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DocToska

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About DocToska

  • Birthday 05/24/1971

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  1. Oh? Maybe you missed that DWToska2 does have game rules where you can configure this? You can configure if captured prisoners are "top of the line" in regards to traits, "high end" or "stock". You can also configure the capture chance during siege/raids as well as battles from "almost always" to 50% or 25%. This has been in the mod from day one and the defaults are the highest possible values. But you can sure tone it down yourself via these game rules. If you have specific suggestions for what *other* possible values you would like to see? I'm all ears.
  2. Indeed! By accident 3.0.3 included a stray window_character.gui that caused issues. I just uploaded v3.0.4 to fix it.
  3. I just released DWToska3-v3.0.3 and it has the following changes: Added provisional Character Body Overhaul and Carnal Court integration based on CBO Alpha for CK3 v1.9 (which includes Carnal Court now) Better Carnalitas integration Rapist and victim now start naked, victim now no longer looses hair. Rape event starts immediately on selection. On end of first pop-up it fires up CBO/CC (if present), conclusion event follows one day later. Added health check on victim. If brutally mauled on event start, victim will die as a result. Cause and killer will be named correctly. New death cause added: 'death_raped', 'death_raped_killer' This is a major rewrite of DWToska3. As Mange has released an early alpha of Character Body Overhaul and Carnal Court on Discord I went a bit overboard and integrated it into DWToska3 while fixing some other stuff. Please keep in mind that the CK3 v1.9 ready Character Body Overhaul and Carnal Court aren't officially out yet (just a preview version), so you might want to wait until a stable version of these is out. The changes boil down to this: When you now rape a courtier/prisoner the usual panel pops up and the text description of the act is shown. When you click on the button on that panel, you don't get to see the second panel right away (as before). Instead (if you have the CK3 v1.9 ready CBO and Carnal Court installed!) it shows the Carnal Court interaction instead. Then, one day later the final panel showing the end of the rape act shows up. If you don't have CBO/CC? All it adds is the one day delay between those panels (and an ignorable error message in the logs). Both characters now start naked in those panels and the victim will retain their hair piece. This was going missing in previous versions. Additionally: Raped characters are still getting wounded with wounds getting more aggravated each attempt - unless you allow them to heal. If you now choose to rape a prisoner/courtier that already has the trait "wounded_3" ("Brutally Mauled"), then the character will die (as before), but the death message will be "XXX was raped to death by [You]". To make this more visible as well, the "Rape Courtier" or "Rape Prisoner" menu option will also show a (+) at the end if the next "interaction" will be deadly.
  4. DWToska2 may work without Carnalitas, but DWToska3 needs it.
  5. Damn! Nice catch, @uud! Many thanks! I just uploaded DWToska3-v3.0.1 which simply removes that file. You can either delete common/on_action/childhood_on_actions.txt entirely yourself, or delete the whole mods/DWToska3 and then install the v3.0.1.
  6. No Idea. I checked the code of DWToska2 and DWToska3. There is nothing age related in there aside from the typical "is_adult" checks to make sure we don't trigger kinky stuff against recipients who are minors. Nor does it add/remove any traits aside from chance based injury or death. It sets opinion modifiers and stress levels, but that's it. I fail to see how it could interfere with the assignment of sexuality or passing into adulthood. I do run this with a ton of other mods and that creates a somewhat volatile mixture for me, where I do see occasional bugs of all kinds. Sexuality and what "equipment" a character gets when passing into adulthood is handled by Carnalitas ... on_16th_birthday = { events = { carn_dt.0003 # activate dt traits for children coming of age } } ... via the "carn_activate_gender_specific_dt_traits_effect" in Carnaitas\common\on_action\carn_trait_seeding_on_actions.txt. That's something I don't mess with.
  7. I hear you. The thing is: I make these mods mostly for my own enjoyment and tastes are obiously different. If you think even the 25% chance as set by the 25% game rule is too high a percentage? No biggy. You can easily adjust this with a text editor yourself and I'll show you how. Open up DWToska2\events\toskabattles_events.txt and the events you want to adjust are these: toskabattles.0001 (Fires after succesful sieges during wars) toskabattles.0100 (Fires during battles) toskabattles.0201 (Fires during sieges done during raids) Each of these three events have clauses with the comment # 25% chance that looks kinda like this: else = { # 25% Chance: random_list = { 75 = { # Tough luck! } 25 = { trigger_event = { # Capture ruler of holding id = toskabattles.0002 days = 2 } } } } The example above is from the event "toskabattles.0001" line 88-101 - to make it easy for you to find. If you want to reduce the 25% success chance to 5% instead? Replace the 75 with 95 and the 25 with 5. In the event "toskabattles.0201" (line 1804) where it says "chance = 25" and change that to "chance = 5" to reduce the chance of capturing the enemy barony holder from 25% to 5%. The encounter changes during battle are defined in "toskabattles.0100" and these are a bit shittier, as they fire multiple times during each "tick" that the battle lasts. I spaced them out to fire only ever two days, but then you have a 50/50 chance during each tick to encounter an enemy knight or commander. Thats in this code (lines 1233-1249): random_list = { 1 = { # 50% Chance # Nothing happens } 50 = { # Should be 25 trigger_event = { id = toskabattles.0102 # Encounter an enemy knight days = 2 } } 50 = { # Should be 25 trigger_event = { id = toskabattles.0103 # Encounter the enemy commander days = 2 } } } The comments in that part of the code aren't correct anymore, as I doubled the chances at one point or another. If you want to half that, change "1" to "50", and the two "50"'s below? Change each of them to "25" instead. Or to whatever other value you'd like.
  8. Yeah, I think it should work with 1.8.2 as well, although I no longer have a working 1.8.2 that I could test it with.
  9. Yay! Thanks of the help of moderator CPU I just got my account access back. Many thanks! I also updated the mod description and attached the two zipfiles posted above by my alt account to the download area of this mod. Just be sure to recall: DWToska2: Raping, killing and/or imprisonment after battles, sieges and raids! DWToska3: Rape Courtiers / Rape Prisoners
  10. Many thanks! It's nearing 20k downloads in a year and a half since the earliest version of this mod had been released. I wish my professional software was half as successful. 😉 Yeah, I think it's a good idea to add that back. I'll chuck it in during the next update. Meanwhile I've been working on trying to let the enemy have your way with you when you loose a battle. That's a pice of work. Wouldn't have though it. The "on_action" for that is "on_combat_end_loser" and the root is the loosing combat side. I'm having a hell of a lot of troubles scoping the player out of that and then at least one surviving enemy commander.
  11. Hah. Just as I had uploaded 2.0.4 I saw your message and you're right. That was indeed a bug. Version 2.0.5 has just been released: v2.0.5: Event 'toskabattles.0100' fired even if 'We can rape and pillage' was disabled. Added checks to event chain to prevent that.
  12. Thank you for letting me know. You're right: There was a bug in one event and I just fixed it. Version 2.0.4 has just been released: v2.0.4: To prevent enemy courts getting flooded with released super-mutant randomly generated victims are now getting killed off via 'death_vanished' if they survive the ordeal and aren't imprisoned or killed by the player. That's the best I can do w/o making things overly complicated. Fixed missing/incorrect trait assignment for toska_pow_2 in 'toskabattles.0010'. Wasn't getting any special physical traits before. Added 2 days delay back into 'toskabattles.0100' to make it fire less frequently.
  13. I think you two are onto something. You see, the whole time I've been play-testing this mod I use the same two saves (literally the same to roll-back and test from the same conditions) and went back and forth between them. The longest I played was maybe 2-3 years ingame time on each of them while I was testing some stuff. So obviously I didn't see any long term effects and therefore paid them no heed. Last night I did a new game and played for around 20 years ingame time in one session and I'm really starting to see what difference it makes. Even lost my ruler in a duel against an almost 40 year old enemy knight. When I checked that knights profile, it was clear that he was a former "randomly generated victim" due to the traits he had. I then turned on debug and checked the courts of surrounding lieges that I had raided or fought wars against and it was like many of their courtiers and/or vassals had won the genetic lottery. I mean: There were more giant titties present than in a Wallmart on a Black Friday. 😱 So yeah, this needs tweaking. Sure, the beauty traits aren't much of an issue, aside from improving the general gene pool quite a bit. But the advanced skills and prowess these characters possess sure ares an issue, as every successful siege/raid leaves your neighbour with more capable courtiers. Which the AI then naturally shoe-horns into appropriate positions or uses as leverage to form alliances through marriages. Let's do this: Unless you choose to imprison or kill them, randomly generated victims will be removed from the game automatically - in one way or another. I haven't use pruning before, but I look up if it can be scripted. Otherwise I'll exile them to the offmap realm Neverland (have to check if that's still there), or give them a fatal illness or (if it can't be helped) I'll just kill them off silently once the event is done.
  14. Thank you! I've given it some thought and I'm still certain that granting the AI access to the events (as they are) would create a mayhem. Tweaking the chances down for the AI would on the other hand also make stuff happen less frequently that it would leave players dissatisfied. It might be possible to find a middle ground, but like said: It would be extremly difficult. But alas, this got me thinking further. How about we just throw an IF clause into the two toplevel decisions and send the players down the event chain they currently have, and give the AI another event chain that causes fewer mayhem and also perhaps triggers much less often? Further tweakable by game rules. Like turning the AI ability off and make some percentages adjustable. Also make it more trait based as well. A lawful knight in shining armor won't go on a raping spree, but a lustful and sadistic one certainly might. I'll look into it, but I make no promises as to if and when I might have something like that. But it at least has my curiosity and I'm wondering how it might play out. As for using any/all parts of my code in your own mods? Absolutely. Anyone who wants to use it has my blessing. Double props if you give me a mention somewhere in the comments of your code or (if you think it's warranted) the description of the mod. But it's not necessary.
  15. See toskabattles_events.txt, event toskabattles.0001 and toskabattles.0201. Find the lines with the comment "# Tough luck!" (all three of them) and adjust the three percentage ranges there to your liking: First one has 1/99 Second has 50/50 Third has 75/20 Which of the three is used depends on the game rules for the capture percentage. So if your current game rule is 25% and you want to lower it, change the 75 to something line 90 and the 25 to 10. That should lower your chance from 25% to 10%. That's in line 91 and 94 of toskabattles_events.txt and for the raids just edit the "chance = 25" in line 1605 to change it to "chance = 10" instead.
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