Crusader Kings III

Crusader Kings III

Search & Trade Artifacts
415 Comments
pharaox  [author] 3 hours ago 
Before anybody asks: the new "All Under Heaven" update is massive, so it may take me a few days to update my mods. Meanwhile, please don't use them with this new version, unless you are in the mood for experimenting.
pharaox  [author] 26 Oct @ 9:27am 
@Oblivionis Thanks for the suggestion, I will give the hotkey idea a try. I will not remove the button though, since. Players should not be forced to learn a hotkey in order to use the mod, and hotkeys can also conflict between mods.
Oblivionis 20 Oct @ 8:02am 
Hi! I really enjoy your mod, but the treasure button does look a bit too bright and stands out too much on the HUD.
Would it be possible to add an optional hotkey to open the treasure window instead of having to click the on-screen button?
That way the feature remains accessible without altering the HUD or causing compatibility issues with other mods.
Thanks a lot for your great work!
pharaox  [author] 19 Oct @ 9:45am 
@Funny Purple Suit Man Probably not. This will complicate the mod quite a bit and will be hard to balance properly for players.
pharaox  [author] 19 Oct @ 9:41am 
@CB .Edwin If I do this, I will immediately break compatibility with an unknown number of other mods that do similar changes, and will have to update it every time Paradox makes changes to the HUD (and they do it often). My only option is to add it as a new widget, in a place where it's least likely to hide something else. See also answers to similar questions.
CB .Edwin 18 Oct @ 11:28pm 
现在有个小问题,游戏里的宝物按钮太亮太突兀了,为何不试试让它和右下角的底边任务栏融合在一起,比如放在百科全书的右边,这只是个友好的建议,谢谢你!Currently, there is a minor issue: the Treasure button in the game is overly bright and appears quite obtrusive. Why not try integrating it with the bottom taskbar in the lower right corner? For instance, you could place it to the right of the Encyclopedia. This is just a friendly suggestion, thank you!
Funny Purple Suit Man 13 Oct @ 4:25pm 
Is there any chance you can add a rule so that AI will sell artifacts they would otherwise keep, just at very high prices
pharaox  [author] 27 Sep @ 1:03am 
@benjaminmjones Do you mean the Artifact Finder button? What is the "menagerie icon", is this something from another mod? I tried to put the button in a place where the likelihood for conflicts is minimal, but they still can happen I guess.
benjaminmjones 21 Sep @ 4:07am 
My icon is missing too but when I hit pause it populates. It's under the menagerie icon, FYI. Any way to move it over to the left?
pharaox  [author] 20 Sep @ 1:57am 
@Oxbridge It's possible already. Filter by Unique=Unique and Special=Historical Unique, and you will see only the historical unique artifacts (Crown of Justinian, etc.), but not the coronation ones or other unique artifacts.
pharaox  [author] 19 Sep @ 11:54pm 
@literally me Yes, it's savegame compatible.
pharaox  [author] 19 Sep @ 11:53pm 
@Sir Dankelot Most likely you are hit by an annoying Paradox Launcher issue. If you want to switch a mod from its Steam version to its filesystem version ("mod" folder), you have to make sure you use the filesystem version in the launcher. The Steam version won't load correctly, the mod will be effectively disabled, but you won't see any errors. The 2 versions look very similar, just the icon is different, so it's easy to confuse them.
If you want to avoid confusion, unsubscribe from the mod in Steam, then the launcher will tell you if your mod is missing or ok to play with.
Sir Dankelot 18 Sep @ 9:58am 
I replaced 1.17 version with the link you provided in an ongoing 1.16 game and now I can't see the artifact trading button. Am I stupid?
Oxbridge 15 Sep @ 10:48am 
Hi there, I know it's doubtful that can be done, but I figure I'll ask anyway. Is there a way, when searching for artifacts, to separate truly unique artifacts like the Reichskrone/Crown of Justinian and these new Coronation artifacts that also are getting the gold filigree?
literally me 13 Sep @ 2:23pm 
Safe to add mid playthrough?
pharaox  [author] 13 Sep @ 4:50am 
I just released version 0.15.0. This version is compatible with CK3 1.17.x, if you are still on 1.16.x use the older version specified in the description. For more information, see the description and change notes, as well as the README [github.com] and CHANGELOG [github.com] files.
FyrFly 13 Sep @ 1:59am 
Awesome sauce, thanks so much for the quick response...I'm going to stay with my 1.16 downloads and went read only to keep auto updates from happening. Nothing in the update I want...heard it was minimal intrusive anyway. ;)
pharaox  [author] 13 Sep @ 1:39am 
@FyrFly Not really, but I will release one later today just to let people know it's officially supported.
FyrFly 13 Sep @ 1:13am 
Does it need an update for 1.17?
pharaox  [author] 31 Aug @ 1:10pm 
@Waranarchy They will already not do it, unless they are Aniconist (and therefore get tons of piety for it).
Waranarchy 25 Aug @ 6:55am 
Please add an option for prevent AI rulers can destroy also Famed and Illustrious artifacts.
Only the player need to destroy, this prevent AI destroy artifact player want :WHII_Death: .

And obviously thank you for you awesome work and keeping maintain this mod :Perseverance:
pharaox  [author] 16 Aug @ 8:12am 
@Nsado Thanks! I will give it a try and if it works fix it in the next version.
Nsado 14 Aug @ 8:02am 
@Pharaox that's exactly it. If this was purposeful then its fine. More of a personal annoyance than an actual issue. Pretty sure you can prevent it from showing until in game though as I've done something similar for a personal project of mine.

I did:
visible = "[And(GetPlayer.IsValid, Not(GetVariableSystem.Exists('hide_bottom_left_HUD')))]"
pharaox  [author] 9 Aug @ 5:56am 
@Nsado What do you mean by "artifact finder option shows even in the ruler select screen", is it about the button being visible during ruler selection? I am using a custom widget to avoid compatibility issues and yes, it may be visible during ruler selection since I it's just dropped on the map. Is this an issue?
Nsado 3 Aug @ 9:18pm 
Not sure if this is a bug or intended but the artifact finder option shows even in the ruler select screen? I'm using this with the agot compatch so it could be due to it as well.
pharaox  [author] 29 Jun @ 5:13am 
@Noctemz I didn't like the old one too much, and I wanted to have medieval miniatures as thumbnails for all my mods.
Noctemz 28 Jun @ 8:43am 
Just out of curiosity, is there a reason you updated the thumbnail?
GG棒 8 Jun @ 3:56am 
However, you said that you want to integrate the translation into your own module, I understand your thoughts, but unfortunately I am not a professional translator, so I can only see if there is the right person willing to help you.
GG棒 8 Jun @ 3:55am 
Well, I'm sorry, but I'm not the author of the Chinese translation module, so I can't make a decision for him, her Chinese translation is a Chinese translation that integrates a lot of modules, so the theory is that if it is a separate translation of your mod dear, it can naturally be covered, I have the impression, but we Chinese players, most of them in order to reduce the number of subscription modules, usually subscribe to this Chinese translation module that integrates a lot of modules, which will be much more convenient, but because she integrates the translation of many modules, Therefore, sometimes the text of the Chinese translation folder of the original module must be deleted to take effect and be overwritten. In fact, because my playbook has more than 100 mods, I still try to reduce the number of subscribed mods to reduce the lag.
pharaox  [author] 8 Jun @ 3:43am 
@GG棒 Thanks! I will not delete English defaults, unless the translation is integrated in my mod directly. A translation mod should be able to override my defaults if done correctly and placed after in the load order.
And please, write in English here. I am deleting comments that I don't understand.
GG棒 8 Jun @ 2:36am 
We have someone translating your mod, if you want to update your Chinese translation link, please link by 牛奶大魔王
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3403925213
GG棒 8 Jun @ 2:33am 
2962238514localizationsimp_Chinese Dear author, hello, this translation file does not take effect and most of them are in English, resulting in our Chinese translation mod has no way to cover and take effect, every one of our Chinese players wants to experience your mod, they have to subscribe to Chinese translation mod, but it will not take effect after subscribing, the fundamental reason is because there is this file, and your translation file has a higher priority, resulting in subscribing to the translation mod, Players still have to manually delete the Chinese translation folder of your original mod, I think it's very troublesome, so I hope you can delete this folder and upload it again, thank you very much
Gordon_Wolfich 3 Jun @ 10:59am 
@pharaox It's ready now
pharaox  [author] 3 Jun @ 10:52am 
@Gordon_Wolfich Thanks! Let me know when it's ready, I'll change the link in the description.
Gordon_Wolfich 1 Jun @ 9:58am 
Hi, cool mod! I've recently started translating mods, I'm doing a Russian translation. I looked at the translation of your mod and it is very outdated, so I decided to translate it myself and put it in the workshop. Thanks for your mod, I wanted to find something like this for a long time.
pharaox  [author] 24 May @ 6:18am 
@Tak Yes, this is supported with some minor limitations, mainly related to filtering by the newly added slots, see the "Compatibility" section above and previous answers.
Tak 23 May @ 4:17pm 
would it be possible to mix this or compatible with other mods that adds more artifact or artifacts slots / inventory?
bamboocarpet 22 May @ 4:38pm 
@pharaox Ah, I understand. Personally, I would've preferred having it placed next to the other clickables to the left of the screen, and if the button looked slightly more similar to the vanilla HUD buttons.

Gotta mention that I appreciate all your mods. :steamthumbsup:
pharaox  [author] 22 May @ 1:34pm 
@bamboocarpet Where do you want to put it? To avoid conflicts with other mods, it must be a custom widget somewhere on the HUD, since it's the only place I can add stuff instead of changing. I tried to pick a bottom location that does not overlap with anything important, and is unlikely to overlap with stuff introduced by other mods. This limits my options quite heavily, so I actually don't think it's easily movable.
bamboocarpet 21 May @ 2:18pm 
I might have missed this being mentioned somewhere, but can we move the artifact finder button?
pharaox  [author] 17 May @ 3:50am 
@cory.hester I just published a new version, the ranges are increased now. As a King of France living in Paris, your range reaches as far as York, Genoa, or Munich. It's still less than it was before I decreased it, this is intentional.
pharaox  [author] 15 May @ 11:34am 
@cory.hester Arles is much to the south of France, in Provence. By "Burgundy" I mean the historical ("de jure") duchy. Anyway, it seems the range for kings is indeed smaller than I intended. Will increase it in the new version I am planning for the weekend, but not dramatically. Thanks for your feedback!
cory.hester 14 May @ 4:44pm 
Hmm interesting I swear I am currently not traveling at my capital in Arles and it is saying that the King of England (also not traveling ) is too far to interact with. Same for a few other characters REALLY close by. Any suggestions?
pharaox  [author] 14 May @ 11:35am 
@cory.hester Yes, it was reduced, but not by that much. If your capital is in Burgundy and you are a King, you should still be able to trade with France, Germany, Northern Italy, Southern England, etc.
Note that while you are traveling, your range is much smaller, and centered on your character, rather than your capital.
cory.hester 13 May @ 11:29pm 
Hey there - I notice the notes said the artifact trading range was reduced. It seems like my game this was pretty significant. For example, I am currently the King of Burgundy and it says the Holy Roman emperor is out of my trading range? Was that intentional?
pharaox  [author] 11 May @ 10:01am 
@hdtomo Filtering or sorting by how good these modifiers are can't be done in a mod. Even the current filtering by modifier is only possible because I am maintaining a mapping between modifiers and their effects, which only works for vanilla modifiers and is a real pain to maintain.

As for "looking for specific artifacts" - if you mean search by name, this unfortunately also can't be done in a mod, it's simply not supported for anything in the game, not just artifacts. All searching by name you see in the game is hardcoded and not moddable.

Offering more money could be done in theory, but would considerably complicate both the UI and the acceptance logic. I considered it at one point but gave it up.
hdtomo 10 May @ 9:30am 
@pharaox you can search by modifiers, that's about it. You can't filter by how good those modifiers are or look for specific artifacts.

Also, it'd be nice if you could offer more money to increase the chance of acceptance.
pharaox  [author] 10 May @ 9:00am 
@Bosmense Court artifacts are already there, fully supported both for searching and trading? What exactly do you miss?

@hdtomo What exactly do you mean by "better search functions"?
hdtomo 10 May @ 4:32am 
Desperately needs better search functions + maybe court artifacts.

Otherwise great.
Bosmense 8 May @ 5:39am 
Could you please look into doing this for court artifacts as well?