is a mechanic that could neatly achieve that. Edited May 6 by steve1982
ImNotOneToJudge Posted May 10 Posted May 10 How well does this play with CSE, and regarding it's load order, is it below or above CSE?
pharaox Posted May 19 Author Posted May 19 On 5/3/2026 at 9:52 PM, Garbagehentai said: hello! i keep getting this error log right before game crash. The line numbers are not matching the error messages on my side, you probably had this with an older CSR version (e.g. one for 1.18). Please use the newest verison. Note that CSR is doing only minor changes to vanilla's 00_prison_interactions.txt, so the above file contains mostly vanilla code.
pharaox Posted May 19 Author Posted May 19 On 5/6/2026 at 10:25 AM, steve1982 said: As is custom I will now promptly focus not on the things I like but on thoughts about things that might be worth changing. I want to say some things mainly about the historical settings about slavery's acceptability w/r/t religion. These include some suggestions for small(?) specific changes and some thoughts about bigger changes that might or might not be easy, feasible, or worth your modding time. Thanks for the detailed feedback. The slavery doctrines approach in CSR is inherited from Carnalitas. I am aware that it's not perfect, but I accept it as this is a good approximation. A correct historical representation of such a complex phenomenon would be quite hard to achieve anyway. Regarding the historical slavery doctrines - these come from a Carnalitas submod, maintained by the Carnalitas author. I am not able to make changes there without approval. You could post suggestions concerning this submod in the Carnalitas discord, or open a MR at https://gitgud.io/cherisong/carnalitas-historical-slavery-doctrines/ (it's a small submod, the logic is mostly easy to understand). Regarding "I suggest that insular Christianity on historical slavery doctrine game rule should have slavery of fellow Christians accepted" - this is already the case. I will reread and consider the CSR-specific suggestions for the next versions, but I am wary of adding anything that increases the complexity of this already quite complex mod, especially it requires changing core Carnalitas features. One of the CSR goals is to stay compatible with other Carnalitas mod, as far as they don't make conflicting changes to the slavery mechanics.
pharaox Posted May 19 Author Posted May 19 On 5/10/2026 at 4:30 AM, ImNotOneToJudge said: How well does this play with CSE, and regarding it's load order, is it below or above CSE? Not very well. They have no direct conflicts in code, but conflict conceptually and terms of gameplay, so using both could feel awkward. The order doesn't matter.
pharaox Posted May 23 Author Posted May 23 I just released version 0.30.1 of the man CSR mod, see file. This version avoids a conflict with an upcoming Unofficial Patch version that may cause crashes. For more information, see the description and change notes. 1
pharaox Posted May 30 Author Posted May 30 On 5/25/2026 at 8:02 PM, xyzxyz said: Any idea why CK3 likes to freeze when I try to sell slaves? No, I haven't experienced this. I sometimes see vanilla interactions become really slow when loading a large number of characters, but that shouldn't affect selling slaves unless you have thousands of them.
pharaox Posted May 30 Author Posted May 30 On 5/25/2026 at 8:14 PM, xyzxyz said: What are NPC lords doing with their slaves? The same they are doing with other courtiers. Occasionally also having sex with them or freeing them.
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