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[CK2] Herring's Stuff for CK2 1.0.0


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About This File

Here's some stuff I made for CK2.

 

===============

Trait Icon Replacements

===============

I think a lot of the icons for traits used by DWR and it's sub-mods don't really fit with the rest of the games icons.
As such I thought I'd make my own. Here are the current icons:

 

Current.thumb.png.0a5aef7e19ebf11f5096a085779d35a5.png

 

There are 3 different downloads:

  • Trait Icon Replacements
    • These files are to actually replace a mod's icons
    • For normal users
  • Trait Icon Replacements - Premades for modders
    • These are premade icons made from the templates, they come in PNG, DDS & TGA
    • For modders
  • Trait Icon Replacements - Templates for modders
    • The actual templates the icons were made from
    • For modders

 

You are free to include any of these icons in your mod & make your own with the templates, if you meet the terms from the "Terms for re-use for own mod" section further down below.

 

Premade & Templates also both come with python scripts to convert all PNGs in the current directory to DDS or TGA, these do require ImageMagick to be installed though to work.

 

Currently supported mods:

  • Abos Lovers of Harems
  • Bosom Fantasy
  • Christianity
  • Dark World Extras
  • Dark World Reborn
  • Turtle's Extra Traits and Other Stuff

 

Changelog:

Spoiler
  • 1.081
    • Changed
      • Replaced Toska Remix with DW Extras
  • 1.08
    • New
      • Futa & Trap trait icons
    • Changed
      • Added virgin icon to DW: Toska Remix since I forgot it last update
      • Changed gimp python script to have control of scaling & selection feathering
  • 1.07
    • Main download only update / no new graphics
    • Added support for Bosom Fantasy
    • Added support for DW: Toska Remix
  • 1.06
    • Download for users:
      • Updated dependencies string for DWR overwrite
    • Premades & Templates:
      • -1 size icons are now dark instead of light to make them contrast to the other bodypart icons
      • Added alternative to -1 icons with a questionmark
      • Updated male circumcision icons to use the penis base for Circumcision Mod
      • Added phimosis trait icon for Circumcision Mod
      • Added female circumcision icons for Circumcision Mod
      • Added GIMP script/plug-in for icon shadows
  • 1.05
    • Main download only update
    • Updated Dark World Reborn's overwrite for newest version
    • Removed Darkest Perversion's overwrite
  • 1.04
    • Premade & Template only update
    • Added the oral elasticity / mouth size icons
  • 1.03
    • Added hetero- &  bisexual traits for Noxbestia's Darkest Perversions
    • Added the circumcision icons for coleman1's mod to Premades and Templates.
    • Changed the scripts to be recursive if started with the argument "-r"
  • 1.02
    • Finalized the body-size icons
    • Added icon for virgin trait
  • 1.01
    • Added body-size icons for anus & vagina
    • Made icons look more like vanilla's
  • 1
    • Initial release with body-size icons for Breasts, Butt, Penis and Testicles

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Trap Portrait Swaps

=============

TPS.jpg.1346c1a91cc42b72de4f4349fa708d60.jpg

This creates new cultures through a patch and patcher program which are used to swap a characters appearance to the portrait of the other gender.
Since these are generated differently depending on which mods you use, you will have to make a patch for your specific mod installation, see further down how you can make a patch yourself.

 

A few other notes:

  • Additional mods usually require a newly created patch of their own. (either if they have new graphical cultures, do something with the trap trait, overwrite a file that is also overwritten by the patch or do anything with cultures)
  • The patch doesn't do much on it's own, the only thing that is actually included is a decision to make someone a trap if a game rule for it is enabled.
  • The patch also creates trap portrait swaps for women, I don't know if this will create problems, but usually people only set the trap trait if someone's male, so it hopefully won't.
  • When creating a character don't change the culture to a trap culture, the patch only affects ethnicity, so if you want to play as one change the ethnicity.

 

Creating own patch:

Spoiler
  1. Copy the folders "common","events","decisions","interface" & "localisation" from the CK2 install folder to the "Game" folder
  2. Copy the "interface" folders from the DLCs to the "Game" folder
           An easy way if you have 7-zip installed: Select all .zip files -> Right click -> "Extract Here" -> copy the interface folder
  3. Copy the folders "common","events","decisions","interface" & "localisation" from the all wanted mods to the "Game" folder
            Notes:
                If a mod has a dependency the dependency mod has to be pasted first
                If a mod has a replace_path in it, remove the directory/-ies from the "Game" folder first and then paste it
  4. Either use the provided exe or use Python 3 to execute Patch Engine.py
  5. Wait until "Done. Press enter to exit", then press enter.
  6. Go into the Output folder and and open the .mod file, change the dependencies to all the mods you are using.
  7. Copy the folder and the .mod file into the mod directory
  8. Done

 

Stuff for modders:

Spoiler

If you want to check if a user has Trap Portrait Swaps activated:
I made it set a global flag called "TrapPortraitSwapsActive" and a global variable "global_TrapPortraitSwapsVersion" for it's version on startup.

 

Changelog

Spoiler
  • 1.1
    • Created new option to make trap cultures not spawn on randomized world
  • 1.0
    • Initial release

 

============

Trap & Futa Genes
============

 

Rules.thumb.jpg.a4b8424afb51bc25ddb0ca38b110f656.jpg

 

This mod provides game rules for both trap & futa traits through which you can control:

  • the % of characters that can randomly get one of the traits
  • the % of how likely it is that a child with a trap/futa parent inherits the trait
  • if children of parent with trap/futa trait only get a chance to inherit the trait or in addition to the chance to inherit it, also have the chance to randomly get it
  • if the traits should be given to the characters on adulthood and don't mess with the children's development OR given on birth as is default by DWR
  • if the mod should always remove other mod's assignment of the traits, try to be as compatible as possible or just never remove the traits.

 

The mod is overkill if you want a fixed percentage (just change the "birth" and "inheritance" flags of the traits), but if you want to change percentages between saves it's pretty useful.

It also should have pretty good compatibility to other sub-mods, as it doesn't change any of the files from DWR, but this is also my first mod, so take that statement with a grain of salt.


NOTES ON POPULATION:

  • Here's a graph from one of the dev diaries that show how many NPCs are alive at a given time, to help you choose what percentages you want: https://i.imgur.com/vMnckpc.png
  • CK2 usually creates less women at startup, because of that if you set the percentage for random traps and futas to be equal, you will very likely still end up with less futas when the game starts.

Changelog:

Spoiler
  • 1.11
    • Fixed removal of traits.
    • Added version check on startup, so the user is warned if he uses an older version on a save he used a newer version previously
  • 1.1
    • Added new game rule for compatibility
    • The remove trait events now also fire on chronicle_start to also remove the traits of those that get it on when starting a new game
  • 1
    • Initial release

============

Herring's Math Stuff
============

 

For another mod I needed the functions: nth root of x and x to the power of n. As such I (painstakingly) created some scripted effects for them, because I couldn't find an example of it one the Paradox forums.

 

Functions / Operators included

  • NthPower - x to the power of n
  • NthRoot - nth root of x
  • Factorial - Factorial of a number
  • LogisticFunction - Logistic growth function

 

Accuracy

Some things to remember:

  • CK2's Engine supports a maximum of 3 decimal places as such I can't improve the accuracy in that department.
  • Large numbers can lead to overflows

 

3rd root of 5.54 = 1,769443...

5a89f8ceb5ddc_3throotof5_54.png.95ba5a6c95eb454413e69a9205fa9854.png

3rd root of 50 = 3,684031498....

5a89f8d0a55ab_3throotof50.png.ce3bc15443631fffe40c41b87a5ba02c.png

-2nd root of 5 = 0,44721359...

5a89f8d319229_minus2throotof5.png.1227bbdf0c044a37d026db681869edee.png

52.5 = 55,9016994...

5a89f8d1d30f2_5tothepowerof2.5.png.83e549b6cec89c45224e0b1bf331dd7a.png

-54 = 625

5a89f8d45aa5f_minus5tothepowerof4.png.33f1774c33ac874a207a0f5672e1fdca.png

-55 = -3125

5a89f8d57f31a_minus5tothepowerof5.png.d4ac4be521e89e6fcc032b0a785d87ad.png

 

For other problems and restrictions see the main file.

 

How to use

Spoiler

# Using NthPower as an example

set_variable = { which = local_NthPowerN value = 5 } # Setting parameter n
set_variable = { which = local_NthPowerX value = -5 } # Setting parameter x
NthPower = yes # Calling function with given parameters

# The variable local_NthPowerResult is now set

Since all variables are declared as local_, once the event chain is broken the variables will disappear with it.

 

Changelog:

Spoiler
  • 1.1
    • Bugfixes
      • NthPower now actually calculates the right number. ( I forgot to set a variable to local )
    • Additions
      • LogisticFunction
      • Factorial
    • Changes
      • Made it into an actual mod instead of a resource.
  • 1.0
    • Initial release with NthPower & NthRoot

 

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Terms for re-use for own mod

===================

If you want to use anything from these assets & mods for your own mod then you can do that, as long as your mod is available for download without having to pay & preview/newer versions are also freely available without having to pay for them.

 

So, in short:

  • No complete paywall lock
  • Neither a temporary paywall lock
  • Donations are fine.
  • Credit would also be nice.

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