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


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Posted
10 minutes ago, riqih911 said:

maybe dumb qustion how u install the race module ? i just put race folder to DWFantasy Modules folder right ? and it should like this DWFantasy Modules >race >Fae, Classic monster, FarEast, etc

Unzip the files in the /mod/ folder as they currently are. Moving around folders are not necessary (doing so will result in the modules not working).

Posted
On 4/28/2019 at 5:09 AM, xereon said:

@lockeslylcritYou should specify what module you've updated aswell in your changelog, it will be easy to track what's worth downloading again without the need to remember what was the last version installed (of the single module)

The changelog on the file page is surprisingly limited, so I keep that for the main Core mod only. All updated modules will be at the very bottom of the file list, and you will find all changes in their respective changelog.txt files. I also post all changes to modules in the discord.

Posted

How would I go about adding in the old portrait template .dds files?

I've been maintaining my own portraits using photoshop since DW reborn, and after updating to the most recent DWF, I noticed the original 25 are gone.

 

EDIT: After some copypasta with the files, I managed to restore all previous portrait templates.

Posted

so i unzip DWFM - FAE, classic mosnter, etc when Dwfantasy module unzip say overwrite i overwrite ? because because DWfm fae classic monter etc have same foldetr when  u zip and folder is WFantasy Modules btw im talking about optional module race

 

Posted

Minor gripe about current module folder structure: I prefer to delete the old files of a mod - usually that's just the mod's folder, the .mod file is overwritten just fine.

With the modules sharing a folder you have to

 - either go into that folder and locate the correct (sub-)subfolder to delete (which is two extra steps because you first have to find out which folder to delete)

 - or you delete the complete modules folder, but then have to extract all used modules again (instead of just the one you want to update).

 

I'd say it's... suboptimal ???

Posted

Not sure if its just me,but I can't seem to get DW to work on 3.1.0? i've installed everything in the mod folder correctly, but nothing loads up in game... am I doing something wrong? 

Posted
8 minutes ago, Deamon123 said:

just wondering how i can get some of the mod to work with GOT so i can use them

 

open DWFantasy.mod in your mod folder with a notepad and add "dependencies = { "A Game of Thrones" }" without the ""

 

also in your mod folder go to common/buildings and look into the buildings.txt and the DWF_Core_buildings.txt and make sure any trigger = { TECH_CITY_CONSTRUCTION = 0 }  is actually set to 0 not to 1 or 2( as GOT doesnt have tech)

Posted

Question - did you cut anything from Reborn?

 

If not, then I'll download yours and make the new content I'm working on as a mod to go with it. If you did, I'll just update my Reborn mod.

 

Finally got the itch to play some again, and of course, that means I'm in the mood to dabble again.

Posted
33 minutes ago, dewguru said:

Question - did you cut anything from Reborn?

 

If not, then I'll download yours and make the new content I'm working on as a mod to go with it. If you did, I'll just update my Reborn mod.

 

Finally got the itch to play some again, and of course, that means I'm in the mood to dabble again.

the game totally needs a dairy/milkmod btw, just saying

Posted
7 minutes ago, chaosarah said:

the game totally needs a dairy/milkmod btw, just saying

Alas, that's not really my thing.

 

I was looking at adding some more content to Dark World Reborn for my recent play - when I noticed that Dark World Fantasy took my Reborn and looks like it broke it up into additional pieces.

 

If DWF still has everything, but just added more, then that works out well enough and I'll just build the new content as a mod.

 

If DWF purged some things, it'd be nice to know what, as I might shrug and not care - or I might want to add them back as another mod as well.

Posted

@chaosarah You will be happy to know that I just started working on that. As a submod for Dark World Fantasy.

I released the first version yesterday, and it's called Crusader Milk.

 

Keep in mind that it's an early version, so there is not a lot to do with it yet.

Posted
19 minutes ago, Triskelia said:

@chaosarah You will be happy to know that I just started working on that. As a submod for Dark World Fantasy.

I released the first version yesterday, and it's called Crusader Milk.

 

Keep in mind that it's an early version, so there is not a lot to do with it yet.

ill take a look, thx

Posted

Hey, loving the mod, thanks for all the work

 

Just wanted to bring your attention to a typo in the gypsy wagon event in DWF_Core_Gypsy_events.txt

 

The decision path for compassion and humility has "has_character_flag = dwf_gypsy_dropped_spirituality" listed twice, and "has_character_flag = dwf_gypsy_dropped_justice" is omitted from both tables

 

I just replaced the doubled spirituality with justice and it seems to work fine atm

Posted
5 hours ago, dewguru said:

Question - did you cut anything from Reborn?

 

If not, then I'll download yours and make the new content I'm working on as a mod to go with it. If you did, I'll just update my Reborn mod.

 

Finally got the itch to play some again, and of course, that means I'm in the mood to dabble again.

Welcome back! \o/

 

As for the cut content, off the top of my head...

 

Harley/Joker

The stable events

Replacement of most popculture characters with different characters (Bloodrayne to Desmona, Morrigan to Lynness, etc). Hermione and Co. are untouched.

Jessica's brothel scenes

Cleanup of the DWR portrait traits so you can tell at a glance which race/npc they belong to

Tentacle-kin, Assassin, Monster Hunter, Dhampir/Werekin traits/races

Most gamerules (they are now configurable in an in-game options menu)

Slavery prices have been improved/simplified

Random nosferatu attacks now use Holy Fury's dueling mechanic

Elves/Fairies/Orcs moved to Fae Module, Vampires/Werewolves moved to Classic Monsters Module, Neko/Kitsune moved to Far East Module, Dicks & Tits traits had their modifiers removed and moved to the Dicks & Tits Module, Beauty & The Beast and Alice In Wonderland moved to Fairy Tales Module, Demons and Angels moved to Heaven & Hell Module

Lilith/Incubus are no longer separate traits. They are now dwf_demon using customized localisation files.

Both the Wellspring and Lilith's Eden Empire

Wizard Society (Chosen of Lilith changed greatly)

 

 

Posted
22 minutes ago, lockeslylcrit said:

Welcome back! \o/

 

As for the cut content, off the top of my head...

 

Harley/Joker

The stable events

Replacement of most popculture characters with different characters (Bloodrayne to Desmona, Morrigan to Lynness, etc). Hermione and Co. are untouched.

Jessica's brothel scenes

Cleanup of the DWR portrait traits so you can tell at a glance which race/npc they belong to

Tentacle-kin, Assassin, Monster Hunter, Dhampir/Werekin traits/races

Most gamerules (they are now configurable in an in-game options menu)

Slavery prices have been improved/simplified

Random nosferatu attacks now use Holy Fury's dueling mechanic

Elves/Fairies/Orcs moved to Fae Module, Vampires/Werewolves moved to Classic Monsters Module, Neko/Kitsune moved to Far East Module, Dicks & Tits traits had their modifiers removed and moved to the Dicks & Tits Module, Beauty & The Beast and Alice In Wonderland moved to Fairy Tales Module, Demons and Angels moved to Heaven & Hell Module

Lilith/Incubus are no longer separate traits. They are now dwf_demon using customized localisation files.

Both the Wellspring and Lilith's Eden Empire

Wizard Society (Chosen of Lilith changed greatly)

 

 

I appreciate the summary. I'm going to have to look at Holy Fury's dueling mechanic. While I intended to do a play through, I've found myself instead spending the evening thinking about the mod I want to add and gathering some of the imagery I'll be using for it.

 

I might end up taking something like the Disney and Fae module, add content, and then posting it. Since I know I'm moving more to an annual play session with Crusader Kings, feel free to take anything Dark World related that I post and pull it back in if I didn't totally mess it up.

Posted

Hey lockeslylcrit

 

Awesome work! I have been playing with this mod for quite a long time, and I really appreciate your hard work!

 

A few questions though - is the current version updated for CK2 3.1 or should I roll back to 3.0.1?

 

and

 

Do you update all the modules when you release an update or only the core DWF one needs to be replaced?

 

Again, Thank you for keeping this mod alive!

Posted
1 hour ago, jim raynor said:

Hey lockeslylcrit

 

Awesome work! I have been playing with this mod for quite a long time, and I really appreciate your hard work!

 

A few questions though - is the current version updated for CK2 3.1 or should I roll back to 3.0.1?

 

and

 

Do you update all the modules when you release an update or only the core DWF one needs to be replaced?

 

Again, Thank you for keeping this mod alive!

All my releases are always going to be made using the current CK2 version.

 

Modules are updated only when they need to be updated. Just because DWF is updated doesn't mean a module is updated, or needs updating. I give notice in the discord about module updates, and even if you aren't a discord member the latest updates are going to be at the bottom of the file list when you download DWF.

Posted

When I tried to build some interactivity between my new mod and Dark World Fantasy, Validator filled with errors among the various Dark World Fantasy content. So I tried starting a CK2 game with no mods active - other than the Dark World Fantasy main mod and those sub-mods you've on the main page as well. After the game loaded, the CK2 error.log file was filled with errors as well.

 

If I run CK2 without any mods active, the error.log file is empty.

 

The errors aren't enough to stop the game from starting, but I figured I'd mention it since the games error.log file generating errors like that can cause issues the longer a game is played.

Posted
4 hours ago, dewguru said:

When I tried to build some interactivity between my new mod and Dark World Fantasy, Validator filled with errors among the various Dark World Fantasy content. So I tried starting a CK2 game with no mods active - other than the Dark World Fantasy main mod and those sub-mods you've on the main page as well. After the game loaded, the CK2 error.log file was filled with errors as well.

 

If I run CK2 without any mods active, the error.log file is empty.

 

The errors aren't enough to stop the game from starting, but I figured I'd mention it since the games error.log file generating errors like that can cause issues the longer a game is played.

The vast majority of those errors are due to DWF not being run with the modules. It is calling for things that don't exist. 16% of those errors are actually from the vanilla game (the dynasty CoA textures). I've played through full games and none of those things have had any noticable effect on the performance. It is impossible to remove the DWF errors without somehow coding in the stuff from the modules back into the core mod. I have some ideas, but for now use the Validator to catch errors, not the logs.

Posted
57 minutes ago, heavenoverhell said:

Hello been playing this mod for awhile and have to ask, why was the tentacle race cut? Were they buggy?

Btw good job with these updates :)

In DWR, Tentacle-kin had a 100% inherit rate. Combined with a certain spell in DW Toska that the AI would use a hell of a lot, this meant that within a few generations, the world would be flooded with Tentacle-kin. There was absolutely nothing you could do to stem the tide, except murdering every single Tentacle-kin and Succubus/Incubus in the game.

 

Despite fixing the problems in DWTweaks, the animosity toward them was still pretty universal. They just weren't used, and unused races get cut. I had planned on adding them in House Irae, where they are much more thematically appropriate, but time and dedication to DWF has left them on the backburner.

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