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dewguru

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About dewguru

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  1. Yeah I updated the tribal 1 to upgrade to castle 1 bit.
  2. Hey folks. Just wanted to let you know my silence the past week has been from some PC problems and a bout of illness, which I'm still dealing with a bit. So I've not done much over the past week for the next update. I'm looking to resume working on it soon though, as I got the PC issue fixed, and I'm feeling a little better than I was before. If you're seeing numbers - then my best guess is that you saved your game. Added a mod, or updated one, perhaps even removed a mod. Then you resumed your save game. The mod you added, removed, or updated, likely had traits. Whenever you add, update, or remove a mod that has traits you will BREAK your save game every single time. This is due to how the vanilla game handles traits. The only other potential issue, would indeed be if you had a mod that had the exact same image file name, and it was overwriting the one used by DWR. Trying to fix it by removing mods - would only work in a new game, not a save game. You indeed need to handle spread the news via breeding. It's the primary way. The traits are guaranteed to go to offspring, so you should be able to wed your children to others to have it begin spreading. Regarding the potion - you are correct. It's not applying the Therianthrope trait like it should and I'll fix it in the next release. You mention your Court Wizard like it should have some meaning to me. Was it a special spawn from this mod? Do you mean the generic wizard option from the Wizard Tower? I've got a fix for the futa kids in the next release. Something along the same lines of what you put.
  3. I don't see how he's in your court. Even though I can see where I'd have the join me option there due to a bad trigger - the actual creation of Batman is skipped unless you have Heroes and Villains content enabled. There are a handful of events that may still trigger, such as the Bat Knight one, which differ greatly in their narrative. It doesn't do anything. I didn't even realize I still had that in there. No one has ever reported this. I've never experienced it. Going to need more information before I burn brain cells on it. I've not run into NPC Necromancers trying to spawn the undead yet. I've been able to use it myself in the past. I'll take a look and see if something sticks out. Ah yes. They're probably broke because I definitely changed up some things. I'll need to take a look at both the Vampire items.
  4. Yeah, in looking it back over, I could see that freeing the prisoner before triggering their abdication could be an issue. I'll push them lower. Ah, yes. The _including_ me. That still catches me some of the time.
  5. That error you've got, looks to be from the prior version. That area of code now does a check to see if they're a ruler, and if so they abdicate. Hrm. That does seem odd. Especially since I've not changed anything related to prostitutes. The mechanism used to make your slaves into prostitutes is the same exact decision that has existed for at least the past several versions, which is you right clicking on them and telling them to become a prostitute. While characters can occasionally become prostitutes, unless the player specifically chooses someone to become one, it should be pretty rare. For the ai to make itself one, they should be lustful, hedonistic, a lunatic, possessed, or they should have enough greed generating traits to give them an ai_greed score of 50. In my play sessions, prostitutes seem pretty rare.
  6. Hrm. I see that I'm not ensuring the buyer is a ruler. If they're not a ruler, the move_character probably isn't going to function properly. I'll add is_ruler = yes to the character selection and repost the update.
  7. Alright, I've added a few last minute reminders and add-on fixes. I'll be packaging it and posting it later tonight from the looks of things. If I don't, I know I'll end up starting to add content that will make it hard to package this weekend. Here's the change log for what will get posted later today. v1.84 (Dark World Reborn) - NOTE: This update is compatible with Save Games created with DWR version 1.83. Save games with prior versions of DWR will break. - Small update for those rulers (players) being on the receiving end of Mind Control attempts - it originally was not intended, however, as the mod has added mind_control characters, players can now befaced with being on the receiving end. (thx for pointing out the oversight Threvston and Solrane) - Fixed an issue with localization not displaying money from a prostitute slave (thx TrxXx) - Fixed an issue where races that do not have a coming out of their skin type decision, were not receiving the chance for a custom image when they became an adult. (thx Doomsday8931) - Fixed an issue where vassal vampires could raid your prison cells and feed. Changed the scope of effect from realm to court. (thx Yanslana) - Fixed an issue where some vampires were able to do vampire things, even when they were prisoners. (thx Yanslana) - Fixed an issue where one could double-dip on Lich knowledge (not that it provided any additional benefit) (thx TrxXx) - Fixed an issue where Fenris would take an Alpha and make her into a Bitch, which is not supposed to happen. (thx aMemorandum) - Fixed an issue where making an imprisoned ruler into a slave had them retain their rule and leave your court. They now abdicate if they are a ruler. (thx Drax70) - Fixed an oversight where we were selling slaves, while letting them keep their money (thx Drax70) - Fixed an issue with some logic for the Fortune potion (thx TrxXx) - Fixed an issue where the Futa potion in the Wizard Tower was not also giving you a cock (thx TrxXx)
  8. Well, that's not something I can really fix. That event fires when CK2 does an on_action check and says your character should get this random event. Nothing in the event itself causes it to double-fire. The event (assuming you choose to build it) sets a character flag that is then meant to prevent the event from triggering again. If you're getting two events immediately - it's the vanilla CK2 bug that happens on occasion. As CK2, not this mod, decided to double-trigger the same on_action event. This thread is filled with different events sometimes experiencing this happening, and it's something that comes up on occasion in other mod forums. The best guess I've got, and that I've read, is that it occurs when CK2 is under a heavy processing load. That can happen from having a very large world with a ton of people in it (not only your court, but world wide - as everyone gets an on_action trigger). It can also happen if you've a lot of large armies fighting each other, with some folks in the main CK2 Paradox forums talking about how the base game itself can have issues late game when the world is heavily populated, with big armies fighting. When you get these heavy processing points, sometimes it 'hiccups' and an oddity like a double-event can appear. Now, mods can definitely impact this as well. Dark World in its earlier iterations did a whole bunch of processing that touched everyone in the game, with multiple events. Most of those have been re-engineered to less cumbersome methods. The only one in the mod that I can think of as still being a potential heavy hit as the years progress is the Body Traits, which can be turned off via a game rule for those that can live without tit and cock size traits. Body traits are, and always have been a heavy load, as every year it will look at every kid that became an adult, and any new characters added to the game, and those without traits would receive them. Hrm. Although now that I think about it, I wonder if I could just switch that over to a personally targeted decision, and have the ai add any missing body trait to themselves. I'll need to see if I can find some information on that.
  9. Same ruler or a different ruler? The event looks to see if your ruler has a character flag in place, so if they die before it's done, it could be possible for the next person to get the same event chain. Things that were done before, might not be doable the second time around - as those set some global flags - however, once the bordello is complete, those global flags should then allow the full completion experience. Although if it's too large a gap, it could sort of suck I suppose as it could negatively impact something like having Jessica available. Hrm, maybe I need to consider making it a general decision once it starts.
  10. 1 - Why is he still in your prison? Once someone is made a slave, they're pulled out of the prison, unless you changed something. If you made them a slave, then put them back into prison, then I could see it being an exploitable issue. However, there should be an option to claim slaves that you have in your prison, although it'd suffer the same issue with them potentially leaving if they're a ruler somewhere else. That part at least will be fixed in the next update. So I'm not too worried about leaving the exploit. If someone wants to spend time repeatedly clicking on sell to generate cash instead of doing a quick console cash command, then all the more power to them. 2 - It's not that it's troublesome, it's a lack of my wanting to do it. I'm sure what you think could be added definitely could be. I'm just not interested in it at all. It'd be like you asking me to add a scat based event where your children shit all over you while the court cheers the event. I've no desire to add that event, and I've no desire to add artifact swapping. I've other things I'd rather spend my time on. If you create something that works without issue, then sure, I'll incorporate it. 3 - You're really not being clear here. Vanilla CK2 has court size limitations. You can turn these off. Turning them off can lead to potential performance issues down the road. Leaving it on, and reaching your court limit - can result in the game 'pruning' people quickly. Even though it prunes them, they still appear in a dynasty tree where applicable, for at least a little time. Characters who aren't set to be historical, and who don't fit a couple other check points, at some point are culled from the game. Supposedly from what I've read, one point where this can be forced is when one saves a game and then reloads it. Most characters in this mod can be ignored or at least hoisted off on your neighbor (flood their court and folks will get pruned naturally). There are some characters in this mod that have the historical tag due to high demand. The historical tag is supposed to protect a character from vanilla CK2 pruning. So if CK2 decides "it's time to kill some bitches", it'll spare those with the historical tag. So, still not completely certain about what your point is, as the dynasty tree has nothing to do with court size. It can lead to late, late game performance issues and save game bloat, however, most of those entries should disappear over time - unless they're set as historical, or they meet one of the other check points, which an individual being immediately kill/vanished shouldn't trigger. 4 - Random Number Generator. The Starfire Parrot event is not weighted more or less than any other events. So let's say you've got Robin and Starfire. You're just as likely to get Robin's tech event as you are to get Starfire's Parrot event.
  11. One thing - I am leaving it where someone can be charged 50 gold if they select the same potion - reason being is that by drinking another say Fortune Potion when you've already got one active, is it should extend the modifier again. So there is benefit. If the user chooses to use it too soon and thus minimize any benefit, well, that's on them. I've used this method successfully in the past, drinking another in the final month to extend the effect back out. If it no longer functions like that, then I'll look at giving the person an out option. The Silver Tongue potion doesn't have a break, and shouldn't have an issue in clearing flags. It's an even trickier one for someone, as its duration effect is random. So if someone drinks one again too soon, they might not see it extend the duration out at all. Drinking that one with 90+ days remaining on your buff is a bad move. Note: I don't see a reason to stop someone from making a poor decision. The ONLY way I would put some kind of check/block on these potions is if drinking one in it's final month or two, didn't reapply the affect and thus extend out the duration like it used to work.
  12. 1 - Very possible. I don't believe I included anything to force them to abdicate their role. I'll take a look at fixing this. 2 - I'm not really interested in getting to caught up in stripping possessions. If you want to write up some inventory management code, I'll look at including it. 3 - What option are you choosing? If you choose the 2nd one, they leave for a neighbor and stay in the game. If you choose the 3rd one, it kill vanishes them. Sure, they'll still appear as a visible object in something like a dynasty tree, however, unless I've the historical tag on them, they shouldn't get saved and they'll get cleaned out like other also rans in the game. I don't see this as an issue, unless you can convince me that it is one. 4 - RNG. It's not weighted more or less than any other one.
  13. Nope, completely overlooked that one apparently. Edit: Fortune fix is using the if, if_else, else functionality that wasn't an option when that event was originally created. Life got so much easier when they added that functionality.
  14. Okay, I'm working to wrap up the next update. It's a small one, primarily being an update with just fixes. Interestingly, many of these have existed and simply haven't been brought up previously. So - the demon overhaul work is not in this update. I know I said it'd be next, however, I wanted to focus on addressing some of these issues before getting too wrapped up. I'm guessing it'll be a late Friday release (my time zone). Here's the likely change log. v1.84 (Dark World Reborn) - NOTE: This update is compatible with Save Games created with DWR version 1.83. Save games with prior versions of DWR will break. - Small update for those rulers (players) being on the receiving end of Mind Control attempts - it originally was not intended, however, as the mod has added mind_control characters, players can now be faced with being on the receiving end. (thx for pointing out the oversight Threvston and Solrane) - Fixed an issue with localization not displaying money from a prostitute slave (thx TrxXx) - Fixed an issue where races that do not have a coming out of their skin type decision, were not receiving the chance for a custom image when they became an adult. (thx Doomsday8931) - Fixed an issue where vassal vampires could raid your prison cells and feed. Changed the scope of effect from realm to court. (thx Yanslana) - Fixed an issue where some vampires were able to do vampire things, even when they were prisoners. (thx Yanslana) - Fixed an issue where one could double-dip on Lich knowledge (not that it provided any additional benefit) (thx TrxXx) - Fixed an issue where Fenris would take an Alpha and make her into a Bitch, which is not supposed to happen. (thx aMemorandum)
  15. I'm not familiar with what Cheri did, so I can't speak to that. I don't see my setting up something to allow a specific one to be selected, however, I will likely include the ability to basically re-roll your randomly assigned image as often as you want. That functionality is already there for some other race images. That is correct - if you're an alpha, you shouldn't be getting hit up as a bitch later. I'll take a look at the Fenris visit to add a check.
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