Crusader Kings II

Crusader Kings II

Mages And Magical Potential [Update]
 This topic has been pinned, so it's probably important
Velar  [developer] 1 Jan, 2019 @ 1:19pm
Bug Report and Troubleshooting
Please only post bugs here, all other bug posts will be deleted and moved here
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Tibus 3 Jan, 2019 @ 1:44am 
Hey buddy thanks for responding. I run my game with heavy mod participation ive tryied your new mod a few times now and it definately disables devine healing and the ability to make devine relics. I have prob 20 mods active in game but i do know there is at least one that has mage/magic in it. The others are imortality, god, artifact,and bloodline mods. I also have infinity gaunlet and infanite game mods on. Which ones would you need to look at? or do you want me to link you the list?
Velar  [developer] 3 Jan, 2019 @ 10:06am 
Hey thanks for doing that. Just link the one you think is conflicting and i'll dig through the files.
Tibus 3 Jan, 2019 @ 6:07pm 
damm its just the image...let metry again
Tibus 3 Jan, 2019 @ 6:12pm 
Hey Vel sry each time i try and copy the actual mod file i get something different could you tell me what i need to to to do that? pls and Ty. Tib
Tibus 3 Jan, 2019 @ 6:20pm 
I think it might be something in one of two God mods i have active. The first one is "Godlike (Trait Mod)" and "The Gods 2.4" also the other mage mods i have active are "Offensive and Defensive Mages" and "Sorcerer Supreme v1"
Tibus 3 Jan, 2019 @ 6:26pm 
I also just read in The Gods 2.4 that he has done some updates on devine relics. Produced by Lithros. I also mentioned the issue with him.
Last edited by Tibus; 3 Jan, 2019 @ 6:50pm
Velar  [developer] 4 Jan, 2019 @ 3:57pm 
Hey Tibus, so I searched through all the files from the mod you mentioned and cross referenced them with mine; no event names / decision names conflict so there are no issues there.

I booted up a new save game with the Gods mod and used divine healing and create relic with no issue. I then enabled my mod and repeated the same process. The only hiccup I had was that since both mods add traits adding my mod mid-save caused the God trait to change to God of Death. Once I re-added the God trait back everything worked. These mods are indeed compatible but I would recommend against adding either of them to the other in the middle of a save since the traits get scrambled up. This is natural and is an inherit problem with the way traits are handled with CK2.

My suggestion would be to finish the God save up and when you start a new save enable both mods. OR, if you are a console user just make sure you add the correct traits back to characters if it gets scrambled up.

Thanks and sorry for the hassle!
Tibus 7 Jan, 2019 @ 4:18pm 
Hey Vel Thank you for looking into it. I have been away for the weekend. I did notice that some of my family became evil and even one got the evil king god so i proptly dueled them and ended that. the other thing is i have added these mid game already in so when i get through with this game ill start another from scratch and see how i go. Thanks again buddy.

Oh any thoughts on the vault suggestion i had?

Tibs
Sakuro 10 Jan, 2019 @ 4:25pm 
I noticed some magic user themed mercenaries in the Mercenary tab. One has called Hedge Mages, can't remember the other or if there was more than two off the top of my head. THey had a leader/commander, but no hiring cost, no maintaince cost, no troops, and after clicking the Hire button nothing happened.

If you are trying to give people the option to get magic users as commanders, could this be done as a descision? Perhaps it can be made to function like the old Raise Tribal army. So that the hired mage commander goes away after your war.
Velar  [developer] 10 Jan, 2019 @ 5:32pm 
Mercenaries are bugged right now, I can't figure out how to get them functioning correctly. They should be disabled in this version. In the future the idea is that they will be lead by mages. Can you see their leaders now do they have magic traits?
Tibus 16 Jan, 2019 @ 4:52am 
Hi Vel, Just letting you know that i have been playing with your mod active now after starting again and i now control about 80% of the map playing a muslim ruling the Byzantine Empier and had magic family members in a couple of branches of the family but for some reason ALL the magic characters have lost the mage skills. Any idea what would be happening?
Velar  [developer] 16 Jan, 2019 @ 9:26am 
Did their learning call below 14? Any mage skills will be lost if the character falls below 14 learning. But, they won't loose their potential. What changes that caused the loss? If it was a generational loss inheritance can be a jerk sometimes. Their magical potential shouldn't be lost besides from non-inheriting members.
Tibus 16 Jan, 2019 @ 9:49am 
Hey buddy, I think i may have found the issue i must have activated the other mage "Offensive and Defensive Mage" mod by accident along with your updated one. I think it was you old one. Not sure but now i have turned that one off the mage potential and the archon traits have reappeard. I had set up 3 families with mages and their kids had mage potential all these disapeard the only things that i found were 2 of my sons that had the archon of intrigue the plot/ilussionist mage they kept those 2 traits the rest disapeard. Would this have caused this? ty Tibs
Last edited by Tibus; 16 Jan, 2019 @ 9:56am
Velar  [developer] 16 Jan, 2019 @ 11:58am 
Absolutely, adding the other trait will cause traits to conflict and change their in-game IDs causing traits to shuffle around. Its not recommended to add or remove trait mods mid-save. Certainly don't use this at the same time as the old version of it'll cause issues even on new saves.
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