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coleman1

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  1. I'll take a look at what was broken with 1.1.2. I have an idea of what is going on and post an update when I get a chance.
  2. What do you mean by "prevents"? Does it simply not ask the question or does clicking the button simply does nothing?
  3. 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.
  4. 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.
  5. 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
  6. Version 3.01

    457 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 c
  7. 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 (instea
  8. 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.
  9. 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.
  10. name your file 01_trait or anything else so that it loads AFTER the base traits of the game.
  11. 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"
  12. 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 = {
  13. 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.
  14. 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 trait
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