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lockeslylcrit

[mod] [CK2] Luxuria Fantasia - Updated: 23AUG20

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1 hour ago, aradinn said:

this mod may be causing the game to crash on loading screen after having played one session with this mod on.

?Jenkins\workspace\CK2-Live-R-Steam-Windows\clausewitzll\pdx_core\virtualfiesystem.cpp... etc

 

I have not seen any crashes when I use it. What other mods are you using?

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sketchy's, bigger events, zia's images, Ala's cheat for dark world

full error log: (sorry, i can't figure out hoe to add spoilers)

[portraittype.cpp:157]: No effect file defined for portrait type 'INSERTNAME_PORTRAIT_static_11'
[portraittype.cpp:157]: No effect file defined for portrait type 'INSERTNAME_PORTRAIT_static_6'
[portraittype.cpp:157]: No effect file defined for portrait type 'INSERTNAME_PORTRAIT_static_12'
[portraittype.cpp:157]: No effect file defined for portrait type 'INSERTNAME_PORTRAIT_static_7'
[portraittype.cpp:157]: No effect file defined for portrait type 'INSERTNAME_PORTRAIT_static_20'
[portraittype.cpp:157]: No effect file defined for portrait type 'INSERTNAME_PORTRAIT_static_13'
[portraittype.cpp:157]: No effect file defined for portrait type 'INSERTNAME_PORTRAIT_static_8'
[portraittype.cpp:157]: No effect file defined for portrait type 'INSERTNAME_PORTRAIT_static_21'
[portraittype.cpp:157]: No effect file defined for portrait type 'INSERTNAME_PORTRAIT_static_14'
[portraittype.cpp:157]: No effect file defined for portrait type 'INSERTNAME_PORTRAIT_static_9'
[portraittype.cpp:157]: No effect file defined for portrait type 'INSERTNAME_PORTRAIT_static_22'
[portraittype.cpp:157]: No effect file defined for portrait type 'INSERTNAME_PORTRAIT_static_1'
[portraittype.cpp:157]: No effect file defined for portrait type 'INSERTNAME_PORTRAIT_static_15'
[portraittype.cpp:157]: No effect file defined for portrait type 'INSERTNAME_PORTRAIT_static_23'
[portraittype.cpp:157]: No effect file defined for portrait type 'INSERTNAME_PORTRAIT_static_2'
[portraittype.cpp:157]: No effect file defined for portrait type 'INSERTNAME_PORTRAIT_static_16'
[portraittype.cpp:157]: No effect file defined for portrait type 'INSERTNAME_INSERTNAME_PORTRAIT_static_25'
[portraittype.cpp:157]: No effect file defined for portrait type 'INSERTNAME_PORTRAIT_static_24'
[portraittype.cpp:157]: No effect file defined for portrait type 'INSERTNAME_PORTRAIT_static_3'
[portraittype.cpp:157]: No effect file defined for portrait type 'INSERTNAME_PORTRAIT_static_17'
[portraittype.cpp:157]: No effect file defined for portrait type 'INSERTNAME_PORTRAIT_static_4'
[portraittype.cpp:157]: No effect file defined for portrait type 'INSERTNAME_PORTRAIT_static_18'
[portraittype.cpp:157]: No effect file defined for portrait type 'INSERTNAME_PORTRAIT_static_10'
[portraittype.cpp:157]: No effect file defined for portrait type 'DWTW_PORTRAIT_static_1'
[portraittype.cpp:157]: No effect file defined for portrait type 'INSERTNAME_PORTRAIT_static_5'
[portraittype.cpp:157]: No effect file defined for portrait type 'DWSE_PORTRAIT_static_1'
[portraittype.cpp:157]: No effect file defined for portrait type 'INSERTNAME_PORTRAIT_static_19'
[persistent.cpp:40]: Error: "Malformed token: .1, near line: 42" in file: "common/traits/dwse_traits.txt"
[persistent.cpp:40]: Error: "Malformed token: .1, near line: 32" in file: "common/buildings/dwse_building.txt"
[persistent.cpp:40]: Error: "Unexpected token: allowed_to_target_suzerains, near line: 29" in file: "common/cb_types/000_dwse_cb_types.txt"
[persistent.cpp:40]: Error: "Undefined modifier type! token: spouse_opinion, near line: 3" in file: "common/artifacts/dwse_artifacts.txt"
[persistent.cpp:40]: Error: "Unexpected token: always, near line: 36" in file: "common/offmap_powers/dwse_offmap_powers.txt"
[persistent.cpp:40]: Error: "Unexpected token: always, near line: 39" in file: "common/offmap_powers/dwse_offmap_powers.txt"
[persistent.cpp:40]: Error: "Unexpected token: always, near line: 42" in file: "common/offmap_powers/dwse_offmap_powers.txt"
[persistent.cpp:40]: Error: "Unexpected token: always, near line: 48" in file: "common/offmap_powers/dwse_offmap_powers.txt"
[ck_application.cpp:1454]: File exception:
Exception in: C:\jenkins\workspace\CK2-Live-R-Steam-Windows\clausewitzII\pdx_core\virtualfilesystem.cpp, line: 822. Description: Data error (cyclic redundancy check).
 

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All except one line relates to another mod. I have no idea which mod has INSERTNAME, but the ones with DWSE or dwse in the name are from Dark World Serpent Expansion. That one line from my own mod (the one with DWTW) I'm currently fixing.

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Doing a cursory search on the net, I believe the issue is related to a corrupted map cache. Happened a lot with Victoria 2 when first installing. Try removing the entire /map/ folder from your My Documents/Paradox Interactive/Crusader Kings II/ location and let it rebuild the cache on its own

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Uploaded version 1.4

 

1.4

Changed the Fairy trait to have a 100% of inheritance if both parents have the trait.

Added a game rule to start as a Fairy

Added a portrait add/remove decision to remove the custom Fairy portrait and add one in case you want a different portrait

Added a decision to swap the old Dark World Reborn Fairy trait with the Dark World Tweaks Fairy trait, AI will always use.

Link to post

Uploaded version 1.5

 

Fixed the Fairy starting trait event's picture and localisation

Replaced vanilla Dark World Reborn's Kitsune, Neko, and Tentacle-kin with Dark World Tweaks specific versions, with related trait swapping decisions.

Kitsunes and Nekos are no longer enatic (which was extremely annoying if you played a female character married to one of these races). Inherit chance is 25% and 100% if both parents are the same.

Tentacle-kin's inherit chance reduced to 25% to prevent them from taking over the world just from a single parent. Inherit chance is 100% if both parents are the same.

Link to post

Hey lockeslylcrit, I use to work on a ton on fixing bugs and cleaning up code for DWReborn itself, and its various submods, much like you are doing now. So I greatly appreciate your work. I'd like to submit something I wrote ages ago, but that the DWReborn author forgot or didn't want:

 

This is basically to cleanup the character interaction menu to always hide the lilith healing spells (minor, moderate, and major self-heals) except if you're actually sick, so they won't clutter up the character menu. And furthermore, it consolidates all three into a single button.

Spoiler

 

Insert into dw_lilith_decisions. Replaces all three healing types (minor, moderate, major)

Spoiler

    dw_lilith_major_heal_self = {  
        filter = self
        ai_target_filter = self
        is_high_prio = yes ##Will bring up an alert when the player is sick
        from_potential = {
            # Check for Child of Lilith moved to the potential field as CK2's ai was apparently ignoring the trait and modifier check, based on troubleshooting from Venator.
        }
        potential = {
            character = FROM # Should only be casting this on themselves
            is_at_least_col3 = yes # Children of Lilith Stage 3
            OR = {
                AND = {
                    is_at_least_col3 = yes
                    OR = {
                        trait = wounded
                        trait = ill
                        trait = flu
                        trait = dysentery
                        trait = gout
                        trait = cough
                        trait = fever
                        trait = diarrhea
                        trait = vomiting
                        trait = chest_pain
                        trait = cramps
                        trait = rash
                        trait = headache
                        trait = abdominal_pain
                        trait = fatigue
                        trait = malaise
                        trait = infection
                    }
                }
                AND = {
                    is_at_least_col4 = yes
                    OR = {
                        trait = maimed
                        trait = pneumonic
                        trait = syphilitic
                        trait = has_tuberculosis
                        trait = has_typhoid_fever
                        trait = has_typhus
                        trait = has_measles
                        trait = food_poisoning
                        trait = scurvy
                        trait = disfigured
                        trait = mangled
                        trait = severely_injured
                        trait = clubfooted
                        trait = harelip
                        trait = hunchback
                        trait = lisp
                    }
                }
                AND = {
                    is_col5 = yes
                    OR = {
                        trait = leper
                        trait = has_bubonic_plague
                        trait = has_small_pox
                        trait = has_aztec_disease
                        trait = rabies
                        trait = cancer
                        trait = dancing_plague
                        trait = infirm
                        trait = incapable
                        trait = one_eyed
                        trait = one_handed
                        trait = one_legged
                    }
                }
            }
        }
        allow = { piety > 50 }
        effect = { narrative_event = {    id = DWLilith.200 } } ## Heal menu popup
        }
    }

 

 

Place in events/dwlilith.txt

Spoiler

narrative_event = {
    id = DWLilith.200
    picture = a_placeholder
    title = dw_heal_minor_self_title 
    is_triggered_only = yes # by targetted_decision
    desc = { # succubus
        trigger = { 
            trait = lilith
        }
        text = DWLilith200.0
        picture = succubus_spell_heal_self1
    }    
    desc = { # incubus
        trigger = { 
            trait = incubus
        }
        text = DWLilith200.0
        picture = incubus_spell_heal_self1
    }    
    option = { # I am healed
        name = "DWLilith200A"
        trigger = { is_col3 = yes }
        piety = -50
        custom_tooltip = {
            text = dw_lilith_minor_heal
        }
        hidden_tooltip = {
            remove_trait = wounded
            remove_trait = ill
            remove_trait = flu
            remove_trait = dysentery
            remove_trait = gout
            remove_trait = cough
            remove_trait = fever
            remove_trait = diarrhea
            remove_trait = vomiting
            remove_trait = chest_pain
            remove_trait = cramps
            remove_trait = rash
            remove_trait = headache
            remove_trait = abdominal_pain
            remove_trait = fatigue
            remove_trait = malaise
            remove_trait = infection
            clr_character_flag = developing_illness
            clr_character_flag = got_flu
            clr_character_flag = manifest_flu
        }
    }
    option = { # I am healed
        name = "DWLilith210A"
        trigger = { is_col4 = yes }
        piety = -50
        custom_tooltip = {
            text = dw_lilith_moderate_heal
        }
        hidden_tooltip = {
            remove_trait = wounded
            remove_trait = ill
            remove_trait = flu
            remove_trait = dysentery
            remove_trait = gout
            remove_trait = cough
            remove_trait = fever
            remove_trait = diarrhea
            remove_trait = vomiting
            remove_trait = chest_pain
            remove_trait = cramps
            remove_trait = rash
            remove_trait = headache
            remove_trait = abdominal_pain
            remove_trait = fatigue
            remove_trait = malaise
            remove_trait = infection
            remove_trait = maimed
            remove_trait = pneumonic
            remove_trait = syphilitic
            remove_trait = has_tuberculosis
            remove_trait = has_typhoid_fever
            remove_trait = has_typhus
            remove_trait = has_measles
            remove_trait = food_poisoning
            remove_trait = scurvy
            remove_trait = disfigured
            remove_trait = mangled
            remove_trait = severely_injured
            remove_trait = clubfooted
            remove_trait = harelip
            remove_trait = hunchback
            remove_trait = lisp
            clr_character_flag = developing_illness
            clr_character_flag = got_flu
            clr_character_flag = manifest_flu
        }
    }
    option = { # I am healed
        name = "DWLilith120A"
        trigger = { is_col5 = yes }
        piety = -50
        custom_tooltip = {
            text = dw_lilith_major_heal
        }
        hidden_tooltip = {
            remove_trait = wounded
            remove_trait = ill
            remove_trait = flu
            remove_trait = dysentery
            remove_trait = gout
            remove_trait = cough
            remove_trait = fever
            remove_trait = diarrhea
            remove_trait = vomiting
            remove_trait = chest_pain
            remove_trait = cramps
            remove_trait = rash
            remove_trait = headache
            remove_trait = abdominal_pain
            remove_trait = fatigue
            remove_trait = malaise
            remove_trait = infection
            remove_trait = maimed
            remove_trait = pneumonic
            remove_trait = syphilitic
            remove_trait = has_tuberculosis
            remove_trait = has_typhoid_fever
            remove_trait = has_typhus
            remove_trait = has_measles
            remove_trait = food_poisoning
            remove_trait = scurvy
            remove_trait = disfigured
            remove_trait = mangled
            remove_trait = severely_injured
            remove_trait = clubfooted
            remove_trait = harelip
            remove_trait = hunchback
            remove_trait = lisp
            remove_trait = leper
            remove_trait = has_bubonic_plague
            remove_trait = has_small_pox
            remove_trait = has_aztec_disease
            remove_trait = rabies
            remove_trait = cancer
            remove_trait = dancing_plague
            remove_trait = infirm
            remove_trait = incapable
            remove_trait = one_eyed
            remove_trait = one_handed
            remove_trait = one_legged
            clr_character_flag = developing_illness
            clr_character_flag = got_flu
            clr_character_flag = manifest_flu
        }
    }

 

I have performed a handful of tests, and no errors so far. 

 

 

 

Some other recommended fixes:

- Characters with immortality commit suicide (or strip off their own immortality) after hitting around 100 years, which is a bad idea for VIP characters. Might want to remove that decision. Especially since assassins already make it rare they live beyond 100.

- You can further cleanup some messy UI for lilith/succubi in DWReborn by giving  "beautify self" a potential restriction which checks for if the caster already has attractive and bombshell, and if they do, remove the option from the character interaction menu. Similarly, dw_pox_purge should have a potential restriction of... well, having the pox.

 

 

 

 

Link to post
11 hours ago, veedanya said:

Hey lockeslylcrit, I use to work on a ton on fixing bugs and cleaning up code for DWReborn itself, and its various submods, much like you are doing now. So I greatly appreciate your work. I'd like to submit something I wrote ages ago, but that the DWReborn author forgot or didn't want:

 

This is basically to cleanup the character interaction menu to always hide the lilith healing spells (minor, moderate, and major self-heals) except if you're actually sick, so they won't clutter up the character menu. And furthermore, it consolidates all three into a single button.

  Hide contents

 

Insert into dw_lilith_decisions. Replaces all three healing types (minor, moderate, major)

  Reveal hidden contents

    dw_lilith_major_heal_self = {  
        filter = self
        ai_target_filter = self
        is_high_prio = yes ##Will bring up an alert when the player is sick
        from_potential = {
            # Check for Child of Lilith moved to the potential field as CK2's ai was apparently ignoring the trait and modifier check, based on troubleshooting from Venator.
        }
        potential = {
            character = FROM # Should only be casting this on themselves
            is_at_least_col3 = yes # Children of Lilith Stage 3
            OR = {
                AND = {
                    is_at_least_col3 = yes
                    OR = {
                        trait = wounded
                        trait = ill
                        trait = flu
                        trait = dysentery
                        trait = gout
                        trait = cough
                        trait = fever
                        trait = diarrhea
                        trait = vomiting
                        trait = chest_pain
                        trait = cramps
                        trait = rash
                        trait = headache
                        trait = abdominal_pain
                        trait = fatigue
                        trait = malaise
                        trait = infection
                    }
                }
                AND = {
                    is_at_least_col4 = yes
                    OR = {
                        trait = maimed
                        trait = pneumonic
                        trait = syphilitic
                        trait = has_tuberculosis
                        trait = has_typhoid_fever
                        trait = has_typhus
                        trait = has_measles
                        trait = food_poisoning
                        trait = scurvy
                        trait = disfigured
                        trait = mangled
                        trait = severely_injured
                        trait = clubfooted
                        trait = harelip
                        trait = hunchback
                        trait = lisp
                    }
                }
                AND = {
                    is_col5 = yes
                    OR = {
                        trait = leper
                        trait = has_bubonic_plague
                        trait = has_small_pox
                        trait = has_aztec_disease
                        trait = rabies
                        trait = cancer
                        trait = dancing_plague
                        trait = infirm
                        trait = incapable
                        trait = one_eyed
                        trait = one_handed
                        trait = one_legged
                    }
                }
            }
        }
        allow = { piety > 50 }
        effect = { narrative_event = {    id = DWLilith.200 } } ## Heal menu popup
        }
    }

 

 

Place in events/dwlilith.txt

  Reveal hidden contents

narrative_event = {
    id = DWLilith.200
    picture = a_placeholder
    title = dw_heal_minor_self_title 
    is_triggered_only = yes # by targetted_decision
    desc = { # succubus
        trigger = { 
            trait = lilith
        }
        text = DWLilith200.0
        picture = succubus_spell_heal_self1
    }    
    desc = { # incubus
        trigger = { 
            trait = incubus
        }
        text = DWLilith200.0
        picture = incubus_spell_heal_self1
    }    
    option = { # I am healed
        name = "DWLilith200A"
        trigger = { is_col3 = yes }
        piety = -50
        custom_tooltip = {
            text = dw_lilith_minor_heal
        }
        hidden_tooltip = {
            remove_trait = wounded
            remove_trait = ill
            remove_trait = flu
            remove_trait = dysentery
            remove_trait = gout
            remove_trait = cough
            remove_trait = fever
            remove_trait = diarrhea
            remove_trait = vomiting
            remove_trait = chest_pain
            remove_trait = cramps
            remove_trait = rash
            remove_trait = headache
            remove_trait = abdominal_pain
            remove_trait = fatigue
            remove_trait = malaise
            remove_trait = infection
            clr_character_flag = developing_illness
            clr_character_flag = got_flu
            clr_character_flag = manifest_flu
        }
    }
    option = { # I am healed
        name = "DWLilith210A"
        trigger = { is_col4 = yes }
        piety = -50
        custom_tooltip = {
            text = dw_lilith_moderate_heal
        }
        hidden_tooltip = {
            remove_trait = wounded
            remove_trait = ill
            remove_trait = flu
            remove_trait = dysentery
            remove_trait = gout
            remove_trait = cough
            remove_trait = fever
            remove_trait = diarrhea
            remove_trait = vomiting
            remove_trait = chest_pain
            remove_trait = cramps
            remove_trait = rash
            remove_trait = headache
            remove_trait = abdominal_pain
            remove_trait = fatigue
            remove_trait = malaise
            remove_trait = infection
            remove_trait = maimed
            remove_trait = pneumonic
            remove_trait = syphilitic
            remove_trait = has_tuberculosis
            remove_trait = has_typhoid_fever
            remove_trait = has_typhus
            remove_trait = has_measles
            remove_trait = food_poisoning
            remove_trait = scurvy
            remove_trait = disfigured
            remove_trait = mangled
            remove_trait = severely_injured
            remove_trait = clubfooted
            remove_trait = harelip
            remove_trait = hunchback
            remove_trait = lisp
            clr_character_flag = developing_illness
            clr_character_flag = got_flu
            clr_character_flag = manifest_flu
        }
    }
    option = { # I am healed
        name = "DWLilith120A"
        trigger = { is_col5 = yes }
        piety = -50
        custom_tooltip = {
            text = dw_lilith_major_heal
        }
        hidden_tooltip = {
            remove_trait = wounded
            remove_trait = ill
            remove_trait = flu
            remove_trait = dysentery
            remove_trait = gout
            remove_trait = cough
            remove_trait = fever
            remove_trait = diarrhea
            remove_trait = vomiting
            remove_trait = chest_pain
            remove_trait = cramps
            remove_trait = rash
            remove_trait = headache
            remove_trait = abdominal_pain
            remove_trait = fatigue
            remove_trait = malaise
            remove_trait = infection
            remove_trait = maimed
            remove_trait = pneumonic
            remove_trait = syphilitic
            remove_trait = has_tuberculosis
            remove_trait = has_typhoid_fever
            remove_trait = has_typhus
            remove_trait = has_measles
            remove_trait = food_poisoning
            remove_trait = scurvy
            remove_trait = disfigured
            remove_trait = mangled
            remove_trait = severely_injured
            remove_trait = clubfooted
            remove_trait = harelip
            remove_trait = hunchback
            remove_trait = lisp
            remove_trait = leper
            remove_trait = has_bubonic_plague
            remove_trait = has_small_pox
            remove_trait = has_aztec_disease
            remove_trait = rabies
            remove_trait = cancer
            remove_trait = dancing_plague
            remove_trait = infirm
            remove_trait = incapable
            remove_trait = one_eyed
            remove_trait = one_handed
            remove_trait = one_legged
            clr_character_flag = developing_illness
            clr_character_flag = got_flu
            clr_character_flag = manifest_flu
        }
    }

 

I have performed a handful of tests, and no errors so far. 

 

 

 

Some other recommended fixes:

- Characters with immortality commit suicide (or strip off their own immortality) after hitting around 100 years, which is a bad idea for VIP characters. Might want to remove that decision. Especially since assassins already make it rare they live beyond 100.

- You can further cleanup some messy UI for lilith/succubi in DWReborn by giving  "beautify self" a potential restriction which checks for if the caster already has attractive and bombshell, and if they do, remove the option from the character interaction menu. Similarly, dw_pox_purge should have a potential restriction of... well, having the pox.

 

 

 

 

All good ideas. I'll see about adding them in the next update. I'm pretty loathe to directly replace original DW files for various reasons (I only replaced the offmap_powers file because I'm working on my own offmap_power and I don't need the extra clutter), and thus all my tweaks are basically workarounds. But your ideas are solid, so I'll make an exception.

Link to post

Uploaded 1.6

This was a big one, and I spent the greater part of 48 hours on it to make sure it worked.

 

Oh, and I added your suggestions, veedanya. The only one I didn't add in was merging all the heals into one, for balance reasons. Having a flat cost of 50 piety doesn't seem right when you either need to just remove Wounded (50 piety) or remove the plague (100 piety), or potentially both. It just requires an extra click as before, but now with less clutter.

Link to post

Wow, you're really putting out content quick. Quite impressive. Well, then again, most mod authors here update only a few times a year, so it's not a high hurdle.

 

Some suggestions based on playing around with the new Irae content:

- I'd recommend you steal the "no people with illnesses" used to block slave sales and copy it to the selling of daughters for the Irae interaction. No one wants to buy a concubine with rabies, plague, etc.

- I understand it's a proof of concept, so you probably don't need me telling you it the value of prisoners/daughters could use a bit more depth as far as value. But I'd consider some value-added points for homosexual, lustful, attractive, bombshell, etc. 

- The cooldown time on sending gold gifts is extremely short, which might make it feel like a bit of a chore one has to constantly micromanage in longer games. I'd consider tweaking it so that it's a larger gift with a longer cooldown. (And make sure it has a capped maximum, so that it won't become prohibitively expensive like the Chinese gold gifts are for large empires).

- The cooldown on prisoners is similarly kind of micromanagement intensive. I'd recommend either removing it entirely (so a bunch of prisoners can be dumped after a war), or makes it much longer but with much higher yields. 

- I would consider some sort of material boon in the future. Currently, since all the rewards are courtiers, the Irae favour points may become useless once all roles are filled (be it with Dark Elves or otherwise). So some sort of auxiliary reward like gold or prestige would be good. Maybe even artifacts, since they're very easy to make code-wise, and add a lot more depth than gold or prestige would. 

Link to post
6 hours ago, veedanya said:

Wow, you're really putting out content quick. Quite impressive. Well, then again, most mod authors here update only a few times a year, so it's not a high hurdle.

 

Some suggestions based on playing around with the new Irae content:

- I'd recommend you steal the "no people with illnesses" used to block slave sales and copy it to the selling of daughters for the Irae interaction. No one wants to buy a concubine with rabies, plague, etc.

- I understand it's a proof of concept, so you probably don't need me telling you it the value of prisoners/daughters could use a bit more depth as far as value. But I'd consider some value-added points for homosexual, lustful, attractive, bombshell, etc. 

- The cooldown time on sending gold gifts is extremely short, which might make it feel like a bit of a chore one has to constantly micromanage in longer games. I'd consider tweaking it so that it's a larger gift with a longer cooldown. (And make sure it has a capped maximum, so that it won't become prohibitively expensive like the Chinese gold gifts are for large empires).

- The cooldown on prisoners is similarly kind of micromanagement intensive. I'd recommend either removing it entirely (so a bunch of prisoners can be dumped after a war), or makes it much longer but with much higher yields. 

- I would consider some sort of material boon in the future. Currently, since all the rewards are courtiers, the Irae favour points may become useless once all roles are filled (be it with Dark Elves or otherwise). So some sort of auxiliary reward like gold or prestige would be good. Maybe even artifacts, since they're very easy to make code-wise, and add a lot more depth than gold or prestige would. 

1. That was my bad. I originally had it in, but for some unknown reason the decision couldn't be clicked so I kept removing options until it worked. I forgot to re-add the illness condition.

2. That's on the to-do list. I wanted to get the exotic (DW/DWSE/DWToska) stuff out of the way first.

3. I'll increase the cooldown. It's prohibitive because there are better options to do (going looting for prisoners).

4. I'm currently experimenting with cost efficiency on the selling prisoners. At the moment, I agree that the cooldown needs to be removed for the low reward.

5. House Irae is basically a method to get the new religions/culture while still being entirely optional (via gamerule). I'll think of some other things to add for mid-late game when your court is already flooded with dark elves.

Link to post

By the way, have you considered converting Dark Elf status from a character modifier to a trait? 

 

While I know it's less elegant than using the culture system, nearly every mod that uses DW builds on the now deeply-entrenched trait system for racial aspects. So it may cause issues with racial inheritance and other mod content in the future.

Link to post
2 hours ago, veedanya said:

By the way, have you considered converting Dark Elf status from a character modifier to a trait? 

 

While I know it's less elegant than using the culture system, nearly every mod that uses DW builds on the now deeply-entrenched trait system for racial aspects. So it may cause issues with racial inheritance and other mod content in the future.

I've spent the entirety of Sunday seeing what worked and what didn't in regards to traits vs culture. In the end I chose culture because I could get custom dark elf names to work instead of relying on Irish (the original culture I used when testing traits). Because I was on a time budget, I couldn't fully test it with both traits and culture working together. That's on a future to-do list.

Link to post

Did you put one of the folders in the wrong directory for 1.7? 

 

The traits folder unzips to "Dark World Reborn/traits/" instead of the original "Dark World Reborn/common/traits"

 

Also, may I ask what the reason for creating duplicate traits are, when vanilla DWR versions exist? It seems like it could cause a lot of event incompatibility with other mods, unless there's a reason worth risking that.

 

Link to post
36 minutes ago, veedanya said:

Did you put one of the folders in the wrong directory for 1.7? 

 

The traits folder unzips to "Dark World Reborn/traits/" instead of the original "Dark World Reborn/common/traits"

 

Whoops. I'll fix that right away.

36 minutes ago, veedanya said:

Also, may I ask what the reason for creating duplicate traits are, when vanilla DWR versions exist? It seems like it could cause a lot of event incompatibility with other mods, unless there's a reason worth risking that.

 

The mod started as a workaround mod rather than as a file replacement mod, hence the decision to switch from kitsune to dwtw_kitune etc. The only other submods I've seen that use the old races are DWSE (exotic slaves) and DWToska (Summon Tentacle spell), and both of those work fine with DWTW because of the race switching. I haven't tested NoxBestia because furries just don't do it for me.

 

The original races are still in the code, it's just that the decision to swap them to the new versions is ai_will_do = 1. Changing this to 0 will ensure that all NPCs with vanilla DWR races will remain the same. I'll make an update so you can choose if you want the DWR or DWTW versions on campaign start.

Link to post

I think you underestimate the scope of mods that are built off the original DRW. To take your original example, searching for references to "trait = kitsune":

 

ACM: 4 references

Beyond Heresy: 1 reference

Dollsarmy: 3 references

Serpent Expansion: 5 references

Toska: 2 references

NoxBeastia: 45 references

Extra Traits: 2 references

 

And those are the only ones whose code I've checked. And for a single species. So presumably you multiply those numbers for every species replaced, plus whatever other traits you are replacing. Any events now checking for them will now be broken, unless you care to make spatches for each one every time they update.


Now, I'm not necessarily telling you not to create your own duplicate traits. I'm just posing the question from one coder to another: do the benefits of cloning traits like this outweigh the breaking of compatibility with the majority of mods (and/or the work it will require to make patches for every mod)? It seems to me far more effort than what you get back, but maybe because I'm not seeing what you're working on.

 

(As a side note, I'm not necessarily into Nox's beasty or anthro stuff either, but I use it anyways for its excellent support modules.  Things like a complex species inheritance systems (accounts for "weakening" blood as more generations pass), orifice stretching calculations, support for variable pregnancy (genderswapping, futas, male pregnancy, etc), a system for kitsune tail growth and corresponding spell systems/transformation/religion, etc. If you want to remove the undesirable stuff, you can just replace the image pallettes like I did.)

Link to post

1.71 uploaded. This should make everyone happy.

 

16 minutes ago, veedanya said:

*snip*

I appreciate your efforts. The main reason for the duplicate traits was because the original spirit of the mod was to find workarounds for some of the dumb things DWR does, like trying getting a Serpent's Purge potion when all the options are tit enhancements, good fortune, or aphrodite's curse, or trying to have Kitsune/Neko children when you start as a female ruler but not that race (they are enatic inheritance), or watching the world completely fill to the brim with Tentacle-kin due to the 100% inheritance.

 

Hopefully this update will prevent future incompatibilities. I'm going to continue basing my work on the new racial traits, but at least now there are options if you have submods that call on the old traits.

Link to post

I think you dropped a trigger somewhere. Or a few. Still playing 1.7, random courtier portraits are being overwritten with drow ones on non-drow characters. Also, drows being invited stopped appearing with drow portraits. I tried digging through the code to confirm if it was the mod, and not just an unexpected mod conflict on my end. 

 

I find a number of possible mistakes, however. 

- HouseIraeCourt.12. It's set to fire on_birth, with no other triggers/conditions, meaning it fires on anyone's birth in the world. (Which is a great way to suck up memory, even if it isn't causing any tangible bugs).  I'd recommend adding a (pre)trigger to check for Drow culture/traits at least before firing.

- dwtw_change_portrait. While the ai_will_do factor is 0, it still does not block the AI from considering whether to do it (AI is not stopped in either the potential or allow steps). So may potentially be an unnecessary waste of memory.

Link to post
25 minutes ago, veedanya said:

I think you dropped a trigger somewhere. Or a few. Still playing 1.7, random courtier portraits are being overwritten with drow ones on non-drow characters. I tried digging through the code to confirm if it was the mod, and not just an unexpected mod conflict on my end. 

 

I suspect -- though haven't verified -- it's HouseIraeCourt.12. That event has no trigger or target restrictions, meaning it could be applied to literally any person. 

 

It shouldn't. There's a very specific if condition, and the event is called from on_birth, so it will only scope children who were born from a union with Khaldune. I'll look further into the problem.

EDIT: And the portraits come from the racial trait, not the cultures. The culture only determines the name and defaults to westerngfx

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