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Everything posted by Alaratt

  1. I don't know anything about modding the 'green thumb' interactions. Most would simply make an intrigue decision. That is the same way I would use to marry courtiers together.
  2. Just make a decision in the intrigue menu. Give it the conditions you want (Not a ruler, has x trait, etc.) and then use the move command on them
  3. Pretty sure this above is where you went wrong. You don't need to call the event target in this spot, I am kind of suprised the game is sending it to the npc at all. It should just be FROM = {character_event = { id = 999998}} Any time you get confused on scopes (ROOT,FROM,PREV,THIS, etc.) then it would be simpler to save both the npc and the player as event targets. In this case the event needs to be sent to you, not the npc
  4. If you want to keep the scope to a certain character through an event chain, the best way is to save them as an event target. When you fire the first event by selecting an npc, do ROOT = { save_event_target_as = example_name } Then, in the chain, anytime you want to add a trait to that character, you would script event_target:example_name = { add_trait = genius } The person saved as an event target will stay saved until the chain of events end. The next thing is, you will only see events scoped to you. If the event is fired
  5. Vampires and Werewolves traits were removed some time back.
  6. Auto build was attempted by another mod, just kept confusing people, since their money/prestige seemed to 'disappear' without warning. I did put in instant build for wonders, but regular buildings don't (I think) have command that finishes them instantly. I could set up scripting that does this, but it would not work for modded buildings, and would be a lot of writing. That is why I added the commands that do exist into a cheat trait that builds them in 1 day, at the minimum cost the game would let me. The trait that does this is the Royalty trait. If not using the add-on for cheat traits then
  7. Your missing a bracket in HnnGames.02 just above else, to close the if block
  8. Using a mac? That is the only time I have heard of that happening.
  9. The zip is just to hold the mod folder and the .mod file After you extract the mod folder and it's .mod file you just get rid of the zip and leave what came out of it there. You should never have to pull the .mod file from anything manually.
  10. I haven't touched pussy/anus traits in a long time, so it should still be working fine. Only situations that pregnancy won't affect pussy size is if the pregnancy is mod controlled, or in other words, not a vanilla pregnancy.
  11. Add this and overwrite, or download the AddOn zip again and re install it. Just forgot to update the decisions for those two decisions. ASCM_Decisions_targetB.txt
  12. It is not your install. Thank you for reporting it, the fix will be out shortly. Forgot to update the decisions to the new naming system I made when splitting the traits from the rest of the mod.
  13. No, even if I offered them via ruler designer there would not be a flag set, so the scripting would kick in at game start and change it anyway. This is why the intrigue Fairy Visit exists.
  14. I am getting the choices, but the nudity is not working since 1.0.3, at least for me.
  15. They should work together fine. LF is not a submod to DWR and is not required for LF to work. Dark World Fantasy was originally created to continue the abandoned DWR, but when that author returned they were split in some ways and taken in two different directions. DWF became LF during that split. Most of the submods on LL require LF, though I think some/most should work with both DWR and LF.
  16. There is an option in the game rules, I believe it is called Racial Courtiers. Turn it off.
  17. To anybody who had ACM's download page set to follow you will have to re-add your follow status. Some sort of software issue with the website made LL forget everybody who was set to follow it. Otherwise if I put out another update you will not be notified of it. My other two mods are fine.
  18. Depends on if you have the culling Game Rule on or not. If on then it should kill off somewhat randomly in each court to keep the number around 20. I never use it tho and plenty of people have made their own versions of it, to keep outside courts small but leave the players alone.
  19. Thats too much work with no real payoff. As it is the traits give a few stats but unless another modder uses them they don't really serve a purpose beyond looks. Honestly with two other mods that need content/polish and the Faerun Overhual mod calling my name AND CK3 coming soon this mod is considered complete beyond fixing any bugs found. You are welcome to do this yourself though, trait modding is literally the easiest modding one can learn to do in CK2 and could open the doors for you to more fun things to mod yourself.
  20. add_trait trait_name characterID example; add_trait ala_gigantic_dick 98967523 You get the character ID by opening the console with the tilde key `~ and type charinfo, then looking at the character portrait and finding the ID in what pops up, then type the above command into the console. A more efficient way would be to go into the files and find the section that covers elves and changing them to what you want to see, just dont forget to match the variable numbers to the right trait or it could change them back if the script gets run on that npc again.
  21. The fact that you had to change the folder names back in the first place says something weird happened when you extracted them. That or you manually changed the names after extraction and before posting the pics. That's kind of what I was hoping you did and changing them back fixes them, but I guess not. My best advice is to get the zip files again and try and use iZip on them, maybe that will work right and you won't have to jump through a bunch of hoops. And remember the mod folder should only have two types of files in it. A folder and a .mod file. Any loose .gfx or anything like that is pr
  22. Try changing the name of the folders to be exactly the same as the .mod file. ACM.mod is going to access a ACM folder, not an ACM_V4 folder Inside the ACM folder should be these folders The version numbers are only shown on the zip files. You do not need the zip file after the contents have been extracted from them. I just googled 7zip for MAC, the results said the best program to use was iZip
  23. I do not know anything about mac but that pic shows you only having half of what you need to make mods work in CK2. Each zip file you download has a folder and a .mod file with the same name. The .mod file is just to tell CK2 you want to select this mod in the launcher. The folder, the ones your pic does not show any of, is the actual mod content. Also, that cheri_static_portraits_male.gfx is not supposed to be loose like that. It should be inside the Cheri Portraits folder that came with the zip.
  24. Does Autolink still function the same using this mod? I cannot seem to save my default choices for clothing. I was using Ctrl and 0 with the older mod pinned here on LL and it worked fine.
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