Crusader Kings III

Crusader Kings III

Houses Traditions
1,129 Comments
domi5599 14 minutes ago 
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
SilentN4saken 2 Aug @ 12:05pm 
I wish there was a lesser version of valor without the neg 0.75 monthly legitimacy, cause unless I'm an emperor or starting at a later date with building built I just can never seem to get to my expected legitimacy if i take this house tradition cause i don't have money to be throwing tournys. Gods I hate the legitimacy mech so much.
UnholyDemigod 2 Aug @ 9:22am 
I like this mod, but for the love of god the vengeance modifier is fucking insane. Do you have any idea of disruptive it is to gameplay to have 80 fucking rivals? I didn't know about this little caveat, and now I can't really play, because every few seconds I get a popup about a murder plot, a new rival, a dead rival, a scheme accomplice, etc etc. Seriously, tone it down. Turn it into a guaranteed house feud or something, because this is straight up awful
heliostellar 1 Aug @ 11:59am 
We should have an option to change the House Tradition, especially very early on before it's had time to affect the game. I've had a few campaigns now where I chose the complete incorrect option that I did not want. Once you pick it though, you're stuck with it... even if you're still the character that chose it and are still the only member of your house/dynasty. The only choice is to completely restart... which can take a long time in CK3.
Blackwater 29 Jul @ 1:46pm 
@Green Gnome Almost like AGOT is a total conversion mod :steammocking:
Pandora's box 28 Jul @ 9:56am 
nvrmd, it just took 30ish minutes to load. ig i might have too many mods
Requiem 23 Jul @ 1:24am 
@green gnome put it above AGOT mod in load order.
green gnome 22 Jul @ 10:15am 
this shit keeps fucking breaking the wildling hatred stat in AGOT and now southerners keep marrying wildlings in matrilineal marriages
Silver 19 Jul @ 10:16am 
did this mod work in multiplayer ??
Aurcalon 24 Jun @ 4:40am 
I like what the mod is trying to do, but that strikes me as too rigid. And if the only way to resolve the problem were to take control and alter the tradition, whilst better, I'd still find that sort of unsatisfying. I'd suggest some more depth to dissent from a house tradition
Aurcalon 24 Jun @ 4:23am 
How is a house tradition changed once established? I tried the mod, with my starting character being a child whose father was house head, his choice meant the traits of glutton and lustful were favoured within the house, and when my character grew up, his children adopted either of those traits, which I didn't really want. Even being a black sheep that became house head upon my father's death, it seemed there's no way of altering the house tradition.
Beyond Disbelief  [author] 10 Jun @ 5:19am 
@Freyr I probably won't have the bandwidth to offer any integration help with something as involved as that. You could try to model after this mod but it might be a pretty arduous process between the architecture being from very early days of my modding experience and a lot of brute force/repetition and the fact it cross integrates multiple files for weighting the chances of taking a particular trait so it might be very time-consuming if not difficult to comb through.

You can send me discord if you haven't already. I go by the same name on the CK3 modding Co-op server.
Freyr 5 Jun @ 4:47am 
@Beyond Disbelief I am looking for a way to designate a family/house/dynasty as the holder of a council/court position for generations by automatically educating each generation/heir in the corresponding skill. The people on CK3 subreddit thinks it is close to what you have done with this mod. Is this something you would be interested in for this mod? If not, may I potentially build upon your mod or would you like to talk about this idea over discord or sth?
cuomo860 27 May @ 10:12am 
Eh, from the sound of it, it’s more like the dead “”Dynastic Relations” mod than this one. I think HT is safe.
Quinnius 22 May @ 12:45pm 
My investigation regarding the AGOT wildling marriage led me here. I can see someone has reported it in April already. So it is the 00_marriage_scripted_modifiers.txt files that clash and simply renaming the file wouldn't work.
Meisterstratege für Arme 16 May @ 2:30am 
Would it be possible to make this compatbile with the Hiraeth - Dynasty Legacies Overhaul mod ( https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2697392271&searchtext=hiraeth )? There used to be a compatability patch, but sadly it is no longer being updated ( https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3310228217&searchtext=hiraeth )
youngseabass 15 May @ 10:48pm 
Idk if its possible or it might be too difficult but would there be any way to put traditions for my valyrian steel artifacts like dawn? Always wanted my family to earn their blades lol
Beyond Disbelief  [author] 15 May @ 4:22pm 
@Gabmaister @afifkow23 @Minus1983 @-=Illumifant=-

Updated via DiffMerge but do not have time to test it. Please LMK if there's any issues.
Gabmaister 15 May @ 4:15am 
Can we get an update to this excellent mod? Thanks.
afifkow23 11 May @ 10:01pm 
update pleasee^^
Minus1983 3 May @ 4:14pm 
please update
-=Illumifant=- 1 May @ 3:16am 
Does this mod need to be updated for the latest DLC?
Beyond Disbelief  [author] 27 Apr @ 3:12pm 
@SockeySoka try swapping the load order between this mod and AGoT. I'll look into it the next time I have time to play.
SockeySoka 26 Apr @ 7:47am 
This mod is great, but I'm pretty sure the changes to marriage in this mod are the reason Wildlings keep ending up married to the Starks and a million other Westerosi houses. I think that needs looking into.
0th Law 19 Apr @ 12:22pm 
In the comments for Valor, it notes that, for a ruler living 25 years, they'd need to win two wars with no losses to break even on legitimacy. However, since you lose 1.125 monthly, or 13.5 annually, and since a war against a target on the same tier grants 62.5 legitimacy, "breaking even" requires winning a war once every 4 years and 7 months, which I don't think is very sustainable unless you have a warmonger faith. If you want a pace of 2 wars/25 years, then you'd want to lower the monthly loss from 0.75 to 0.277.
kapsellola 16 Apr @ 3:24am 
Yay, update! :D
roman.mahmoodi 13 Apr @ 12:05am 
update
kapsellola 12 Apr @ 9:16am 
Update wen? :*(
Darkwing Phoenix 27 Mar @ 3:34pm 
Mod works perfectly fine, no need for updates :)
Zarathustra 16 Mar @ 6:05am 
@YBKiller
You'll need to found a cadet branch of your dynasty. Only way.
YBKiller 15 Mar @ 5:03pm 
How do I change my tradition after its set?