Crusader Kings III

Crusader Kings III

Houses Traditions
1,159 Comments
Beyond Disbelief  [author] 9 hours ago 
@St.Jericho

That's odd. I've been playing Valor tradition in China for a couple generations (Yeah I still don't really have time, but couldn't resist since its super shiny) and the relevant Valor mechanics worked flawlessly for me. The only thing I realize I should do (which doesn't affect China) is nerf the valor legitimacy penalties because Mandala government mechs would destroy Valor (I still think Feudal gets too much legitimacy from war unless they changed it.)

That being said I don't think that section of the error code has to do with any crashes. There's a possibility they depreciated or changed the way the scope liege_or_court_owner works but unless I find more free time I'd need someone who's following the modding changes more closely to LMK if something needs to be changed there with the syntax.

So far, though, the gender check for prowess training specific to Valor seems to be working as expected, so I'm not sure that's even a "real" error.
St.Jericho 10 hours ago 
Hello, been using your mod for a long time and love it. Unfortunately I'm getting similar errors when I crash (although don't know if they're causing the crash). Oddly they also reference valor house tradition like the comments I see below.

[16:56:14][E][jomini_script_system.cpp:303]: Script system error!
Error: liege_or_court_owner trigger [ Failed context switch ]
Script location: file: common/scripted_triggers/house_trad_scripted_triggers.txt line: 33 (is_dominant_gender)
file: events/house_valor_events.txt line: 13 (house_valor.0001:trigger)
file: common/on_action/house_trad_birthday_actions.txt line: 72 (house_valor_child_prowess)
南吕十三 12 hours ago 
The game shows you can make a decision even when the conditions for creating a branch aren't met, but it crashes as soon as you click, like with Governor Gao Pian in 867.
Beyond Disbelief  [author] 6 Nov @ 11:28am 
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Toda Hiromatsu 6 Nov @ 10:56am 
@Adams & @Beyond Disblief - My game also crashed after trying to accept a Grand Wedding Invitation - the crash logs also reference this mod as per the below excerpt. I am also playing with the Unofficial Patch (Mod version 9.0.4) enabled as others have mentioend this could be related. Hope this can help you localize the issue.

[13:23:06][E][jomini_script_system.cpp:303]: Script system error!
Error: Left side and right side during comparison were of different types (left was 'dynasty_house', right was 'character')
Script location: file: events/house_traditions_events.txt line: 110 (house_trad.0001:option:trigger)
file: common/decisions/house_trad_decisions.txt line: 85 (establish_house_traditions_decision:effect)
Adams 2 Nov @ 9:59am 
New fresh game save. I'm playing in India. I'm adding more error lines that relate to the mod, maybe that will help you.

Error: trigger_event effect [ trigger_event missing event/on_action ]
Script location: file: events/house_traditions_events.txt line: 8290 (house_trad.2001:immediate)
[16:54:11][E][jomini_script_system.cpp:303]: Script system error!

Script location: file: common/scripted_triggers/house_trad_scripted_triggers.txt line: 33 (is_dominant_gender)
file: events/house_valor_events.txt line: 13 (house_valor.0001:trigger)
file: common/on_action/house_trad_birthday_actions.txt line: 72 (house_valor_child_prowess)

Error: trigger_event effect [ trigger_event missing event/on_action ]
Script location: file: events/house_traditions_events.txt line: 8278 (house_trad.2001:immediate)
Beyond Disbelief  [author] 2 Nov @ 8:58am 
@Adams Definitely seems odd! Unfortunately the error logs in this case doesn't really give me any insight as to what's happening. Is this a grand wedding from an existing save (prior to the 1.18 patch) or a fresh game? Is there anything else worthy of note about the betrothal?

Even though I've only ran observer mode for a few years at a time when I tested last night (I really don't have time to play lately) I have to imagine between other users and the NPCs there has to have been some grand weddings already.
Adams 2 Nov @ 8:45am 
When reviewing the error logs, these two parameters appear most frequently.

[E][succession_order.cpp:703]: Failed build succession for
+
[E][jomini_script_system.cpp:303]: Script system error!
Error: liege_or_court_owner trigger [ Failed context switch ]
Adams 2 Nov @ 8:38am 
Somehow, this mod caused a crash during the grand wedding, specifically during one selection option. I have a few other mods, but the only one that could cause a problem with this mod is an unofficial patch. After disabling the mod, the wedding ended without any issues.
Lokki 2 Nov @ 2:56am 
I honestly would completely understand if you simply stopped updating out of sheer spite against the constant update?!?!? spam.
Kopyum 2 Nov @ 1:33am 
Thank you!
Beyond Disbelief  [author] 1 Nov @ 9:01pm 
I also noticed there's a lot of new operators like != and ?= and some changes in syntax in the vanilla files. I really don't have time to understand these changes and figure out whether or not any of my stuff needs to be updated to the new syntax. Please LMK if anything breaks and if anyone is a modder please LMK what I might need to pay attention to.
Beyond Disbelief  [author] 1 Nov @ 9:01pm 
Updated.

Change Log:
Updated to 1.18.* via diff merge & extremely limited testing
- Identified the issue that was causing the event not to show up. I dislike the direction they're going with less and less error tolerance.
- Base assignment of AI weights for the new Dynasty Legacies based on wiki information and the AI's chosen tradition. I did not try or play with any of the new legacies.
- Updated Marriage script triggers. Hopefully nothing breaks.
- Updated Cadet House founding to include the new Japan stuff. It's very involved so I hope I didn't break anything. Please let me know ASAP if something about the way Japanese government founding of cadet houses isn't working as intended.
Dragonxxx 1 Nov @ 3:42pm 
He's one of the most reliable mod creators; give him a break. It will be updated soon.
JustBodun 1 Nov @ 1:55pm 
updated pls!!!
Puu 1 Nov @ 1:38pm 
i starting new game. When will the mod be updated?
Cagallo 1 Nov @ 9:56am 
While the mod is pending update, to make it work do the following: open the house_traditions_events.txt and delete all those parts related to AGOT and 'Fox and Bear'. Then the event triggers when the decision is selected.
gartengardgar 1 Nov @ 9:06am 
update!!!!!!!!!!!!!!!!!
lishouxuan121212 1 Nov @ 6:37am 
upadte!!!!!!!
الشيطان الأبيض 31 Oct @ 8:34am 
please update this mod is a cornerstone in every single play through lol
Tropigo 31 Oct @ 2:37am 
update ?
Kirisikit 30 Oct @ 5:39am 
What heliostellar said, desperate for this to work again! Thanks for making it too, incredible addition to keep a family theme
Grym 29 Oct @ 3:29pm 
hard to play without this mod <3
SalahadDin 29 Oct @ 6:46am 
I love this mod so much. Could the you update it to version 1.8?
Yúkinari_Loveless 29 Oct @ 6:18am 
Yeah what heliostellar said , i really like this Mod so a update would be great <3 ! Thanks for putting it out there ♥
heliostellar 28 Oct @ 8:53pm 
Needs an update post-AUH... the decision appears, but the window to select the tradition immediately closes
blayzegothis 23 Oct @ 6:52am 
Goat 😍
Beyond Disbelief  [author] 9 Oct @ 6:14pm 
@blayzegothis updated.
blayzegothis 3 Oct @ 3:09pm 
Can't play CK3 without distinction, update the mod please. :rofl:
Stradit 15 Sep @ 8:03pm 
I have made a little submod that sets traditions for a number of canonical houses in AGOT, It needs a new save as it acts on game start.

You can find it here :)
domi5599 14 Sep @ 9:35am 
Is the mod fully compatible with mp?
We had game breaking out of sync with errors in the log from house tradition?

Or is the mod not compatible with the newest dlc?
hjk234 9 Sep @ 9:18pm 
So is this mod supposed to have functionality for AGOT? Apologies, couldn't tell from that related thread, whether it has hard-coding for the houses to always have the mentioned traditions. Doesn't appear to be the case, but could never tell if cuz of bad load order.
stp5987 9 Sep @ 4:45am 
I wish we could modify the existing tradition. The current method forces debug mode, which makes the challenge impossible to complete.
AmyWithRose 31 Aug @ 11:46am 
Hi, thank you for this great mod! For anyone wanting to remove house tradition via command in debug mode: effect = { house = { remove_house_modifier = trad_vigilance } }
It worked for me at least (just change trad_vigilance parameter to your house tradition.
Beyond Disbelief  [author] 26 Aug @ 7:50am 
@ErkanVerner there should be zero code in this mod that touches notifications nor anything like what you described. You may have accidentally disabled it yourself? IIRC there's some short cuts when you you dismiss a message that may permanently turn it off for a particular save but you can open up the messages manager or whatever its called to re-enable it.
ErkanVerner 25 Aug @ 5:17am 
Great mod! I wonder if this is intentional or not, but with this mod, the "situation notification" about a child needing a guardian doesn't always show up. It showed up for my player heir, but not for my other children. Is this intended, or can it be changed with some settings?
HeirandtheSpare 15 Aug @ 6:45am 
I assume this is incompatible with Love, Marriage and Family? Does anyone know?
Schwefelgelb 13 Aug @ 3:38pm 
Can you please add decision to change house tradition?
ยิงเขมร 12 Aug @ 7:23am 
Can you make a rule so we can disable this for AI ?
cuomo860 11 Aug @ 8:34pm 
If i'm reading the code right on this, wouldn't it be easy enough on house_vendetta.0001 for the variable "killed_house_members" to add into the limit "is_close_family_of = root" so the extended family members are excluded from the list.
Garlic 11 Aug @ 7:43pm 
@Beyond Disbelief I don't think it's a playstyle difference. I think the mod currently doesn't limit the number of rivals or nemeses. I only assassinated one member of vengeance house, my wife, and it was never exposed. As a result, most of their house, who are also in my dynasty, marked me as their nemesis as soon as they turned 15. Yes, I had a high opinion from them as a high diplomacy ruler, but that didn't matter since I loaded the save and learned I was killed by a nemesis follower of adventure camp who had +72 opinion.
I don't actually mind that I got revenge killed but the fact that the assassination plots just kept coming one after another with no shortage of nemeses. Naturally, like Demigod said, followed by tons of popups about murder plots, new rivals, dead rivals, scheme accomplices... That's what I find it unpleasant. I can understand if it's close family, but even some distant relative who is just sharing last name? That's what I find it weird and unnatural.
Beyond Disbelief  [author] 11 Aug @ 5:12am 
@Garlic for reference I also almost never choose intrigue focus so it's not like I tend to have high intrigue either. I do tend to blob into empire within a generation or two starting as a count though. I can't think of much significant playstyle impacts/interaction with the mechanic.

One thing of note is I tend to end up with +100 opinion with nearly everyone by the time I hit Emperor rank but I don't think that's a playstyle difference and its by virtue of the vanilla mechanics where Emperors and Exalted Amongst men gives like +60 opinion or something before the diplomacy/chancellor buff to opinion.
Beyond Disbelief  [author] 11 Aug @ 5:09am 
@Garlic I haven't actively played since the adventurer camps update but I've played extensively possibly several hundred hours with the mechanic on without going out of my way to change my own execution/murder habits and TBH I never even micro/check if the person i'm executing/assassinating is from a vengeance house.

Can you tell me more about your playstyle so I can try to identify my blindspot to how this is creating this level of frustration for you?
Garlic 11 Aug @ 4:18am 
@Beyond Disbelief Hard to believe 50 characters knew I murdered her and never decided to blackmail me, but sure. I can see that happening. But my problem is not about secrecy. It's about the overwhelming numbers of my nemesis and countless inevitable assassinate attempts. I ended up killed by one of them, and it was very unpleasant experience. It's not a great feature if it prevents a part of the gameplay by giving a huge, unnecessary penalty. I'd say it's game-breaking mechanism.
Beyond Disbelief  [author] 10 Aug @ 11:49am 
@weaponised autism the decision to set a tradition itself should not conflict with any mods since its a decision unique to the mod. If you are running custom ruler make sure it is a normally created character with normal amount of traits. If you want to cheat on the number of traits do it after you select the tradition because house traditions need to evaluate your character's traits to determine eligible traditions.
weaponised autism 10 Aug @ 6:36am 
Are there any known incompatibilities/ load order issues/ dependencies? I have the mod installed and the decision to set a house tradition is there but whenever selected it just won't function. It doesn't crash the game but it doesn't seem to work for me which is a shame because I enjoyed using it in previous runs.
Kate27 7 Aug @ 11:47pm 
I would love a way to change House Tradition ! I've had a few runs where I picked the wrong option lol
Beyond Disbelief  [author] 6 Aug @ 1:15pm 
When I have time I can take a look at the code again I thought I specifically filtered for if they could have known about it. Are you sure the assassination was undiscovered? The way I filtered was 1) If it was publicly known and 2) If they know about the murder secret. At least that's the intention. It's possible the conditions aren't working properly.

Don't do executions though.

As for integrating with House Feuds that's much more involved and I have to see if that's DLC-locked because I don't want to maintain a DLC and a non-DLC version.
Garlic 4 Aug @ 7:35pm 
@UnholyDemigod I was about to comment the same thing. I assassinate my wife from vengeance house and now I got 50 rivals who somehow know I'm the killer which is indeed awful. Vengence needs more polishing, seriously.
SilentN4saken 2 Aug @ 12:10pm 
I'm really only picking valor for the kids start to learn swordmanship at an early age an members being more likely to pick martial ed , would love a lesser version that's called warrior's or something