Crusader Kings III

Crusader Kings III

[DISABLE FOR NOW]Viking Fix - Randomised Northman Adventurer Targets & Adds Retargeting Cooldowns
58 Comments
Rikashey 6 Jan, 2023 @ 1:46am 
This still doesn't work?
Norwegian Forest 13 Feb, 2022 @ 2:51am 
up
Morven  [author] 5 Jan, 2022 @ 1:43am 
Thanks lads
PhazezGova 3 Jan, 2022 @ 4:17am 
Thank you @Morven
NoctuaJ 2 Jan, 2022 @ 10:21pm 
Thanks Morven. You're a champ.
Morven  [author] 2 Jan, 2022 @ 5:15pm 
No, disable it for now. Paradox reworked the event to correct the most egregious AI viking retargeting behavior. Looking at the new vanilla code I still see some potential flaws in how they did it compared to what this mod's fix was, but whether those flaws are actualised in gameplay requires playing the game a lot and seeing how the world evolves during the early viking era, which I'm not doing at the moment. Before it was easy to see the flaws in the code and why it was producing viking retargeting wars, and fairly easy to correct it with this mod. Now any issues are more subtle (and perhaps chimerical) and would require a lot of game play to compare the new vanilla with a rewritten mod, and to compare different ways it could be rewritten for their actual in-game effects.

If I start playing the game again I'll keep an eye on viking behavior and may revisit this mod.
PhazezGova 31 Dec, 2021 @ 8:34am 
Is the mod up to date?
Got_RekT 16 Jun, 2021 @ 1:13am 
Thanks man, will wait for this mod.
Morven  [author] 15 Jun, 2021 @ 7:41pm 
@Mahesh
Raiding truces and cooldowns are governed by a different mechanism to this adventurer event, but they can be modded. When you defeat a raiding army you force a de facto truce with the raiders that stops them from raiding again, so if you are very good at squashing raiding armies as they appear on your coast you will quickly accumulate truces with the main culprits.

Also disable this mod for now. Paradox have overhauled the event and mechanisms behind it, covering most but not all of what this mod does. It will take some time to redo the mod and decide on how best to integrate the new vanilla changes.
Got_RekT 15 Jun, 2021 @ 1:07pm 
I have been playing as Irish and I can quickly form the kingdom of Ireland and I get no Viking raids. I wish that Vikings also would raid kingdom too. I feel lonely without my viking raiders :steamsad:
Morven  [author] 15 Jun, 2021 @ 4:51am 
I'll keep this mod going primarily to randomise the regions Vikings will target, and I'll have a think about what cooldown system to use, either to switch over to the new vanilla settings, or add in some of my stronger features where vanilla allows some retargeting loopholes. Bit of work to do so it will take a little longer for an update.
Morven  [author] 15 Jun, 2021 @ 4:51am 
Looking at the code now and Paradox have done a lot of work on it, not only some of the ideas from this mod, but a full and much better rework of the event plus new features.

However they have stuck with the ordered target list as a deliberate design choice, which although it will be less obnoxious because of the new cooldowns that will stop most cycle wars from relaunching against a particular realm (except against kingdoms and empires, who will still experience cycle wars), the Vikings will still fixate on a region and retarget it over and over again in order (the particular realms within a region will get a cooldown on defeating an invasion though), rather than randomising the regions they target from amongst the full region list.
Morven  [author] 11 Jun, 2021 @ 6:18am 
I'll have a look at what v1.4 changes over the weekend and put out an update.
Got_RekT 9 Jun, 2021 @ 4:37pm 
@fisto the robo this mod is not obsolete yet. I get yeeted by 8000 vikings everytime. This mod is a kind of relief.
fisto the robo 8 Jun, 2021 @ 6:04am 
If ive read the new patch changelog correctly this mod should be obsolete now, dunno about the others tho
Morven  [author] 23 Apr, 2021 @ 6:43pm 
@Whoever
@Enad
The Viking Adventurer event turns off in both vanilla and this mod once all of the Norse cultures (defined in vanilla as Norse, Danish, Swedish, & Norwegian) have advanced to the Early Medieval Era. It's an event for the early game period of 867 starts. In this mod (and also what vanilla intends but has a bug/feature that interferes with it) the event will also pause if every target region already has a significant viking presence, to stop vikings retargeting eachother through the Northmen conquest event (they can still target each other through all the other casus belli).

What you may be experiencing is the gamestate once either all the target regions have got a viking presence, or once all the Norse cultures have transitioned to the Early Medieval Era which should occur sometime in the 900s.
Enad 21 Apr, 2021 @ 8:39am 
I too have yet to see any adventures from the AI after about ~100 years of gameplay. Noticed this without the mod, and I downloaded this to help but still nothing.
Whoever 8 Apr, 2021 @ 4:19am 
it's just me or adventures just don't occur at all with this mod? in my latest game only my character done it, then i observed some ai only games and there was no adventures either, with except of Hastein conquering east francia.

oh and i didn't change the options so it's set to default every 5 years
Raymond 5 Apr, 2021 @ 9:01am 
I use litteraly all your mods dude. Pdx should've hire you.
Morven  [author] 5 Apr, 2021 @ 7:42am 
If you're using my Fervour Midpoint Rebalance mod you'll need to mod those triggers from "\Steam\steamapps\workshop\content\1158310\2249720608\common\scripted_triggers\00_great_holy_war_triggers_fervor_midpoint_mod.txt".

Otherwise the vanilla location below.
Morven  [author] 5 Apr, 2021 @ 7:35am 
You could pause crusades in a few ways, I'd do it by modding the triggers that the directed GHW casus belli and the crusade event checks in "\common\scripted_triggers\00_great_holy_war_triggers.txt".

Mod both "suitable_faith_for_undirected_ghw_trigger" & "suitable_faith_for_directed_ghw_trigger" by putting "current_date > 1090.1.1" or whatever date you want to pause crusades/GHWs until.

That should pause all GHWs being declared until that date is reached and it won't interfere with under the hood mechanisms of events chains & variables that triggered when the crusades were unlocked.
Raymond 5 Apr, 2021 @ 6:27am 
(sorry) Emperor Morven the first
Raymond 5 Apr, 2021 @ 6:26am 
anyway to make the crusade pop when the first really happened?
Raymond 5 Apr, 2021 @ 6:26am 
Now you are Emperor Morven the first each time i need to mention you somewhere.
Morven  [author] 5 Apr, 2021 @ 3:08am 
If you go to the "common\game_rules" folder in vanilla, and inside More Game Rules (\Steam\steamapps\workshop\content\1158310\2216850785\common\game_rules), you can see each game rule has a default key in the code. If you copy the game rule text files into a custom mod and edit the default keys so they are assigned to whichever rules you prefer then you'll have a custom ruleset you can launch straight into for new games.
Morven  [author] 4 Apr, 2021 @ 11:29pm 
You can set up and save different mod playsets in the Paradox launcher. I have a Test playset for testing my mods and then a main playset that I play with.
Morven  [author] 4 Apr, 2021 @ 11:26pm 
What county is triggering the Crusades? Rome isn't one of the regions targeted by the event, they're all in the North Sea or Russia and unchanged from vanilla.
Raymond 4 Apr, 2021 @ 11:26pm 
+ sry for the ass licking morven-bro but as you are the modmaster for this game achtually do you know if it is possible to create a mod to register some game rules profiles like in C2? cuz with viet + more game rules + this and that and.... it litteraly take more than 3 minutes to start a game.
Raymond 4 Apr, 2021 @ 11:21pm 
Lol litteraly 2min after my last com ROME was litteraly take from the pop and became a norse county... so there's holy war threat anywhere... and... well we are on 897 :(
Raymond 4 Apr, 2021 @ 11:16pm 
This mod (like every of yours) is awesome but in my campain i find they target very often triggering crusade country. So there's crusade far before the real 1st one and this is something... i hate...... so much.
Morven  [author] 1 Apr, 2021 @ 4:48pm 
@metalliczeus
Yes, you can add it to save games mid-campaign. Just remember the event no longer fires once all the Norse cultures have progressed to the Early Medieval Era.

@crylive
@Captain
Thanks lads.
Bails280208 1 Apr, 2021 @ 9:35am 
Thank you for this mod! Should it work if I add it mid-campaign?
crylive 31 Mar, 2021 @ 10:29am 
Danke für diesen geilen Fix :steamthumbsup:
Captain 30 Mar, 2021 @ 12:29am 
GJ man:ambition:
Morven  [author] 29 Mar, 2021 @ 11:00pm 
@Cookiehunter
Thanks mate. Yes the Northman adventurers will now skip regions that already have enough vikings (which is what vanilla intended, and in vanilla sometimes works), stopping viking-on-viking retargeting by the event, and will disperse deeper along the rivers into Russia, picking more varied targets from the vanilla Eastern target region list:

- novgorod
- white_rus
- vladimir
- ruthenia
- estonia
- zaporizhia

@Bob Ross
@Kateye
@Veh
@NimbleShadow
Thanks lads.
Morven  [author] 29 Mar, 2021 @ 10:42pm 
The mod also adds a cooldown to the event so the same region can not be selected twice in a row, so that a Northman defeat doesn't mean the event fixates on a region cycle launching wars over and over again, but will look for greener pastures in a different, possibly easier, target region elsewhere, before trying their luck again in a region that has defeated them.
Morven  [author] 29 Mar, 2021 @ 10:39pm 
Once a region has enough vikings (defined in vanilla, bit complex but basically a dukedom or three counties), it is skipped in the mod, and there is an intention in vanilla for the region to be skipped as well once it has enough vikings that will sometimes work. But the vanilla code has a loophole, that according to dev posts on Paradox Plaza is unintended, that will allow regions that got added to the target list pre-viking, to remain on the target list as valid targets even once they have been conquered by vikings, resulting in viking on viking northman conquest wars.
Morven  [author] 29 Mar, 2021 @ 10:24pm 
@Barge
The target regions are unchanged and the same as vanilla, the viking adventurer event will still target the same historical regions, which for the West are:

- iceland_isles
- scotland_isles
- ireland
- northern_england
- northern_france_brittany
- pomerania_prussia
- frisia

What changes is the order in which the target region is selected from that list when the event fires every 5 years (or per the game rule chosen). With the mod the target region selected is randomised from that list, in vanilla it has to go in order down that list, and can get stuck repeating the same war over and over again on a 5 year pulse. See the thread here for more:
https://forum.paradoxplaza.com/forum/threads/viking-adventurer-target-fixation-cycle-invasions-affecting-your-game.1463549/
Barge 29 Mar, 2021 @ 6:51pm 
Only issue with this -- isn't the current vanilla target list mostly supposed to somewhat emulate historical viking invasions? The main one that comes to mind is how you typically see the northmen settling in Normandy and the Norman culture then appearing shortly thereafter. Does randomizing the entire list not decrease, if not nearly eliminating, the chance of historical plausibility with the northmen invasions?
Cookiehunter 29 Mar, 2021 @ 10:55am 
Thank you, I am tired of my fellow vikings trying to steal eastern europe from me over and over again
Aristarchus of Samos 29 Mar, 2021 @ 10:53am 
Morven saves the game! Do you have a patreon or something man? You are war more deserving of my money than Paradox.
Kateye 28 Mar, 2021 @ 10:37pm 
Thank you, it's so annoying when you aren't playing a viking.
Veh 26 Mar, 2021 @ 7:29pm 
Thank you for making these mods, a must have (sadly)
LikaShade 26 Mar, 2021 @ 6:48am 
Good job, and thank you!
FunGaming44 26 Mar, 2021 @ 2:15am 
@Morven thanks
Morven  [author] 26 Mar, 2021 @ 1:44am 
I'll have a look
FunGaming44 26 Mar, 2021 @ 1:23am 
@Morven can ypu also make a temp fix so the Grant Blot event works ? It's been broken since the dlc launch and the devs are aware but did not fix it in 1.31 so maybe you can fix it so the event actually works as it should.

https://forum.paradoxplaza.com/forum/threads/ck-iii-hold-grant-blot-will-not-continue.1462492/
Morven  [author] 25 Mar, 2021 @ 7:03pm 
Thanks lads.

@Emrysvaldr
@小怪兽(=_=)
You can add and remove it from saves mid-game as you like. Remember the adventurer event is no longer valid once the Norse cultures (Norse, Danish, Swedish, Norwegian) all enter the Early Medieval Era so you'll get the best bang for buck the earlier you add the mod.

I wrote it so the temporary target lists in the mod have different names from the permanent target lists in vanilla, so that there is no issue of regions being picked in the mod from lists where vanilla added them (which in vanilla causes vikings to target other vikings because the region got added to the target list when it was pre-viking), or vice-versa.
EmrysValdr 25 Mar, 2021 @ 2:48pm 
Wonderful work again @Morven. To clarify, is able to be added to a current game with no issues, or require a new game for the changes to take effect?
Little Ian 25 Mar, 2021 @ 9:34am 
Also, as everyone else said, thank you! :zagwow: