LustDemon69 Posted July 28 Posted July 28 1 hour ago, ban10 said: 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 In their defense, I have also gotten this bug, weirdly especially while Adventuring in the Middle-East/Byzantium areas. Also, the target has typically been one of the few major powers (Byzantium, Egypt, Persia, Arabia), leading to more repetitive events that have little to no impact. I also have used the most recent version when getting these bugs. 2 hours 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? Just so you're aware as well, you can remove this contract from the map by going to accept it and then selecting the "I cannot take this contract" option. There's no penalties, and the only cost is just traveling a bit. Temporary stopgap for the moment that I utilize. 1
sexlabextra Posted July 28 Posted July 28 1 hour ago, ban10 said: 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 I am currently using mod version 5.5.1. Also, I'm reordering the mod list to see if it's the reason
OkayDookley Posted July 29 Posted July 29 Hey abosfruitly adore this mod thanks for all the effort its genuinely appreciated!. I was just wondering if there's a way to stop or turn off having characters automatically depose there male spouses the world outside of my kingdom/faction seems to be incredibly unstable due to all the male rulers getting deposed relatively fast without my intervention. I enjoy having the feature/interaction to do it manually. 1
Johnny Wolf Posted July 29 Posted July 29 1 hour ago, OkayDookley said: Hey abosfruitly adore this mod thanks for all the effort its genuinely appreciated!. I was just wondering if there's a way to stop or turn off having characters automatically depose there male spouses the world outside of my kingdom/faction seems to be incredibly unstable due to all the male rulers getting deposed relatively fast without my intervention. I enjoy having the feature/interaction to do it manually. Not as far as I've seen. So don't give any of your sons land. Their wives will make them monks. 1
Johnny Wolf Posted July 29 Posted July 29 Something to think about in a leisurely moment, I would like for the Tropaeum to provide prestige and renown bonuses and in turn drain those from the rulers of their dynasty. I'm not sure if you're familiar with the Court Whores mod but in there when you made a member of a prestigious dynasty a Court Whore it started a house feud and I kinda would dig that for this mod.
Alexions1 Posted July 29 Posted July 29 11 hours ago, ban10 said: Damn this sounds very bugged, make sure you reinstall both mods from scratch? Like, no idea how either of those things are possible. I did a full reinstall of everything and it seems like the issue is gone now, maybe some leftover file left somewhere? thanks anyway ;D 1
zijiyue Posted July 29 Posted July 29 Title: Possible script issues found while investigating a crash (unset scopes and outdated trait checks) Hello, and thank you for maintaining Regula Magistri. I recently experienced a CK3 crash and inspected the error.log while trying to determine what had happened. I cannot say that the following errors caused the crash, and some of them may only be tooltip-related. However, they appeared very frequently, so I thought it might be useful to report them for review. My game version is CK3 1.19.0.6. The observations below are based on my currently installed copy of Regula Magistri. 1. primary_heir may be accessed without first checking that it exists File: common/script_values/regula_interaction_values.txt Inside regula_famuli_retire_cost_discount_cost, around line 398: primary_heir = { is_adult = yes is_healthy = yes } This appears to be evaluated without an preceding exists = primary_heir check. In my log, it repeatedly produced errors similar to: Event target link 'primary_heir' returned an unset scope primary_heir trigger [ Failed context switch ] There is already an existence check in the can_send section of regula_retire_paelex_interaction, but my understanding is that CK3 may calculate interaction costs and tooltips even for recipients who cannot currently receive the interaction. If that understanding is correct, the guard in can_send would not protect the scripted cost calculation. In this session, the error location around line 398 appeared approximately 19,752 times. A possible fix might be: limit = { exists = primary_heir primary_heir = { is_adult = yes is_healthy = yes } } There may also be value in guarding the scope:recipient.primary_heir access in the interaction's on_accept/effect-preview section, although the existing can_send condition should normally protect actual execution. 2. regula_fascinare_success_effect may refer to an undefined scope:target File: common/scripted_effects/regula_fascinare_effects.txt The comments for regula_fascinare_success_effect state that its current scope is the charmed target. Near the end of the effect, it switches to $CHARACTER$ and then performs this check: $CHARACTER$ = { if = { limit = { scope:target = { is_landed = yes } } regula_grant_magister_xp_effect = { TRACK = domination AMOUNT = major } } else = { regula_grant_magister_xp_effect = { TRACK = domination AMOUNT = medium } } } Many callers seem to invoke the effect while scoped to the charmed character, but do not first create a saved scope named target. This generated: Undefined event target 'target' Event target link 'scope' returned an unset scope scope:target trigger [ Failed context switch ] The location around line 227 appeared approximately 19,266 times. Almost all of these entries occurred while CK3 was building tooltips or event descriptions, though I also saw a small number during normal effect execution. If I have understood the intended scopes correctly, this may cause landed targets to fall through to the medium domination XP branch instead of receiving major XP. One possible approach would be to save the incoming scope before switching to $CHARACTER$: regula_fascinare_success_effect = { save_scope_as = regula_fascinare_target # Existing effect... Then use: scope:regula_fascinare_target = { is_landed = yes } I used a prefixed scope name here only to reduce the chance of colliding with another generic target scope. 3. Some fertility-surge events appear to use identifiers that are not character traits Several files under: events/activities/regula_orgy_activity/main_events/fertility_surge/ contain checks such as: has_trait = regula_devoted has_trait = knight has_trait = regula_knight I could not find character-trait definitions for these identifiers in the current mod or vanilla trait database. In particular, regula_devoted appears to be the name of a vassal stance in: common/vassal_stances/regula_vassal_stances.txt rather than a character trait. The log consequently contained messages such as: Cannot find regula_devoted in trait database Cannot find knight in trait database The affected references occur across these six files: orgy_fertility_regula_one.txt orgy_fertility_regula_few.txt orgy_fertility_regula_many.txt orgy_fertility_nonregula_one.txt orgy_fertility_nonregula_few.txt orgy_fertility_nonregula_many.txt Depending on the intended meaning, possible current equivalents might be: regula_is_devoted_trigger = yes regula_is_devoted_trigger = no is_knight = yes However, I am less certain about the original design intention here, especially regarding regula_knight, so this probably deserves confirmation rather than a blind replacement. Overall impact The first two locations alone accounted for roughly 39,000 root error entries in this session. Because the same error entry can also list several caller locations, I did not add the caller counts to this total. The complete error.log reached its 100,000-entry limit less than an hour after launch. These Regula errors therefore seem capable of causing substantial log spam and possibly some unnecessary tooltip/script-processing overhead. That said, I do not currently have evidence that any of these errors directly caused the crash. The same log also contained unrelated portrait errors and a large number of Value out of bounds messages whose source could not be attributed to Regula from the available location information. I tested the suggested changes only with static checks so far: brace balance, identifier searches, encoding preservation, and comparison of the modified files. I have not yet completed a clean runtime session that would prove the errors are gone in actual gameplay. I may have misunderstood part of CK3's scope or tooltip evaluation behavior, so please treat this as a diagnostic report rather than a definite bug claim. I would be grateful if you could take a look and confirm whether these behaviors are expected. I can also provide relevant portions of the log or a small diff if that would help. Thank you again for your work on the mod. 2
Va2 Posted July 29 Posted July 29 For the people that want the levies and knight regula images + the new army gfx you can do it by using pdx unlimiter and changing the gfx to "famuli_unit_gfx"
Nor333 Posted July 30 Posted July 30 On 7/2/2026 at 5:54 AM, fushi_feng said: 我在六月十九号已经发了一个新版本的中文本地化文件,你可以往上翻一下帖子。5.4.0版的冒险者契约文本实在太多了,我没法一个一个看,所以会有很多翻译得很差的事件 I released a new Chinese localization file on June 19th; you can find it by scrolling up the thread. The Adventurer's Contract text in version 5.4.0 is simply too extensive for me to review individually, resulting in many poorly translated events. 大佬有打算更新汉化吗,新版本又多了很多新文本
Johnny Wolf Posted July 31 Posted July 31 Two things I've happened to notice. Firstly that you can make lesbian prisoners your lovers without turning them bisexual first. Thought that was an interesting quirk. Secondly, specific to Viking playstyles, Ex-Paelex ignore the comforts of retirement to go on adventuring on Northern conquest campaigns, and they are somewhat difficult to interact with after having been retired.
sexlabextra Posted July 31 Posted July 31 Should I post this into the Carnalitas Discord? I found it again in a Fascination event. I definitely feel like I'm missing something.
Random Display Namo Posted August 1 Posted August 1 (edited) I took over the Simplified Chinese localization work (not machine translation) from waibibabo, but I’m not sure how to create a merge request on GitGud, so I’m uploading the Simplified Chinese localization files I completed for version 5.6.1 here. I hope this helps with your work. Many Chinese players really love your mod—keep up the great work! edit: sry, wrong files, already fixed Regula_Magistri simp_chinese 5.6.1 fix.rar Edited August 1 by Random Display Namo sry, wrong files, already fixed 7
xoihegn Posted August 1 Posted August 1 It seems that the experience is gained immediately after an option is selected, even if you choose the "Back" opton later. 2
PraetorSylvor Posted August 1 Posted August 1 Would a mass Titulum Novis be possible? It would make redestributing titles a lot less painful.
neomidd Posted August 1 Posted August 1 On 7/29/2026 at 4:47 AM, ban10 said: 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. 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. I look at all comments here so anything you want to mention bring it up, its all useful to me. Damn this sounds very bugged, make sure you reinstall both mods from scratch? Like, no idea how either of those things are possible. 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 First of all, I would like to sincerely thank you again for creating the Regula Magistri 2 mod. I have played Crusader Kings III for 435 hours, and your mod has accompanied me for more than 400 of those hours. Especially, your continued updates and the addition of new female warrior units after expanding into new conquered regions have given me a lot of motivation throughout my gameplay experience. Thank you very much for your hard work. I would like to share a few issues that may be possible bugs: The first issue happened around April this year when I was playing Regula Magistri version 5.4. I started as an Eastern Asian character with Chinese culture and Confucian religion in Central Europe, with the Adventurer background. I used a forced betrothal to marry the eldest daughter of the Duke of Bohemia. Later, Regula Magistri introduced the Lust Contract feature. The noblewoman involved in the contract was my wife (although I cannot remember whether we were already married at that exact moment). I successfully had an affair with her through the contract event. However, at the end of the contract, the event text still stated that she was reluctant to leave me and returned to her husband. This was quite amusing and confusing, since she was already my wife. The second issue is related to the necessary mods that you recommended. When I was playing as an Adventurer, all sex animations worked normally. However, after I gained noble status, either by purchasing land or by becoming a noble through a Conqueror uprising, the sex animations stopped working properly. During the animation scene, the male character appears completely naked while sitting on the throne in the court room. If the female character is a queen, she also appears completely naked while sitting on the queen's throne. The animation options can still be selected, but the characters remain sitting on their thrones without any actual animation movement. The same problem occurs if I start the game directly as a noble character. When entering the sex animation scene, the characters are also sitting naked on their thrones without any movement. However, this issue did not exist in previous versions such as 1.3, 1.6, or 1.7. It only started appearing after version 1.9. Could you please advise if there is any way to fix this issue? Thank you again for your amazing work and for continuously supporting this mod. 1
ban10 Posted August 1 Author Posted August 1 (edited) On 7/29/2026 at 3:57 PM, zijiyue said: Title: Possible script issues found while investigating a crash (unset scopes and outdated trait checks) Hello, and thank you for maintaining Regula Magistri. I recently experienced a CK3 crash and inspected the error.log while trying to determine what had happened. I cannot say that the following errors caused the crash, and some of them may only be tooltip-related. However, they appeared very frequently, so I thought it might be useful to report them for review. My game version is CK3 1.19.0.6. The observations below are based on my currently installed copy of Regula Magistri. 1. primary_heir may be accessed without first checking that it exists File: common/script_values/regula_interaction_values.txt Inside regula_famuli_retire_cost_discount_cost, around line 398: primary_heir = { is_adult = yes is_healthy = yes } This appears to be evaluated without an preceding exists = primary_heir check. In my log, it repeatedly produced errors similar to: Event target link 'primary_heir' returned an unset scope primary_heir trigger [ Failed context switch ] There is already an existence check in the can_send section of regula_retire_paelex_interaction, but my understanding is that CK3 may calculate interaction costs and tooltips even for recipients who cannot currently receive the interaction. If that understanding is correct, the guard in can_send would not protect the scripted cost calculation. In this session, the error location around line 398 appeared approximately 19,752 times. A possible fix might be: limit = { exists = primary_heir primary_heir = { is_adult = yes is_healthy = yes } } There may also be value in guarding the scope:recipient.primary_heir access in the interaction's on_accept/effect-preview section, although the existing can_send condition should normally protect actual execution. 2. regula_fascinare_success_effect may refer to an undefined scope:target File: common/scripted_effects/regula_fascinare_effects.txt The comments for regula_fascinare_success_effect state that its current scope is the charmed target. Near the end of the effect, it switches to $CHARACTER$ and then performs this check: $CHARACTER$ = { if = { limit = { scope:target = { is_landed = yes } } regula_grant_magister_xp_effect = { TRACK = domination AMOUNT = major } } else = { regula_grant_magister_xp_effect = { TRACK = domination AMOUNT = medium } } } Many callers seem to invoke the effect while scoped to the charmed character, but do not first create a saved scope named target. This generated: Undefined event target 'target' Event target link 'scope' returned an unset scope scope:target trigger [ Failed context switch ] The location around line 227 appeared approximately 19,266 times. Almost all of these entries occurred while CK3 was building tooltips or event descriptions, though I also saw a small number during normal effect execution. If I have understood the intended scopes correctly, this may cause landed targets to fall through to the medium domination XP branch instead of receiving major XP. One possible approach would be to save the incoming scope before switching to $CHARACTER$: regula_fascinare_success_effect = { save_scope_as = regula_fascinare_target # Existing effect... Then use: scope:regula_fascinare_target = { is_landed = yes } I used a prefixed scope name here only to reduce the chance of colliding with another generic target scope. 3. Some fertility-surge events appear to use identifiers that are not character traits Several files under: events/activities/regula_orgy_activity/main_events/fertility_surge/ contain checks such as: has_trait = regula_devoted has_trait = knight has_trait = regula_knight I could not find character-trait definitions for these identifiers in the current mod or vanilla trait database. In particular, regula_devoted appears to be the name of a vassal stance in: common/vassal_stances/regula_vassal_stances.txt rather than a character trait. The log consequently contained messages such as: Cannot find regula_devoted in trait database Cannot find knight in trait database The affected references occur across these six files: orgy_fertility_regula_one.txt orgy_fertility_regula_few.txt orgy_fertility_regula_many.txt orgy_fertility_nonregula_one.txt orgy_fertility_nonregula_few.txt orgy_fertility_nonregula_many.txt Depending on the intended meaning, possible current equivalents might be: regula_is_devoted_trigger = yes regula_is_devoted_trigger = no is_knight = yes However, I am less certain about the original design intention here, especially regarding regula_knight, so this probably deserves confirmation rather than a blind replacement. Overall impact The first two locations alone accounted for roughly 39,000 root error entries in this session. Because the same error entry can also list several caller locations, I did not add the caller counts to this total. The complete error.log reached its 100,000-entry limit less than an hour after launch. These Regula errors therefore seem capable of causing substantial log spam and possibly some unnecessary tooltip/script-processing overhead. That said, I do not currently have evidence that any of these errors directly caused the crash. The same log also contained unrelated portrait errors and a large number of Value out of bounds messages whose source could not be attributed to Regula from the available location information. I tested the suggested changes only with static checks so far: brace balance, identifier searches, encoding preservation, and comparison of the modified files. I have not yet completed a clean runtime session that would prove the errors are gone in actual gameplay. I may have misunderstood part of CK3's scope or tooltip evaluation behavior, so please treat this as a diagnostic report rather than a definite bug claim. I would be grateful if you could take a look and confirm whether these behaviors are expected. I can also provide relevant portions of the log or a small diff if that would help. Thank you again for your work on the mod. Good finds, bit sloppy on my part, but I'm getting better, I've fixed most of these issues. Note that the fertility events are still WIP so they hadn't passed my "QA" for release, but the files were still there (maybe I should start separating release/development files 🤔) On 7/31/2026 at 1:51 AM, Johnny Wolf said: Two things I've happened to notice. Firstly that you can make lesbian prisoners your lovers without turning them bisexual first. Thought that was an interesting quirk. Secondly, specific to Viking playstyles, Ex-Paelex ignore the comforts of retirement to go on adventuring on Northern conquest campaigns, and they are somewhat difficult to interact with after having been retired. Regarding lesbian prisoners - Thats funny and defo something I need to add in as a special description for that event! Second, huh, I don't know if I can block that and tbh I think thats fine as is, a last hurrah from Ex-Paelex who aren't content to retire I guess? Fitting that they would be viking culture 22 hours ago, sexlabextra said: Should I post this into the Carnalitas Discord? I found it again in a Fascination event. I definitely feel like I'm missing something. Interesting, that just means the Fascinare scheme has ended, I don't think it really matters but I will see if I can fix this if I see it. As in - It should say "Ends [Player name]'s Scheme to Charm Malika" - It doesn't really matter that it doesn't because as you can see in the has happened all the effects triggered that needed to. I don't check the Carnalitas discord I'm afraid due to privacy concerns on discord. Best to post bugs here or to the Gitgud Repo 12 hours ago, Random Display Namo said: I took over the Simplified Chinese localization work (not machine translation) from waibibabo, but I’m not sure how to create a merge request on GitGud, so I’m uploading the Simplified Chinese localization files I completed for version 5.6.1 here. I hope this helps with your work. Many Chinese players really love your mod—keep up the great work! edit: sry, wrong files, already fixed Regula_Magistri simp_chinese 5.6.1 fix.rar 966.82 kB · 1 download Thanks, I've added this in Cheers for the nice feedback ☺️ 11 hours ago, xoihegn said: It seems that the experience is gained immediately after an option is selected, even if you choose the "Back" opton later. Good find, a little exploit, I've fixed this but also bumped up the knowledge gain a bit 7 hours ago, PraetorSylvor said: Would a mass Titulum Novis be possible? It would make redestributing titles a lot less painful. Could be, could you give me an example of what you want it to do? eg who would you be targetting. 1 hour ago, neomidd said: First of all, I would like to sincerely thank you again for creating the Regula Magistri 2 mod. I have played Crusader Kings III for 435 hours, and your mod has accompanied me for more than 400 of those hours. Especially, your continued updates and the addition of new female warrior units after expanding into new conquered regions have given me a lot of motivation throughout my gameplay experience. Thank you very much for your hard work. I would like to share a few issues that may be possible bugs: The first issue happened around April this year when I was playing Regula Magistri version 5.4. I started as an Eastern Asian character with Chinese culture and Confucian religion in Central Europe, with the Adventurer background. I used a forced betrothal to marry the eldest daughter of the Duke of Bohemia. Later, Regula Magistri introduced the Lust Contract feature. The noblewoman involved in the contract was my wife (although I cannot remember whether we were already married at that exact moment). I successfully had an affair with her through the contract event. However, at the end of the contract, the event text still stated that she was reluctant to leave me and returned to her husband. This was quite amusing and confusing, since she was already my wife. The second issue is related to the necessary mods that you recommended. When I was playing as an Adventurer, all sex animations worked normally. However, after I gained noble status, either by purchasing land or by becoming a noble through a Conqueror uprising, the sex animations stopped working properly. During the animation scene, the male character appears completely naked while sitting on the throne in the court room. If the female character is a queen, she also appears completely naked while sitting on the queen's throne. The animation options can still be selected, but the characters remain sitting on their thrones without any actual animation movement. The same problem occurs if I start the game directly as a noble character. When entering the sex animation scene, the characters are also sitting naked on their thrones without any movement. However, this issue did not exist in previous versions such as 1.3, 1.6, or 1.7. It only started appearing after version 1.9. Could you please advise if there is any way to fix this issue? Thank you again for your amazing work and for continuously supporting this mod. Thanks for the feedback. Huh, thats an interesting "bug", Yeah i never considered the lady escort contract being someone you had married so that event description just sees them as married and assumes it to someone else, thats a cool edge case find, I will see if I can fix it. For CBO bugs, I think its best to post bug reports for that in the thread there instead, as I don't work on that mod myself I'm afraid. That seems specific to the carnal court animations which tbh I don't actually personally use. Edited August 1 by ban10 2
circuit_496 Posted August 1 Posted August 1 Hello, I was wondering if there's a way to play as the victim in this mod, or if there's plans for adding that in the future. Totally understand if that's not the case, but I just thought I'd ask anyways. Great mod regardless though! 1
Johnny Wolf Posted August 1 Posted August 1 10 hours ago, PraetorSylvor said: Would a mass Titulum Novis be possible? It would make redestributing titles a lot less painful. You could retire them. Also you can grant them duchys and then revoke them and it takes all their land that was in that duchy.
PraetorSylvor Posted August 1 Posted August 1 4 hours ago, ban10 said: Could be, could you give me an example of what you want it to do? eg who would you be targetting. Well, a decision that targets all of your paelex that hold fiefs would be easiest. The main idea behind it is to rearrange cursed maps after finally reaching hegemony and forbidding them from declaring war both within and without.
Random Display Namo Posted August 2 Posted August 2 simp_chinese files for version 5.6.2 RM simp_chinese files for 5.6.2.rar 2
holidaycat Posted August 2 Posted August 2 The your you you is the weirdness I was referencing earlier.
kannonfodder Posted August 2 Posted August 2 can someone help me? after i use Abice Maritus sometimes the Domitans Tribunal option doesnt appear, but in other times it appears. can someone explain to me what are the conditions and how to trigger it?
Johnny Wolf Posted August 2 Posted August 2 1 hour ago, kannonfodder said: can someone help me? after i use Abice Maritus sometimes the Domitans Tribunal option doesnt appear, but in other times it appears. can someone explain to me what are the conditions and how to trigger it? They have to be in your realm. You need to be their liege or their lieges liege.
Johnny Wolf Posted August 2 Posted August 2 (edited) I really enjoy the "Soul Awakens" and "Promise Kept" events, but I wanted to know if there is something that prevents "Promise Kept" from triggering? Like it won't trigger if you give that character a title or something? Also, has anyone followed the "Heresy" storyline to its conclusion? I feel like even if I do nothing it just gets crushed automatically. (BTW, sometimes when I arrest someone in the heresy chain I'm not able to interrogate them.) Edited August 2 by Johnny Wolf
Johnny Wolf Posted August 3 Posted August 3 Not sure if this was intentional but the "Contubernalis" can no longer be made concubines. They can't be slotted from prison or from the court.
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