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11 hours ago, DarksideRevan said:

Hey dude, mod works great, amazing stuff. Only issue is making them so big basically clips through arms on some poses or makes some clothes look really bad. Is there a way to tone down the values slightly in the files somehow?

If I'm understanding everything correctly, my mod just makes them the max size the game can already do naturally, so it's just a limitation of the game.  You can tone it down if you'd like, though, by editing gfx/portraits/portrait_modifiers/BB_visual_traits.txt and changing changing the "value = 1.0" line under morph.  You can try something like 0.9 or 0.8 to see if that works for you.

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1 minute ago, torg16 said:

Can you elaborate on that a bit?

 

Where would I put it? Where do I put the add_trait?

 

I'm a complete noob

when you create your trait in traits folder :

 

trait = {

name = traitname

index = xxx

 

random_creation = 100 ( so everybody created that matches potential condiditions will have this trait)

potential = {

is_male = yes ( example)

has_culture = culture.nameofculture

}

 

desc = what will show in descrption

icon = "image location directory"

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1 hour ago, dullman said:

Here you have what I have done basically the same what with your mod and both doesn't seem to work (also i copy paste steward job change name(s) and tried to refer from gui but stil it didn't work.

mod.7z 6.2 kB · 4 downloads

Well ... turns out my problem was mostly related to special_council_position = yes

 

And also game concepts and a bit of localisation and whatnot. Lots of tiny changes. In any case, the firing and hiring works for me now. Test mod attached.

 

 

AWarmBed.zip

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23 minutes ago, jipad said:

when you create your trait in traits folder :

 

trait = {

name = traitname

index = xxx

 

random_creation = 100 ( so everybody created that matches potential condiditions will have this trait)

potential = {

is_male = yes ( example)

has_culture = culture.nameofculture

}

 

desc = what will show in descrption

icon = "image location directory"

Okay, hopefully last question/s. If I didn't want anyone to be randomly created with it unless they have the culture, do I need to throw a zero in there somewhere?

 

And would it be the same notation for birth?

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Just a head's up.

 

It's forbidden on PDox's CK3 mod forum to mention third genders. I got issued a warning over saying, "While we're asking for modding things they should also allow in third genders like futanari." I asked what rule I broke and it was for Rule 9.

 

9. You may not post or message any illegal content, or links to illegal content. You may not post or message any material, or links to such material, which

  1. Depicts Nazi symbols or Nazi propaganda;
  2. Is pornographic, sexually offensive or otherwise unsuitable for family or office environment (NSFW);
  3. Constitute an infringement of intellectual property rights; or
  4. Discuss the distribution/growing/cutting/manufacture of drugs.

 I didn't post a picture or anything. I asked the moderator who issued the warning if Transgenders and intersex people were sexually offensive or unsuitable for family or office environment. The mod did remove my post and all the replies to said post about third genders.

 

No reply as of yet.

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1 hour ago, SamIAmHam said:

Just a head's up.

 

It's forbidden on PDox's CK3 mod forum to mention third genders. I got issued a warning over saying, "While we're asking for modding things they should also allow in third genders like futanari." I asked what rule I broke and it was for Rule 9.

 

9. You may not post or message any illegal content, or links to illegal content. You may not post or message any material, or links to such material, which

  1. Depicts Nazi symbols or Nazi propaganda;
  2. Is pornographic, sexually offensive or otherwise unsuitable for family or office environment (NSFW);
  3. Constitute an infringement of intellectual property rights; or
  4. Discuss the distribution/growing/cutting/manufacture of drugs.

 I didn't post a picture or anything. I asked the moderator who issued the warning if Transgenders and intersex people were sexually offensive or unsuitable for family or office environment. The mod did remove my post and all the replies to said post about third genders.

 

No reply as of yet.

It's the word.

"Futanari" has a rather clear connotation with hentai outside Japan (and I'm sure it isn't that much different in Japan either), so it's essentially "pornographic" in nature.

Now with Paradox being located in the Swedenistan, they're going to damage control any mentions of other genders in that thread for a while, which is an obvious and entirely expected hypocrisy from that kind crowd (You know, I was actually very, very surprised they included nudity in the game, because of that.)

 

My suggestion would be to wait it out for a few days and try again with more... progressive-sounding wording (any mentions of anime are a no-go), preventatively with a different account if you have any games tied to the account you used before.

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17 hours ago, sicko said:

Is there a command to remove a character when scripting events? Working on a mod and a potential courtier is created at the beginning of it so the player can examine them, but I need one of the options to then remove that character from the game in case they're not accepted, as it would be inappropriate for them to be a wandering character.

I'd love to know this too - I've been 'deleting' them with 'death = { death_reason = vanished }' - I think that's what they did in ck2 roughly, but I'm not certain if the character will eventually get cleaned up or not.

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10 hours ago, SirCarcass said:

If I'm understanding everything correctly, my mod just makes them the max size the game can already do naturally, so it's just a limitation of the game.  You can tone it down if you'd like, though, by editing gfx/portraits/portrait_modifiers/BB_visual_traits.txt and changing changing the "value = 1.0" line under morph.  You can try something like 0.9 or 0.8 to see if that works for you.

I did that and didn't see much difference on the armor/clothes in question so it's probably just an issue with those clothes not being prepared for it. Thanks for replying tho, appreciate it. ?

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11 hours ago, Khadir said:

Well ... turns out my problem was mostly related to special_council_position = yes

 

And also game concepts and a bit of localisation and whatnot. Lots of tiny changes. In any case, the firing and hiring works for me now. Test mod attached.

 

 

AWarmBed.zip 9.23 kB · 6 downloads

thanks for help although i saw that on existing saves it does not work, only required to play new game

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3 hours ago, dullman said:

thanks for help although i saw that on existing saves it does not work, only required to play new game

That's a general issue with many mods which add to the game - sometimes they require that some data is set up on game start, and then you can't add that mod during a running game, or not easily.

 

Sadly there's no documentation yet about workarounds.

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5 hours ago, sicko said:

Any one figure out the pulse triggers for random events? Now that MTTH is gone I'm trying to script a yearly pulse that will select from a list of random events to give say, 1 to 24 months after the pulse.

A lot of the base game on_actions have delay = { days = 1 3 } } to wait 1 to 3 days, you could try the monthly/yearly/three-yearly/five-yearly on_events and see if you can use months instead of days.

 

Alternatively, the fervor events triggered off of on_faith_monthly use a cooldown flag set when one fires and checked in the trigger to make one of the events fire once every 1-X years.

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4 hours ago, Adroit said:

A lot of the base game on_actions have delay = { days = 1 3 } } to wait 1 to 3 days, you could try the monthly/yearly/three-yearly/five-yearly on_events and see if you can use months instead of days.

 

Alternatively, the fervor events triggered off of on_faith_monthly use a cooldown flag set when one fires and checked in the trigger to make one of the events fire once every 1-X years.

That's part of it, thank you (and for your help with removing characters earlier), but I'm also trying to figure out what those on_events are and how to use them. Would it be something like:

on_month = { #or on_year, on_five_year etc
	trigger_event {
		random_list = { 
			EVENT.ID.001
			EVENT.ID.002
			EVENT.ID.003
		}
	months = { 6 18 }
	}
}

Sorry if poorly laid out or contains obvious mistakes; I've only done some modding on ck2 before and not much else.

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40 minutes ago, sicko said:

That's part of it, thank you (and for your help with removing characters earlier), but I'm also trying to figure out what those on_events are and how to use them. Would it be something like:


on_month = { #or on_year, on_five_year etc
	trigger_event {
		random_list = { 
			EVENT.ID.001
			EVENT.ID.002
			EVENT.ID.003
		}
	months = { 6 18 }
	}
}

Sorry if poorly laid out or contains obvious mistakes; I've only done some modding on ck2 before and not much else.

Gotcha!  Check out /common/on_actions/_on_actions.info.  It does a good job breaking down how the on actions work.

 

For what you're doing, I think it might work out to be something like this:

 

whatever_on_action = { #depends on what interval you fire this on = {
	on_actions = {
		delay = { months = { 8 24 } } #not sure if months are valid here, I know days are
		my_custom_pulse
	}
}

my_custom_pulse = { #just another on_action itself
	trigger = {
		#check some cooldown if you want
	}
	events = {
		#events that always fire	
	}
	random_events = {
		chance_to_happen = X #some number out of 100, I think, for any event to fire
		100 = possible_event_1
		100 = possible_event_2
	}
}

Take a look at on_faith_monthly and faith_fervor_events_pulse in religion_on_actions, or the on actions in my AdroitReligion mod if you want more examples - I'm using this pattern a lot

 

You could also just include the events/random events in "whatever_on_action", I typically break it up this way for the delays, but maybe it could be accomplished another way.

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1 hour ago, Adroit said:

Gotcha!  Check out /common/on_actions/_on_actions.info.  It does a good job breaking down how the on actions work.

 

For what you're doing, I think it might work out to be something like this:

 


whatever_on_action = { #depends on what interval you fire this on = {
	on_actions = {
		delay = { months = { 8 24 } } #not sure if months are valid here, I know days are
		my_custom_pulse
	}
}

my_custom_pulse = { #just another on_action itself
	trigger = {
		#check some cooldown if you want
	}
	events = {
		#events that always fire	
	}
	random_events = {
		chance_to_happen = X #some number out of 100, I think, for any event to fire
		100 = possible_event_1
		100 = possible_event_2
	}
}

Take a look at on_faith_monthly and faith_fervor_events_pulse in religion_on_actions, or the on actions in my AdroitReligion mod if you want more examples - I'm using this pattern a lot

 

You could also just include the events/random events in "whatever_on_action", I typically break it up this way for the delays, but maybe it could be accomplished another way.

Thanks a ton! I've been digging through ck3's files for three days now trying to figure this out but somehow I never once saw the on_actions folder; got a system up and working in minutes thanks to your help and the dev's examples.

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11 minutes ago, sicko said:

Thanks a ton! I've been digging through ck3's files for three days now trying to figure this out but somehow I never once saw the on_actions folder; got a system up and working in minutes thanks to your help and the dev's examples.

Nice - glad to hear it!  What editor are you using?  I'd suggest VSCode if you're not already using it, the search functionality has saved me a million times helping me discover what's calling what/figure this stuff out.

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35 minutes ago, Adroit said:

Nice - glad to hear it!  What editor are you using?  I'd suggest VSCode if you're not already using it, the search functionality has saved me a million times helping me discover what's calling what/figure this stuff out.

I've just been using geany; like I said I'm pretty amateur at this stuff so I didn't even know about VSCode. I'll have to look into it.

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A word of warning if you use Debug Mode. In the right click on any male character there is an option to choose Start Pregnancy. You'll get options for Old Fashioned, one, twins, triplets, and Surprise Me. Whatever you do, do not select surprise me unless you are prepared for it. I did it just to see what would happen. The result was an entire litter of 8 children where there are 5 girls and 3 boys.

 

The good news is that if someone wanted to do litters for fantasy races the debug menu can handle it. LOL

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