Crusader Kings III

Crusader Kings III

Lifestyle XP from Skills
147 kommentarer
𝑺𝒆𝒍𝒍𝒆𝒄𝒔🎡 9 nov, 2024 @ 5:57 
Pls update!
Dradka 20 okt, 2023 @ 22:10 
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3056145532

Here is an updated version that includes 5 star education traits and so far also includes More Lifestyles mod compatibility.
varrenwayne 9 okt, 2023 @ 12:48 
This has always worked and seems to always work no matter what version or total conversion I'm playing with, the only thing it doesn't do is add additional experience for new lifestyle trees. Gigachad Mod and will always be a forever use mod for any of my playthroughs!
小怪不会死 30 maj, 2023 @ 3:36 
PLZ,UPDATE
firespark84 13 maj, 2023 @ 18:44 
does not work for the current version, dont be lazy and use the always up to date option for mod version
Rykhath 18 nov, 2022 @ 16:56 
Whats even funnier is this 100% works fine with 1.7.2, not to mention people can easily and I mean easily fix the silly " this mod was made for a different version " pop=up..:albino_trait::albino_trait:
Dr Chaz 17 sep, 2022 @ 3:02 
Before you guys post anymore shit saying to "Update!" The author abandoned the mod and probably doesn't play this game anymore. He is human after all. So either use as is, wait for someone else to take this mod and update it, or just simply move on.
💀Kralazar Mallus💀 16 sep, 2022 @ 21:33 
Kurva, we need 171 upd
💀Kralazar Mallus💀 16 sep, 2022 @ 21:32 
UPDDDDDDDDDDDDDDDDDD
MACHINE 14 aug, 2022 @ 10:55 
Can you patch to work with 'Lifestyles Expanded - Prowess'?
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2845252484&tscn=1659842029
你失散多年的爸爸 13 jun, 2022 @ 22:12 
1.6?
Moireach 3 jun, 2022 @ 6:55 
Hey mate, are you planning on updating this for 1.6?
kureshka_13 24 apr, 2022 @ 10:44 
Could you please sugges how can I increase the number of passive points (more than 4)?
Lemur  [skapare] 14 mar, 2022 @ 0:52 
linked it in the mod description :)
Licarious Fenrir 13 mar, 2022 @ 19:54 
Because of stability issues it is a bit more cut down than what I wanted but here is my patch https://gtm.steamproxy.vip/sharedfiles/filedetails/?edit=true&id=2778728028
S̴̻̝̺̗̖͍̑̑͜F̸͊̔͐̚ 13 mar, 2022 @ 1:55 
@Licarious Fenrir
Sounds like a awesome submod! please post the link if you decide to upload it!
Lemur  [skapare] 20 feb, 2022 @ 0:29 
dont mind at all, go ahed :)
Licarious Fenrir 19 feb, 2022 @ 18:24 
I have been maintaining a patch for my personal use. That grabs all the xp mult modifiers from CK3 and several major mods, and adds them to your event. As well as, removes active point generation from selected lifestyle.
Do you mind if I release that submod?
Lemur  [skapare] 14 feb, 2022 @ 5:17 
@milk tea
I have no knowledge of how to do that, sorry
Milk tea 14 feb, 2022 @ 0:24 
Can you fix the issue where the AI doesn't get all the perks because of the cooldown?
Dr Chaz 12 feb, 2022 @ 0:25 
I'd still like to see you develop this mod more though <3
Lemur  [skapare] 11 feb, 2022 @ 0:19 
Hey guys I updated mod to 1.5. Literally nothing changed inside how it works, just the displayed version, since there were comments that it works fine
Dr Chaz 10 feb, 2022 @ 23:55 
one day. still works tho
Endovelicus 10 feb, 2022 @ 20:23 
waiting patiently
Rykhath 10 feb, 2022 @ 5:50 
So the mod works fine without update. It works with royal court.
Averious ღ 9 feb, 2022 @ 7:26 
Update, please.
Lemur  [skapare] 27 nov, 2021 @ 15:03 
@Raif

Sorry for the late response. I don't think it's doable in any "easy" way. I guess you could try setting a flag/variable for every 100 years dynasty survived, though I don't know if it's possible to add these on dynasty scope. maybe pass this flag/variable from parent to children? And I don't think it's possible to "lower" cost of a perk, instead you could go for adding 100/200/300/etc exp in some way after a perk is selected? Or making a trait that adds +10/+20/+30% lifestyle exp, this would reach the same effect of getting new perks faster

basically what you want is something very specific, there are no built-in tools to do directly that, and it's completely not related to how my mod is created
Raif Redacted 31 okt, 2021 @ 21:13 
this seems like my only legit option, so thanks for having it available.

do have a question, if you don't mind, about modding for this sort of thing: if i wanted to have/make a mod essentially dynamically check if your family line is alive every 100 years, then lower the total required experience to level a lifestyle (from 1000 to 900, then 900 to 800, etc), would that be doable? in my mind, it's an interesting way to reward the player (and playable AIs) for surviving the game in a single bloodline/household. kind of like genetic memory, allowing for things to be picked up faster. or roleplayed as family secrets or journals teaching how to learn from their mistakes.
Dr Chaz 27 sep, 2021 @ 11:43 
Makes sense. I'm low-key waiting for the DLC to finally drop as well.
Lemur  [skapare] 27 sep, 2021 @ 7:20 
I'm currently not playing CK3 myself, waiting for DLC to drop, if I get into it again I'll probably start working on mod again

so, yeah, long vacation I guess xd
Dr Chaz 25 sep, 2021 @ 18:59 
Did @Lemur give up on the mod or just taking a VERY long vacation from it?
[2RCP] Enzo 29 jul, 2021 @ 1:01 
Hi,
thanks for this mod.
is there any default value you recommend to avoid to be a bit too easy ?
Kalisa 14 jul, 2021 @ 20:27 
not sure if its intended but it seems AI more widely distribute their points rather then focusing trees now, the heir i just inherited was martial focused, 12 points, and they had literally 4 points in each tree rather then focusing, not a big deal and not sure if its really this mod doing it, just thought i would bring it up in case.
Lemur  [skapare] 19 jun, 2021 @ 12:55 
uploaded

it's been some time since I have been properly modding, so please let me know if everything works fine
Lemur  [skapare] 19 jun, 2021 @ 12:43 
ok, rather than modifying the "multiply = 0" value i made it so that the "can_start_new_lifestyle_tree_trigger" is always true (I have actually tried to make it so earlier which you can see in the "scripted_triggers" folder in my mod but I have now added another test decision to check for that trigger and it turns out it never worked :( ) so its never multiplied by that value - this way it's more mod-compatibility friendly as many other mods may be tweaking existing lifestyles and there'd be a file collision as both mine and that other mod would be using the same files, or mods adding new lifestyles would still be using the vanilla "multiply = 0" thingy and would not work

so, expect update including that fix in a few minutes :)
Chip56 19 jun, 2021 @ 2:51 
Addendum:
I tested it in a game, where i had a couple AI characters that already had some points for other trees.
My test approach was: switching to observer mode, going into their trees and just pumped the speed to maximum since i had a feeling that the Ai might only check every now and then if they can use their points.
And indeed that seems to be the case since as i mentioned they used about 1 perk point per year. So if you want to check yourself you might have to watch a few years to see them using other perk points than their main tree, especially if you set the multiplier for this line rather low. So changing that file willl be enough as long as they get less than 1 point in total per year. I didnt investigate where they are actually assigning the points and probably wont will since for my own purposes the fact that they now use them at all is sufficent.
Chip56 18 jun, 2021 @ 15:44 
Yes, they used their perks. Although at a slow rate of 1 perk per year.
Lemur  [skapare] 18 jun, 2021 @ 14:53 
from what I remember I did try changing it and came into conclusion that it's called only when AI is gaining land and their accumulated perk points are distributed, not throughour the rest of the game. but maybe after patches it works differently, did you actually try it yourself and it really made AI use their perk points?
Chip56 18 jun, 2021 @ 9:12 
The stupid solution to the mentioned situation: change the multply to any value bigger 0 in every lifestyle_perks file. Even 0.1 is enough that the weight is no longer 0 and they start using their perks. Minor side effect: they might start a new tree instead of filling a tree fully.
Chip56 18 jun, 2021 @ 9:09 
In case anyone else is interested: I found the issue why the AI is too stupid to use the perks.
In each file for the lifestyle trees you will find this code:
if = {
limit = {
can_start_new_lifestyle_tree_trigger = no
}
multiply = 0
}
Which basically tells the AI: If you are not finished with your current tree: Dont start a new one. However that can_start_new_lifestyle_tree_trigger is stupidly simple and does not take into consideration that different lifestyle trees might use diferent perk points.
So as soon as the AI puts 1 point into for example a intrige tree it MUST finish that tree, even if it has unlimited points for stewardship, martial and learning. Which leads to the fact that if an AI starts a tree outside their lifestyle they are pretty much stuck forever.
Wesh 28 mar, 2021 @ 9:34 
Could we get an option to redeem extra perk points for an additional attribute point?

Maybe 5 perk points per skill point?
Margok 16 mar, 2021 @ 14:09 
Update?
abel1717 23 jan, 2021 @ 7:56 
The mod does not load. I even unchecked every other mod, but it does not load. I uninstalled it, and downloaded it again, but nothing. Please, advice.
f0x. 12 jan, 2021 @ 10:09 
great mod, love you man!
Ube 10 jan, 2021 @ 16:04 
I think this mod is too OP. I get wayy more skills than I want. Can you add an option to get less xp?
Dave Stevens 24 dec, 2020 @ 17:16 
Oh that's weird. I'll look into it some more. I really like the idea here, but I don't feel like using it as long as only my character benefits.
Lemur  [skapare] 24 dec, 2020 @ 12:33 
but the AI won't use perk points they gained with this mod even on trees that match their lifestyle, at least in my experience
Dave Stevens 24 dec, 2020 @ 11:01 
EDIT: It looks like the AI always picks the lifestyle corresponding to the character's education trait and will only use perks corresponding to that lifestyle. You may be able to just delete that "has_education_<trait>_trigger = yes" under "auto_selection_weight" and maybe then they'll use those perk points.
Dave Stevens 24 dec, 2020 @ 10:57 
With regard to the AI characters not using the perks they get from the event, have you checked the ai_will_do attributes on those perks? Perhaps they will only pick them if they have one of the relevant lifestyles. Maybe you can create a flag or something to make the AI realize that it has to use those points.
Genseric123 1 dec, 2020 @ 7:30 
is this mod done?