Popular Post lockeslylcrit Posted October 2, 2018 Popular Post Share Posted October 2, 2018 View File [CK2] Luxuria Fantasia - Updated: 23AUG20 Luxuria Fantasia Version 1.10.0 Updated 23AUG20 Features Potion Seller - allowing you to buy potions to enhance various parts of your character for a short time. Initiate Sex decision - Can right click a lover/spouse/consort's portrait for sexy funtimes. This may result in pregnancy. Racial seeding (Holy Fury required) - Starting on a Shattered/Random World will allow you to seed the entire world (or some of it) with LF races. Check Stats decision - For some reason, CK2 doesn't allow you to see hidden stats like fertility normally. This decision will give you an exact number to those hidden stats. Futa trait – Give your woman a dick and allow her to impregnate other women! Masculine/Feminine traits – Be a tomboy/girl! Slavery - Wish you could turn prisoners into gold? Enslave and sell them! Or just keep them. I don't care. I'm not your mother. Mage trait - Yer a wizard, Harry! Obtain the Mage trait and from your Wizard Tower, and start casting spells! Certain magically-aligned races will be able to naturally cast spells without needing the Mage trait. Sexual Role Selection - Take your sexytimes to a new level and become Dominant, Submissive, or a Switch! Two doms or two subs won't like each other. Switches are the universal role. Fantasy races - Demons, Half-demons, Divines, Nekos, Kitsunes, Dragons, Half-dragons, Elves, Orcs, and Fairies are all included. Society of Seduction - A devil-worshiping society that isn't devil-worshiping, the Society of Seduction aims to bring the world of demonic seduction to virgins and the old alike. Ghosts - Sometimes when a ruler dies, they cannot accept their deaths and live on as a shade. Spoopy! Special NPCs - Charlotte the Bard, Mwamba the Warrior, Desmona the Vampire, and others join the cast. Custom Pagan Religion - For when you want to craft a religion just the way you want it before reformation. Challenges - Game rules that add a certain element to your games, including forcing you to cannibalize others, rulers swapping upon death, and more. Join us in Discord! Requirements: Crusader Kings II version 3.1+ Way of Life for certain decisions involving focuses. Holy Fury if you want to play around with bloodlines. Installation: Download the file. Unzip into your My Documents/Paradox Interactive/Crusader Kings II/mod/ folder. Windows' built in zip extractor is garbage and will not work. Use 7zip instead. Mark the Luxuria Fantasia checkbox in the launcher Troubleshooting: If you find yourself running into major problems, perform the following: 1. Be absolutely sure you have the most up-to-date version of Crusader Kings II on Steam. 2. Delete the LuxuriaFantasia folder in your /My Documents/Paradox Interactive/Crusader Kings 2/mod/ folder. 3. Unzip the latest version to that same directory. 4. Uncheck ALL mods in the launcher except for Luxuria Fantasia. Optional: Include the modules. 5. Restart the game. If the problem no longer persists, then it was either an old version you were using, or there was a conflict with another mod. All versions of Luxuria Fantasia are tested for blank events and crashes, and if these are happening to you but not to me, then there is a problem on your end. For quicker troubleshooting, join the discord via the link above and post your problem in the #luxuria_fantasia channel. Do NOT post problems in #general, I have that channel on mute and there's a good chance I won't see it when I'm modding or when I wake up from sleeping. Playing a total conversion mod? Sometimes total conversion mods overwrite things that LF does, such as the narrative event window. You can easily prevent conflicts by opening up the LF's .mod file in Notepad or Notepad++ and adding in this line: dependencies = { "XXX" } XXX being the exact name of the total conversion mod, as it appears in the CK2 launcher or its .mod file. If there is already a dependencies line present, add in "XXX" somewhere in the brackets. This will ensure that LF is loaded after the total conversion mod to prevent conflicts. Compatibility: Should be compatible with most things. Some mods may be out of date. Credits: dewguru - For the original Dark World Reborn and his permission to use the localisation zia - For allowing me to integrate v0.12 of Serpent Expansion into LF Everyone who beta tested 1.0 on the discord. R0nin78 and Jim Raynor for the localisation of the sexytimes events. Roll1d2Games for his valiant sacrifice of any possibility of YouTube monetization in order to support LoversLab mods. Go take a look at his channel. Help Support Me Have some pocket change lying around? Why not toss me a dollar over on SubscribeStar? Offmap Empires cluttering up the minimap? Click here! Looking for the dark elf content? Click here! Submitter lockeslylcrit Submitted 10/02/2018 Category Crusader Kings 2 Requires 51 Link to post
aradinn Posted October 3, 2018 Share Posted October 3, 2018 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 Link to post
lockeslylcrit Posted October 3, 2018 Author Share Posted October 3, 2018 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? Link to post
aradinn Posted October 3, 2018 Share Posted October 3, 2018 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). Link to post
lockeslylcrit Posted October 3, 2018 Author Share Posted October 3, 2018 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. Link to post
lockeslylcrit Posted October 3, 2018 Author Share Posted October 3, 2018 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 Link to post
aradinn Posted October 3, 2018 Share Posted October 3, 2018 Just tried the map delete. Didnt work. Will attempt to reinstall Link to post
lockeslylcrit Posted October 4, 2018 Author Share Posted October 4, 2018 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
lockeslylcrit Posted October 4, 2018 Author Share Posted October 4, 2018 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
veedanya Posted October 6, 2018 Share Posted October 6, 2018 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
lockeslylcrit Posted October 7, 2018 Author Share Posted October 7, 2018 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
lockeslylcrit Posted October 8, 2018 Author Share Posted October 8, 2018 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
lockeslylcrit Posted October 8, 2018 Author Share Posted October 8, 2018 Uploaded 1.61 Due to a mixup with filenames, it is highly recommended that you delete your DWTweaks folder before unzipping the new version To do: Clean up the DWR Alchemist interface Link to post
veedanya Posted October 9, 2018 Share Posted October 9, 2018 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
lockeslylcrit Posted October 9, 2018 Author Share Posted October 9, 2018 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
veedanya Posted October 9, 2018 Share Posted October 9, 2018 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
lockeslylcrit Posted October 9, 2018 Author Share Posted October 9, 2018 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
lockeslylcrit Posted October 11, 2018 Author Share Posted October 11, 2018 1.7 has been uploaded. Dark World Tweaks had been decidedly unsexy, so I fixed that with a House Irae quest chain. Oh, and a buttload of changes too. Link to post
veedanya Posted October 11, 2018 Share Posted October 11, 2018 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
lockeslylcrit Posted October 11, 2018 Author Share Posted October 11, 2018 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
veedanya Posted October 11, 2018 Share Posted October 11, 2018 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
lockeslylcrit Posted October 11, 2018 Author Share Posted October 11, 2018 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
veedanya Posted October 12, 2018 Share Posted October 12, 2018 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
lockeslylcrit Posted October 12, 2018 Author Share Posted October 12, 2018 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 Link to post
lockeslylcrit Posted October 12, 2018 Author Share Posted October 12, 2018 Uploaded 1.72 with the optimization fixes. Also some minor fixes involving the potential scope of a few decisions. Link to post