Crusader Kings II

Crusader Kings II

Nomination Succession Law
31 Comments
Will-O'-the-Wild 19 Mar, 2023 @ 6:21am 
Can the AI use this law? Also does it work for pagans both reformed and unreformed?
michaelb958  [author] 18 Sep, 2020 @ 2:35am 
@Phoenius Tentative. We'll see about it once I have CK3.
Phoenius 17 Sep, 2020 @ 6:36am 
Are there any plans of making something akin to this in CK3?
michaelb958  [author] 9 May, 2019 @ 2:41am 
@çar Just fired up 1220 start and it shows up perfectly. Have you checked for conflicts with other mods?
çar 8 May, 2019 @ 5:49am 
I can't see it at all.
michaelb958  [author] 8 May, 2019 @ 2:06am 
@çar Can you see the law (greyed out), or can't you see it at all? Which it is is critical to debugging.
çar 7 May, 2019 @ 4:23pm 
Okay so I found it but I can't see it. Something is wrong. I'm playing as Mongol empire, nomad or settled feudal neither option gives me the nomination succession.
michaelb958  [author] 6 May, 2019 @ 1:07am 
@çar I'm not exactly an expert at troubleshooting Steam Workshop. If you've looked in My Documents\Paradox Interactive\Crusader Kings II\mod and don't see anything, it's unfortunately beyond my ability to help. Sorry! (You may wish to try the direct download from the Paradox forums.)
çar 5 May, 2019 @ 4:21am 
I can't find the mod file despite I subscribed. Any help with that?
Thy Sire 20 Apr, 2019 @ 4:08am 
loves dat thanks!
michaelb958  [author] 26 Mar, 2019 @ 12:17am 
Ah, government types. Those are a massive pain to mod in a way that's compatible with any other mod...

(The reason your government changed when you gained a title is that's one of the [relatively few] times the game actually checks government conditions.)
Deweaponized Autism 25 Mar, 2019 @ 6:28pm 
I figured out a fix for it:
in the feudal_governments file in Governments, I just added the nomination succession law under the potentials so that instead of requiring imperial elective, it's either imperial elective or nomination.
Deweaponized Autism 25 Mar, 2019 @ 6:09pm 
Just to clarify: It switched me whenever i gained titles.
Deweaponized Autism 25 Mar, 2019 @ 6:08pm 
Sorry for not clarifying. I did have the Option for Byzantines allowed, but when I had Nomination chosen as the law, it kept switching me to feudal. I was just wondering if there's any solution to that problem?
michaelb958  [author] 25 Mar, 2019 @ 12:29am 
@Cuxton I'm not 100% certain what you're asking. If you'd like to use Nomination as the Byzantine Empire, there's a game rule that should allow that; and merchant republics should have Nomination disallowed always, but I can make a game rule for that if you're interested. If you're asking something else, please clarify :)
Deweaponized Autism 24 Mar, 2019 @ 1:28pm 
Do you know if there's any way to make it compatible for Imperial? I had it enabled and it kept switching me to feudal, as well as one time when i took over a merchant republic, it ended up making my government into a merchant republic and giving an instant G/O.
Dratoran 1 Feb, 2019 @ 6:21pm 
Thank you for your answer and your help, because this is a really big problem for my mod idea and it gives me quite a headache xD

That the other traits work might have nothing to do with them being listed in the trigger. If I'm not mistaken all traits listed there have the "cannot_inherit = yes" line, which means they would disqualify their holder from inheriting anyway.

Deleting the dynasty requirement has no effect on which candidates are eligible. Same with adding requirements like gender (e.g. is_female = yes) or attributes (e.g a certain age). Whatever the game currently uses to decide which candidates one can choose from, the trigger requirement has apparently nothing to do with it.
michaelb958  [author] 1 Feb, 2019 @ 5:21pm 
@Dratoran Doesn't work for me either, but other trait conditions in that block work fine. I'm investigating in more detail now.
Dratoran 1 Feb, 2019 @ 8:42am 
Hey, I'm currently trying to make a new succession law and therefore wanted to look at your mod to see how it works. I'm stuck on a problem however and I'm hoping you might know a solution. I tried to change the "nsl_is_candidate_trigger" in your mod, but whatever I modify doesn't have any effect ingame. For example: I added the line "trait = lisp" in the last NOR bracket (where things like "trait = cat" are listed to exclude such candidates). Nevertheless characters with lisp are still eligible ingame while having the nomination succession. If you want to test it yourself I recommend to start as Sweden / Björn Ironside in 867. He has a son that lisps.
michaelb958  [author] 31 Jan, 2019 @ 8:21pm 
"Balance" is now configurable by game rule. Probably not easy to turn it on mid-campaign, though.
michaelb958  [author] 29 Jan, 2019 @ 4:57pm 
Actually, this is the excuse I need to clean up the script a bit. I'll get right on it.
michaelb958  [author] 29 Jan, 2019 @ 4:43pm 
@Mr.games I'll look into it, but I'm reluctant to make multiple versions of a mod, and I don't know how easy it'll be to add a game rule to control it.
Mr. games 29 Jan, 2019 @ 2:07pm 
I just kinda started the game and I hope for you to make a mod just like this one with out the "balance"
Staszekr03 25 Jan, 2019 @ 8:45am 
@OLD what i thought Tanistry was when i first saw it.
TWrecks 10 Dec, 2018 @ 3:23am 
Indeed! xD Nice mod btw.
michaelb958  [author] 10 Dec, 2018 @ 1:33am 
No need to apologise - after all, now we know how to fix it!
TWrecks 10 Dec, 2018 @ 12:56am 
Sorry I fixed it by unsubscribing and resubscribing
michaelb958  [author] 10 Dec, 2018 @ 12:54am 
@TWrecks the Chaos Rippler Not sure off the top of my head; I'll look into it.
TWrecks 9 Dec, 2018 @ 7:23pm 
It doesn't seem to want to show up in my mods list.
Any ideas?
Glebowsky 4 Dec, 2018 @ 10:31am 
I guess it a sort of tanistry succ?
Osariusz 4 Dec, 2018 @ 8:41am 
Awesome thing!