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DZM Expanded

 

!Announcement!

 

I haven't given an update in awhile but I might as well this one out of the way. Work on the mod stopped awhile ago. I got engaged, I'm preparing for university graduation, I've had multiple deaths in the family, and I had lost progress on the rebuild about three times due to crashes and back up corruptions. 

 

I've learned enough about modding CK2 that I could feasibly get a working demo out in a month or so but my motivation is drained because-

1. I was never a fan of coding to begin with.

2. I have other projects that have been far more successful such as a Sims 4 save and an indie game I have been working as community manager and story outliner.

 

3. The vast majority of users have moved onto Crusader Kings 3, which my computer has issues even loading.

 

My desire to put out a mod that adds Fate summons(Eventually I was gonna move onto Legend of Zelda and Fire Emblem characters) still exist but my drive does not. This can change if I have help. If someone can help me with coding then I focus on localization and story. I may even go back on my original intention and make this mod optionally pornographic. Though right now I don't really see the point in performing the effort. If I had some people willing to help then that would show me that there's still an interest in Crusader Kings 2 but every time I've approached someone to ask, I got turned down and the one time I did get an assistant, they had to back out of it because of personal issues. No judgement there but yeah. 

 

I apologize for my broken promise of getting this out. Though I'll only be keeping it if I can get some support as I don't have the time nor motivation to do this on my own anymore.


 

 

Old Announcement about the rebuild.

Spoiler

I have decided that I am going to rebuild the mod from the ground up. I mean no offense to DroZzhat but his code has been a nightmare to work with. Almost everything in the mod is linked to some degree. Adding content is easily done as it stands on itself with minimal sharing of things like traits. However every time I have attempted to change existing content (This includes fixing certain bugs) something breaks down and it usually requires me to roll back and abandon the attempt or have up to 3 other people help me with what essentially boiled down to guesswork in how to actually get the change to not have the mod suffer a cascade failure. I've decided to cut my losses.

 

So what's for the future?

 

To be perfectly transparent my interest in the original DroZzhat Mod was entirely centered on soulforges. I never really had interest in the guilds, the siege events, or capital expansion and only really finetuned it and fixed their bugs because other users enjoyed the content. Unfortunately I will NOT be carrying this content into the new mod.

 

The new mod will essentially be what both DroZzhat and I said DZM and DZME wouldn't become and that is a Fate but for Crusader Kings 2 mod. It will have its own spin on things and will NOT be a copy paste of the nasuverse. Especially because I'm keeping the Nintendo and other franchise content.

 

Something that DZM and DZME have had a hard time with is compatibility with some other heavy mods. The new mod will be built in a manner that simply adds content, not alter. While it will stand on its own, it will be built to hook into Dark World and Luxuria Fantasia as well as their associated mods with the only compatibility issues being what comes with those mods should you have them installed.

 

Now for those who enjoyed the guilds and holding expansions. What's gonna happen for you? Well I'm completely abandoning it. Maybe something like it will be in the new mod but it will be in support of the soulforging not something that functions along side it as how it works currently.

 

Now that sounds sad but good news is that I have spoken to DroZzhat and here's his exact words.

"I really have no intention of returning to CK2 at this point, so I have no problem with people taking stuff from the mod and running with it. I would just ask that they credit me and at least vaguely mention what it is they took from the mod, whether it be the artifacts, or the guilds, or whatever random bit of code.

I don't need anyone to ask permission, but I would also like to be contacted with a link or whatever to whatever uses stuff from the mod."

 

Now then for my content? I will be taking the vast majority of soulforged stuff with me. The only files I actually added to instead of creating a new one was the religion file and the original traits file. So if it's labeled as DZ, do whatever you want with it. If it's labeled as DZE I'm still using that. If you're unsure, just message me.

 

:Current Content:

-Expanded Holding Options
Tribal and Feudal, and some Republic, holdings can build all sorts of game play enhancing content. You can have access to Court Assassins, Thieves Guilds, Mercenary and Fighter's Guilds. Create hidden tunnels and your own mystical workshop to tap into the arcane. Build a private library to improve your mind. Build a workshop to improve your tech level!

 

-Soul Forging.

Find relics of old and from other worlds to create and/or summon heroes to serve you in whichever way you see fit.(A lot of video game and anime characters) The rulers around you will also make use of this and summon grand generals and advisers.

 

-Magical Mastery

Find or steal mysterious spells to become a master of the mystical arts. Raise a spirit army, drain life force from your enemies, courtiers, or random wildlife. Regenerate from fatal wounds. Enhance yourself! Be it your mind, strength or beauty!

 

For a more in depth explanation of content please check out the Original Description.



What's the difference?

 

DZM Expanded started out to expand primarily just Soulforging. My initial attempt at working with the mod lead to a lot of difficult situations. I fleshed out the soulforges to an extent and did make improvements to the mod however after many frustrating attempts I have chosen to start fresh.

 

A lot of DroZzhat's content was hidden such as traits and certain events. I completed many of these traits' localization and implementation and even added a player soulforge with the aid of another community member.

 

However the primary difference between the original mod and this one is some streamlining and a whole lot of NPCs wandering around.

 

:To Do:

 

Complete rewrite of the mod.


:Compatibility:



-Supported:

Luxuria Fantasia: Races introduced in this mod will have their DZ traits switched with ones from this mod.

I have disabled sexual interactions with the child and "legal" loli and shota characters. Both because the mod lacks the art for it and that kind of thing is discouraged in Lovers Lab's rules. It's very easy to patch out yourself if this is  a problem for you.

 

Ala's Body Mod: Fully supported.

Elemental Love: Elven and elf like characters will have their DZ traits switched with ones from this mod.

 

Orc Horde: Orc characters will have their DZ traits switched with ones from this mod.

 

The House of O: Some characters will have traits from this mod.

 

Tentacled Dreams: The vast majority of characters will be immune to tentacle content but a handful of them will be supported and some will even feature scenes and add content

 

Tale of Nine Tails: Kitsune characters will have their traits replaced with the ones ToNT uses and they will be given the appropriate number of tails.

 

House Irae: Dark Elf characters will have their DZ traits switched with ones from this mod.

 

-Incompatible:

 

Overhaul Mods: This is waaaay out of my skill range. If you want to help make patches or something I welcome the aid.

 

Dark World: Not a hard incompatibility but most of my compatibility efforts were for Lux and its submods. The new mod may come out with compatibility for both Lux and DW out of the box if I am able to program it.


Q&A


Q: Will you make DZM Expanded compatible with X/Y/Z?

A: I am working on an entirely new rework of the mod. So no. The new version will however be a lot more compatible by default.

Q: Will you be adding content to nomads?

A: No. Neither DZ nor I play Nomads. The new mod may or may not have content for nomads.

 

Q: Will you be adding content to Republics.

A: The current build will stay as is. The new mod will support Republics.

 

=Thanks=

 

DZ for handing over mod ownership and general advice on modding.

 

Kekvit for showing me the basics.

 

Cheri for teaching me more advanced modding.

Blorb for fixing Republic related mechanics and providing localization for Zero and the Intoners.

 

helixyos for fixed in regards to character longevity.

 

Basically everyone reading this for being patient with my slow ass updates.

Edited by TriggerBlade


What's New in Version Final

Released

Fixed the issue with buildings disappearing in castle holdings.

 

Added special tags to player summons so they may serve all positions regardless of title laws.

 

This is the last update. Enjoy until the new mod is released.


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