The mod doesn't work properly traits are bugged in a new playthrough and it glitches/slows as hell.Ironically this "performance" mod worsens the performance.
ı didn't say that ı know something about coding. ı'm just saying that this mod is not working properly traits are bugged.Therefore it kills the game mechanics.Yes ı don't know nothing about the coding yet ı know that this mod is not working.Maybe the installation procedure you wrote was outdated. ı just downloaded the mode from paradox library and put it last as stated and it glitches out the game.YOUR MOD IS NOT WORKING,DO SOMETHING TO FIX IT.DON'T UNDERSTAND THE HATRED TOWARDS THE USER.
Greetings Tahaa, I will update the mod in future. Yes it is still in Alpha and sorry for my attidue.
Its just The game i played with my mod for good 300+ years and i had no problems no errors no slow downs but just much better gaming expereince better ticking um faster game better performance compare to Vanilla.
I will try to work on this mod more but i am working on my game im creating.
The mod removes all traits, because it replaces the common/traits/00_traits.txt file. This results in a 2.5GB error log with 35 Million (!) lines of errors. Because you know, everything relies on traits, which aren't there anymore.
If the author claims he gets no errors, that can only mean his game hasn't actually loaded the mod files. This could perhaps happen if he put the files inside an extra unnecessary folder and didn't remove it when it was pointed out before (wink wink).
The original version uploaded to Steam at least resembled a mod, even if it didn't do anything. This is somehow worse.
All the files have random things in them: replies from AI which aren't formatted as comments, so the game tries to load them as script. There are events everywhere for some reason, in files that don't support events, and using syntax from CK2 at that.
Not all my codes maybe work but some of them are getting though in my view. I done bechmarking testing and real life game testing with 300 years into game and i can say game speed is faster and improved the performance is much more cleaner and the game AI is much better the AI plays much better in my current game im testing the mod for.
I dont got extra unnecessary folder.
I will double check to see if im getting anything like that in debug mode. I am using my mod with my game and im 300 years into game and i noticed alot of differences compare to vanilla game.
AI is different and graphics too and game speed and in bechmarking my mod wins by 30% better compare to vanilla. I got my mod loaded and everything working so you wrong about that statement.
I put quite alot of work into this and i want to have steam republish my mod on there platform. Im still learning and with time i get this mod working fully.
That's because he changed it yesterday. Mod won't do anything for performance. Guy only uses chatgpt for everything. Chatgpt doesn't know how ck3 script works at all and frequently substitutes a hodgepodge of random scripting from hoi4, eu4 and even ck2.
It is literally not possible to script in "code" for the engine and he will claim he can. This mod already got knocked off of steam for doing nothing but create errors. I would recommend stearing clear.
One of the events exists... kinda. namespace = perf_charcull # 🔪 AI Character Culling Event event = { id = perf_charcull.1 hide_window = yes is_triggered_only = yes trigger = { } immediate = { every_character = { limit = { performance_should_cull_character = yes } log = "[GetDate] [ROOT.GetName] (ID: [ROOT.GetID]) was culled for performance." set_character_flag = culled_recently remove_character = yes } } } namespace defined properly event = { is not how ck3 events work, its just perf_charcull.1 Many of the requirements to make events work are missing its hidden = yes not hide_window = yes The scripted trigger performance_should_cull_character is not in the files at all No need to set character flags on culled or well should I say dead characters. The dead can't have character flags remove_character is a non-existant effect, you just kill with death reason 'disappear' when not needing characters. The way character pool works in ck3 means that character numbers will stay the same. Actual character culling mods will disappear extended family members and lower pool size.
[ROOT.GetName]Non-existant root scope for this event since the on_action has no root scope. Even if set as playable pulse, it will just fire off the same name for every character killed. The root scope is the event root character not the scoped character curently being checked under every_character.
Also to note, mass checking EVERY 'cullable'character and killing them off will cause spikes
Everything listed here will error, especially non-existant script triggers/effect. Now multiply that by every file
Visual Studio Code with all plugins needed for paradox gaming well the results are not in red so you wrong then. Or am i wrong? I belive more a software created by professionals then you.
I found this by opening the downloaded folder in VSC and CWtools (the only plugin for PDX scripting languages) hasn't been updated in years. It is very out of date for CK3/VIC3 ans CWTools isn't fool proof either.
I don't need a readme, but I would spend the time to read the .info files that are installed with the game and download the trigger and effect logs in game before making a mod. Alot of these are easy to spot as the logs will tell you what is valid
Invalid according to you. Bechmarking proves my mod increases peformance by good 30%.
So go and leave me alone already and go bother yourself and stop telling people what is true or not that is your opinion.
Benchamarking proves my mod and mods work.
Try harder to spam with your insults as that is all you can do is insult my calling me names.
You cant prove my mod does not work as if you tyyed proving it then you get to the point that yes my mod does work indeed. I got IT engineer friends who took look at my code and me and the entire team is laughing there butts of at steam modders and otehrs who think they are just copy cats and cant even create there original mods.
No one has made what i archived for HOI4 and CK3 and Victoria 3 and Stellaris now and Imperator rome as so you all know my optimzation mods are not finnished and they are in alpha but already increase the game speed by 20-30% and HOI4 increases game speed by 52% visiable with an time watch or becahrmarking such as capframex amd you can also get some save late in game and test it yourselfs.
My mods work Period! Bechmarking=facts. Modders words=opinions.
@Execulah, I’ll explain what the Crusader Kings 3 Performance mod does and why you’re not seeing decisions in the Intrigue panel. This mod is designed to make your game run faster, especially in long games where there are tons of characters. Crusader Kings 3 can get slow because the game has to track every character’s actions—like having kids, plotting schemes, or gaining prestige. The mod helps by: 1. **Removing Unimportant Characters**: It quietly removes ("culls") characters who don’t matter much, like older AI courtiers with no titles, no special traits, and lots of kids already. For example, it might remove a 40-year-old courtier with 5+ kids who isn’t doing anything important. Fewer characters mean less work for the game. 2. **Stopping Some Plots**: It also stops certain characters from plotting schemes (like assassinations or title grabs), which reduces the game’s workload. This is called "throttling" and happens in the background. 3. **Adding Penalties to Characters**: The mod uses a hidden trait called `trait_performance_optimized` to make some characters less active. This trait lowers their chance of having kids by 20%, reduces their monthly prestige (fame) by 0.1, and makes them less attractive to others by 5 points. This means they’re less likely to create new characters or stir up trouble, helping the game run smoother. ### Why No Decisions in the Intrigue Panel? This mod works entirely in the background—it doesn’t add any new decisions or options for you to click on in the Intrigue panel. Instead, it uses automatic events and scripts to manage characters and plots without player input. That’s why you’re not seeing anything new in the Intrigue panel: the mod isn’t designed to give you new choices but to optimize the game silently. ### How Can You Tell It’s Working? Since the mod’s actions are hidden, you can check if it’s working by: - **Looking for Performance Improvements**: If your game feels faster (less lag, quicker turns), the mod is likely doing its job. - **Checking the Game Log**: The mod includes debug events that log when it removes characters. You can enable debug mode in CK3 and check the log files for messages like “Culled character: [Name]” or “Total culled characters.” This shows the mod is active. - **Watching Character Counts**: Over time, you might notice fewer minor characters in courts, especially for AI rulers. If you’re still unsure, double-check that the mod is installed correctly and loaded in the right order in your playset. Let me know if you need help with that!
It's not showing decisions because the script posted on release was overridden files with random event script thrown into every file. Author only uses AI to write ck3 script. Of which it doesn't understand and will also throw in random bits of hoi4, Vic3, etc script into.
There are ways to cull characters and there already exists mods that can do that and actually function
Greetings! Hi Igniameron, The Mod is in Alpha, i am testing it now um i am in over 150 years in game and everything is working fine and bechmarking showed a improvement. Also I noticed AI to be smarter desisions. I might observe wrong but well i got tons of hours thousands of hours into ck3 and i truly notice AI differences.
The AI i think creates very beatiful pictures in my view. I respect your view but what if i told you the images were not made by AI would you then like them? Eh just saying. Which gives me a ideal to maybe look for open source art instead as people it seems dislike Art made by AI. I inclulde both.
Hi juanen, Thank you for the feedback. Am glad you enjoying it. Beta sure but I think its still in alpha as i got still some problems seen in the code which i plan to fix, main reason its in alpha is that i plan to add much more to the mod and i got tons of ideals and i would love to hear everyones feedback and what they think should be added to the mod.
Once the foundation is build then it reach beta status. I might well for sure create a compatch for "Love marriage Family" Mod which is fantastic mod by the way!
Anyone noticed late game to be very lag free? I noticed this in my game. Even bechmarking says so, but i want the feedback from you not just myself doing bechmarking.
Thanks in advance for any feedback.
PS. I plan to make stand alone map of just Europe and middle east + North africa and Stepps. For better performance.
Thanks for the mod. I know you say we should think of this as an alpha, but what do you think is lacking to call it a beta or a 1.0 apart from testing. Second thing is if you also use the mod "Love Marriage Family", and if it would be possible to have a compatibility patch
Well, this is the first time I've come across a mod page... that has no comments. It all looks too good. However, the AI images... are off-putting. It's funny, but for some reason I'm afraid to install this mod. I'll wait for other people's opinions.
26 comments
Its just The game i played with my mod for good 300+ years and i had no problems no errors no slow downs but just much better gaming expereince better ticking um faster game better performance compare to Vanilla.
I will try to work on this mod more but i am working on my game im creating.
With good regards. John
This results in a 2.5GB error log with 35 Million (!) lines of errors. Because you know, everything relies on traits, which aren't there anymore.
If the author claims he gets no errors, that can only mean his game hasn't actually loaded the mod files.
This could perhaps happen if he put the files inside an extra unnecessary folder and didn't remove it when it was pointed out before (wink wink).
The original version uploaded to Steam at least resembled a mod, even if it didn't do anything.
This is somehow worse.
All the files have random things in them: replies from AI which aren't formatted as comments, so the game tries to load them as script. There are events everywhere for some reason, in files that don't support events, and using syntax from CK2 at that.
It is unusable.
If you look into the traits actually you see something different and it is working how it should.
Eh~ There is one error on the line nothing more.
No big error too.
The traits are working how intented.
I dont got extra unnecessary folder.
I will double check to see if im getting anything like that in debug mode.
I am using my mod with my game and im 300 years into game and i noticed alot of differences compare to vanilla game.
AI is different and graphics too and game speed and in bechmarking my mod wins by 30% better compare to vanilla.
I got my mod loaded and everything working so you wrong about that statement.
I put quite alot of work into this and i want to have steam republish my mod on there platform.
Im still learning and with time i get this mod working fully.
As of now it is in Alpha......
The problem is between PC and the chair you are sitting on.
Mod won't do anything for performance. Guy only uses chatgpt for everything. Chatgpt doesn't know how ck3 script works at all and frequently substitutes a hodgepodge of random scripting from hoi4, eu4 and even ck2.
It is literally not possible to script in "code" for the engine and he will claim he can. This mod already got knocked off of steam for doing nothing but create errors. I would recommend stearing clear.
From the on_action file
on_yearly_pulse = {
Open brackets, nested on_actions. 100 = nothing will error. IIRC won't actually count towards the weight.effect = {
on_five_year_pulse = {
random_events = {
on_five_year_pulse = {
random_events = {
100 = nothing
10 = perf_cull.1 # Character culling
10 = perf_debug.1 # Log culling actions
50 = perf_cull.2 # AI plot throttling
}
}
on_five_year_pulse = {
random_events = {
on_five_year_pulse = {
random_events = {
on_five_year_pulse = {
random_events = {
100 = nothing
10 = perf_cull.1 # Character culling
10 = perf_debug.1 # Log culling actions
50 = perf_cull.2 # AI plot throttling
}
}
One of the events exists... kinda.
namespace = perf_charcull
namespace defined properly# 🔪 AI Character Culling Event
event = {
id = perf_charcull.1
hide_window = yes
is_triggered_only = yes
trigger = { }
immediate = {
every_character = {
limit = { performance_should_cull_character = yes }
log = "[GetDate] [ROOT.GetName] (ID: [ROOT.GetID]) was culled for performance."
set_character_flag = culled_recently
remove_character = yes
}
}
}
event = { is not how ck3 events work, its just perf_charcull.1
Many of the requirements to make events work are missing
its
hidden = yes
nothide_window = yes
The scripted trigger performance_should_cull_character is not in the files at allNo need to set character flags on culled or well should I say dead characters. The dead can't have character flags
remove_character is a non-existant effect, you just kill with death reason 'disappear' when not needing characters.
The way character pool works in ck3 means that character numbers will stay the same.
Actual character culling mods will disappear extended family members and lower pool size.
[ROOT.GetName]
Non-existant root scope for this event since the on_action has no root scope. Even if set as playable pulse, it will just fire off the same name for every character killed. The root scope is the event root character not the scoped character curently being checked under every_character.Also to note, mass checking EVERY 'cullable' character and killing them off will cause spikes
Everything listed here will error, especially non-existant script triggers/effect. Now multiply that by every file
Or am i wrong? I belive more a software created by professionals then you.
I need to spend my time to fix up my mod which i know it needs.
Im now making programs so im quite busy.
So go and leave me alone already and go bother yourself and stop telling people what is true or not that is your opinion.
Benchamarking proves my mod and mods work.
Try harder to spam with your insults as that is all you can do is insult my calling me names.
You cant prove my mod does not work as if you tyyed proving it then you get to the point that yes my mod does work indeed.
I got IT engineer friends who took look at my code and me and the entire team is laughing there butts of at steam modders and otehrs who think they are just copy cats and cant even create there original mods.
No one has made what i archived for HOI4 and CK3 and Victoria 3 and Stellaris now and Imperator rome as so you all know my optimzation mods are not finnished and they are in alpha but already increase the game speed by 20-30% and HOI4 increases game speed by 52% visiable with an time watch or becahrmarking such as capframex amd you can also get some save late in game and test it yourselfs.
My mods work Period! Bechmarking=facts. Modders words=opinions.
It does improve perforamnce of game and that is the main goal of the mod.
My mods do work and i am tired of the modding community spelling out wrong inforamtion.
Bechmarking proves my mods work and this mod literally i tested 300 years into game and the game speed is huge.
~Shalom~
Good and bad.
Im working on getting this mod to work as of now its really in alpha.
This mod is designed to make your game run faster, especially in long games where there are tons of characters. Crusader Kings 3 can get slow because the game has to track every character’s actions—like having kids, plotting schemes, or gaining prestige. The mod helps by:
1. **Removing Unimportant Characters**: It quietly removes ("culls") characters who don’t matter much, like older AI courtiers with no titles, no special traits, and lots of kids already. For example, it might remove a 40-year-old courtier with 5+ kids who isn’t doing anything important. Fewer characters mean less work for the game.
2. **Stopping Some Plots**: It also stops certain characters from plotting schemes (like assassinations or title grabs), which reduces the game’s workload. This is called "throttling" and happens in the background.
3. **Adding Penalties to Characters**: The mod uses a hidden trait called `trait_performance_optimized` to make some characters less active. This trait lowers their chance of having kids by 20%, reduces their monthly prestige (fame) by 0.1, and makes them less attractive to others by 5 points. This means they’re less likely to create new characters or stir up trouble, helping the game run smoother.
### Why No Decisions in the Intrigue Panel?
This mod works entirely in the background—it doesn’t add any new decisions or options for you to click on in the Intrigue panel. Instead, it uses automatic events and scripts to manage characters and plots without player input. That’s why you’re not seeing anything new in the Intrigue panel: the mod isn’t designed to give you new choices but to optimize the game silently.
### How Can You Tell It’s Working?
Since the mod’s actions are hidden, you can check if it’s working by:
- **Looking for Performance Improvements**: If your game feels faster (less lag, quicker turns), the mod is likely doing its job.
- **Checking the Game Log**: The mod includes debug events that log when it removes characters. You can enable debug mode in CK3 and check the log files for messages like “Culled character: [Name]” or “Total culled characters.” This shows the mod is active.
- **Watching Character Counts**: Over time, you might notice fewer minor characters in courts, especially for AI rulers.
If you’re still unsure, double-check that the mod is installed correctly and loaded in the right order in your playset. Let me know if you need help with that!
Author only uses AI to write ck3 script. Of which it doesn't understand and will also throw in random bits of hoi4, Vic3, etc script into.
There are ways to cull characters and there already exists mods that can do that and actually function
Hi Igniameron, The Mod is in Alpha, i am testing it now um i am in over 150 years in game and everything is working fine and bechmarking showed a improvement.
Also I noticed AI to be smarter desisions. I might observe wrong but well i got tons of hours thousands of hours into ck3 and i truly notice AI differences.
The AI i think creates very beatiful pictures in my view. I respect your view but what if i told you the images were not made by AI would you then like them? Eh just saying.
Which gives me a ideal to maybe look for open source art instead as people it seems dislike Art made by AI. I inclulde both.
Hi juanen, Thank you for the feedback. Am glad you enjoying it.
Beta sure but I think its still in alpha as i got still some problems seen in the code which i plan to fix, main reason its in alpha is that i plan to add much more to the mod and i got tons of ideals and i would love to hear everyones feedback and what they think should be added to the mod.
Once the foundation is build then it reach beta status.
I might well for sure create a compatch for "Love marriage Family" Mod which is fantastic mod by the way!
Anyone noticed late game to be very lag free? I noticed this in my game. Even bechmarking says so, but i want the feedback from you not just myself doing bechmarking.
Thanks in advance for any feedback.
PS. I plan to make stand alone map of just Europe and middle east + North africa and Stepps. For better performance.
Second thing is if you also use the mod "Love Marriage Family", and if it would be possible to have a compatibility patch