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[CK2] Beta: Immersive Slave Training & Kidnapping. Updated: 24/6/19


dwjlien

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IT WORKS WITH EVERY MOD AND GAME VERSION.

December 19   pre-final beta beta.

https://www.mediafire.com/file/973pn9bq1tko4te/Dec_08_19.7z/file

Replace old installation completely, should work 100% fine.

Patch Notes: .tga files redone as .dds files. Grp Training an breaking added (right click self). Code polishing, bug fixes and balance changes.

PLEASE post any and all feedback you have, I try to address issues quickly!

 

July 2019 update: https://www.mediafire.com/file/avb2s7oxdgcvjd2/IST_0.85e.7z/file

 

              -------------------------------                -------------------------------               -------------------------------                -------------------------------               

 

Immersive Slave Training & Kidnapping for Crusader Kings 2

Short Description:

Designate targets to kidnap, then begin breaking them to become supplicant slaves, either to sell or train up as exemplary members of your court.  Or y'know, just to fuck 'em.

Immersive Slave Training & Kidnapping is a mod that emphasizes you as a person in the game and as the ruler, not just an abstract overseer of events.

 

Background:

I enjoyed KSV, tho found it a little too over powered. Slaves could be trained indefinitely, and it was all just a bit too simple. IST&K adds cool downs, limitations, choices, extra benefits and a lot more flavour text to make slave training an involved but ultimately rewarding experience. Beornwahl has been kind enough to let me reuse his assets, and IST owes its existence to KSV.

 

Compatibility:

Made with latest, 3.1 CK2 client in mind, but doesn't touch any advanced stuff so should work with all fuure versions, abd asfar back 2.7.1 Doesn't touch vanilla assets so should be compatible with all mods, and even has some integration with Christianity, and its traits, and Dark Worlds traits. But won't conflict with any. Requires no DLC ( I believe).

 

So why is it Immersive?

Because I play too much Skyrim :P . But nah I found other mods to be quite big picture, where as IST&K is VERY hands on and really requires input from the player. If you put the effort in, you shall be richly rewarded, but is NOT handed to you on a plate. Also it's written in the first person - you play AS the ruler, not a 3rd party controller. Also I included old timey words and insults- how immersive is that!?

 

 

post-24481-0-18858200-1501313771_thumb.jpg

 

What the mod does:

IST gives the player targeted events to use on any NPC in their prison. Includes a kidnap feature. Prisoners will need to be broke, and this is where it gets interesting! Players can choose to torture, physically or emotionally. Or rape and abuse. Or have their guards do it. :) Personal abuse events have branching choices. When a person breaks varies from NPC to NPC, also factoring in the player characters traits, and likelihood increases over time. Lowborns take physical abuse better then nobles who handle emotional torture better for example, and certain difficult traits require special attention. At the exceptionally high end, it may take a year to break someone, where as a lowborn child may crumble at the first attempt.

 

After breaking, they are branded. Branded slaves are obedient and have their own targeted event chain, and can be released from their dungeon at no penalty. Training draws from the NPC's learning and allows them to improve their diplomacy and intrigue (lesserly martial) stats to eventually earned trained status. Some especially suitable people can be trained for up to a year, and earn the exclusive courtesan trait. A fourth extra special level can be unlocked in special cases! :D

 

Slaves can either be utilized in court, released to their home leige to be taken advantage of at a later date, or sold to earn gold.

 

Who is it for?

Everyone! It will work best for players playing as MALE rulers.

I am a straight male, and i made IST&K for me, and it will work best on female NPC's. However I've really tried to be inclusive for all the gay bros and straight gals out there. Males can be slaves like females, and I've tried to make the text applicable to both genders. Some choices mention female genitalia, BUT I hope they're always paired against an option that allows you to choose a gay preference - IE you can titty fuck or ass fuck an NPC - choose ass fuck if the NPC is male, duh :shy:.

What is certain is the text will not align well with female player characters, but trap and Futa rulers will be just fine :).

Its quite vanilla in its tastes by LL standards in this beta release, obviously being a sex-slavery mod, there's BDSM type content, and could easily be interpreted as mind break/control fetishy stuff.

 

So why is it a beta you may ask?

Functionally it's 99% done. But the final release will be photos, not pictures, with lots of erotica and flavour text and options added. Plus there's always bugs in software, help me squish them! Feedback and bug reports wanted and treated earnestly!

 

I'm uploading it off site for the beta so as to reduce load on Lovers Lab. Even though its size is tiny :D lol.

 

Download:

https://www.mediafire.com/file/avb2s7oxdgcvjd2/IST_0.85e.7z/file

 


Change log

Spoiler

v0.85d: 16/07/19

Just localisation improvements and fixes based on feedback.

 

Patch Notes IST&K 0.85

Image isn't perfect but should indicate some of the logic/complexity I put into kidnapping. It really should feel like a decent and believable addition to the game, quite outside of any lovers lab ideology :P. The tool-tip on kidnapping under 18 males is the most informative on the the rules of kidnapping. Girls/women/men tool-tip is reduced/cleaner. Starts out hard, but certain traits help, and you can train up your own Spymaster, realm intrigue is the best scaling factor.

  • Smoothing and improvement of end user experience

There's a fair amount of clicking in this mod (high input for high rewards) so I spent sometime improving the click flow of expected behavior.  Result being just less mouse movement, hopefully you just have to click in the same place to get where you're going.  It should just feel intuitive and smoother.

  • Better fitting UI

Text should fit in vanilla text boxes 99% of the time and be an appropriately sized window. Works for CKII_UI_Font_Mod_for_3.x 98% of the time too.

  • Loads of new pics

Vanilla size, pointless in my eyes but wanted them there for all the people that only like to play with vanilla event boxes and UI and such, and to be thematically matched to base game pics - best I could. Honestly can't tell you how labor intensive this was, so hard to source. Spent days on it, and gay pictures -nightmare!

  • A less wonky gay experience

Less. This is still my my mod for me I am sharing, and I am 101% straight, but I have made an effort for my gay bros that this should be a functional mod for them too, descriptions should have less wrong gender pronouns, and no females in the pictures. Again if you're presented with a choice on a male NPC ' ass OR titties' choose ass/the male believable option and you wont be railroaded into the female perspective. Done this way for gender bending NPC's

  • Stats!

Right click your character and you'll be able to see a numerical breakdown of your play time. NPCs will tell you your interaction numbers with them personally, once trained under the "use body" option. Bare in mind this is a beta. Pimp gold is erratically reported. See READ ME.txt if you think anal sex ='s sex/losing virginity.

  • Mod integration

Dicks and tits factor into a slaves sell price. aGoT slaves are acknowledged. aGoT knights and trained fighters are harder to kidnap etc.

  • Undocumented changes.

I bet there's lots. But they're not documented here. I forgot see.

v0.74: 07/08/17

Big changes to kidnapping:

-Cant kidnap landed etc

-Base % chance to kidnap formula massively reworked

 

 v0.73: 03/08/17

Mostly menu jiggery-pokery to facilitate new options in the future.

Implemented a pregnancy framework

Corrected some grammer

Severely reduced game-ability of enslaving landed nobles.

Created better code notation in ISTSellSlave.txt and ISTSpecialisation.txt

 

20
3

 

Some early screen shots :
 

Spoiler

 

post-24481-0-78167700-1501290680_thumb.jpg

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post-24481-0-78536000-1501290693_thumb.jpg

post-24481-0-41498400-1501290710_thumb.jpg

post-24481-0-38796700-1501290720_thumb.jpg

post-24481-0-58272900-1501290728_thumb.jpg

 

brk.jpg

 

 

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Two things I noticed.  When using other mods which also include a slaving feature, such as the Fire & Ice one, or Dark World, the tooltip is always labeled "enslave" which makes it very confusing as to what you're trying to accomplish, and just clicking them all and having all the event chains running at once is a bit pointless.  So maybe use slightly different wording on that. 

 

The other was that even when both my character and my slave had fertility in the hundreds the sex option from the "use the slave" tooltip never caused pregnancy.  I did it about a dozen times with three different slaves, all with high fertility.  The breeder specialized slave also never got pregnant, though maybe I didn't give that enough time.  However, I freely admit that I was running the full Dark World suit of mods at the time, so there may have been some conflicts involved. 

 

On the plus side, the slave breaking event chain is really interesting, and I'm still not entirely sure what makes the reactions different.  However the post-breaking training could use some work.  I don't usually think in terms of stats, but rather traits.  Boosting fertility, general opinion, and attraction substats via tiered and mutually exclusive traits would be something that might make things better.  That way you can train them in specific areas, while avoiding trait-bloat and forcing the player to diversity their stable. 

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...Fire & Ice one, or Dark World, the tooltip is always labeled "enslave" which makes it very confusing as to what you're trying to accomplish,

 

I'm not sure what you're trying to suggest here, that I should use the world enslave, or that I shouldn't? Apologies I do not use those mods. The current interaction chain is :

  • Designate Potential Slave - One time only use.
  • Enslaved Decisions - used when you've chosen a slave, but not trained them.
  • Slave Options - used for all trained slaves.

 

How do you think it should work?

 

The other was that even when both my character and my slave had fertility in the hundreds the sex option from the "use the slave" tooltip never caused pregnancy.

 

Aye, there is no pregnancy in IST yet, :P I can add it for each sex act, if that's what people want :) My reasoning being these people are slaves, I don't want them soiling my dynasty haha, but it does lesson the risk involved I guess, feed back noted!

 

On the plus side, the slave breaking event chain is really interesting, and I'm still not entirely sure what makes the reactions different.  However the post-breaking training could use some work. 

100% agree, and happy that you do - as the breaking chain in is my Mod IST, the training chain (post-breaking) is remnant code from KSV, that I'll improving over the next 2 weeks, this is noted in the Beta details section :)

 

 

 I don't usually think in terms of stats, but rather traits.  Boosting fertility, general opinion, and attraction substats via tiered and mutually exclusive traits would be something that might make things better.  That way you can train them in specific areas, while avoiding trait-bloat and forcing the player to diversity their stable. 

 

The 3 latter earnable slave traits -Trained Slave, Courtesan Slave and Meretrix Courtesan Slave, have you unlocked them? All offer beneficial  general opinion and attraction bonuses. Fertility will be handled by training menu in regards to IST, perhaps I could make the fertility training ultimately reward a nice  trait so that it is visible?

 

The stats vs traits argument is an interesting one, as I chose stat manipulation as I did want to avoid trait bloat.   I didn't want IST to be way over-powered, and as such only 2 stats are trainable -so a diverse stable probably isn't on the cards. I am unsure how one would immersively or believably use sexual acts to train a person in Martial, Stewardship or Learning- though my top tier slave training to Meretrix Courtesan does offer some significant (vanilla) traits that help in all these areas.

 

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Should not just use the term 'enslave', is what I was saying.  In the game it doesn't look like "designate potential slave", though I did see that a bit in the code. 

 

Slaves aren't married, so you'd have the option of choosing whether to acknowledge them or not when the children are born.  Though I would love a mod that would allow me to clean up the dynasty by expelling people from the family tree, like how the "denounce them" option does for infants. 

 

I never got to the point of unlocking the traits, I was just fiddling with the mod.  There is already a vanilla fertility trait, and the breeder one, so you could possibly just say that if you train fertility a certain number of times it will add one of the existing ones in, or you could leave traits out I suppose.  Fertility and health are one of the few stats I actually pay attention to, because they're hidden so I have to use charinfo to find them out.  One of the flaws, if you want to look at it that way, of the fertility training option is that people that don't use the debug window won't be able to see what the slave's current fertility even is. 

 

 

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Should not just use the term 'enslave', is what I was saying.  In the game it doesn't look like "designate potential slave", though I did see that a bit in the code. 

 

http://www.mediafire.com/file/dac15er56taf82h/Immersive_Slave_Training_0.72.7z

 

IST does not just use the term enslave, only partly in "Enslaved Decisions". You should be seeing "Slave Options" as well.

I can only think there's a code clash with some other mod, as IST should not have the word enslave for any of its options, only "Enslaved Decisions". If you feel like testing the above link I've renamed the code lines to something unique, to avoid clashing with any other mods you may have, could let me know if that helps with your issue, please and thank you :).

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Please, don't disappear and leave us in future with non-updated version of the mod T_T

So many great mods were abandoned.

Get him guys! Tie him, so he can't escape!

 

So far, this mod has been awesome. Really, really awesome. Simply brilliant.

I was wondering - it's fully working with Dark world and Agot mods, right? Or did anyone try it with those mods?

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I like the kind words! :D Thank you.

Though if you want me to work on it, some suggestions of what you liked or did not, would give me something to work with :cool:.

As for mod compatibility- I cant see it being a problem, I touch no  vanilla assets and everything in ISTs code will have a unique prefix to avoid the game "seeing double".

 

As for integration - once I and people are happy IST works, it would be frankly rude of me not to get it working with a mod as lauded as Dark World even if not using it myself. No proper promises though as I don't know the ins and outs of such a process. By that I mean if i can, then I will, but am just a nooby moddder :P

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I like the kind words! :D Thank you.

Though if you want me to work on it, some suggestions of what you liked or did not, would give me something to work with :cool:.

As for mod compatibility- I cant see it being a problem, I touch no vanilla assets and everything in ISTs code will have a unique prefix to avoid the game "seeing double".

 

As for integration - once I and people are happy IST works, it would be frankly rude of me not to get it working with a mod as lauded as Dark World even if not using it myself. No proper promises though as I don't know the ins and outs of such a process. By that I mean if i can, then I will, but am just a nooby moddder :P

Wait a little.

Y..yo.. you want ideas?! Suggestions?!

That's my specialisation!

If you're interested, just PM me and we'll talk about more details!

 

As for compatibility.

If I'm going to play it with... let's say.. Game of Thrones mod, should I add the "dependency" on that huge mod? Or leave it alone?

I played really too much of vanilla xD.

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I like the kind words! :D Thank you.

Though if you want me to work on it, some suggestions of what you liked or did not, would give me something to work with :cool:.

As for mod compatibility- I cant see it being a problem, I touch no vanilla assets and everything in ISTs code will have a unique prefix to avoid the game "seeing double".

 

As for integration - once I and people are happy IST works, it would be frankly rude of me not to get it working with a mod as lauded as Dark World even if not using it myself. No proper promises though as I don't know the ins and outs of such a process. By that I mean if i can, then I will, but am just a nooby moddder :P

Wait a little.

Y..yo.. you want ideas?! Suggestions?!

That's my specialisation!

If you're interested, just PM me and we'll talk about more details!

 

As for compatibility.

If I'm going to play it with... let's say.. Game of Thrones mod, should I add the "dependency" on that huge mod? Or leave it alone?

I played really too much of vanilla xD.

 

 

As far as I can tell, "dependencies" are only to tell the game to load one (sub)mod after another, overriding load order by name, because the (sub) mod requires to override files in the other mod. Since the author says no files from vanilla (nor other mods) are modified, no dependencies should be added.

Link to comment

 

 

I like the kind words! :D Thank you.

Though if you want me to work on it, some suggestions of what you liked or did not, would give me something to work with :cool:.

As for mod compatibility- I cant see it being a problem, I touch no vanilla assets and everything in ISTs code will have a unique prefix to avoid the game "seeing double".

 

As for integration - once I and people are happy IST works, it would be frankly rude of me not to get it working with a mod as lauded as Dark World even if not using it myself. No proper promises though as I don't know the ins and outs of such a process. By that I mean if i can, then I will, but am just a nooby moddder :P

Wait a little.

Y..yo.. you want ideas?! Suggestions?!

That's my specialisation!

If you're interested, just PM me and we'll talk about more details!

 

As for compatibility.

If I'm going to play it with... let's say.. Game of Thrones mod, should I add the "dependency" on that huge mod? Or leave it alone?

I played really too much of vanilla xD.

As far as I can tell, "dependencies" are only to tell the game to load one (sub)mod after another, overriding load order by name, because the (sub) mod requires to override files in the other mod. Since the author says no files from vanilla (nor other mods) are modified, no dependencies should be added.

Great!

Thank you for the info ^^

 

Now... It's time to wait for GoT mod to be fixed... and everything will be alright xD

Link to comment

 

 

 

I like the kind words! :D Thank you.

Though if you want me to work on it, some suggestions of what you liked or did not, would give me something to work with :cool:.

As for mod compatibility- I cant see it being a problem, I touch no vanilla assets and everything in ISTs code will have a unique prefix to avoid the game "seeing double".

 

As for integration - once I and people are happy IST works, it would be frankly rude of me not to get it working with a mod as lauded as Dark World even if not using it myself. No proper promises though as I don't know the ins and outs of such a process. By that I mean if i can, then I will, but am just a nooby moddder :P

Wait a little.

Y..yo.. you want ideas?! Suggestions?!

That's my specialisation!

If you're interested, just PM me and we'll talk about more details!

 

As for compatibility.

If I'm going to play it with... let's say.. Game of Thrones mod, should I add the "dependency" on that huge mod? Or leave it alone?

I played really too much of vanilla xD.

As far as I can tell, "dependencies" are only to tell the game to load one (sub)mod after another, overriding load order by name, because the (sub) mod requires to override files in the other mod. Since the author says no files from vanilla (nor other mods) are modified, no dependencies should be added.

Great!

Thank you for the info ^^

 

Now... It's time to wait for GoT mod to be fixed... and everything will be alright xD

 

 

Going off-topic here but... What does need fixing in the GoT mod?

 

Now to contribute to the actual topic :-) a couple of observations just from skimming through the code:

 

1) ATM this is just a thing to help others read and understand your code, but if you intend for a decision to be player-only, then put an "ai = no" condition in the from_potential (if targeted) or potential (otherwise). That helps the reader figure out when an action is intended to be used by the ai without having to script down to the ai_will_do.

 

2) Speaking about the ai will do, a couple of observations/tips so that you can write a bit less code:

  a) revoke_allowed is ignored by the game, you can remove those clauses without problem.

  B) ai_will_do default to a flat factor of one if ommited, so if you follow (1) then you also don't need to write that block (since the ai will be blocked by the potential or from potential in any case)

  c) Empty clauses are valid so you can write allow = {} instead of allow = { always = yes }

 

3) Some parts of the code could use some comments to explain them (what is the functional difference between brokenIST and KSVbroken, for example?).

 

There are some scripts that could use some optimisation (and would also be written faster). E.g. in event IST.56, all the if-clauses could be replaced by a 

 

FROM = {
  export_to_variable = {
    which = global_ISTtrln value = learning #stores the scope's "value" into the "which" variable of the optional "who" RHS (e.g. "who = ROOT") - who defaults to the enclosing scope. In this case, the "who" is irrelevant since the variable is global.
  }
}

 

I might review the code more in-depth for possible optimisations/succintness suggestions like these, but I fear I would not be able to grasp the purpose of many parts of the code.

Link to comment

 

Y..yo.. you want ideas?! Suggestions?!

 

Haha,I'm not quite ready to go down that rabbit hole yet! I was think of suggestions of things to fix, mistakes to correct, balance issues, bad numbers etc. :P

I am open to actual suggestions ofc, if I can squeeze them in and have the know how.

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I might review the code more in-depth for possible optimisations/succintness suggestions like these, but I fear I would not be able to grasp the purpose of many parts of the code.

 

 

Don't worry, I can't either!  :D  (When I've tidied/commented it might be more approachable for you^^ )

You're a god damn boss ngppgn! Thanks for all your help and new suggestions

A lot of your comment are summed up by the fact, the mods just a rejigged KSV. So there' a lot of old code lying about. I will absolutely root through it with your tips and clean it up some. Thanks! And I can add comments, never really thought about  other people wanting to look at code.

 

ISTbroken is my mods term a slave who has under gone the breaking process, KSVbroken is legacy from the base mod,  a small possibility that one of the training scenarios can fail, and the NPC gets broken/destroyed. I'm not sure i that fits in with what IST is about, but have left it in just in case, with it still being KSV so I know to re-look at it.

 

As for saving myself writing if statements, I absolutely can not get the game to store attributes in a variable, as looked at in the help topic:

http://www.loverslab.com/topic/73788-ck2-modding-quick-question-thread/?p=1963520

I am unsure (read totally fucking clueless) as to what I'm doing wrong. :-/

 

I will try with out the who, as its global, thank you.

Link to comment

 

 

 

 

I like the kind words! :D Thank you.

Though if you want me to work on it, some suggestions of what you liked or did not, would give me something to work with :cool:.

As for mod compatibility- I cant see it being a problem, I touch no vanilla assets and everything in ISTs code will have a unique prefix to avoid the game "seeing double".

 

As for integration - once I and people are happy IST works, it would be frankly rude of me not to get it working with a mod as lauded as Dark World even if not using it myself. No proper promises though as I don't know the ins and outs of such a process. By that I mean if i can, then I will, but am just a nooby moddder :P

Wait a little.

Y..yo.. you want ideas?! Suggestions?!

That's my specialisation!

If you're interested, just PM me and we'll talk about more details!

 

As for compatibility.

If I'm going to play it with... let's say.. Game of Thrones mod, should I add the "dependency" on that huge mod? Or leave it alone?

I played really too much of vanilla xD.

As far as I can tell, "dependencies" are only to tell the game to load one (sub)mod after another, overriding load order by name, because the (sub) mod requires to override files in the other mod. Since the author says no files from vanilla (nor other mods) are modified, no dependencies should be added.
Great!

Thank you for the info ^^

 

Now... It's time to wait for GoT mod to be fixed... and everything will be alright xD

Going off-topic here but... What does need fixing in the GoT mod?

That mod is probably in the worst shape I've ever seen in these years.

Basically... If your game doesn't crash for some reason, you'll be ambushed by following - very annoying bugs.

 

1. Everyone allied to everyone. Yeah. That's a serious bug, where 80% of the world is allied to each other for no reason. Good luck trying to push that claim of yours.

 

2. Infinite epidemics.

Probably the worst of all.

If you don't turn off plagues, certain regions will be forever infected with plague, which will also spread after some period of time. It's not funny, when one region is in seclusion for 100+ years.

 

3. Seduction lag bug.

If you don't turn off AI seduction or entire Way of life, you'll have characters, which would have -100000 or more opinion of others, especially those, who cucked them. There's a bug, which is causing opinion penalty to reach near infinite value.

 

4. Societies inbalance.

Let's say, that societies of GoT need little more tinkering to do. In case of alchemists... they need little more tinkering than usual. Plus there are also balancing issues, which must be also fixed by Paradox.

(Especially infinite plague can't be fixed, since it's hardcoded)

 

That's probably it. There are more bugs, but minor ones... which really don't break the game that much.

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Y..yo.. you want ideas?! Suggestions?!

Haha,I'm not quite ready to go down that rabbit hole yet! I was think of suggestions of things to fix, mistakes to correct, balance issues, bad numbers etc. :P

I am open to actual suggestions ofc, if I can squeeze them in and have the know how.

Aaah, sure.. no problem.

I dunno, what to look for. I'll keep messing around with the mod, try to find some issues in that case.

But I'm not a modder, though. I'm more of the "idea guy" xD.

If requested, I can spam you little with few ideas for expansions and interesting mechanics.

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Oh. I almost forgot.

As i always offer... As help for improvement and speeding up the development:

Do you need some very specific pictures for the mod?

Just say, what's needed and what scenario, content or story should picture have and I'll find it.

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I love the mod thank you. I don't have any compatibility issues with any of the large number of mods I use.

 

The one problem I have found in the last few hours of play is that when I did the event chain for a Meretrix Courtesan it broke the portrait of that character (went from a vanilla portrait to the black silhouette head with the number 63 across it). I'm not sure if that is already known or not, but I didn't read anything about it in the comments so far.

 

After making the one Meretrix Courtesan I no longer have the option to advance any of my other Courtesan slaves. Once again I'm not sure if you already know that, or if you have it capped to 1 alive at a time, or maybe there is special requirements for that to happen that I was just lucky to get on the first to run that event.

 

Hope this feedback helps with the mod. Thank you again for the great mod and the quality of the first public release.

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I love the mod thank you. I don't have any compatibility issues with any of the large number of mods I use.

 

The one problem I have found in the last few hours of play is that when I did the event chain for a Meretrix Courtesan it broke the portrait of that character (went from a vanilla portrait to the black silhouette head with the number 63 across it). I'm not sure if that is already known or not, but I didn't read anything about it in the comments so far.

 

After making the one Meretrix Courtesan I no longer have the option to advance any of my other Courtesan slaves. Once again I'm not sure if you already know that, or if you have it capped to 1 alive at a time, or maybe there is special requirements for that to happen that I was just lucky to get on the first to run that event.

 

Hope this feedback helps with the mod. Thank you again for the great mod and the quality of the first public release.

 

I have already edited out the portrait problem, good find! It's coz I had personal code in there to assign a ReMedy mod portrait to a Meretrix Slave as like a distinguisher/reward.

 

To become a Meretrix slave certain conditions are required, as it is a very involved process  that not just any old street urchin can be inducted to!

 

 

In addition to normal slave progression they must be your: spouse, concubine, councilor or lover.

 

 

 

Whether the restriction is good or not is what this betas about, let me know :) Also, did you think the gold was about right for the reward?

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Just tested with Geheimnisnacht, works 100% fine, 10 years and the only thing i'd mention is that Elves sell for less for being old. 

 

Interesting, I only deal in humans, in the compatibility stage I'll have to factor in races. I take it old elves are respected and such?

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I love the mod thank you. I don't have any compatibility issues with any of the large number of mods I use.

 

The one problem I have found in the last few hours of play is that when I did the event chain for a Meretrix Courtesan it broke the portrait of that character (went from a vanilla portrait to the black silhouette head with the number 63 across it). I'm not sure if that is already known or not, but I didn't read anything about it in the comments so far.

 

After making the one Meretrix Courtesan I no longer have the option to advance any of my other Courtesan slaves. Once again I'm not sure if you already know that, or if you have it capped to 1 alive at a time, or maybe there is special requirements for that to happen that I was just lucky to get on the first to run that event.

 

Hope this feedback helps with the mod. Thank you again for the great mod and the quality of the first public release.

 

I have already edited out the portrait problem, good find! It's coz I had personal code in there to assign a ReMedy mod portrait to a Meretrix Slave as like a distinguisher/reward.

 

To become a Meretrix slave certain conditions are required, as it is a very involved process  that not just any old street urchin can be inducted to!

 

 

In addition to normal slave progression they must be your: spouse, concubine, councilor or lover.

 

 

 

Whether the restriction is good or not is what this betas about, let me know :) Also, did you think the gold was about right for the reward?

 

 

I personally have no problem with the gold/reward balance it seemed reasonable to me.

 

Keep up the good work!

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Just tested with Geheimnisnacht, works 100% fine, 10 years and the only thing i'd mention is that Elves sell for less for being old. 

 

Interesting, I only deal in humans, in the compatibility stage I'll have to factor in races. I take it old elves are respected and such?

 

A majority of the Elves that the game starts with are generally over 150 to 200, which makes them worth less despite being relatively young. i dont think that Warhammer elves actually have a cap on their lifespan to tell the truth.

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Not an update just writing down while it is fresh details on improved kidnapping implementation.

 

Who can NOT be kidnapped.

  • ANY landed character.
  • Any SPOUSE of a landed character.
  • Any child whose parents are Emperor tier, or father is KING tier, even if 23 or older and not heirs.
  • Any Male Under 23 whose parent is landed.
  • Any Female Under 19 whose parent is landed.

This is done for example because a duke or count might have 5 sons, only the eldest will inherit, the others will go on to live ordinary lives, and will just be "nobodies" by the time a man is 23 or older he would be out of the care of his noble parents, and thus a target.

 

I found I ruined my latest save by proper gaming the system. So all of this is just to prevent the player from marrying 7th in line to the throne, then kidnapping the kids of emperors, and killing them off till they were the heir. Was way too easy to game.

 

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What about cognatic or enatic succession laws? Shouldn't you take into account who can inherit?

 

I have deleted the heir stuff, did not work in game :(. Not that I fully understand succession laws mind you. The intent of the kidnapping changes is stop the unrealistic nabbing of kids from parents who are landed, as they would have guards and such. What the succession laws are, is actually irrelevant; even if only my son could inherit, I  would still make sure my daughters were supervised.

 

If you meant something other than that, you will have to explain it to me, sorry for being thick.

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