RogalDornIncognito Posted March 13 Posted March 13 I’ve been looking around for a way to fix this, to no avail. It might be a mod conflict I’m not entirely sure, but I don’t think it should be. On the “Free the Keeper of Souls” decision, I don’t think it tells me the goals I need to have completed anywhere to complete the Glorious Ritual. The base requirements for the decisions are shown, and I meet all of those. So I went digging around in the mod files and found what I could. I am trying to complete the Glorious ritual. I am playing as a noble family in China from 867, and we have entered a Division era with my player character being the King of Liangzhe. As far as I can tell, I should meet the requirements to complete the Glorious ritual - My family is the Imperial Family (since we are now independent) 2+ of my court positions are held by Spellbound characters My realm size is greater than 5 My wife is Spellbound I am Spellbound I don’t think I’m missing any. I shouldn’t need to have powerful vassals be Spellbound since we aren’t Tribal / Feudal / Clan, right? Since we are Administrative (Celestial). Thanks for any help you can offer.
tibeodethuong Posted March 13 Posted March 13 (edited) On 3/2/2026 at 6:25 AM, merrick1031 said: So this won't actually work. You can quickly test it by using just the Advanced cheats mod to make such an artifact on a Mandala ruler. The issue is that there are technically two types of Vassal Limit in the code, but both share the name Vassal limit in the game screens that the player sees. In your screen shots it shows you with a feudal government which has the standard piety level 5 restriction and uses the standard code vassal_limit from being a duke, king, emperor, or hegemon which applies to most government types, including the Regula government, and this is the code that the Advanced Cheat Menu adds to artifacts. The other code is vassal_limit_max which applies to the Mandala and Wanua government types. The problem is that the Regula government opens up the higher piety levels which are hard coded with vassal_limit_max because those higher levels are only meant to be achievable by very specific government types and that code overrides the standard vassal_limit so as soon as you hit Piety level 6 vassal_limit_max is the only thing that can change your Vassal Limit and there are very few ways to increase it. The way they coded it makes the higher piety levels hard to use outside of their intended purpose unless you overhaul quite a bit of vanilla code which is why the short term fix I suggest for the issue is to comment out the ability to get the higher piety levels in the Regula government. Same issue as above, the game rule changes vassal_limit and will work initially, but as soon as your piety level goes above 5 the vassal_limit is overridden by vassal_limit_max. Yeah it can happen. I know that Ban was working on it before stepping away, but I'm not sure if the cause was found. Basically for the moment all you can do is save before touching the councilor screen. Agree, tested with CK3 1.18, this method not work with characters of Mandala government. So... should not play them I think 😅. But Regula government may not be affected ? Because in below image, my Viet character reached piety level 6 and nothing bad happened (although not yet change to Regula)... or maybe I misunderstood something ? Edited March 13 by tibeodethuong
merrick1031 Posted March 13 Posted March 13 39 minutes ago, tibeodethuong said: I tested with CK3 1.18, piety level 6, and the limit still increased... So I think the codes u said are not hard-limit, it should add more to current limit (as the last image below). Or maybe I misunderstood something... hmm... It's a misunderstanding, the way the levels work in CK3 is that you start counting from 0. So Sinner is 0, Dutiful is 1, Faithful is 2, Devoted is 3, Paragon is 4, and Religious Icon, which is where your screenshot shows you at, is 5 and not 6. By default the Meritocratic government that you are using can't go beyond Religious Icon and it is the level after that, Divine, causing issues. If no other mods are affecting governments then the only ones that should be able to go past 5 are Regula and the two Indian governments that I can't think of the name for, but both of those governments also default to using vassal_limit_max so it makes it easy to use them for testing instead of needing to make your government Regula and then progress to the next piety level. 14 hours ago, RogalDornIncognito said: I’ve been looking around for a way to fix this, to no avail. It might be a mod conflict I’m not entirely sure, but I don’t think it should be. On the “Free the Keeper of Souls” decision, I don’t think it tells me the goals I need to have completed anywhere to complete the Glorious Ritual. The base requirements for the decisions are shown, and I meet all of those. So I went digging around in the mod files and found what I could. I am trying to complete the Glorious ritual. I am playing as a noble family in China from 867, and we have entered a Division era with my player character being the King of Liangzhe. As far as I can tell, I should meet the requirements to complete the Glorious ritual - My family is the Imperial Family (since we are now independent) 2+ of my court positions are held by Spellbound characters My realm size is greater than 5 My wife is Spellbound I am Spellbound I don’t think I’m missing any. I shouldn’t need to have powerful vassals be Spellbound since we aren’t Tribal / Feudal / Clan, right? Since we are Administrative (Celestial). Thanks for any help you can offer. Depending on the version you are playing with, which I'm assuming is the most recent public release from December 24th, the Glorious ritual has an issue with some of the government types that came out in Mandate. Below is a workaround until the updated version gets posted. On 12/31/2025 at 11:50 AM, merrick1031 said: The Glorious Ritual has 6 requirements but your screen shot is missing the 2 powerful vassals requirement. This requirement has workarounds for Nomad and Administrative governments coded in, but, at least in my file and I'm a version or 2 behind since I haven't had time to play, seems to be missing the newer governments. It looks like there was an update 3 days ago to the triggers so the issue might have been resolved and just not pushed out as a proper release yet. You can get around this issue for now by editing the line in the screenshot below and changing the "= 6" to instead be ">= 5" so that you only need to meet 5 of the requirements. The file can be found in the mod folder>common>decisions. 1
tibeodethuong Posted March 14 Posted March 14 6 hours ago, merrick1031 said: It's a misunderstanding, the way the levels work in CK3 is that you start counting from 0. So Sinner is 0, Dutiful is 1, Faithful is 2, Devoted is 3, Paragon is 4, and Religious Icon, which is where your screenshot shows you at, is 5 and not 6. By default the Meritocratic government that you are using can't go beyond Religious Icon and it is the level after that, Divine, causing issues. If no other mods are affecting governments then the only ones that should be able to go past 5 are Regula and the two Indian governments that I can't think of the name for, but both of those governments also default to using vassal_limit_max so it makes it easy to use them for testing instead of needing to make your government Regula and then progress to the next piety level. Depending on the version you are playing with, which I'm assuming is the most recent public release from December 24th, the Glorious ritual has an issue with some of the government types that came out in Mandate. Below is a workaround until the updated version gets posted. Tks for information, I have not known that before. I think there is a trick we can use here, because the limit is only applied for non-baron vassals, so just revoke all above-limit non-baron titles, then give them baron-titles only. Player still can equip Artifact +Domain limit to control more domains instead.
6ft3btw Posted March 14 Posted March 14 On 3/11/2026 at 8:30 PM, newworldborder said: Alright, nice. I've gone and made my edits then. Do you mind if I lift these and put them into my culture mod? I don't have AUH so I didn't really look at east Asia but it would be nice to able to include it.
pqrror Posted March 14 Posted March 14 For last two updates, I can't find where is regula council. I can only see normal council.
LustDemon69 Posted March 14 Posted March 14 7 hours ago, pqrror said: For last two updates, I can't find where is regula council. I can only see normal council. It's just a tab in the normal Council screen at the top. Have a screenshot?
pqrror Posted March 15 Posted March 15 3 hours ago, LustDemon69 said: It's just a tab in the normal Council screen at the top. Have a screenshot?
pqrror Posted March 15 Posted March 15 3 hours ago, LustDemon69 said: It's just a tab in the normal Council screen at the top. Have a screenshot? I found the reason. If I close elf destiny, I can see regula council.
crel Posted March 15 Posted March 15 (edited) Is the glorious ritual supposed to divorce your spouses and leave you with an unmarried Domina that can't be remarried because of the May Not Marry aspect of the Domina trait? I had 1 primary unlanded spouse, and 3 landed secondary spouses at the time of the ritual. It divorced the primary, but gave her Domina, and two of the three secondaries. The 3rd secondary it elevated to primary, but remained a Mulsa. Edited March 15 by crel
wfobeor Posted March 15 Posted March 15 I'm currently playing a game as celestial government China, when Regula Magistri is activated, is there any way to allow both male and female characters to become governors? Is there something I can change in the mod files to change the vassal inheritance gender law to equal gender? Also, is there a way to keep the title names as the default Chinese hegemon title names, instead of changing them into "magister" etc? Thanks!
bodygen Posted March 15 Posted March 15 On 3/11/2026 at 11:32 AM, merrick1031 said: So if the button is missing that sounds like a UI issue while if it is greyed out it could be several different issues. Can you include a screenshot and if the button is visible can you hover over so it shows the tooltip? See, no button whatsoever. Note that it's a "Duchy-Tier Province Title", and the "Current Situation" tells me that I can usurp it. Meanwhile the "Tripathi Kingdom" that showed up later (which I can't usurp for perfectly normal reasons, i.e. they're at war) has a greyed-out button. It's a "Kingdom Title" not a "Province Title" of any sort. I'm certain that the one that failed before (I used cheats on that one, sorry not sorry) was a "Kingdom-Tier Province TItle". So I'm going to blame this one on the administrative government thing, which is not a thing I am sold on (but as far as I can tell it's not a configurable choice), and I don't know why it happens for some realms and not others.
merrick1031 Posted March 15 Posted March 15 6 hours ago, bodygen said: See, no button whatsoever. Note that it's a "Duchy-Tier Province Title", and the "Current Situation" tells me that I can usurp it. Meanwhile the "Tripathi Kingdom" that showed up later (which I can't usurp for perfectly normal reasons, i.e. they're at war) has a greyed-out button. It's a "Kingdom Title" not a "Province Title" of any sort. I'm certain that the one that failed before (I used cheats on that one, sorry not sorry) was a "Kingdom-Tier Province TItle". So I'm going to blame this one on the administrative government thing, which is not a thing I am sold on (but as far as I can tell it's not a configurable choice), and I don't know why it happens for some realms and not others. I looked it up and it seems to be a design choice by Paradox. You can't usurp a title from someone with an Administrative form of government unless, and there was some debate over this, they don't own any of the counties within the title.
sexlabextra Posted March 15 Posted March 15 Been crashing every time I try to change a RM2 council position after being an adventurer. Other than that, It's been my go to for every CK3 mod list, along with Carn.
LustDemon69 Posted March 16 Posted March 16 On 3/14/2026 at 9:58 PM, pqrror said: I found the reason. If I close elf destiny, I can see regula council. Ah that makes sense. There is a *lot* of gui work with both RM and ED, so it stands to reason there'd be some incompatibility there.
makrolingo Posted March 16 Posted March 16 (edited) On 3/2/2026 at 2:25 AM, merrick1031 said: So this won't actually work. You can quickly test it by using just the Advanced cheats mod to make such an artifact on a Mandala ruler. The issue is that there are technically two types of Vassal Limit in the code, but both share the name Vassal limit in the game screens that the player sees. In your screen shots it shows you with a feudal government which has the standard piety level 5 restriction and uses the standard code vassal_limit from being a duke, king, emperor, or hegemon which applies to most government types, including the Regula government, and this is the code that the Advanced Cheat Menu adds to artifacts. The other code is vassal_limit_max which applies to the Mandala and Wanua government types. The problem is that the Regula government opens up the higher piety levels which are hard coded with vassal_limit_max because those higher levels are only meant to be achievable by very specific government types and that code overrides the standard vassal_limit so as soon as you hit Piety level 6 vassal_limit_max is the only thing that can change your Vassal Limit and there are very few ways to increase it. The way they coded it makes the higher piety levels hard to use outside of their intended purpose unless you overhaul quite a bit of vanilla code which is why the short term fix I suggest for the issue is to comment out the ability to get the higher piety levels in the Regula government. Same issue as above, the game rule changes vassal_limit and will work initially, but as soon as your piety level goes above 5 the vassal_limit is overridden by vassal_limit_max. Yeah it can happen. I know that Ban was working on it before stepping away, but I'm not sure if the cause was found. Basically for the moment all you can do is save before touching the councilor screen. So the solution is add "vassal_limit_max = 999" to character modifier block in regula government file Works perfect for me Edited March 16 by makrolingo grammar
Shane843 Posted March 18 Posted March 18 Is there any way to get back all the flavor text from the old alt-MAA? I liked the lore.
microbat1977 Posted March 19 Posted March 19 If there are no qualified candidates when attempting to appoint a regula advisory council, the game is forcibly terminated. The version I am playing is 1.18.3.1.
BadAtMakingUsernames Posted March 19 Posted March 19 Making the raid targets also work for the raid manor scheme in Japan governments would be nice, unless I somehow fucked up that interaction
LustDemon69 Posted March 22 Posted March 22 6 hours ago, Underlake said: So you need a seperate mod for unlimited children, yes? I don't believe so, I think RM2 raises the child limit itself. Or, at the very least, because you'd have so many spouses, the limit doesn't matter. You'll get exponential growth regardless of whatever you do.
LustDemon69 Posted March 25 Posted March 25 9 hours ago, PolicyMaker said: Wish next update we can do Regula hegemony. Well you can get Regula Admin, with the changed values for Vassal Limit, and then there's a couple mods that let you form a custom hegemony, and there's even a set that work together to have an expanding Hegemony. That's kinda what I try and go for on average, or at least until I get bored.
Arcticcz Posted March 25 Posted March 25 (edited) Wassup fellas So, been playing around with Ban's mod and managed to fix the mutare interactions to work again for Regula admin government. Mutare interactions not working: You need to change max. devotion level back to level 5 max, basically avoid Mandala government levels of devotion. After that, it works ok again, just tested it. Replace file with regula_government_types attached below Path: Documents\Paradox Interactive\Crusader Kings III\mod\Regula_Magistri\common\governments Plaing as a female magister: As for the other one which was discussed here, female player being able to become Magister. Wanted to do it as well for a long time after so many times playing as a dude, now it is "playing as Demoness futa turning the relm into VERY fucked up place" Quite easy, just couple lines deleted to clear restrictions as well as 1) Documents\Paradox Interactive\Crusader Kings III\mod\Regula_Magistri\common\decisions Replace regula_initialize_decision file. Nothing major, just deleted requirement to be male 2) Documents\Paradox Interactive\Crusader Kings III\mod\Regula_Magistri\common\traits Replace Regula_trait file. Again, just deleted the line with gender being male as requirement, so it works for female player as well. 3) Documents\Paradox Interactive\Crusader Kings III\mod\Regula_Magistri\common\laws Lastly, be sure to overwrite the laws using the attached files. That corrects issue of female player divorcing her spouses due to regula laws. What it does: Edits the files to allow both males and females and work with some special laws from other mods that even limit inheritance and such to females only. Have a good one, I know I do PS: Updated it for the latest version on git hub that I have tested today. The "regula_traits" is different compared to LL version here from December, so be sure to use the latest github version to avoid issues. regula_succession_laws.txt regula_title_succession_laws.txt regula_initialize_decision.txt regula_traits.txt regula_government_types.txt Edited March 25 by Arcticcz 2
Xenon1243 Posted March 25 Posted March 25 Yea seems like the dude who updated this in the first place just totally went MIA lol
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