Crusader Kings III

Crusader Kings III

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Knight Manager Continued
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File Size
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Updated
393.735 KB
12 May, 2023 @ 8:27am
7 May @ 6:49pm
18 Change Notes ( view )

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Knight Manager Continued

Description
If you want to support me: You could buy me a coffee <3[ko-fi.com]



Knight Manager Continued
is a continuation of the already brilliant but sadly outdated Knight Manager mod and adds more options.
The mod also incorporates the changes done by Better UI Scaling to the knight window and makes the options hidable to better work with small screens.

Features
MP:
Switch between the Singleplayer and the Multiplayer version of the mod!

Dynasty:
  • House
  • Dynasty - Does not include House Members
Realm:
  • Nobles (means everyone who is not lowborn) - Does not include Dynasty/House Members
  • Commoners (means everyone who is lowborn)
Family:
  • Spouses
  • Children (includes grandchildren)
  • Children's Spouses (includes grandchildren's spouses)
  • Player Heir
Special Relations:
  • Lovers (includes soulmates)
Liege:
  • You (the player can serve as a knight in the liege's army)
Vassals:
  • Rulers (means every landed ruler above barony tier)
  • Barons
Court:
  • Courtiers - Does not include Court/Council Members
  • Court Positions (not affecting bodyguards and garudas)
  • Councillors
Prowess:
  • Terrible (below 5)
  • Poor (5 - 8)
  • Average (9 - 12)
  • Good (13 - 16)
  • Excellent (above 16)
Traits:
  • Wounded
  • Pregnant

Compatibility
  • Overrides can_be_knight_trigger in 00_war_and_peace_triggers.txt
  • Overrides window_knights.gui
As long as another mod does not edit this trigger or gui window, this mod should be compatible with it.

Supported Languages
Other languages may use some english descriptions.

Permissions Policy
You may use Knight Manager Continued in your mod, but you MUST credit the author on your mod's description page.

Credits
Popular Discussions View All (1)
2
1
7 May @ 6:50pm
Polish localization
Zszywka
425 Comments
Kodabear1987 24 Aug @ 2:56pm 
I believe something with this mod is crashing the game ,but if it's not sorry in advance. The error log:

[14:05:10][E][jomini_script_system.cpp:284]: Script system error!
Error: is_child_of trigger [ character (is_child_of (target character)) was null ]
Script location: file: common/scripted_triggers/kmc_trigger.txt line: 202 (KM_can_be_knight_trigger)
file: common/scripted_triggers/ππ_wld_triggers.txt line: 100 (can_be_knight_trigger)
file: common/scripted_rules/interactive_scripted_rules.txt line: 13 (can_be_knight)

[14:05:10][E][jomini_script_system.cpp:284]: Script system error!
Error: is_grandchild_of trigger [ character (target character) was null ]
Script location: file: common/scripted_triggers/kmc_trigger.txt line: 203 (KM_can_be_knight_trigger)
file: common/scripted_triggers/ππ_wld_triggers.txt line: 100 (can_be_knight_trigger)
file: common/scripted_rules/interactive_scripted_rules.txt line: 13 (can_be_knight)
tilarium 14 Aug @ 4:49pm 
Update: May 3 @ 10:07pm
- Updated for 1.16

Discuss this update in the discussions section.
SunBoy52 14 Aug @ 4:38pm 
This is updated for 1.16 correct?
JSJosh 11 Aug @ 4:19pm 
Update: These crashes stopped immediately after I moved this mod to the very bottom of the mod list.
JSJosh 11 Aug @ 8:40am 
I can concur, I am also getting errors like that, and my game is also crashing pretty much every in-game year.
Iecerint 10 Aug @ 1:57pm 
I think I'm getting the same error others mentioned awhile back:

[13:52:35][E][jomini_script_system.cpp:284]: Script system error!
Error: is_child_of trigger [ character (is_child_of (target character)) was null ]
Script location: file: common/scripted_triggers/kmc_trigger.txt line: 202 (KM_can_be_knight_trigger)
file: common/scripted_triggers/kmc_trigger.txt line: 409 (can_be_knight_trigger)
file: common/scripted_rules/00_rules.txt line: 128 (can_be_knight)

[13:52:35][E][jomini_script_system.cpp:284]: Script system error!
Error: is_grandchild_of trigger [ character (target character) was null ]
Script location: file: common/scripted_triggers/kmc_trigger.txt line: 203 (KM_can_be_knight_trigger)
file: common/scripted_triggers/kmc_trigger.txt line: 409 (can_be_knight_trigger)
file: common/scripted_rules/00_rules.txt line: 128 (can_be_knight)
-=GoW=-Dennis 14 Jul @ 3:24pm 
Theres an issue with the UI when trying to restore an inactive accolade - you can click the button, but the potential options for knights to revive the accolade will be displayed after a large empty space and the buttons and borders will be bugged.
Finarfin 30 Jun @ 7:53am 
Where should this be in the load order? Even after unsubscribing and resubscribing, I'm no longer seeing this mod's interface show up in a new game.
󠀡󠀡 18 Jun @ 6:17am 
I think knights should be looked as Prowess + Martrial for better calculations
Sinful knights shouldn't be knights
pls
SEX TERMINATOR 13 Jun @ 5:59pm 
@Your Selen Dragoones Boi
all mods are compatible with ironman and achievements