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This iteration of the mod has been discontinued. I've decided to hold off on all Crusader Kings modding until the release of CK3. I've noticed my enthusiasm has dwindled to nil of late, so this should be a much needed respite. Control of this mod has been handed over to TriggerBlade in the form of DZM Expanded here on LL. You can still find both of us on Discord.
 

 

DroZzhat's Mod

V. 0.0.7.2

Discord!

I'm now on the House Irae Discord channel.  Hit me up!  My sincere thanks to lockeslylcrit.

This is compatible with Dark World Fantasy but does NOT require it!

Why am I making this?

I liked the genetic traits from CK2+/HIP and I like the capital improvements from Personal Castle.  I mostly want to add new roleplay/flavor/useful things without changing much of the base game.  The capital improvements are mostly where I want them to be for the moment, so I've moved on to the magic system, but there is no particular scope or goal for this mod. 

 

Status

Incomplete.  It's definitely in a playable state, but I'm not done adding things.  I'll be slowly (?) chipping away at "missing" features at random.  Let me know if anything appears to actually be broken so I can address those bugs before anything else.  I will try not to make new versions break save games, but this won't always be possible.  On the odd chance that a new save is necessary, I'll make not of it in the change log... so... read it!  The features listed on this page are CURRENT features, not features to come in the future.

 

Features:

Traits*

New: Ambidextrous, Brutal Strength, Charming Voice, Commanding Voice, Dreadlord**, Fertile, Imposing Visage, Infertile, Longevity, Necromancer**, Nimble, Perceptive, Prodigy, Supernatural Beauty, Tall, and more!

Genetic Traits: Now have a higher chance of passing on to children.  Significantly higher if both parents have the trait.  They're also more likely to pop up randomly.  Expect less AI characters with no traits.

Lifestyle Traits: You can now collect them all if you live long enough.***

Personality Traits: You can now collect 11 of them before the game starts to remove them via events.

* Includes in entirety my other mod, DZ Traits.

** You can find random Necromancers/Dreadlords in the world if you are aware of magic and befriend them.  The Necromancer trait is tethered to the Mystic trait, think of it as an expansion rather than an upgrade.  If a character is not a Mystic, he/she is not a Necromancer.  Not all Mystics are Necromancers.

*** It still takes 5 years to switch focus. 

 

Feudal Capital Holding Improvements

Sovereign's TowerT: Required for the facilities in this group.

Private StudyT: Can be used to lose the depressed & stressed traits, gain the poet, erudite, proud, & slothful traits, or increase your plot power.  Results influenced by traits.

Private LibraryT: Provides a slow trickle of tech points (all 3).  Study to improve diplomacy, martial, intrigue, learning, or stewardship (up to 14).  Results doubled by scholar trait..

Expanded Personal LibraryT: Doubles the tech point gain.  Increases the study cap to 20.  Gives you the chance to gain the scholar trait from studying.

Private ShrineT: Provides a small amount of monthly piety.  You can seclude yourself to lose any of the 7 sins or arbitrary or gain any of the 7 virtues or just.  Cynical characters will struggle.  Zealous characters have high success chances.  Losing a sin or gaining a virtue will remove the cynical trait.  Gaining a virtue gives you a chance of gaining zealous. Trait changes require Supernatural Events rule.

Tinkerer's WorkshopT: Provides a slow trickle of military and economy tech points.  You can seclude yourself in your workshop for a month for a boost in tech points in one of the 3 categories.

 

Underground PassagesTC: Required for the facilities in this group (more to come).

Mystic WorkshopTC*: Can be used to gain the Mystic & Necromancer trait.  Can be used to assemble a grimoire.

 

Courtyard GardenT: Provides a bit of monthly prestige.  Enables an event where you visit your garden solo to eliminate stress/depression for you or with your spouse/lover (in your court) to eliminate the same for him/her.

Lecture HallTC: Allows you to organize lectures wherein a Councillor instruction on his education specialty. Permanently slightly increases your stats up to a set limit beneath your Councillor's stat.

Private Training YardTC: Allows you to raise your combat rating either solo or with a partner.  Training with a partner has better results.  You can train with your spouse, your marshal (if he's not busy), a commander, a friend, or a lover (if they're not busy and in your court).  The duelist trait will improve your results.  Training with someone can lead to you becoming friends or lovers.

 

Cutthroat Den: Slight hit to monthly prestige, slight boost to monthly gold income.  Requires Arbitrary/Cruel/Deceitful/Greedy/Schemer character to construct.

Assassins Guild: Stronger hit to monthly prestige, stronger boost to monthly gold income.  Allows hiring and training assassins to level 2.  Requires Arbitrary/Cruel/Deceitful/Greedy/Schemer character to construct.

Improved Assassins Guild: Even stronger hit to monthly prestige, even stronger boost to monthly gold income.  Allows training assassins to level 3, hiring level 3 assassins.  Requires Arbitrary/Cruel/Deceitful/Greedy/Schemer character to construct.

 

Mercenaries' Tavern: Slight boost to monthly gold income. 

Fighters Guild: Stronger boost to monthly gold income. Allows you to send the guild to eliminate disturbances.

Improved Fighters Guild: Slight boost to monthly gold income.

 

Bandit Den: Slight hit to monthly prestige, slight boost to monthly gold income.  Requires Arbitrary/Cruel/Deceitful/Greedy/Schemer character to construct.

Thieves Guild: Stronger hit to monthly prestige, stronger boost to monthly gold income.  Allows hiring thieves, appointing a Guild contact, and commissioning Guild jobs.  Requires Arbitrary/Cruel/Deceitful/Greedy/Schemer character to construct.

Improved Thieves Guild: Even stronger hit to monthly prestige, even stronger boost to monthly gold income.  Allows training thieves to level 3, hiring level 3 thieves, and improves Guild job success rates.  Requires Arbitrary/Cruel/Deceitful/Greedy/Schemer character to construct.


These are also available in City holdings.

These are also available in Tribal holdings.

* Requires the Mage (Dark World), Mystic, or Perceptive Trait

 

Notes:

-Using your facilities will generally require you and whomever you're using it with to be otherwise unoccupied (not leading troops, not pregnant, not incapable, not ill, not away from court, etc).  This should (hopefully) also prevent them from screwing up other event chains.  Let me know if you find an exception.

-Using your facilities (unless otherwise stated) will pull you away from your court and will temporarily negatively impact your abilities (including plot defense!) to simulate you ignoring your other responsibilities at court.

 

Minor Titles
Court Mystic: Can be assigned to any individual in your court with either the Mystic, Necromancer, or Mage (Dark World) trait.  He/She must not have any other title.

Fighters Guild Contact: Can be assigned to any individual in your court with traits suitable for mercenary work once you've constructed a Fighters Guild.  This character allows you to arrange mercenary work from the guild.  He/She must not have any other title.

Thieves Guild Contact: Can be assigned to any individual in your court with traits suitable for thievery once you've constructed a Thieves Guild.  This is the character that leads commissioned Guild jobs.  He/She must not have any other title.

Royal Assassin: Can be assigned to any individual in your court with Assassin traits. This is the character that will conduct Assassination missions.  He/She must not have any other title.

 

Decisions

Commune with <Artifact Name>: Focus most of your time and energy on communing with a particular artifact.  Costs time and prestige and slaps you with penalties for the duration.  Completing this decision is necessary to unlock the ability to Soulforge the associated character.

Disband Assassins Guild: Requires a Charitable/Honest/Just/Kind character.  Disables all monthly effects and disables all Assassins Guild features.  Provides a prestige boost and a slight revolt risk decrease.

Reform Assassins Guild: Requires a Arbitrary/Cruel/Deceitful/Greedy/Schemer character.  Re-enables all monthly effects and re-enables all Assassins Guild features.  Damages your prestige and takes a sizable wealth investment.  Cannot be done by a character that already disbanded the Guild.

Disband Thieves Guild: Requires a Charitable/Honest/Just/Kind character.  Disables all monthly effects and disables all Thieves Guild features.  Provides a prestige boost and a slight revolt risk decrease.

Reform Thieves Guild: Requires a Arbitrary/Cruel/Deceitful/Greedy/Schemer character.  Re-enables all monthly effects and re-enables all Thieves Guild features.  Damages your prestige and takes a sizable wealth investment.  Cannot be done by a character that already disbanded the Guild.

Seek Mystical Text: Send your Court Mystic to locate a tome to teach you new necromancy spells.  Court Mystics with higher learning will take less time to search.

Seek Out Mystic: Send out messengers to find a mystic and invite her to your court.

 

Necromancer Spells

The Hunt*: Absorbs life energy from wildlife and creates life crystals.  Takes two weeks and results vary based upon hunting talent (hunter & falconer traits). 

Alacrity: Enhances agility by removing/adding traits.  Self cast only.  Works in stages, will have to be cast multiple times to reach peak form. 

Aria: Enhances voice by removing/adding traits.  Self cast only.  Works in stages, will have to be cast multiple times to reach peak form.

Ascension: Sacrifice a flourishing city to gain stronger necromantic abilities and immortality (will also become completely infertile).

Banish Disease: Cures any disease.  May be cast on yourself or anyone else in your realm. 

Beautify: Enhances beauty by removing/adding traits.  Self cast only.  Works in stages, will have to be cast multiple times to reach peak form. 

Bolster: Enhances strength by removing/adding traits.  Self cast only.  Works in stages, will have to be cast multiple times to reach peak form. 

Command: Enhances voice by removing/adding traits.  Self cast only.  Works in stages, will have to be cast multiple times to reach peak form.

Debilitate: Inflict a debilitating curse on the target.

Drain: Temporarily weaken self to create life crystals. Self cast only.

Enamor: Create/Deepen a romantic relationship between yourself and another character.

Enrage: Gives a chance to apply the bloodlust trait to a character in your realm.  Can fail.  Critical failure will result in opinion penalties across your realm.

Homunculus Horde: Summons an immortal extremely low maintenance army consisting of light foot soldiers and archers.  Higher tier characters summon more soldiers.  Count: 250 Duke: 500 King: 750 Emperor: 1000

Insight: Enhances intelligence by removing/adding traits.  Self cast only.  Works in stages, will have to be cast multiple times to reach peak form.

Insinuate: Gives a chance to gain a favor from a character in your realm.  Can fail.  Critical failure will result in opinion penalties across your realm.

Regal Feast: Consumes the life energy of a prisoner of at least Count tier, killing him/her and creating life crystals.  Higher tiers create more life crystals.

Regenerate: Heals any physical injury (including scars, missing limbs, blindness etc).  May be cast on yourself or anyone else in your realm.

Scry: Allows you to locate the artifacts distributed around the world while secluded in  your Mage's Workshop.  Will give you a special CB on the owner.

SoulforgeCreate an immortal infertile copy of a powerful historical (or mythical) character to serve you at your court.  Requires you to track down their relic and commune with them.

 

* This will ALWAYS be the first spell you learn.  This is for practical reasons.


Notes:

-If the individual you cast a positive spell on is close to you in some fashion (close relative, spouse, friend, etc), you will cast the spell in their presence, granting you a positive opinion modifier, and they'll keep your secret out of gratitude.  If it's just say, some vassal/commander/etc that you chose to heal for whatever reason, you'll cast the spell in secret, hoping that they'll just see it as a miracle (mostly to avoid exposing your identity as a Necromancer).

 

Artifacts & Soulforges

Over 100 new artifacts!  If turned on in the rules, they will be can be tracked down throughout the world by various means (scrying for example).  Most are quite powerful.  They are all indestructible, so they should persist through the entire game.  Many are used to create powerful characters using necromancy. More artifacts to come in the future.

 

Children

Events have been implemented to allow necromancer characters to pass on the trait to their children/wards, you merely have to have the trait and be in the same court.  The AI doing this will mostly be invisible to you, especially if you don't have the trait.  Children with traits making them idiots will not get the events (dull, slow, imbecile, zealous, etc.).  Children with supporting traits will have better results (shrewd, quick, genius, diligent, curious, etc).

 

The AI:

think the AI will currently try to build the capital improvements.  It's currently set so that only King tier characters will attempt to build them.  The player can still do so at any tier.  The AI will currently NOT use the new decisions.  They may eventually, when I get a better grasp on how often/why the AI does what it does.  It's not a priority.  The AI is already unpredictable enough the way it is.

 

Mod Plans/Goals:

I'm not the kind of person that has or understands plans or goals in any facet of my life.  Features will likely be added entirely at random with no specific focus.

 

Overwrites:

00_artifacts.txt

00_on_actions.txt

00_scripted_effects.txt

00_traits.txt 

02_traits.txt

geographical_region.txt

 

Credits:

Paradox Interactive -- for the awesome game

The authors of the Personal Castle mod -- for inspiration

The CK2+ team -- for letting me adapt some of their coding
Cody <STEAM> -- for allowing me to incorporate assets from his "Historical and Fantastical Artifacts" mod on Steam

DroZzhat -- coding

 

Regarding Art Assets

I used a CK2 modder's resource from the PDX forums for the green heart in the traits..  I can't seem to find the post anymore.  If you know where it's from, let me know, so I can credit the person here.  Otherwise, almost everything else was made by altering assets already in the game or found in random places on the internet with GIMP.  I'm not an artist, so that's the best I can manage.  I absolutely claim zero credit for anything art related. Feel free to contribute if you can do better than my feeble attempts.

 

Q&A:

Hey, can you add the thing?

-I'm not an artist.  If there's something you think I should add, and it would require artwork you're going to have to provide appropriate artwork that either you or someone else (don't go stealing stuff off of patreon or other paywalled nonsense) has created, unless it's something I can just toss together from vanilla assets, that is.  Also, I'd have to know how to code it, but my coding knowledge is getting better.

 

Why is that thing so OP/weak?

-You might disagree on the balance, feel free to open it up and tweak as you desire.  I feel like the cooldowns, the time it takes to get things, and the RNG elements appropriately balance things out, but I'm sure some will feel otherwise.  If there is something that just looks like a major exploit that I overlooked, please bring it to my attention.

 

Hey, wasn't this on Steam before?  What happened?

-I honestly have no bloody idea.  First,, my trait icons were broken (ONLY IN THE STEAM VERSION) and now it's completely stopped letting me update it.  So, it's hidden for now.  I have no idea how long it will be hidden.

 

Is this compatible with Dark World or the sub mods?  Will this ever contain explicit content?

-It's compatible with Dark World Fantasy for sure. I don't think it's incompatible with any of the submods. The DZM main mod will never contain explicit content. If this mod ever contains any, it will be in a submod.

 

What about other mods?  How compatible is this?

-Probably not compatible with overhaul mods that include traits.  You MIGHT be able to make them compatible by editing the .MOD file to make that one a prerequisite of this one, forcing my trait changes to override theirs.  It MIGHT be compatible with Personal Castle..?  Why would you use both?  This already has more features.  I'd imagine it's compatible with most everything else.

 

Can you remove X to make this mod compatible with mod Y?  Can you make a compatibility patch for mod Y?

-No.  I'm not stripping features for compatibility purposes (or writing ridiculous workarounds for that matter). You can feel free to make a compatibility patch if you like.  Just let me know, first.

 

Will you ever add the rest of the capital improvements to Tribals/Patricians?

-I haven't decided yet. It's not a priority.

 

What if I need to determine if this mod is active for compatibility reasons without setting this as a dependency?

-You can use  " dz_has_dzm = yes ".  It will fire as true if my mod is present. 

 

Known Issues:

I make typos...
Please let me know when you find them.

My writing is not that great...
If you want to contribute towards improving this mod's writing, let me know.
 

Anything else.

Get on the Discord and let me know.


What's New in Version 0.0.7.2

Released

 

0.0.7

!!!!DO NOT OVERWRITE THE PREVIOUS VERSION. DELETE THE OLD VERSION. UNZIP THIS IN ITS PLACE!!!!

 

  • On Save Backwards Compatibility

    • This version is NOT compatible with saves from any previous versions.

  • New Artifacts

    • This mod now has 107 unique artifacts for you to collect. There are 4 others in the mod, but they're currently unavailable.

      • Don't ask me to list them; either open up the mod in a text editor or start a new game and find out.

  • New Artifact System

    • Artifacts no longer exist on random characters when the game begins. They must be created by an event.

      • If you are a necromancer, you can scry for them. (It's now an actually useful ritual)

      • If you have a good spymaster they may hear of one and tell you where to find it.

    • This makes finding the new artifacts FAR MORE difficult to collect, I realize. The way they were before was never intended to be permanent. The code for the system to generate them just took forever.

    • My thanks to lockeslylcrit for checking the artifact system's code for me and helping me get this thing working at all.

  • Notes
    • It is my intention to add more ways to track down the artifacts. Consider this phase one.
    • There are several purple artifacts that can not yet be communed with. Consider them a teaser for WIP characters.

 

!!!!DO NOT OVERWRITE THE PREVIOUS VERSION. DELETE THE OLD VERSION. UNZIP THIS IN ITS PLACE!!!!

 

0.0.7.1

!!!!DO NOT OVERWRITE THE PREVIOUS VERSION. DELETE THE OLD VERSION. UNZIP THIS IN ITS PLACE!!!!

 

  • On Save Backwards Compatibility

    • This version should probably be compatible with saves from 0.0.7.

  • Artifact System Changes

    • Your Mystic can now notify you of artifacts in the same way as your spymaster.

      • They must be capable of scrying, themselves (Necromancer, Dreadlord, or Sorceress trait).

  • Casus Belli Changes

    • You can now use the Seize Artifacts CB at any time so long as the target has a unique artifact

      • This means if you come across a character with say... Mjolnir or the Holy Grail (vanilla artifacts) in their inventory, you can attack them at any time without needing to use the scry ritual or even being a necromancer.

  • Localization Fixes

    • Fixed a couple of faulty IDs.

  • Minor Bug Fixes

    • Nothing you should notice in most playthroughs...

  • Notes
    • If you have 0.0.7, you should download this. It shouldn't break your save... hopefully.

 

!!!!DO NOT OVERWRITE THE PREVIOUS VERSION. DELETE THE OLD VERSION. UNZIP THIS IN ITS PLACE!!!

 

0.0.7.2

!!!!DO NOT OVERWRITE THE PREVIOUS VERSION. DELETE THE OLD VERSION. UNZIP THIS IN ITS PLACE!!!!

 

  • On Save Backwards Compatibility

    • I wouldn't use the new version with saves with previous versions, but then I never do, up to you.

  • Compatibility Changes

    • The mod now overwrites 00_scripted_effects.txt again, likely causing conflicts with overhaul mods.

      • Nothing I can do about this. PDX changed the way scripted effect duplicates work and it was breaking my trait events.

      • Do not ask me to revert this.

    • Soulforged characters now get assigned a DWF Dom/Sub/Switch trait if DWF is present.

    • Soulforged Vulpine/Neko characters will no longer switch to the DWF version of the trait.

    • Soulforged Shinto characters will no longer switch to the DWF version of Shinto.

  • Notes

    • Soulforged characters are not intended to have children (they're infertile) or pass down their culture/religion yet.

      • Do not report bugs if you do this and something breaks. It's not supported.

!!!!DO NOT OVERWRITE THE PREVIOUS VERSION. DELETE THE OLD VERSION. UNZIP THIS IN ITS PLACE!!!

 


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