Crusader Kings III

Crusader Kings III

Employ Landless Adventurer
129 Comments
Trihne 19 Jun @ 4:57am 
No, that would reduce mod compatibilty, so maybe instead a learning contract to teach one of your councillor, to augment their primary stat (or in extreme failure remove one stat lol).
Trihne 19 Jun @ 4:51am 
Maybe, instead of converting a neighboring ruler, it could instead add a modifier to a county of your realm to accelerate a tiny bit the counciler faith conversion task?
Trihne 19 Jun @ 4:39am 
At the risk of being rude, maybe that contract should be replaced entirely. As far as I know, there is no such contract when you yourself is a landless adventurer.
Ourg  [author] 19 Jun @ 1:17am 
thx for the feedback, will check value
Trihne 17 Jun @ 5:58pm 
This is a good idea, but the "convert neighbor" contract is absurdly overpowered.

In 867, as a count, I contracted an adventurer to convert a big part of denmark to christianism. a year or so passed, and the same guy converted another duke who had plenty of duchies.

It's the only contract I think is too strong
neptune 16 Jun @ 8:08am 
thanks for the answer author
Siyaashgushe Iraani 15 Jun @ 10:12pm 
maybe i can be of help? after my exams are done i wanna make a few mods for paradox games in general
ima programmar too
Ourg  [author] 15 Jun @ 12:55pm 
As I said it works in mp with AI adventurer. I've made this mod for adding interaction with adventurer when playing landed as we already have access to contract when playing adventurer

Could be possible to make it available with player adventurer but I would have to remake all the structure of the mod to have something proper

Maybe I will in the futur but for the moment it's not planed
neptune 15 Jun @ 9:39am 
Is there any way to make this mod work for Multiplayer. It would add so much depth...
Marihan. 15 Jun @ 6:01am 
yeah that would be pretty cool.
Siyaashgushe Iraani 12 Jun @ 4:10am 
it would be very awsome if it were mp landless adventurer player compatible! the possibilities are endless
Ourg  [author] 5 Jun @ 4:59am 
it works in MP but only with AI adventurer.

No plan for the moment for make it compatible with player adventurer. Would have to remake all the structure of the mod
Shifty Fish 4 Jun @ 11:38pm 
Are there any plans to make this work for multiplayer? It would be a seriously gamechanging mod for sure.
Lord 1 Jun @ 9:00am 
Thank you for the update!
If you can get to it. the next contract you should add is the abduction contract!
Ourg  [author] 1 Jun @ 5:06am 
update : New contract : Support a faction
Ourg  [author] 19 May @ 10:48am 
update : I've added an indication on the success chance of the adventurer for each contract on the event to select them
Lord 18 May @ 12:11pm 
No but it applies features that only adventurers originally had, and gives them a spinoff for landed rulers.
In the same vein, a minor rewrite of the visit settlment decision could be used by landed rulers.
No pressure
Ourg  [author] 18 May @ 11:25am 
update : improved the UI of the decision and the event for choosing an adventurer. You will have more informations like the contracts availables.
In addition, the decision will be invalid if you have no contract to offer.

@eztoom The mod is more about giving interaction with adventurer, not get their features. Events in visiting settlement are totally adventurer oriented, should be a hude work to adapt them, like totally rewrite them. For the moment I don't have the time, I only make some small adjustements.
Lord 17 May @ 9:51am 
Still, the decision would align with the direction of the mod: expanding features to all rulers, not just a few. Visit holding would do that well. I would always be happy to make the localization.,
Ourg  [author] 17 May @ 9:14am 
It's not really the goal of the mod. Will think of that
Lord 16 May @ 12:16pm 
Could you add the visit settlement feature to landed rulers, and change up the events?
No pressure!
Ourg  [author] 14 May @ 12:15pm 
thx for the feedback, will look into it
bamboocarpet 14 May @ 10:48am 
Your mods are excellent, but the English localization files have some minor errors and grammatical inconsistencies. Would really elevate your work if you could get those lines polished. :steamthumbsup:
Ourg  [author] 13 May @ 4:21am 
update : I've change the way to select a character. The old version with event loop wasn't really practical.
Now I've set a scrollbox GUI to select each character
JKL 8 May @ 6:53am 
nice idea!
Ourg  [author] 8 May @ 6:52am 
update : i've added a small event when an adventurer has his camp in your domain and he's your rival or a freelooter (less chance to trigger for freelooter). He will raid your county and add a negative modifier. Should give a real reason to get rid of unwanted adventurer.
Ourg  [author] 7 May @ 8:17am 
If you mean compatible, yes the mod is compatible.
Friedrich von Luxemburg 7 May @ 7:19am 
work with Oathbound ?
Ourg  [author] 4 May @ 8:43am 
update : now when you have to select someone among a list, they will always appear in the same order instead of totally randomly previously
FunGaming44 3 May @ 7:44pm 
beauitfull mod, thanks for making it
Ourg  [author] 3 May @ 11:50am 
update : now the decision is available for nomad
Ourg  [author] 28 Apr @ 6:45am 
updated for 1.16, i've fixed a bug introduced in 1.16
Ourg  [author] 27 Apr @ 6:58am 
update : I've removed the interaction to invit a far away adventurer to your capital since the adventurer mainly ending up to travel back very shortly.
I've added a character interaction to directly employ an adventurer with the same condition as the decision.
Ourg  [author] 24 Apr @ 11:54am 
no sorry should have to rermake all the mod.
Krukov 22 Apr @ 11:30pm 
Are we able to make it MP compatible for player adventurers?

Concept of your mod is solid. Was a massive oversight by Paradox to not implement player ruler -> Adventurer interaction.
Альфа 1918 21 Apr @ 7:17pm 
Can we land advernturers without being at war with them?
Ourg  [author] 18 Apr @ 3:21am 
No because the AI already use the vanilla contract system
Riven 18 Apr @ 2:41am 
Hi, I like this mod! I have a question; does the AI use this as well? Thank you!
kgptzac 8 Apr @ 6:55pm 
This is probably outside of the scope of this mod... I'm thinking of ruling a very large realm where I can use adventurers to increase control and popular opinion of my frontline counties. Maybe even convert county faith to bypass religious protection vassal contract.
Lord 5 Apr @ 6:40am 
Not trying to pester you just asking,......
Ourg  [author] 4 Apr @ 11:28am 
as I already said 3 days ago not for the moment
Lord 3 Apr @ 2:53pm 
Do you have any plans to add more contracts? Thank you!
Ourg  [author] 3 Apr @ 3:51am 
I've hidden them on purpose, because the trigger localization is buggy on event option. First I've tried to let them displayed with why they are not available, but It was filling the error log as hell. And I'm not like paradox I don't like when the error log is spammed.

And i've set them to global cooldown to prevent spaming them.

The cooldown for most contracts is 2 years, and the cooldown for the decision is 1 year, so it let 1 year blank between 1 type of contract
kgptzac 2 Apr @ 6:50pm 
I think it's better to change to intent cooldown to character cooldown. Often I invite an adventure only wanting to perform the task they are best at, but I can only find out that intent is on cooldown when it's not shown in the task that I can ask them to perform.
Ourg  [author] 1 Apr @ 6:54am 
not for the moment
Lord 31 Mar @ 6:47pm 
Would you consider adding the send gift, or abduct contract?
Ourg  [author] 31 Mar @ 1:54pm 
it should
Atlas 30 Mar @ 5:48am 
works with realms in exile and princes of darkness? thanks
The Notorious Garangus 27 Mar @ 4:36pm 
Thanks for the convert neighbor contract!
Dragen Everchosen 23 Mar @ 4:54am 
Ahh I see! Thanks for response.