Crusader Kings III

Crusader Kings III

Knight Manager Continued
429 kommentarer
Zincau 28. sep. kl. 10:54 
your mod is actually working but i couldn't work it wıth more bookmarks+. what is the load order or any other solutions?
tilarium 13. sep. kl. 1:59 
@FyrFly so busy spamming “does it need an update for 1.17?” across the worjshop that you fail to notice that it’s been updated for 1.17 with the change notes indicating that no changes were needed
FyrFly 13. sep. kl. 1:07 
Does it need an update for 1.17?
AiredMania 10. sep. kl. 11:11 
Heads up, this mod was literally removed by Steam once the latest hotfix/patch went through. Like, it just uninstalled it from my computer, without me unsubscribing
Kodabear1987 24. aug. kl. 14:56 
I believe something with this mod is crashing the game ,but if it's not sorry in advance. The error log:

[14:05:10][E][jomini_script_system.cpp:284]: Script system error!
Error: is_child_of trigger [ character (is_child_of (target character)) was null ]
Script location: file: common/scripted_triggers/kmc_trigger.txt line: 202 (KM_can_be_knight_trigger)
file: common/scripted_triggers/ππ_wld_triggers.txt line: 100 (can_be_knight_trigger)
file: common/scripted_rules/interactive_scripted_rules.txt line: 13 (can_be_knight)

[14:05:10][E][jomini_script_system.cpp:284]: Script system error!
Error: is_grandchild_of trigger [ character (target character) was null ]
Script location: file: common/scripted_triggers/kmc_trigger.txt line: 203 (KM_can_be_knight_trigger)
file: common/scripted_triggers/ππ_wld_triggers.txt line: 100 (can_be_knight_trigger)
file: common/scripted_rules/interactive_scripted_rules.txt line: 13 (can_be_knight)
tilarium 14. aug. kl. 16:49 
Update: May 3 @ 10:07pm
- Updated for 1.16

Discuss this update in the discussions section.
SunBoy52 14. aug. kl. 16:38 
This is updated for 1.16 correct?
JSJosh 11. aug. kl. 16:19 
Update: These crashes stopped immediately after I moved this mod to the very bottom of the mod list.
JSJosh 11. aug. kl. 8:40 
I can concur, I am also getting errors like that, and my game is also crashing pretty much every in-game year.
Iecerint 10. aug. kl. 13:57 
I think I'm getting the same error others mentioned awhile back:

[13:52:35][E][jomini_script_system.cpp:284]: Script system error!
Error: is_child_of trigger [ character (is_child_of (target character)) was null ]
Script location: file: common/scripted_triggers/kmc_trigger.txt line: 202 (KM_can_be_knight_trigger)
file: common/scripted_triggers/kmc_trigger.txt line: 409 (can_be_knight_trigger)
file: common/scripted_rules/00_rules.txt line: 128 (can_be_knight)

[13:52:35][E][jomini_script_system.cpp:284]: Script system error!
Error: is_grandchild_of trigger [ character (target character) was null ]
Script location: file: common/scripted_triggers/kmc_trigger.txt line: 203 (KM_can_be_knight_trigger)
file: common/scripted_triggers/kmc_trigger.txt line: 409 (can_be_knight_trigger)
file: common/scripted_rules/00_rules.txt line: 128 (can_be_knight)
-=GoW=-Dennis 14. juli kl. 15:24 
Theres an issue with the UI when trying to restore an inactive accolade - you can click the button, but the potential options for knights to revive the accolade will be displayed after a large empty space and the buttons and borders will be bugged.
Finarfin 30. juni kl. 7:53 
Where should this be in the load order? Even after unsubscribing and resubscribing, I'm no longer seeing this mod's interface show up in a new game.
󠀡󠀡 18. juni kl. 6:17 
I think knights should be looked as Prowess + Martrial for better calculations
Sinful knights shouldn't be knights
pls
SEX TERMINATOR 13. juni kl. 17:59 
@Your Selen Dragoones Boi
all mods are compatible with ironman and achievements
Your Selen Dragoones Boi 13. juni kl. 17:03 
sorry just wondering, is this still not compatible with previous one not ironman compatible? since i am planning to use this with the ironman on and get achievement

and thanks for your service on updating this!
󠀡󠀡 12. juni kl. 16:42 
I think knights should be looked as prowess+ mart for better calculations
󠀡󠀡 12. juni kl. 16:36 
Sinful knights shouldn't be knights
ChutneyBadger 9. juni kl. 8:28 
This no longer seems to work for me since the latest patches. I've tried messing with my load order but no luck.
leonpoi 9. maj kl. 7:26 
@Lord - thank you for clarifying
NEST-7 9. maj kl. 5:45 
file: common/scripted_triggers/kmc_trigger.txt line: 364 (can_be_knight_trigger)
無壹 8. maj kl. 7:21 
@Lord DGP Greeting ! I am fan of your mods, I want more Chinese player to use your mod. So I've translated your mod correctly, could you please delete the Chinese locs and add a link in description?

Here's my Chinese translation: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3090564070
Lord DGP  [ophavsmand] 8. maj kl. 1:19 
@Simon Sullivan
No the original mod is safe to use.
leonpoi 7. maj kl. 23:06 
A quick question - you mention this "Do not use the Knight Manager + Better UI Scaling Compatibility Patch as it will cause crashes" - but does that mean I also should not use it with Better UI Scaling by Agami?
FunGaming44 7. maj kl. 7:44 
new update today is causing many errors in the error log like the following

[16:42:49][E][jomini_script_system.cpp:284]: Script system error!
Error: is_child_of trigger [ character (is_child_of (target character)) was null ]
Script location: file: common/scripted_triggers/kmc_trigger.txt line: 202 (KM_can_be_knight_trigger)
file: common/scripted_triggers/kmc_trigger.txt line: 409 (can_be_knight_trigger)
file: common/scripted_rules/00_rules.txt line: 128 (can_be_knight)

[16:42:49][E][jomini_script_system.cpp:284]: Script system error!
Error: is_grandchild_of trigger [ character (target character) was null ]
Script location: file: common/scripted_triggers/kmc_trigger.txt line: 203 (KM_can_be_knight_trigger)
file: common/scripted_triggers/kmc_trigger.txt line: 409 (can_be_knight_trigger)
file: common/scripted_rules/00_rules.txt line: 128 (can_be_knight)
EnumaEllis 5. maj kl. 15:04 
Nvm, seems to be vanilla.
Lord DGP  [ophavsmand] 5. maj kl. 8:25 
@EnumaEllis
The successor window should not be affected by this mod. Does your bug happen when you don't use this mod as well?
EnumaEllis 5. maj kl. 3:48 
BUG:
If an accolade character have a super long name or/and a super long title, their name will overflow in the Succesor menu, meaning I can't replace their successor.
MetalGearDaner 4. maj kl. 9:29 
Thanks for the great work! Is this compatible with UnifiedUI? Just run a compatibility checker and look slike UnifiedUI also changes window_knights.gui, but that mod is intended to act as a general compatch.
Gikov 4. maj kl. 1:33 
Hey, If there's a way to manage commanders, that would be awesome! I haven't been able to even find someone talking about it, it's a huge hole, having to manage commanders manually every time you have a battle. Never understood why the knight rules don't already apply to commanders. This would be very helpful!
Lord DGP  [ophavsmand] 3. maj kl. 19:10 
Updated for 1.16 :)
Sina 1. maj kl. 11:52 
Thanks for your time. Please update this.
luis3007 1. maj kl. 8:37 
No issue with feudal players
ChatGPT 28. apr. kl. 7:51 
Hi, really love your mod! Could you update this mod for the latest update?
Black Jesus 19. apr. kl. 16:00 
I can confirm that this mod causes a bug when trying to play the game as the Strategissta of Khaldia. Upon creating a new ruler and starting the game, CK3 transfers ownership of the entire Byzantine Empire to the player.
shay 23. mar. kl. 7:24 
@Lord DGP Thank you for answer, had no idea, so I guess that's another Paradox' bug (or feature) 😉
Lord DGP  [ophavsmand] 23. mar. kl. 6:53 
@shay
The can_be_knight_trigger does not affect commanders, regardless if you use automated armies or not. Might expand the mod to manage commanders as well in the future.
shay 22. mar. kl. 9:04 
I wonder if it works properly with automated armies? Right now in vanilla automated armies seem to overwrite settings for knights: you can deactivate knights, but they're still being taken as commanders. I wonder if your mod can deal with that?
Kingsellone 21. mar. kl. 9:19 
I have your mod in the last position but it doesn't work properly for me. I have deactivated my spouses as knights but they are still being used as knights.
jon 17. mar. kl. 22:57 
cool
Rhaenys 16. mar. kl. 7:11 
Thank you very much for the update
Power Bear 15. mar. kl. 20:23 
thank you kind sir.
Lord DGP  [ophavsmand] 15. mar. kl. 17:04 
@luis3007
I thought 1.15 releases with the Khan expansion, thank you for letting me know, will update right away!
luis3007 15. mar. kl. 13:24 
Update for 1.15x?
Power Bear 13. mar. kl. 6:31 
are we continue?
Lord DGP  [ophavsmand] 7. mar. kl. 6:01 
@假奶亮: Partly, some tooltips might be in english.
@greenarrowa43s: This mod does not affect who can be a commander, only knight.
假奶亮 7. mar. kl. 2:19 
did it had Chinese?
greenarrowa43s 22. feb. kl. 8:17 
it can be fixed? I enjoyed this mod :steamsad:
TheLoneWanderer 19. feb. kl. 14:51 
There are a significant number of mods that conflict with Quality of Life Game Rules.
greenarrowa43s 19. feb. kl. 4:44 
Hi, my courtiers (prowess under 13) still be a commander automatically.
tilarium 19. feb. kl. 4:25 
Should still be working fine. What did you find that isn’t working?