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


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Posted

Is there a "Lite" mod that adds similar content to DWF without the fantasy element and vanilla content changes? I'm trying to find a mod that will work with overhaul mods.

Posted
40 minutes ago, Darknell said:

Is there a "Lite" mod that adds similar content to DWF without the fantasy element and vanilla content changes? I'm trying to find a mod that will work with overhaul mods.

DWFLite.zip

 

Here you go. Dark World Fantasy without the Fantasy.

Posted
4 hours ago, lockeslylcrit said:

Here you go. Dark World Fantasy without the Fantasy.

Does that mean DWF isn't compatible with overhaul mods? I've been eying a particular mod in the steam workshop called 769 redone but was unsure if it was compatible with DWF. 

Really, there's no way I can play CK without DW.

Posted

As Queen of Germany, married matrilineally, I am getting inbred children as as result of an affair with myself !

 

I am playing with DWR. But this seems like a bug in the vanilla game. Has anybody else had this strange result?

Posted
10 hours ago, numina_is_lost said:

Does that mean DWF isn't compatible with overhaul mods? I've been eying a particular mod in the steam workshop called 769 redone but was unsure if it was compatible with DWF. 

Really, there's no way I can play CK without DW.

I do not play with overhaul mods, and thus it would take me far, far too long to look through each and every one of them to make a compatibility patch.

 

The only changes to vanilla files DWF has is the narrative event window size. Everything else is custom and should not clash.

Posted
12 hours ago, numina_is_lost said:

Does that mean DWF isn't compatible with overhaul mods? I've been eying a particular mod in the steam workshop called 769 redone but was unsure if it was compatible with DWF. 

Really, there's no way I can play CK without DW.

Dark World is typically fairly compatible with overhaul mods except for issues like vampires and such showing up where they shouldn't. Normally this can be avoided by disabling them. However cases where it is incompatible, are ones where you get stuff like the Elder Scrolls mod which adds their own vampires. Merging the two means that Elder Scrolls vampires don't work at all as they should and you get a bunch of random Dark World vampires annoying you all the time even though you disabled them.

Posted
1 hour ago, whateverdontcare said:

Dark World is typically fairly compatible with overhaul mods except for issues like vampires and such showing up where they shouldn't. Normally this can be avoided by disabling them. However cases where it is incompatible, are ones where you get stuff like the Elder Scrolls mod which adds their own vampires. Merging the two means that Elder Scrolls vampires don't work at all as they should and you get a bunch of random Dark World vampires annoying you all the time even though you disabled them.

This is an easy fix. I'll work it into the new update.

Posted

Vampires can no longer spam hypnosis on someone. Hypnosis is now a temporary modifier.

 

Vampires will be a lot less charismatic. It is now perfectly safe to lose yourself in their eyes as you move around on the dancing floor.

 

FTFY :P

Posted
1 hour ago, powerofvoid said:

Is there a way to upgrade my existing saves to the new DWF, or do I need to start over to do that?

Probably a wise idea to start fresh with every major update.

Posted

Sorry if this has been answered elsewhere, new to this mod and haven't read through all 35 pages yet lol.  But would it break anything if I split up your common\cultures\dwtw_cultures.txt   "dwtw_fantasy_group" into true individual groups?  

 

fae_group = {
	graphical_cultures = { westerngfx }

	fae = {

 

Basically, random worlds is weighting all your Dark Worlds Fantasy cultures as the same single "dwtw_fantasy_group" culture.  If I increase the 01_spread than it just gives more land to that base culture to be divided between orcs, elves, and so on.  Usually one race gets a huge chunk of land and than everyone else has minimal territory.  They're also shoved all next to each other as best buddy neighbors. 

 

However if you split each up into it's own group than the game weighs them individually and you can get huge empires and more realistic distance between them.  I basically modified the animal_kingdoms in 01_spread with your file split into multiple cultures and they spawned all over the world as huge empires.  And this let me keep the animal cultures too.  Below I have your Dark Fantasy cultures, as well as the Dragon culture getting spawned into huge empires.  The rest spawn as regular sized culture swatches.

 

inside the \common\alternate_start\01_spread.txt file:

	modifier = {
		factor = 30#14
		OR = {
			culture_group = elven_group
			culture_group = orcish_group
			culture_group = dwarven_group
			culture_group = neko_group
			culture_group = kitsune_group
			#culture_group = horse_group
			#culture_group = cat_group
			#culture_group = bear_group
			#culture_group = hedgehog_group
			#culture_group = duck_group
			#culture_group = dog_group
			culture_group = dragon_group
			#culture_group = elephant_group	
		}
		has_alternate_start_parameter = { key = special_culture value = animal_kingdoms }
	}

 

I've tested the randomization world generation (and this works fine), but I'm not sure if this is going to screw up events or triggers down the road though.  I did a general search for your culture name "dwtw_fantasy_group" and it didn't turn up anything other than a localization usage, but I'm not a ck2 modding expert by any means.  

 

I'd also suggest making a new culture randomization option for your mod under 00_settings.txt, but to get it to work with animal_kingdoms would take some other tinkering.

Posted

Note: dragon_group is the Holy Fury dragon culture, which gives +4 health, -50% fertility, +10% global tax modifier, -10 general opinion, and +30 personal combat rating

dwse_dragon_group is the culture for Dark World Fantasy dragons, who get their powers from a trait (+5 martial, +20 personal combat rating)

EDIT: Also, the Holy Fury dragon culture gives pure-heavy-cavalry retinues with +75% damage and +100% morale, and a cultural building called the "animal farm" that gives heavy infantry and a bonus to heavy infantry defense, while the DWSE dragon culture does none of that.

Posted

Yeah I got that, it's the HF one with the dragon and egg portraits.  Same with the dog, cat, duck, and so on.  The DWF dragons are already a separate culture group of it's own so there's no issues there.  Same with the Dark Elves submod.  I think that the animal kingdoms cultures from HF will be fun when mixed with DWF so I edited that existing one instead of giving DWF it's own special culture type.  Wasn't really the point of my post though lol.

 

I just want to know if reorganizing the Dark World Fantasy \common\cultures\dwtw_cultures.txt into individual culture groups will have any adverse effects on the rest of the mod.  Traits, event filters, and so on.  Right now the DWF cultures are all clumped together into one culture group and I wasn't sure if that was on purpose or not.

 

I plan on doing testing tomorrow when I get home from work and the gym at the end of the day, but figured it might save me time if I asked.

Posted

Actually, now that I've through about it... why aren't the Dark World traits from the starting events also available in the ruler designer?

We've already crossed the bridge of "letting people get DW traits at the start" long ago, what makes the Ruler Designer different?

Posted
14 hours ago, kyorinrin said:

Sorry if this has been answered elsewhere, new to this mod and haven't read through all 35 pages yet lol.  But would it break anything if I split up your common\cultures\dwtw_cultures.txt   "dwtw_fantasy_group" into true individual groups? 

You should be safe. There is absolutely nothing in DWF that calls for the fantasy culture group, only individual cultures.

Posted

It has come to my attention that the latest update has an errant /interface/portrait_properties/00_portrait_properties.txt file. This file was used to test new layers with the custom portraits with ReMeDy, and was mistakenly included into the update. Please delete this file, as it may screw up cross-mod compatibility.

Posted

Here you go, this is all the stuff I edited in your mod.  I included two new culture randomization options for random world generation: "Dark World Fantasy" and "Dark World Animals".  This basically spreads the dark worlds fantasy cultures more around the map and makes them larger chunks of the world.

 

"Dark World Fantasy" is only DWF cultures and the stock cultures.  Uses DWF dragons.

"Dark World Animals" includes the animal cultures from HF.  Uses the HF dragons instead of DWF dragons.

 

Anyone can use this to make DWF random world friendly, just drag and overwrite.  Won't be compatible with any additional mods that change how random worlds are generated obviously.

 

NOTES:

  • I'd suggest making a new culture for boring "standard" humans of your own so you can make a giant human empire in the mix.  Or choose an existing one in the game and add it to the same 01_spread { } blocks that have the DWF stuff.  It's pretty easy if you want me to rig it up for you.
  • "Animal Kingdoms" should favor HF animal cultures over the DWF cultures, but random makes things wonky.  
  • No idea why "Animal Worlds" adds DWF cultures.  It shouldn't by all rights.
  • No idea how to make this sub mod friendly and include weighting of Dark Elves and the like.
  • Do whatever you want with this and don't worry about giving me credit, just as an fyi.  Made this mostly for my own use.
  • Play with the spread values in 01_spread to see what works best for you for DWF cultures vs stock ones.  
  • Any particular reason that several of your cultures share the same color?  Just kind of odd.  Neko, Kitsune, Orc, and Dwarves are all blue.  And than Dragons and Fairies are both pink.

 

 

v.11      Fixed some stupid mistakes like how Fae weren't included.

 

Edited DWF v.11.zip

Posted
On 2/3/2019 at 8:39 PM, kyorinrin said:

Dwarves

Wait, there are Dwarves? You mean I could have been playing as them this entire time? O.o

Posted
6 hours ago, Arigas said:

Wait, there are Dwarves? You mean I could have been playing as them this entire time? O.o

The culture exists, not the race. It's there as a placeholder.

Posted

Can anyone explain how the dragon interactions work exactly? I understand slaving contracts, selling slaves and prisoners, but not the ambassador thing.

 

I see ai rulers doing it. So they send a daughter off, and sometimes she never comes back, and sometimes she brings back an egg? is that how that works?

 

Is there any advantage to it aside from "this is my cool dragon portrait character"?

 

Thanks.

Posted
3 hours ago, namor360 said:

Can anyone explain how the dragon interactions work exactly? I understand slaving contracts, selling slaves and prisoners, but not the ambassador thing.

 

I see ai rulers doing it. So they send a daughter off, and sometimes she never comes back, and sometimes she brings back an egg? is that how that works?

 

Is there any advantage to it aside from "this is my cool dragon portrait character"?

 

Thanks.

That's intentional. If you send off your daughter, there's a small chance she may get fucked so thoroughly that she never wants to leave. It's a tradeoff. You can either risk your daughter for an egg, or go yourself and have the incapacitating effect of being pregnant with a dragon egg.

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