Jump to content

coleman1

Members
  • Content Count

    50
  • Joined

  • Last visited

About coleman1

  • Rank
    Member

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. What do you mean by "prevents"? Does it simply not ask the question or does clicking the button simply does nothing?
  2. Well there is a trait for the possible "accident" that can happen when playing with knives. I guess until the model comes out I could give all men that traits so to make everything consistent and anatomically correct ... but it would kind of limit the possibility of a dynasty! As a side note, I have not yet ported the other traits like the accidents and random events that the original mod has. I wanted to release an initial version quickly to allow other modders to use the framework where applicable. I'll be releasing an update with the rest of the content shortly. That was the original intention. But due to the way lover pock pox is given (thought a random event and others) it is not easy to affect it without h overriding a bunch of vanilla events (which would make the mod very incompatible with other mods and even CK3 updates). Affecting fertility was a compromise.
  3. Just finished porting the first part of the mod to CK3. Let me know how it works!! Also I'm looking for someone to redo the traits icons. Right now they are just the original icons scaled up ... not good lloking at all! Let me know if you are interested.
  4. View File CircMod ====================== == Circumcision mod == ====================== This mod add new traits to character allowing them to be uncircumcised or circumcised and makes them behave as historicly accurate as possible. Other characters migh have preferences on the matter and will have varing opinion of the characters. Using targetted decision on yourself, on your family and on your prisonrs, you can also change the status of a man (obviously, it is only available one way!). There are also a few events and actions available that will trigger when appropriate. The various cultures and religions will act as appropriate when it comes to making the circumcision decisions. As per some request I have received, options and traits relating to female circumcision were added. This content is turned OFF by default and needs to be enabled in the game rules (when starting a new game). Some of these decisions can be usefull, for instance when having issues with a wife who is generating too many bastards. If you notice something wrong, let me know and I will try to fix it. Suggestions are also more than welcome. ================== == Installation == ================== Simply download the zip file unzip it in your crusader king mod folder (make sure the CircMod.mod file and the CircMod folder are DIRECTLY in the mod folder). Your mod filder is in your users document (~Paradox Interactive\Crusader Kings III\mod\). When launching CK3, the mod should be available in your mod list. Alternatively, you can manually add the following to your dlc_load.json file {"enabled_mods":["mod/CircMod.mod"],"disabled_dlcs":[]} ======================== == Credits and thanks == ======================== This is a CK3 port of the original circ mod for CK2. Here are the credit of the original mod. A big thanks to the Dark World Reborn by dewguru. The inspiration of this mod came from his excellent work. Some of this mods mechanics are also heavily inspired by his work and the way he handled other "dick related" status. A huge thanks to Herring for creating great new custom icons for the traits of this mod. ================== == Change log == ================== V3.01 ----- - Initial port of the ck2 mod. Basic functionality only. Submitter coleman1 Submitted 09/21/2020 Category Crusader Kings 3 Requires CK3  
  5. Version 3.01

    326 downloads

    ====================== == Circumcision mod == ====================== This mod add new traits to character allowing them to be uncircumcised or circumcised and makes them behave as historicly accurate as possible. Other characters migh have preferences on the matter and will have varing opinion of the characters. Using targetted decision on yourself, on your family and on your prisonrs, you can also change the status of a man (obviously, it is only available one way!). There are also a few events and actions available that will trigger when appropriate. The various cultures and religions will act as appropriate when it comes to making the circumcision decisions. As per some request I have received, options and traits relating to female circumcision were added. This content is turned OFF by default and needs to be enabled in the game rules (when starting a new game). Some of these decisions can be usefull, for instance when having issues with a wife who is generating too many bastards. If you notice something wrong, let me know and I will try to fix it. Suggestions are also more than welcome. ================== == Installation == ================== Simply download the zip file unzip it in your crusader king mod folder (make sure the CircMod.mod file and the CircMod folder are DIRECTLY in the mod folder). Your mod filder is in your users document (~Paradox Interactive\Crusader Kings III\mod\). When launching CK3, the mod should be available in your mod list. Alternatively, you can manually add the following to your dlc_load.json file {"enabled_mods":["mod/CircMod.mod"],"disabled_dlcs":[]} ======================== == Credits and thanks == ======================== This is a CK3 port of the original circ mod for CK2. Here are the credit of the original mod. A big thanks to the Dark World Reborn by dewguru. The inspiration of this mod came from his excellent work. Some of this mods mechanics are also heavily inspired by his work and the way he handled other "dick related" status. A huge thanks to Herring for creating great new custom icons for the traits of this mod. ================== == Change log == ================== V3.01 ----- - Initial port of the ck2 mod. Basic functionality only.
  6. Do the following in the on_action.txt The trick for it to work well is to call your event multiple times as there are lots of characters that are created in the first few days and week from various other scripts (they are not born) The other trick is in the event itself. The on_game_start is called without any scope. So you need to look at all characters. Note the "every_living_character" Last thing. I would recommend you also add a random_yearly_everyone_pulse = {} That way you will eventually catch any later character that is created (instead of being born) and avoid characters with missing traits.
  7. Do you mean for the on_birth_child = { } action handler? I see many if statements based in dynasty, but not dynasty being assigned to anything. I was under the impression the whole house and birth was coded in the engine but I might be wrong.
  8. Not sure what you are referring to. Traits do not have namespace in their syntax. The vanilla trait file does not contain any traits with a dot (.) in them and there is no namespace definition at the top of the file. I have not tried to name a trait with a sot in the name. Maybe the parser will allow it. But honestly, I would avoid it as it seems counter intuitive to their syntax. One thing does make me curious are the @annotation at the top of the trait file. I'm wondering what they are used for and what we might do with those.
  9. name your file 01_trait or anything else so that it loads AFTER the base traits of the game.
  10. Thats not what I meant. It works if I don't put the whole icon = { } section. It just defaults to the hardcoded default to look for the icon file. But if I want to specify a specific filename, that is when I get the "file not found"
  11. I started porting my mod from ck2 to ck3. I got the traits working, but I was just unable to make the trait link to any other file than the default filename (traitnamee.dds) Was anyone able make the icon definition from the info file work for traits? I kept getting a "file not found" in the error log. icon = { first_valid = { triggered_desc = { trigger = { NOT = { exists = this } } desc = "gfx/interface/icons/traits/diligent.dds" } triggered_desc = { trigger = { gold > 1000 } desc = "gfx/interface/icons/traits/diligent.dds" } desc = "gfx/interface/icons/traits/deceitful.dds" } }
  12. The "_l_english" does not need to be at the end. From what I have noticed, it can be anywhere in the name of the file. For instance, I have a file named "traits_l_english_cc_traits.yml" and it loads perfectly.
  13. Events are not really a problem since you have namespace. Those are converted from string to an actual number at runtime based on what mods are being loaded. You might run out of numbers with hundreds of large mods, but honestly, the game would probably have so many other issues at that point. Name spaces work because events are not part of a save game, so the actual number is only important while the game runs. Traits on the other hands are problematic. Either they have sequential number (like in ck2). Which means adding a new trait shifts all other traits (and breaks all save games). Or you have a static index (like in ck3) and that means you have to choose a number and make sure no one else uses it. This comes down to a "mod base offset registry". However, it becomes interesting when you look at the error log of the game and there is a clear warning that leaving gaps in traits index will cause the game to be slower (probably because the traits are stored in a vector and not a hash map). This means a registry, will lead to trait index fragmentation which will lead to a game slowdown down the road. Honestly, I am not sure why there is not a namespace system for traits where the save game keeps the full "namespace.trait" index instead of simply saving the trait index to the save game. There might be a reason (or they just never bothered with it).
  14. I like your suggestion about the lustful trait. I had not considered it, but it is very much in line with this mod circumcision decision. The other suggestions are very nice, but I feel like they should be in their own mod. I have not worked on this mod in a long time. I'll see if I have a bit of time to modify it further. But I might just wait for ck3 as it is close to release and I expect most people will move from ck2 to ck3 relatively quickly since it has a lot more flexibility and better graphics (not that ck2 is hard to beat in graphic quality!)
×
×
  • Create New...