Crusader Kings III

Crusader Kings III

[LOT] Legitimacy Over Time
 This topic has been pinned, so it's probably important
jawwadbr  [developer] 10 Aug, 2024 @ 3:11pm
Bug Report
Report any bugs, don't forget to include all information about the bug.
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Showing 1-15 of 16 comments
Pch91 25 Oct, 2024 @ 4:15am 
Very good mod, thank you.

There is a bug when you miss the annual legitimacy gain alert, it gets minimized and doesn't let you open it anymore.
jawwadbr  [developer] 25 Oct, 2024 @ 12:19pm 
Originally posted by Pch91:
Very good mod, thank you.

There is a bug when you miss the annual legitimacy gain alert, it gets minimized and doesn't let you open it anymore.

I couldn't find a way to reproduce this bug. Could you explain a bit more about the conditions when it happened?
Budzyn 4 May @ 7:53am 
Hello,

When I got this mod opened I cant click/highlight on any child - nothing happens.
jawwadbr  [developer] 4 May @ 8:48pm 
Originally posted by Budzyn:
Hello,

When I got this mod opened I cant click/highlight on any child - nothing happens.

Uhmm that's weird, my mod does not interact with highlights with any type of character. But when I have the time to update my mod to the new version I will check if the new update mess up something on my mod, Ty.
Last edited by jawwadbr; 4 May @ 8:48pm
jawwadbr  [developer] 10 May @ 5:06pm 
Originally posted by Budzyn:
Hello,

When I got this mod opened I cant click/highlight on any child - nothing happens.

After testing today, I couldn't replicate what is happening to you. You probably have some other mod that contain a bug.
Timou 25 May @ 6:21am 
This mod directly affects the legitimacy mechanic and is most likely the cause of the has_trait trigger [ trait was null ] and meets_legitimacy_expectation_of trigger errors, as they reference legitimacy related files (00_legitimacy_values.txt).
jawwadbr  [developer] 25 May @ 11:16am 
Originally posted by Timou:
This mod directly affects the legitimacy mechanic and is most likely the cause of the has_trait trigger [ trait was null ] and meets_legitimacy_expectation_of trigger errors, as they reference legitimacy related files (00_legitimacy_values.txt).

Hello, thank you for reporting this.

That's strange, I wasn’t getting this error when I tested it with the 1.16 release. I’ll check what I can do when I have time. Are you only getting this error when using my mod ? Thanks!

Originally posted by Timou:
This mod directly affects the legitimacy mechanic

By the way, my mod does not change any original game files, so it does not affect the legitimacy mechanic. The related file (00_legitimacy_values.txt) is not modified by my mod. Still, I will check to see what’s happening. Thank you!
JSJosh 22 Aug @ 11:05am 
I am getting a consistent crash, and one of the last strings of errors in my error.log file relates to this mod:

[14:10:51][E][jomini_script_system.cpp:284]: Script system error!
Error: remove_character_flag effect [ scope is dead during effect execution ]
Script location: file: common/story_cycles/lot_ruler_years_story_cycle.txt line: 99 (lot_years_as_ruler_for_legitimacy_gain_story_cycle:on_end)

[14:10:56][E][jomini_script_system.cpp:284]: Script system error!
Error: remove_character_flag effect [ scope is dead during effect execution ]
Script location: file: common/story_cycles/lot_ruler_years_story_cycle.txt line: 99 (lot_years_as_ruler_for_legitimacy_gain_story_cycle:on_end)

[14:10:59][E][jomini_script_system.cpp:284]: Script system error!
Error: remove_character_flag effect [ scope is dead during effect execution ]
Script location: file: common/story_cycles/lot_ruler_years_story_cycle.txt line: 99 (lot_years_as_ruler_for_legitimacy_gain_story_cycle:on_end)

[14:11:00][E][jomini_script_system.cpp:284]: Script system error!
Error: remove_character_flag effect [ scope is dead during effect execution ]
Script location: file: common/story_cycles/lot_ruler_years_story_cycle.txt line: 99 (lot_years_as_ruler_for_legitimacy_gain_story_cycle:on_end)

[14:11:02][E][jomini_script_system.cpp:284]: Script system error!
Error: remove_character_flag effect [ scope is dead during effect execution ]
Script location: file: common/story_cycles/lot_ruler_years_story_cycle.txt line: 99 (lot_years_as_ruler_for_legitimacy_gain_story_cycle:on_end)
jawwadbr  [developer] 22 Aug @ 11:30am 
Originally posted by JSJosh:
I am getting a consistent crash, and one of the last strings of errors in my error.log file relates to this mod:

[14:10:51][E][jomini_script_system.cpp:284]: Script system error!
Error: remove_character_flag effect [ scope is dead during effect execution ]
Script location: file: common/story_cycles/lot_ruler_years_story_cycle.txt line: 99 (lot_years_as_ruler_for_legitimacy_gain_story_cycle:on_end)

[14:10:56][E][jomini_script_system.cpp:284]: Script system error!
Error: remove_character_flag effect [ scope is dead during effect execution ]
Script location: file: common/story_cycles/lot_ruler_years_story_cycle.txt line: 99 (lot_years_as_ruler_for_legitimacy_gain_story_cycle:on_end)

[14:10:59][E][jomini_script_system.cpp:284]: Script system error!
Error: remove_character_flag effect [ scope is dead during effect execution ]
Script location: file: common/story_cycles/lot_ruler_years_story_cycle.txt line: 99 (lot_years_as_ruler_for_legitimacy_gain_story_cycle:on_end)

[14:11:00][E][jomini_script_system.cpp:284]: Script system error!
Error: remove_character_flag effect [ scope is dead during effect execution ]
Script location: file: common/story_cycles/lot_ruler_years_story_cycle.txt line: 99 (lot_years_as_ruler_for_legitimacy_gain_story_cycle:on_end)

[14:11:02][E][jomini_script_system.cpp:284]: Script system error!
Error: remove_character_flag effect [ scope is dead during effect execution ]
Script location: file: common/story_cycles/lot_ruler_years_story_cycle.txt line: 99 (lot_years_as_ruler_for_legitimacy_gain_story_cycle:on_end)

Thank you for reporting. I will check and see why that is happening.
Is it possible for you to share your mod list too?
JSJosh 22 Aug @ 11:48am 
Is there an easy way to export a modlist? Unfortunately my list is quite long lol. What I can say is that I have no total conversion mods or massive overhauls, no VIET or RICE.
jawwadbr  [developer] 22 Aug @ 12:00pm 
Originally posted by JSJosh:
Is there an easy way to export a modlist? Unfortunately my list is quite long lol. What I can say is that I have no total conversion mods or massive overhauls, no VIET or RICE.

No worries then. Just so I know, do you know how or when the crashes happen, like what you were doing when the crash occurred or do they seem to be random?
JSJosh 22 Aug @ 12:11pm 
Happens consistently on September 11, so its not related to autosaving, nothing specific causes it, happens at that same date no matter what I do beforehand. To be honest I am not even 100% sure this mod *causes* the crash, but its prevalent in the logs regardless. Alongside a "Could not find map mode "diplomatic_relations" " unrelated to this pasted thousands of times lol
jawwadbr  [developer] 22 Aug @ 12:16pm 
Originally posted by JSJosh:
Happens consistently on September 11, so its not related to autosaving, nothing specific causes it, happens at that same date no matter what I do beforehand. To be honest I am not even 100% sure this mod *causes* the crash, but its prevalent in the logs regardless. Alongside a "Could not find map mode "diplomatic_relations" " unrelated to this pasted thousands of times lol

Ok, thank you.

Originally posted by JSJosh:
Happens consistently on September 11

Hmm, nothing in my mod should be calculating on that date, it might be another mod.

Anyway, I’ll test right now to see if I can recreate the crash and the error in the logs
JSJosh 22 Aug @ 12:20pm 
Just looked through the entire error log, the only things other than "diplomatic relations" are errors from game files themselves like 'common/on_action/yearly_on_actions.txt' and 'pdx_persistent_reader.cpp' - and some localization errors at the very beginning of the log that shouldn't be *causing* the crash in the first place... I wonder if the game is just unstable to be honest.
jawwadbr  [developer] 22 Aug @ 12:30pm 
Originally posted by JSJosh:
I wonder if the game is just unstable to be honest.

That might be it. I couldn’t recreate the crash, but I’m seeing the script errors too, and I think I’ve just fixed them. I will let the game simulate some years to make sure.
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