Crusader Kings III

Crusader Kings III

Love Marriage Family
Showing 31-40 of 131 entries
< 1  2  3  4  5  6 ... 14 >
Update: 30 Mar @ 11:17pm

  • Fixed the heir visiting event where the heir could vanish/die instead of the peasant girl he failed to impregnate.

  • You now receive an alert to use the Invite to Visit interaction if your spouse is also a ruler and you either don’t have a child together or you need an heir.

  • Lovers and soulmates now have a higher chance of agreeing to an Invite to Visit interaction.

  • A spouse will have a higher chance of agreeing to an Invite to Visit interaction if the two of you don’t have at least one child together, and they like you, regardless of whether or not either of you needs more children (or an heir).

  • The Invite to Visit interaction no longer uses the base 30% chance of pregnancy, when used on a spouse. Now the chance is based on Fertility (the lower of the two is used), at least for the first children (the number is based on the highest tier title the couple possesses). For those first children, the chance cannot drop below 30% if one (or both) have lower Fertility.

Changes to ANSF:
  • You now receive an alert icon indicating you can customize your family, though it will only appear once per house regardless of what you have your game rule set to.

Update: 23 Mar @ 7:51pm

  • The Court Tutor “Teach Languages” task has been removed from the Court Tutor interface. The automatic assignation of children to language tutors (and the occasional introduction of new tutors) is now something that court tutors will do automatically (checked once a year, so you have plenty of time to assign a tutor yourself, if you desire to).

  • The Secluded trait given to pregnant women sent into seclusion now offers the same reduction in epidemic chance as the family isolation modifier.

  • Women who gain the Reduced Fertility or Trouble Conceiving modifiers now cannot get pregnant for the first half of that modifier’s duration.

  • The “Wash Your Hands” perk now also reduces the chance of your courtiers contracting epidemics, as it says in the text but doesn’t actually do in vanilla.

  • The yearly pregnancy check for a ruler’s close relative courtiers has been moved from random_yearly_everyone_pulse to random_yearly_playable_pulse (no difference to you the player, it’s to save on performance) and expanded so that more courtiers are eligible: every courtier either heir to a title of county tier or higher or next in line to inherit, every courtier with a pressed claim, and all close/extended family members. The system also uses a different effect for the pregnancies that plays better with the realistic pregnancies system.

  • The text for the Romance scheme now better explains the difference between the scheme in LMF and its vanilla version. Options in the outcome event that are greyed out now have better tooltips to explain why they’re not available.

  • Added “Player Only” setting to the Realistic Pregnancies game rule, so the effects only apply to the player and their courtiers (if you’re concerned about the ability of the AI to deal with the effects but like abiding by the effects yourself).

  • Fixed an instance in the event chain when pregnant women were sent into seclusion where, if they lost the child before the birth occurred, they could end up stuck with the Secluded trait forever.

  • Pregnant characters are no longer pruned.

  • A character being married to a close or extended family member no longer restricts them from being targeted with an elope scheme (for faiths with unrestricted consanguinity).

  • Girls who are being trained by a female guardian with the Worthy Commander modifier, or whose host has such a character as a courtier, are far more likely to demand the right to be trained in combat.

Update: 12 Mar @ 9:30pm

  • Updated some chances for heir visit events.
  • Updated the mod to the 1.15 patch.

Update: 9 Mar @ 12:21am

  • The event where an heir comes to visit has been expanded into its own chain. Now there are events that update you on how the heir is doing, who they meet, and how they train – with several different outcomes and a wider array of skills they can learn from the trip.

  • Ensured that the lover event where a lover demands a role at court shows the correct previous holder of a court position.

  • Fixed an error that allowed maidens to leave court when they were their liege’s lover or friend.

  • Added a notification for the former liege when a character leaves court to reunite with their spouse and/or children.

  • Fixed a bug that occasionally prevent a liege from being notified when a courtier went to visit a lover in another court.

For ANSF3:
  • Fixed an instance where characters marked as ‘do not delete’ were still deleted.

  • The option at the beginning of the event chain where you can set your father as the head of your family, having held the title before you, has been disallowed for characters with a noble family title. Since you can’t join your father’s dynasty, the event on his creation could no longer be exited.

Update: 25 Feb @ 8:04pm

Updated to show compatibility for 1.14.3 (no changes to code at all)

Update: 1 Feb @ 8:57pm

  • MAJOR: Characters cannot now get pregnant unless they are physically in the same space – meaning at the same court/location, attending the same event, traveling together, or in the same army. Yes, that means you cannot get your wife pregnant while you are off commanding armies for years at a time (not unless she’s out there fighting with you). This applies to all characters, not just the player, and there is a game rule to turn this feature off if you wish.

  • Courtiers will now sometimes leave court to visit spouses and lovers that aren’t in their home court. For spouses, they’ll do this if they don’t have enough children already. For lovers, they’ll do this if they’re unmarried, lustful, or just stressed (as a visit reduces stress). This feature is turned off if the game rule for realistic pregnancies is off, and the frequency for AI is controlled by the game rule for courtier marriage proposals.

  • Courtiers will now sometimes ask their liege to bring spouses and children to be with them at their court. The frequency for AI is controlled by the game rule for courtier marriage proposals.

  • Lowered the defines establishing the average number of children per couple – they are now the same as vanilla except for Kings/Emperors who are slightly lower. With all the other changes that LMF provides, the original defines meant most rulers were ending up with 7 children. You can still get that many, but it’s a bit less common now.

  • Added an “Invite to Visit” interaction that rulers with courts can use to invite lovers and spouses who don’t reside in that court for a ‘conjugal visit’ – they make the land voyage and then spend a night with the ruler, providing a chance for a pregnancy and some stress relief. With the changes to pregnancy with this update, this is the only way to get distant lovers and spouses who have their own courts pregnant (outside of existing event-driven sexual encounters).

  • A few more of the lover events now have a scripted sex event (and thus possible pregnancy) added in (usually if sex is mentioned in the text), but only if the realistic pregnancy game rule is active.

  • Raised the bar on pruneable characters after the first 100 game years has passed, so the game becomes more aggressive with its pruning of pool characters as the pool grows.

  • Added some variation to the animations used when your family member is displeased by an introduction candidate, so it more closely matches the text.

  • Fixed a script value that didn’t properly consider seduce targets who had existing lovers.

  • Added some extra checks in a couple of places just to make certain that courtiers with inspirations in progress can’t be plucked from a court via marriage.

  • Increased the stress loss by characters who have an outburst at a family feast. They deserve it.

  • Changed an entry in the AI marriage modifiers which gave a bonus for rulers approving of two candidates who were in love. It looked for the “love opinion”, but the creation of lovers doesn’t always add that so now it just looks for the lover/soulmate relation instead.

Update: 26 Jan @ 7:35pm

  • Arrogant and hot-headed family members are now much more likely to object to a betrothal to someone they don’t care for. They no longer object, however, if a grand wedding has been promised or if the betrothal is to their host.

  • The code for the betrothal breaking now no longer uses the vanilla interaction, skipping a bug that makes the character try to apply an opinion modifier to themselves but also preventing the family member you just pleased or any of their family members from being angry at you for doing as they asked.

  • The heir event to “correct” an objectionable trait in your heir now includes certain negative personality traits, regardless of whether they’re sinful or the ruler has their opposite, as well as certain negative stress traits. This is only done by rulers who are particularly diligent or ambitious.

  • Adjusted the chances of certain introduction activities being undertaken and lowered the base chance of a successful interaction (as it was much too high, especially considering the effects of the activity added into the mix).

  • The lover event where you learn one of your lover’s secrets now actually tells you the secret.

  • Remove Stubborn from the list of “positive” ruler traits.

  • Fixed small bug in the court tutor code that didn’t first check if a royal court existed, when checking court type.

  • Moved friend or rival recognition down the list of importance when stating relation to a character in loc events.

Changes to ANSF3:
  • Fixed bug that was preventing created mothers from being set as the mothers of existing, motherless siblings even when she was otherwise applicable.

Update: 19 Jan @ 5:42am

  • The final introduction failure/success events now have far more variance, with the prospective spouse being visited choosing an activity to take the visitor on for the day (this is chosen automatically, based on traits) and this is reflected both in the chance of the introduction’s success (some visitors will particularly like or dislike certain activities) and will be reflected in the event. So it’s not always the same walk in the castle gardens.

  • The tutor event where a language teacher is brought to court now only considers vassals and allies who are relatively close to your own primary title tier.

  • Added missing check into the seduction setting for activities so that AI doesn’t use it if the character wouldn’t cheat on their spouse/lover. Players are, of course, exempt.

  • Seduction schemes now invalidate for the AI when the owner wouldn’t cheat on their spouse/lever. Handles several (not uncommon) cases where seduction schemes were started by event, leading to characters performing seductions who were unrealistic to do so.

  • Changed how some in-law and kinsman relations are referred to in events, since almost no-one would use “cousin-in-law” or “uncle-in-law”, and added some cases where they’ll be referred to by their relation to a closer relative (“Cousin X’s wife” or “my nephew’s daughter”) so it sounds a bit more natural.

  • Spouses are no longer eligible for the family feast events that create a new rival (meaning both the player’s spouse as well as family member spouses). Player spouses already have the "Scorn" event specifically for them. Added a new family feast event specifically for two married AI family members who have a public fight at the feast.

  • Adjusted many of the more important family feast events so that they have to involve someone you’d actually care about (as opposed to a new rivalry spawning for your courtier cousin’s wife).

  • The family feast event where two family member rivals duel now has a small chance of ending in one of them killing the other (the chance grows if they are each other’s nemesis or if they are particularly irrational/vindictive). Whatever the result, there’s now a follow-up notification to tell you what the result of the duel was.

  • The family feast event where a family member gets sick now has a chance for them to get pneumonia or consumption instead.

  • Changed the characters allowed at family feasts again.
    - non-family court musician no longer attends
    - all close/extended family and dynasty members (and their spouse/children) as well as non-family friends in your court (as courtiers or guests) now attend
    - vassals who are councillors or have a court position can always attend
    - sociable vassals who are close/extended family or friends but near to the capital can attend
    - rulers who aren’t vassals but are close family and also near to the capital can attend (this includes landless adventurers who are camped nearby)
    - close/extended family (and their spouse/children) who are in the capital province pool can attend

  • Moved all scripted triggers and scripted effects which are actually overrides of vanilla versions into proper override files that contain the same name as the vanilla file they’re derived from. Only of interest to modders who need to look for this stuff for compatibility.

Update: 13 Jan @ 3:05am

  • The event where a Court Tutor suggests a language tutor now properly fires on the liege.
  • Made the Court Tutor task free, since it doesn't really do much that isn't just for convenience.
  • Fixed a lover modifier that was increasing Stewardship when it should increase Intrigue.
  • Various small loc fixes.

ANSF3 Changes:
  • Made it so that, if you select an existing character as the "other parent" when creating bastards (whether this be one that was spawned earlier in the event chain, the parent of a different bastard, or a lover) and then back out of whatever bastard character you're creating, it doesn't kill them off as well as the bastard.

Update: 10 Jan @ 10:20pm

  • Court Tutors now have a “Direct Language Teaching” task. If active, they will automatically assign language tutors to any of your close or extended family in your court (this includes guests who are also wards of someone in your court). There’s a delay, so if you want to do it manually, you can. Good Court Tutors will also sometimes bring you a new courtier who can speak a language they think is useful but which doesn’t have a tutor for it in your court.

  • Fixed error in the activity shared intents file.

  • Most restrictions that apply to clergy now also apply to court chaplain councillors.

  • Some more fixes to the relation customizable localization file, namely for references to half-siblings and in-laws (in-laws, in particular, are incorrectly coded in vanilla in many cases).

  • Some tweaks to the animations used in feast events, to take advantage of newer animations.

  • Tweaks the family feast event window to lower the character position.

  • Some adjustments to how relatives are directly referred to in events. Also included a system to judge who has a closer relationship to a character, so anytime feast events are referring to “this person and their relative” it’ll instead switch to “my relative” if my relationship is a closer one. Because this just makes logical sense for the writing, no other reason.