Crusader Kings III

Crusader Kings III

Life of an Adventurer
59 Comments
ZoroTheBold 30 Aug @ 8:53pm 
Yeah sadly it is overwrritten. It would crash during adventurer creation, or upon loading a game as an adventurer. I have a single other mod (the Divine Intervention Cheat Menu as things can get funky in multiplayer and its good to have a mod to fix that). We'll do a clean install and all that and try it again some time.
Loken  [author] 30 Aug @ 8:39pm 
Thanks for the info, will look into that. I can't run mp tests regularly, but we shall see.
Did it crash during loading or when using specific interaction?
Any other mods?
Would appreciate error.log file (but it probably got overwritten by now)
ZoroTheBold 30 Aug @ 4:32pm 
Can confirm that it hard crashes to desktop in multiplayer, it is a very cool mod regardless :)
Loken  [author] 30 Aug @ 1:31pm 
It should.
Only camp merging is limited to ai targets.
Everything else is made to work both ways (sometimes more for one side than the other, but that's to be gradually fixed with patches).
ZoroTheBold 29 Aug @ 6:09pm 
Before we do the runaround of trying it I thought I'd ask. Does this work in multiplayer?
Loken  [author] 27 Aug @ 2:40pm 
@Eshminima yes.

@Toney To offer contracts use offer contract interaction on adventurer. This one will get updated soon.
Eshminima 27 Aug @ 8:38am 
Does this work with Elder Kings?
Toney 27 Aug @ 2:14am 
How do I offer contracts as a landed ruler?
Trask222 11 Aug @ 10:54am 
Of course, I should have mentioned that at the begining - your mod is great, super useful to enhance landless gameplay, thanks a lot for making it !
Loken  [author] 11 Aug @ 7:03am 
I will consider this when making new contracts for LOAA.

Generally, faith conversion, train knights, increase control etc. are council task contracts, they are already spawned in vanilla by the AI councillors, so I will be implementing other things in the nearest future.

Any suggestions in that regard are welcome.
Trask222 10 Aug @ 11:13am 
@Loken Actually, on the mod description page of Employ Landless Adventurers it's been reported in the comments section that some of the contracts, especially those concerning converting the faith of lands is overpowered, as AI is doing so very quickly with kind of low effort to it, so I guess it's probably better to use your mod for the time being
Loken  [author] 10 Aug @ 9:16am 
Perhaps only the UI will be confusing with several "employment" buttons.
The types of contracts differ.
But it's worth keeping the approach difference in mind, because in ELA tasks are for NPC adventurers only. With LOAA my intention is for everything to use a single ruleset and allow character switching/multiplayer/etc.

I'm planning a relatively big update to the contract system with 0.3.
Ġedryht of Wōden 10 Aug @ 6:58am 
Would Employ Landless Adventurer therefore be redundant in this mod? I'd like to know if that mod is also worth adding into my modlist with this mod.
Loken  [author] 9 Aug @ 10:27am 
It depends on the implementation of the feature.
If you mean Employ Landless, LOAA contracts work differently (using the contract system) and there are no overlaps. It's compatible.
Trask222 9 Aug @ 9:37am 
@Loken In case if there's already a mod that does exactly one of the features that is present in your mod, will this mod simply override the previous one or will there be a conflict resulting in a crash i.e. can I safely use both and load your mod after ?
Loken  [author] 8 Aug @ 6:57am 
Yes.
razormega960 8 Aug @ 12:21am 
is this mod still allows achievement ?
george01302006 4 Aug @ 6:34am 
nevermind it works
george01302006 4 Aug @ 4:32am 
Sorry but it still say legitimsit is a requirement
george01302006 4 Aug @ 4:10am 
Oh thank you
Loken  [author] 4 Aug @ 1:11am 
No, that's a result of applying unnecessary restrictions on trigger at some point.

You can try it now, a different cb with no legitimist requirements should appear.
george01302006 3 Aug @ 9:25pm 
just to clarify When you say Fight for your followers' claims, does it mean family only as a landless ruler.
george01302006 3 Aug @ 7:22pm 
hey so I am a brigand and thus kidnapped a claimant and made them marry one of my siblings but I can't press their claim because I am not a Legitimists is this intentional?
Loken  [author] 3 Aug @ 6:05pm 
Added a game rule to allow Offer Legitimist Support to be used on courtier claimants, which turns them into a legitimist adventurer. Disabled by default. Plan to eventually make random events that achieve the same thing in a more organic way.

Thanks for the feedback.
justinanderson70, more ways to act against landed rulers will appear.
Skorion, it will likely stay generally compatible with everything.
justinanderson70 2 Aug @ 7:51pm 
the mod but l'd love to add a way to retaliate against landed rulers who raid your camp
Skorion 2 Aug @ 2:27am 
Love this project, I hope it will continue, and hopefuly it will be compatible with overalls like LOTR.
Meisterstratege für Arme 30 Jul @ 2:43am 
Thanks!
Loken  [author] 29 Jul @ 2:42pm 
Yes. It works with everything that doesn't overwrite the same files.
Meisterstratege für Arme 29 Jul @ 2:14pm 
Does this work with the Landless Opportunities (Playable Courtiers) and the Employ Landless Adventurer mods?
Loken  [author] 29 Jul @ 1:40pm 
Implemented Offer Legitimist Support interaction, thanks to Lord for contributions to the english loc.
AI criminal contracts now have CD of 5 years, if at least one has been completed recently (for each adventurer). So the pacing there should be better now. Also further reduced chances of personally invited adventurers taking such contracts,
damsha123 29 Jul @ 12:20pm 
Holy hell the criminal contracts specifically the heist treasury scheme is actually fkn game ruining every couple of months i lose 500+ gold and i can't get more then a 1000 gold which means i basically can't do any higher quality activities as an emperor because the cost scales with your title level or your income i think. One way of fixing this would probably be to cap the amount of gold that the ai can steal from you like 100-200 max and add a cool down to how often you can do this scheme it should probably be like 1-2 years. Otherwise really great mod i like all the other features.
Loken  [author] 25 Jul @ 1:31pm 
Thanks for the feedback. Spawning of criminal contracts will have additional limitations in the coming patch.
干草黄 25 Jul @ 12:41pm 
Maybe too imbalanced for landed characters. I found that my cash always decrease by hundreds or even thousands without any notice. Then I change to a adventurer located in my capital, he has 2400+ cash and finished 46 criminal contracts aimed at me.
Loken  [author] 20 Jul @ 5:40pm 
Peaceful camp merging is here. Should be pretty hard in general and close to impossible if the target is a legitimist. and Let me know if you encounter any bugs or have any suggestions. Keep in mind that expelling the former camp leader or breaking the promise to keep him/her as a second if you made one will have negative consequences.
Loken  [author] 16 Jul @ 12:17pm 
Yeah, there's several ways to go about this, but I think some transport contracts can be added. Will update the description.
Dakosaurus 15 Jul @ 9:28am 
I believe a transport contract could be a reasonable one to implement if used with the Travelers mod by pharaox which removes teleportation. This would obviously require a separate submod though as it is only usable with that mod, but this is just a little suggestion should you ever think this is worth it.
[system] BEEMEE 15 Jul @ 7:42am 
make a Russifier at least with the help of AI pls
Loken  [author] 15 Jul @ 7:37am 
@殇帝, no, it doesn't affect achievements.
殇帝 15 Jul @ 3:58am 
本mod会影响成就吗?
Loken  [author] 14 Jul @ 5:12am 
No, that's from the base game
Bombe 14 Jul @ 4:34am 
Just got an event that gave a pressed claim on the kingdom of georgia. Never seen it before and wondering if its a part of this mod?
Loken  [author] 13 Jul @ 1:19pm 
*non-english localizations
Loken  [author] 13 Jul @ 11:58am 
All localizations have been made by the public, new contributions are very appreciated.

I could try making some baseline option with AI, but I wouldn't want it gimped and there are new mechanics for 0.1.5 which I'm currently implementing.
바실레오스13 13 Jul @ 4:44am 
where is Korean localization?
Loken  [author] 12 Jul @ 5:22am 
I see no reason why it shoudn't be. Just keep in mind that features work differently. Contracts in LOAA are contracts and are made to work both ways, so that you could always switch from adventurer to landed employer and vice versa. Since yesterday patch, it should also be easier to use in multiplayer.
Raiskyl 热恋中 11 Jul @ 10:57pm 
Having the same question too, would be great if both of em work well together! Thanks for the mod
Lord 8 Jul @ 11:27am 
I knew someone would venture onto something like this!
Loken  [author] 7 Jul @ 6:07pm 
finallyciv, thanks, included in the description.

wiwerse, I plan to include more situations which require committing resources and making choices with regards to followers and troops as next steps. Supplies will be part of that, of course.
MAA maintenance itself is controlled by governments file, which would introduce compatibility issues.
finallyciv 7 Jul @ 6:14am 
I have translated your mod into German (AI assisted) and added the localization to my translation mod: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3355568022
Thank you for creating the mod!