sarhat Posted July 22 Posted July 22 Palace was removed in 5.2.0. - Remove Palace Holding from game - Removed the custom Palace holding type entirely - Also removed government overrides that enabled palace holdings - The palace buildings will be converted into domicile buildings in future, for now felt it was best to remove palace holding as the government overrides aren't great, and domiciles feel more suited to the design. 2
Johnny Wolf Posted July 24 Posted July 24 For some reason the "Corrupt Holy Order" decision isn't working. Like it doesn't say I don't meet and requirements, but it's just greyed out. 1
Random Display Namo Posted July 24 Posted July 24 (edited) It seems that `regula_maa_triggers` hasn't been updated, which is preventing me from unlocking and recruiting new regional units like the Babaylan through decisions; also, the regional_conquest_event code for event localisations seems wrong too, Edited July 24 by Random Display Namo 1
Iapeo Posted July 25 Posted July 25 was there a update cause the site is saying that there has been but i'm not seeing one so I figured id just ask to chech 1
ban10 Posted July 25 Author Posted July 25 2 hours ago, Iapeo said: was there a update cause the site is saying that there has been but i'm not seeing one so I figured id just ask to chech There was, just now, when I updated it a few hours ago I was doing the pictures, oops I've fixed a lot of the issues mentioned in the past few pages, thanks for feedback all Also some pretty interesting changes with refactoring some older events/interactions to be more indepth 3
Midwestvest Posted July 26 Posted July 26 My magister trait won't advance to different tiers. The trait seems to be bugged to only have a max xp of 1 each. 1
zhan Posted July 26 Posted July 26 (edited) 2 hours ago, Midwestvest said: My magister trait won't advance to different tiers. The trait seems to be bugged to only have a max xp of 1 each. Spent some time trying to fix this - it looks like trait XP maxes out at 100. The last update tweaked the path XP from 25/50/75/100 -> 50/100/150/200 (in `common/traits/regula_traits`) and that seems to have broken it. Dropping the numbers but leaving the rest of the changes in fixes this. EDIT: Also need to update the values in `common/scripted_triggers/regula_magister_triggers.txt` Edited July 26 by zhan 2
Johnny Wolf Posted July 26 Posted July 26 (edited) 4 hours ago, zhan said: Spent some time trying to fix this - it looks like trait XP maxes out at 100. The last update tweaked the path XP from 25/50/75/100 -> 50/100/150/200 (in `common/traits/regula_traits`) and that seems to have broken it. Dropping the numbers but leaving the rest of the changes in fixes this. EDIT: Also need to update the values in `common/scripted_triggers/regula_magister_triggers.txt` Thank you. So the answer is just to bring them down to what they were before? As an aside, the new prisoner decision to claim a concubine is great, but if they are already married, they are released and stay married to that person. And as another aside, the event where a ward is enslaved is bugged so it only shows the code, not the actual text. Edited July 26 by Johnny Wolf
ban10 Posted July 26 Author Posted July 26 5 hours ago, zhan said: Spent some time trying to fix this - it looks like trait XP maxes out at 100. The last update tweaked the path XP from 25/50/75/100 -> 50/100/150/200 (in `common/traits/regula_traits`) and that seems to have broken it. Dropping the numbers but leaving the rest of the changes in fixes this. EDIT: Also need to update the values in `common/scripted_triggers/regula_magister_triggers.txt` 2 hours ago, Johnny Wolf said: Thank you. So the answer is just to bring them down to what they were before? As an aside, the new prisoner decision to claim a concubine is great, but if they are already married, they are released and stay married to that person. And as another aside, the event where a ward is enslaved is bugged so it only shows the code, not the actual text. Whoops, these are very silly bugs, I actually made the XP change and saw it break but assumed it was because I was in debug mode and my game had been "in progress". Whoops I will put out a hotfix today for these 1
holidaycat Posted July 26 Posted July 26 With the newest update, when your daughter comes of age no event fires to allow you to charm her. There is also some weirdness with assigning guardians to wards. This is with the most current hot fix version. 4
PraetorSylvor Posted July 27 Posted July 27 (edited) So I'm using a culture I made myself, is there a way to assign the MaA 3d models to them? Edit: also, what is the best way to help Servitude Wars succeed? Edited July 27 by PraetorSylvor More to ask
ban10 Posted July 27 Author Posted July 27 (edited) 14 hours ago, holidaycat said: With the newest update, when your daughter comes of age no event fires to allow you to charm her. There is also some weirdness with assigning guardians to wards. This is with the most current hot fix version. Just checking, but would it be incest if you had relations with your daughter? If so, it'll just be a toast event. Also I've changed when these ward charming events trigger, only if the guardian is the Magister/Domina/Paelex does it trigger, I felt it was way to often otherwise. What do you mean by weirdness with assigning guardians to wards? Do you mean the important action reminder? 2 hours ago, PraetorSylvor said: So I'm using a culture I made myself, is there a way to assign the MaA 3d models to them? Edit: also, what is the best way to help Servitude Wars succeed? Sadly this is where CK3 is lacking, there is no way to (currently) change unit gfx for a culture, without basically hardcoding it into the culture from the start or diverging from a culture that has it. This is why the Magistri cultures even exist, hopefully the CK3 team changes this one day! Seems like an easy fix tbh to make an effect letting you change COA and unit gfx for a culture, (maybe even ethnicities too!). If you want to add it to your own culture, change the unit_gfx like so in code. Needs a new game start for the change to show. unit_gfx = { famuli_unit_gfx } For servitude wars, you can join in! Select the servitude war leader and you should be able to join their war. hmm I might make a reminder for that, good shout. Edited July 27 by ban10
jilafj Posted July 27 Posted July 27 10 minutes ago, ban10 said: Just checking, but would it be incest if you had relations with your daughter? If so, it'll just be a toast event. Also I've changed when these ward charming events trigger, only if the guardian is the Magister/Domina/Paelex does it trigger, I felt it was way to often otherwise. What do you mean by weirdness with assigning guardians to wards? Do you mean the important action reminder? In my case the ward charming event didn't trigger when the guardian is one of the concubines. But I tested it when the Magister is Landless, if this helps. 1
PraetorSylvor Posted July 27 Posted July 27 20 minutes ago, ban10 said: If you want to add it to your own culture, change the unit_gfx like so in code. Needs a new game start for the change to show. unit_gfx = { famuli_unit_gfx } So apparently a lot changed since I used the Latin Magistri as a base, so I had to update some other things too. This seems fine enough? Spoiler # These "Magistri" cultures are quick start cultures, to make starting the game a bit faster. # They are based of vanilla cultures, and have a history file to unlock their relevent innovations # Latin/modded magistri_royal = { color = { 0.5 1 0.83 } created = 867.1.1 parents = { roman } ethos = ethos_bellicose heritage = heritage_latin language = language_latin martial_custom = martial_custom_regula head_determination = head_determination_domain traditions = { tradition_legalistic tradition_pastoralists tradition_polders tradition_religious_patronage tradition_ancient_miners tradition_fervent_temple_builders tradition_maritime_mercantilism tradition_fp1_coastal_warriors tradition_horse_breeder tradition_malleable_invaders tradition_loyal_soldiers tradition_mendicant_mystics tradition_artisans tradition_xenophilic tradition_by_the_sword tradition_sorcerous_metallurgy tradition_caucasian_wolves tradition_chanson_de_geste tradition_caravaneers tradition_lords_of_the_elephant tradition_horse_lords tradition_burman_royal_army } name_list = name_list_roman coa_gfx = { regula_coa_gfx } building_gfx = { mediterranean_building_gfx } clothing_gfx = { byzantine_clothing_gfx } clothing_gfx = { western_clothing_gfx } unit_gfx = { famuli_unit_gfx } house_coa_frame = house_frame_22 house_coa_mask_offset = { 0.0 0.11 } house_coa_mask_scale = { 0.85 0.85 } ethnicities = { 100 = mediterranean } } 1
ban10 Posted July 27 Author Posted July 27 34 minutes ago, jilafj said: In my case the ward charming event didn't trigger when the guardian is one of the concubines. But I tested it when the Magister is Landless, if this helps. Yep, thats the change I made, in your case only the Magister/Domina can charm wards as you don't have any paelex when unlanded. Its a pretty big change, I wanted to reduce the amount of free charms you got, maybe I'll think about changing it if you have the diplomacy holy site effect (other Regula women can charm). 21 minutes ago, PraetorSylvor said: So apparently a lot changed since I used the Latin Magistri as a base, so I had to update some other things too. This seems fine enough? Reveal hidden contents # These "Magistri" cultures are quick start cultures, to make starting the game a bit faster. # They are based of vanilla cultures, and have a history file to unlock their relevent innovations # Latin/modded magistri_royal = { color = { 0.5 1 0.83 } created = 867.1.1 parents = { roman } ethos = ethos_bellicose heritage = heritage_latin language = language_latin martial_custom = martial_custom_regula head_determination = head_determination_domain traditions = { tradition_legalistic tradition_pastoralists tradition_polders tradition_religious_patronage tradition_ancient_miners tradition_fervent_temple_builders tradition_maritime_mercantilism tradition_fp1_coastal_warriors tradition_horse_breeder tradition_malleable_invaders tradition_loyal_soldiers tradition_mendicant_mystics tradition_artisans tradition_xenophilic tradition_by_the_sword tradition_sorcerous_metallurgy tradition_caucasian_wolves tradition_chanson_de_geste tradition_caravaneers tradition_lords_of_the_elephant tradition_horse_lords tradition_burman_royal_army } name_list = name_list_roman coa_gfx = { regula_coa_gfx } building_gfx = { mediterranean_building_gfx } clothing_gfx = { byzantine_clothing_gfx } clothing_gfx = { western_clothing_gfx } unit_gfx = { famuli_unit_gfx } house_coa_frame = house_frame_22 house_coa_mask_offset = { 0.0 0.11 } house_coa_mask_scale = { 0.85 0.85 } ethnicities = { 100 = mediterranean } } Yeah that looks fine. 1
jilafj Posted July 27 Posted July 27 2 hours ago, ban10 said: Yep, thats the change I made, in your case only the Magister/Domina can charm wards as you don't have any paelex when unlanded. Its a pretty big change, I wanted to reduce the amount of free charms you got, maybe I'll think about changing it if you have the diplomacy holy site effect (other Regula women can charm). No I think the change is totally reasonable and immersive. Personally I don't even think holy site effect should change that (but I understand if someone else need that change).
geryy13 Posted July 27 Posted July 27 was that intended that you cant get domination xp from prisoners? tbh now i find it hard to gain 25 xp with only charming
PraetorSylvor Posted July 27 Posted July 27 On a side note, gotta say I'm appreciating the new MaA art Feels a lot more immersive than the old one 1
Johnny Wolf Posted July 28 Posted July 28 So in this period where it's a new release and there's lot of work to do, do you want to be informed about every little typo or event where the code appears instead of flavor text or should that stuff wait?
Alexions1 Posted July 28 Posted July 28 I have found a bug that i don't know were it comes from but I only have installed Carnalitas and this mod. When the game starts all unwed ( I think ) female characters start getting the orba trait. For some reason i also start with magistri inheritance laws? I am not starting with the magistri culture or religion. Does anyone know what could be happening?
sexlabextra Posted July 28 Posted July 28 So is there supposed to be a name here? or was this left blank on purpose? Several events have this happening to it. An actor not spawning or not being chosen. I can never tell if its Carnalitas, PAD, or RM2 causing the problem, but it happens with events from all 3 (So I assume it's Carnalitas) Is it a name problem or something else?
ban10 Posted July 28 Author Posted July 28 On 7/27/2026 at 1:29 PM, geryy13 said: was that intended that you cant get domination xp from prisoners? tbh now i find it hard to gain 25 xp with only charming Hmm, I'll think about this, still need to test XP values, I think if you can get to like 50 xp after 10 years as Magister thats a good ballpark. You can always study at an Orgy if you want specific XP. 23 hours ago, PraetorSylvor said: On a side note, gotta say I'm appreciating the new MaA art Feels a lot more immersive than the old one Nice, yeah I'm really happy with how it turned out as well, it feels more consistent now and I truly feel some of the vanilla replacers in particular could pass as vanilla ck3 art. {retty incredible that this is now possible to do. 20 hours ago, Johnny Wolf said: So in this period where it's a new release and there's lot of work to do, do you want to be informed about every little typo or event where the code appears instead of flavor text or should that stuff wait? I look at all comments here so anything you want to mention bring it up, its all useful to me. 8 hours ago, Alexions1 said: I have found a bug that i don't know were it comes from but I only have installed Carnalitas and this mod. When the game starts all unwed ( I think ) female characters start getting the orba trait. For some reason i also start with magistri inheritance laws? I am not starting with the magistri culture or religion. Does anyone know what could be happening? Damn this sounds very bugged, make sure you reinstall both mods from scratch? Like, no idea how either of those things are possible. 53 minutes ago, sexlabextra said: So is there supposed to be a name here? or was this left blank on purpose? Several events have this happening to it. An actor not spawning or not being chosen. I can never tell if its Carnalitas, PAD, or RM2 causing the problem, but it happens with events from all 3 (So I assume it's Carnalitas) Is it a name problem or something else? Hmmm, that actually looks like a bug, what it really means is that the contract thought it found a valid target house/lord for the contract to create, but then when the contract was created it could not find valid target and whiffed. Ideally this should never happen, it should never be possible for the game to think its valid to create this contract but then fail to make it. I was hoping I had fixed this, I haven't seen it in my own playthroughs yet (every time I see this pop up its god a valid house name) Are you using the latest version of the mod? I think I fixed this a couple of versions back 2
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