MilesKiyaAnny Posted January 7, 2023 Posted January 7, 2023 (edited) 17 hours ago, ban10 said: Yeah, I might look at EK2 as I plan on playing it myself, might end up being a separate version for it, no promises though Awesome just whenever you ready man. There also Prince of Darkness too but up to you hmm but u play as half human half vamp there or maybe werewolf to have babies but it should work if u gonna sqeeuzd this mod in I guess btw while playing I found bug after I cap all Holy Site to unlock the women thinggy in decsion menu and like it give me women warrior culture BUT it replace my on going culture change I have make and thus game bug out with I cant reform my culture anymore saying it still on going. maybe you could make it that add to extra culture instead of replace? Edited January 7, 2023 by MilesKiyaAnny
Umgath Posted January 8, 2023 Posted January 8, 2023 I'm not sure if this was pointed out before but I think that "Enact the Female Famuli Only Martial Custom" decision is a bit strange because entire Regula Magisty religion has "Female Dominated" doctrine. So males are already excluded from being warriors. Is it conceptually about enforcing the rule to all other religions in the domain? Maybe a bit different decision name would be suitable? Like "Adopt Holy Female Famuli Warrior Tradition"?
MilesKiyaAnny Posted January 8, 2023 Posted January 8, 2023 (edited) Btw I just found this mod https://steamcommunity.com/sharedfiles/filedetails/?id=2894846304&searchtext= In theory it should allow me to play as head of faith soo I gonna try with EKII again Nope it crash after done making my own character and start the game with only carn, GUK fix and regula and ton of EK II sub mods I got but it do work without these 3 tho I sus the sub mod but none of them seem to touch any of regiolion mechanic beside that mod allow to play as head of faith Edited January 8, 2023 by MilesKiyaAnny
Guest Posted January 9, 2023 Posted January 9, 2023 What would the feasibility be of having the recipient of Domitans Tribunal imprisoning or killing any of their children that aren't part of your dynasty?
Randah Posted January 12, 2023 Posted January 12, 2023 Had someone try to sell me out. Found out. Visited her in the dungeon, she wasnt much. Middle age and nothing of note. So I tried Contuberalis. Why? I don't see the point of dumping 500 piety into destroying a potential pawn. If it were a 25-50 point gain for doing so it would seem more fitting. Especially since its extracting energy from the victim. That forces a choice between the need for a small amount of energy or the utility of a pawn.
qboune Posted January 14, 2023 Posted January 14, 2023 Nice to know this mod is back, even through someone else's work. I recently found that out and thought I'd give it a shot, but I'm unable to get it to work, the game simply loads for a while and I get a crash before the main menu. The error file generated is basically this a hundred times, with different pieces of outfit not being found: [16:46:04][pdx_persistent_reader.cpp:250]: Error: "Unknown trigger type: portrait_mena_clothing_spouse_trigger, near line: 184 Unknown trigger type: portrait_indian_clothing_spouse_trigger, near line: 185 Unknown trigger type: portrait_african_clothing_spouse_trigger, near line: 186 Unknown trigger type: portrait_steppe_clothing_spouse_trigger, near line: 187" in file: "gfx/portraits/portrait_modifiers/01_legwear.txt" near line: 188 [16:46:04][pdx_persistent_reader.cpp:250]: Error: "Unknown trigger type: should_be_topless_portrait_trigger, near line: 252" in file: "gfx/portraits/portrait_modifiers/01_legwear.txt" near line: 253 [16:46:04][pdx_persistent_reader.cpp:250]: Error: "Unknown trigger type: portrait_has_trait_trigger, near line: 180" in file: "gfx/portraits/portrait_modifiers/01_weight.txt" near line: 181 [16:46:05][dnamodifier.cpp:22]: could not find gene [revealing_clothes_2]. file: gfx/portraits/portrait_modifiers/regula_portrait_modifiers.txt line: 618 [16:46:05][dnamodifier.cpp:64]: gene is invalid at file: gfx/portraits/portrait_modifiers/regula_portrait_modifiers.txt line: 616 [16:46:05][dnamodifier.cpp:441]: Mismatch in gene type - only accessory is expected here. file: gfx/portraits/portrait_modifiers/regula_portrait_modifiers.txt line: 616 Am I missing something? Any clues of what that is?
Randah Posted January 14, 2023 Posted January 14, 2023 (edited) 16 hours ago, qboune said: Spoiler e to know this mod is back, even through someone else's work. I recently found that out and thought I'd give it a shot, but I'm unable to get it to work, the game simply loads for a while and I get a crash before the main menu. The error file generated is basically this a hundred times, with different pieces of outfit not being found: [16:46:04][pdx_persistent_reader.cpp:250]: Error: "Unknown trigger type: portrait_mena_clothing_spouse_trigger, near line: 184 Unknown trigger type: portrait_indian_clothing_spouse_trigger, near line: 185 Unknown trigger type: portrait_african_clothing_spouse_trigger, near line: 186 Unknown trigger type: portrait_steppe_clothing_spouse_trigger, near line: 187" in file: "gfx/portraits/portrait_modifiers/01_legwear.txt" near line: 188 [16:46:04][pdx_persistent_reader.cpp:250]: Error: "Unknown trigger type: should_be_topless_portrait_trigger, near line: 252" in file: "gfx/portraits/portrait_modifiers/01_legwear.txt" near line: 253 [16:46:04][pdx_persistent_reader.cpp:250]: Error: "Unknown trigger type: portrait_has_trait_trigger, near line: 180" in file: "gfx/portraits/portrait_modifiers/01_weight.txt" near line: 181 [16:46:05][dnamodifier.cpp:22]: could not find gene [revealing_clothes_2]. file: gfx/portraits/portrait_modifiers/regula_portrait_modifiers.txt line: 618 [16:46:05][dnamodifier.cpp:64]: gene is invalid at file: gfx/portraits/portrait_modifiers/regula_portrait_modifiers.txt line: 616 [16:46:05][dnamodifier.cpp:441]: Mismatch in gene type - only accessory is expected here. file: gfx/portraits/portrait_modifiers/regula_portrait_modifiers.txt line: 616 Am I missing something? Any clues of what that is? My first guess is the files are either missing, ie no dlc, or the file paths are incorrect. About pregnancy triggers, do they only fire during on cooldown event or is it any time? After a certain number of wives trying to produce suitable heirs and with 100% fertility I have a several year gap in children produced. Edited January 14, 2023 by Randah
dirtyscotsman Posted January 15, 2023 Posted January 15, 2023 (edited) On 1/13/2023 at 7:20 PM, qboune said: Nice to know this mod is back, even through someone else's work. I recently found that out and thought I'd give it a shot, but I'm unable to get it to work, the game simply loads for a while and I get a crash before the main menu. The error file generated is basically this a hundred times, with different pieces of outfit not being found: [16:46:04][pdx_persistent_reader.cpp:250]: Error: "Unknown trigger type: portrait_mena_clothing_spouse_trigger, near line: 184 Unknown trigger type: portrait_indian_clothing_spouse_trigger, near line: 185 Unknown trigger type: portrait_african_clothing_spouse_trigger, near line: 186 Unknown trigger type: portrait_steppe_clothing_spouse_trigger, near line: 187" in file: "gfx/portraits/portrait_modifiers/01_legwear.txt" near line: 188 [16:46:04][pdx_persistent_reader.cpp:250]: Error: "Unknown trigger type: should_be_topless_portrait_trigger, near line: 252" in file: "gfx/portraits/portrait_modifiers/01_legwear.txt" near line: 253 [16:46:04][pdx_persistent_reader.cpp:250]: Error: "Unknown trigger type: portrait_has_trait_trigger, near line: 180" in file: "gfx/portraits/portrait_modifiers/01_weight.txt" near line: 181 [16:46:05][dnamodifier.cpp:22]: could not find gene [revealing_clothes_2]. file: gfx/portraits/portrait_modifiers/regula_portrait_modifiers.txt line: 618 [16:46:05][dnamodifier.cpp:64]: gene is invalid at file: gfx/portraits/portrait_modifiers/regula_portrait_modifiers.txt line: 616 [16:46:05][dnamodifier.cpp:441]: Mismatch in gene type - only accessory is expected here. file: gfx/portraits/portrait_modifiers/regula_portrait_modifiers.txt line: 616 Am I missing something? Any clues of what that is? Are you using CFP, EPE, RICE and/or the compatches that go with them? because this is pretty much the same error debug lines I get in my logs when the *fixed* thread version crashes, EDIT: ALSO MAKE SURE YOU HAVE THE UPDATED VERSION OF CARNALITAS FRAMEWORK, which you can find in the thread if you search GUK-CARN I currently have it working on 1.8.2 using both of the community updated quick fix files which can be found in their respective threads. Edited January 15, 2023 by dirtyscotsman Additional information
ban10 Posted January 15, 2023 Posted January 15, 2023 (edited) On 1/8/2023 at 2:58 AM, Umgath said: I'm not sure if this was pointed out before but I think that "Enact the Female Famuli Only Martial Custom" decision is a bit strange because entire Regula Magisty religion has "Female Dominated" doctrine. So males are already excluded from being warriors. Is it conceptually about enforcing the rule to all other religions in the domain? Maybe a bit different decision name would be suitable? Like "Adopt Holy Female Famuli Warrior Tradition"? I think it makes sense actually, "Female Dominated" just means that the commanders are all Female, not the soldiers. Making the switch to mainly female soldiers requires the holy site that makes more girls born then boys, which would necessitate changing your troops to match. Thats what the new MAA regiments are supposed to represent as well. They are female soldiers that are weaker then their Vanilla male counterparts, but they are greater in number. On 1/9/2023 at 4:58 AM, CashinCheckin said: What would the feasibility be of having the recipient of Domitans Tribunal imprisoning or killing any of their children that aren't part of your dynasty? I would probably make this a separate character interaction, something like it costs 100 piety per child not of your Dynasty with the choices of: - Make males into monks and females into holy warriors (maybe gold cost? Need holy order first?) - Force them into wanderers (gold cost? or maybe initial piety cost was enough) - Give them random baronies but remove their claims (disinherit?)? - Kill them (need certain trait? eg sadistic/wrathful/callous) Maybe add Skill checks/more costs, or maybe just keep it simple with piety costs I'll mark it as a todo On 1/12/2023 at 10:35 AM, Randah said: Had someone try to sell me out. Found out. Visited her in the dungeon, she wasnt much. Middle age and nothing of note. So I tried Contuberalis. Why? I don't see the point of dumping 500 piety into destroying a potential pawn. If it were a 25-50 point gain for doing so it would seem more fitting. Especially since its extracting energy from the victim. That forces a choice between the need for a small amount of energy or the utility of a pawn. Yeah, I was thinking about this, they are pretty useless with all the stat debuffs that they get so I dont really get the point of them. I might look at reworking the trait, maybe try and make it so that they are useful for some court offices, or maybe make them really good at prowess but not anything else? On 1/14/2023 at 12:20 AM, qboune said: Nice to know this mod is back, even through someone else's work. I recently found that out and thought I'd give it a shot, but I'm unable to get it to work, the game simply loads for a while and I get a crash before the main menu. The error file generated is basically this a hundred times, with different pieces of outfit not being found: [16:46:04][pdx_persistent_reader.cpp:250]: Error: "Unknown trigger type: portrait_mena_clothing_spouse_trigger, near line: 184 Unknown trigger type: portrait_indian_clothing_spouse_trigger, near line: 185 Unknown trigger type: portrait_african_clothing_spouse_trigger, near line: 186 Unknown trigger type: portrait_steppe_clothing_spouse_trigger, near line: 187" in file: "gfx/portraits/portrait_modifiers/01_legwear.txt" near line: 188 [16:46:04][pdx_persistent_reader.cpp:250]: Error: "Unknown trigger type: should_be_topless_portrait_trigger, near line: 252" in file: "gfx/portraits/portrait_modifiers/01_legwear.txt" near line: 253 [16:46:04][pdx_persistent_reader.cpp:250]: Error: "Unknown trigger type: portrait_has_trait_trigger, near line: 180" in file: "gfx/portraits/portrait_modifiers/01_weight.txt" near line: 181 [16:46:05][dnamodifier.cpp:22]: could not find gene [revealing_clothes_2]. file: gfx/portraits/portrait_modifiers/regula_portrait_modifiers.txt line: 618 [16:46:05][dnamodifier.cpp:64]: gene is invalid at file: gfx/portraits/portrait_modifiers/regula_portrait_modifiers.txt line: 616 [16:46:05][dnamodifier.cpp:441]: Mismatch in gene type - only accessory is expected here. file: gfx/portraits/portrait_modifiers/regula_portrait_modifiers.txt line: 616 Am I missing something? Any clues of what that is? Are you using CBO (Character body overhaul)? It looks like they game is complaining about them being missing, The game rule disables them from being used but I guess it still throws validation errors. Shoudn't cause a crash though, but yeah will throw debug logs. Also, Update time! THIS VERSION IS INCOMPATIBLE WITH SAVES FROM EARLIER VERSIONS You'll have to start a new save for your Bloodline tally goal variables to be setup correctly, also to get the new Magistri Submission culture tradition. 0.100 By Ban10 Fixes - Regula Bloodline traits (the ones based on Regula objectives) are now applied to your entire Dynasty, now just the children/grand-children++ of the Magistri that achieved it. I had a campaign where my player heir was my grandchild where the son in between had died, and the Bloodlines were not applied to the grandchild, meaning that when I became him the run effectively broke. Hopefully this should prevent that as your entire Dynasty gets the traits. - Tried to fix Mutare Corpus message box, doesnt seem to show the right traits being added (sometimes). Not sure what is causing this or how to fix it. Been working on this for a while, honestly no clue. Its like the message box runs the function twice, once for the message and once for the actual effect. Guess its just a vanilla bug. - If a servitude war is won by ultimatum, you get +1 to the Servitude wars won bloodline tally goal. - EDIT: Added Polygamy doctrine to Regula Religion, so now Regula has two, the Polygamy and Magister Harem Doctrines, this is a workaround for most Vanilla rules/triggers/events looking for the Polygamy doctrine, so this should work better now. Might causes issues though so still testing it. Changes - Mutare Corpus changes: - Cooldown is now 3 years - Has 300 piety cost again - Nerfs to % chance of getting bonus traits (eg double/triple strength/intelligence/beauty). - Will still be possible to make really good wives but takes longer and costs a bit more. - Some minor changes to possible traits you can get, eg healing now heals regular wounds, and can get physicain from mental boost - Now generates event reminder when available. - Regula book purchase now costs medium gold (Vanilla game value), a dynamic value thats based on your income. - Magistri Culture is now a "divergent" culture of english culture. Testing to see if this gets AI to promote culture more often. - Change British Empire holy site effects a bit, shuffle the Scotland/English/Welsh ones, Scottish is now Martial, Wales is Intrigue and England is Stewardship. Feels like it fits more. - Refactor Doctrines and Tenents so that we dont need to overwrite the games vanilla doctrine/tenent files. Should be less buggy and more compatible with other mods now. - Regula Magister Tenent now has "No unfaithfullness penalty", same effect as Polyamory (Vanilla Tenent). "Oh husband, did you have sex with that women I bought to YOUR orgy last year? Shes pregnant now, how could you do this to our marriage!" Features - Add Magistri Submission Tradition - Focuses on social attributes. General idea is to make it easier to manage vassals/counties but make it harder to wage war and defend against intrigue. - Is added to the player characters culture after freeing the keeper of souls, note, no check for whether player is the head of Culture (yet), still need figure it out the right check. - Has the following effects: - Decreases stress gain AND increases stress loss - AI changes (more zeal, less bold etc), makes them less likely to wage war on each other (or foreign lands) - Characters are more likely to be content - Isolation tradition parameters, courtiers are less likely to leave and marraige is harder between this culture and others. - Increases county control, development and opinion - Also addes some negative effects, which are knight effectivness malus, -3 prowess and hostile/personal scheme resistance down by 30%. Pretty major negative effects but as the positives are really good there has to be a strong downside. - Add Bloodline tally goals - Cumulative option - This game rule changes how bloodline tally goals are counted up, you can either - Single-Life: Like how it is now, each goal must be completed in a Magisters lifetime - Cumulative: Goals are higher, but they do not reset after each Magister switch. Designed to take longer to achieve but be less stressfull, as you dont "lose" any progress that you make. - Note, not backwards compatiable as this changes the variables behind the scenes from local (on each character) to global. No way to do this otherwise as the variables would disappear if they werent global when your player Magister dies. - You can change values to what you prefer in "common\script_values\regula_script_values.txt" - Change Statistics page to show who achieved what bloodline goal and what it gave Regula_Magistri.zipRegula_Magistri_git.zip Edited January 18, 2023 by ban10 3
Gongall Posted January 15, 2023 Posted January 15, 2023 Does anyone have a recommendation for a UI mod that can scroll the secondary spouses window?
Randah Posted January 15, 2023 Posted January 15, 2023 (edited) 7 hours ago, ban10 said: I would probably make this a separate character interaction, something like it costs 100 piety per child not of your Dynasty with the choices of: - Make males into monks and females into holy warriors (maybe gold cost? Need holy order first?) - Force them into wanderers (gold cost? or maybe initial piety cost was enough) - Give them random baronies but remove their claims (disinherit?)? - Kill them (need certain trait? eg sadistic/wrathful/callous) Maybe add Skill checks/more costs, or maybe just keep it simple with piety costs I'll mark it as a todo Thinking this through, before they start casting out family they would try to convert them. Expand and branch out a search through close relations, councilors, vassals etc spending prestige (50?) for bonus to religious conversions and giving out hooks as needed. Give them a floor for prestige expenditure and when reached continue checking using hooks only. Start with heirs, then potential heirs, siblings/close relations, councilors and powerful vassals. From a game mechanic standpoint outsiders are competition, but from a cult perspective they are future adherents/devotees. Its a dated mod, but I found one that lets you change other characters dynasties to your own. So it maybe possible to have them convert to your dynasty and not just your religion. https://catalogue.smods.ru/archives/70852 Big long picture - have a player command spending piety at higher magister levels to give target paelex a small boost of prestige, then demand convert their important family/vassals as above. And a command for domina to incorporate family into the dynasty. Salvation through Seduction. Also, killing off families runs counter to the "Magistri Submission Tradition" concept. Super duper long term? Divergent faith! Heresy! War focused Sadist culture where you could just burn the heretics. Quote Yeah, I was thinking about this, they are pretty useless with all the stat debuffs that they get so I dont really get the point of them. I might look at reworking the trait, maybe try and make it so that they are useful for some court offices, or maybe make them really good at prowess but not anything else? My idea was using this to replace "burn at stake" execution for piety conversion. But make use of a mindless thrall... depends on how it works. Stats are genetic and inheritable right? If it leaves genetics alone and just gives a stat malus you could add random congential traits based on magister level and turn them into breeders. You could even borrow some code from one of the mutate versions to make it work. Thematically thats not different from an existing power being used a different way. More broadly? Depending on how conflicting the concubine/marriage code is with regula allow the player to offer them as secondary/concubine position 'wives'. Remove the stat malus long enough for the ai to check/reject then reapply. May cause funkiness with having them think/act in other events. Maybe flag them unavailable and give them a periodic activity to prompt them to have sex with partner/ai. May already work that way, didnt check. Edited January 15, 2023 by Randah
Umgath Posted January 16, 2023 Posted January 16, 2023 8 hours ago, ban10 said: - If a servitude war is won by ultimatum, you get +1 to the Servitude wars won bloodline tally goal Noon question: what is the "Servitude War"? Also, what is "magistri culture"? Was I supposed to pick a custom culture on character creation?
qboune Posted January 16, 2023 Posted January 16, 2023 17 hours ago, dirtyscotsman said: Are you using CFP, EPE, RICE and/or the compatches that go with them? because this is pretty much the same error debug lines I get in my logs when the *fixed* thread version crashes Not sure what is EPE but pretty sure I'm not using it and I'm for sure not using the others. 17 hours ago, dirtyscotsman said: EDIT: ALSO MAKE SURE YOU HAVE THE UPDATED VERSION OF CARNALITAS FRAMEWORK, which you can find in the thread if you search GUK-CARN Yeah, I've got it! Should I share my modlist?
Umgath Posted January 16, 2023 Posted January 16, 2023 I've started a "Domination war" against a female ruler. Won it but the ruler did not become a Phalex (as described in the war details). v1.00. Also it seems that all stats were reset (not sure if it was intended).
Umgath Posted January 16, 2023 Posted January 16, 2023 (edited) Details from error log on when I finish a Domination war: [08:57:15][jomini_effect_localization.cpp:163]: Tried to show non-existent past tense localization, showing 'I_WILL_MARRY_EFFECT' [08:57:15][jomini_script_system.cpp:263]: Script system error! Error: change_global_variable effect [ Variable not of the 'value' scope type. Type: empty ] Script location: file: common/casus_belli_types/regula_war.txt line: 633 [08:57:15][jomini_script_system.cpp:263]: Script system error! Error: change_global_variable effect [ Variable not of the 'value' scope type. Type: empty ] Script location: file: common/casus_belli_types/regula_war.txt line: 637 The ruler of the target country become my wife but no Phalex status. Upd: if that matters I've originally started the game on version 0.94 of the mod and then updated the mod few times during the past weeks to 0.98, 0.99 and now to 1.00 without starting a fresh game. Edited January 16, 2023 by Umgath
Monedeath Posted January 16, 2023 Posted January 16, 2023 7 hours ago, Umgath said: Upd: if that matters I've originally started the game on version 0.94 of the mod and then updated the mod few times during the past weeks to 0.98, 0.99 and now to 1.00 without starting a fresh game. V0.100 Was noted as not being backwards compatible because some variables had been renamed/changed from character local variables to being globals instead. That said, I imagine someone with a save game editor like the pdx unlimiter could "salvage" things by manually creating the new global variables with proper instructions. Or a more ambitious person might be able to cobble together a 1 time-run "patch" mod that checks to see if the local variables were set, but no global variable is initialized. If that condition is met, it then copies over the local variable into the initialization value for the new global. From a code maintenance/management standpoint, there is exactly zero reason to want to include such a function in the main mod file itself. As most players should generally be able to simply refrain from upgrading beyond the version that breaks things. Which also says nothing about other potential bugs that might crop up after such transitions.
Umgath Posted January 16, 2023 Posted January 16, 2023 8 minutes ago, Monedeath said: V0.100 Was noted as not being backwards compatible because some variables had been renamed/changed from character local variables to being globals instead. That said, I imagine someone with a save game editor like the pdx unlimiter could "salvage" things by manually creating the new global variables with proper instructions. Or a more ambitious person might be able to cobble together a 1 time-run "patch" mod that checks to see if the local variables were set, but no global variable is initialized. If that condition is met, it then copies over the local variable into the initialization value for the new global. From a code maintenance/management standpoint, there is exactly zero reason to want to include such a function in the main mod file itself. As most players should generally be able to simply refrain from upgrading beyond the version that breaks things. Which also says nothing about other potential bugs that might crop up after such transitions. Ok. Got that. Probably I'm just too used that most thing keeps backward compatibility as important feature. Will try to check what I can do myself with the migration.
Monedeath Posted January 17, 2023 Posted January 17, 2023 (edited) It didn't help the compatibility breakage was hidden deep into the change log, which makes it easy to miss(most don't read all of the notes). But it was mentioned. Edited January 17, 2023 by Monedeath
Umgath Posted January 17, 2023 Posted January 17, 2023 (edited) Idea: it would be nice if whenever a char gets Mulsa/Phalex trait there would be a recorded "Character Memory" for her. Preferably with basic info on the type of conversion (Fascinare, Prison Ineraction, Domination War, Ward Conversion and etc) Edited January 17, 2023 by Umgath
Randah Posted January 17, 2023 Posted January 17, 2023 I am not following the logic in some of the code. I'm blind. I'm looking at fascinare scheme outcome and see the roll in .002 triggering success_effect. I presume that effect has logic that calls one of the relevant .2301-.2311, but I don't see where that logic is.
Umgath Posted January 17, 2023 Posted January 17, 2023 (edited) Mod for migration from 0.9x to 1.00 I've created a small mod for migration of active game state from Regula Magistri versions 0.94-0.99 to 1.00. This mod is needed ONLY if you played with Regula Magistri like 0.94 and want to update to 1.00. This is my very first mod for CK3 but it's simple in nature and so far works fine. Usage: 1. Install this mod as any other CK3 mod 2. Load a game with this mod enabled. 3. Check that migration was successful (see details below). 4. Save current game into a new save file. 5. [optional] Disable or remove the mod. It's not needed to stay in your rule set forever. Just load the game once with it. How to check that it worked? Check Regual Magistri settings decision and open stats. If you see any non-zero values then all things are good. Check file Documents\Paradox Interactive\Crusader Kings III\logs\debug.log and search for text "RegulaMigration". You should contain records like this: [22:18:22][jomini_effect_impl.cpp:438]: file: common/on_action/regula_migration_actions.txt line: 13: RegulaMigration: check start [22:18:22][jomini_effect_impl.cpp:438]: file: common/scripted_effects; regula_migrate_variable_from_magister_to_global line: 17: RegulaMigration: migrated variable regula_fascinare_tally$ [22:18:22][jomini_effect_impl.cpp:438]: file: common/scripted_effects; regula_migrate_variable_from_magister_to_global line: 17: RegulaMigration: migrated variable regula_domitans_tally$ [22:18:22][jomini_effect_impl.cpp:438]: file: common/scripted_effects; regula_migrate_variable_from_magister_to_global line: 17: RegulaMigration: migrated variable regula_contubernalis_tally$ [22:18:22][jomini_effect_impl.cpp:438]: file: common/scripted_effects; regula_migrate_variable_from_magister_to_global line: 17: RegulaMigration: migrated variable regula_domination_war_tally$ [22:18:22][jomini_effect_impl.cpp:438]: file: common/scripted_effects; regula_migrate_variable_from_magister_to_global line: 17: RegulaMigration: migrated variable regula_servitude_war_tally$ [22:18:22][jomini_effect_impl.cpp:438]: file: common/scripted_effects; regula_migrate_variable_from_magister_to_global line: 17: RegulaMigration: migrated variable regula_potestas_queen_tally$ [22:18:22][jomini_effect_impl.cpp:438]: file: common/scripted_effects; regula_migrate_variable_from_magister_to_global line: 17: RegulaMigration: migrated variable regula_obedience_tally$ [22:18:22][jomini_effect_impl.cpp:438]: file: common/on_action/regula_migration_actions.txt line: 72: RegulaMigration: check end Regula_Migration_0_1.zip PS: It would be nice to have this included in the RegulaMagistri mod itself but it's up to author Edited January 17, 2023 by Umgath
Umgath Posted January 17, 2023 Posted January 17, 2023 Minor issue: Event fascinare_outcome.2503 misses interface toast (unlike other fascinare events).
byehi Posted January 18, 2023 Posted January 18, 2023 it seems almost impossible to have sons after a while as the Magister with all holy sites has anyone got any tips?
Monedeath Posted January 18, 2023 Posted January 18, 2023 43 minutes ago, byehi said: it seems almost impossible to have sons after a while as the Magister with all holy sites has anyone got any tips? Have more kids. Which basically means taking more wives. Really, as an Emperor the base game will try to cap your wives at 6 (living) children each. I forgot what the holy site did re: 80% vs 90% female to male births(it's been a bit since I have been in game) but in any case if you have 4 wives who max out at 6 kids each that will be 24 kids and you should have at least 2 sons(if 90%) or as many as 5 if it was 80%.But as random events are random, it's possible that your first 25 kids end up being girls, but your proverbial coin toss should stop coming up "heads" sooner or later.
ban10 Posted January 18, 2023 Posted January 18, 2023 On 1/16/2023 at 12:53 AM, Umgath said: Noon question: what is the "Servitude War"? Also, what is "magistri culture"? Was I supposed to pick a custom culture on character creation? If you charm (Fascinare) women vassals, they can form the "servitude" faction against their liege, which has the ultimate goal of becoming your vassals instead. When they start their faction war, you can join them to help, or just let them win on their own. Standard vassal rules apply, eg if you are a duke only countesses can start/join the servitude faction, as a duchess cant be your vassal (same rank). Magitri culture is just a quick start culture that I think fits the themes of the Magistri religion, you dont have to use it. On 1/17/2023 at 6:49 AM, Umgath said: Idea: it would be nice if whenever a char gets Mulsa/Phalex trait there would be a recorded "Character Memory" for her. Preferably with basic info on the type of conversion (Fascinare, Prison Ineraction, Domination War, Ward Conversion and etc) Good idea, might be really easy to do as well. 19 hours ago, Randah said: I am not following the logic in some of the code. I'm blind. I'm looking at fascinare scheme outcome and see the roll in .002 triggering success_effect. I presume that effect has logic that calls one of the relevant .2301-.2311, but I don't see where that logic is. It triggers an on_action, either the fascinare_success or fascinare_failure on_action, which you can find in common\on_action\schemes\fascinare_on_actions.txt These on_actions then link back to the events, but a bit more randomly and with triggers for the events checked as well. 15 hours ago, Umgath said: Mod for migration from 0.9x to 1.00 I've created a small mod for migration of active game state from Regula Magistri versions 0.94-0.99 to 1.00. This mod is needed ONLY if you played with Regula Magistri like 0.94 and want to update to 1.00. This is my very first mod for CK3 but it's simple in nature and so far works fine. Usage: 1. Install this mod as any other CK3 mod 2. Load a game with this mod enabled. 3. Check that migration was successful (see details below). 4. Save current game into a new save file. 5. [optional] Disable or remove the mod. It's not needed to stay in your rule set forever. Just load the game once with it. How to check that it worked? Check Regual Magistri settings decision and open stats. If you see any non-zero values then all things are good. Check file Documents\Paradox Interactive\Crusader Kings III\logs\debug.log and search for text "RegulaMigration". You should contain records like this: [22:18:22][jomini_effect_impl.cpp:438]: file: common/on_action/regula_migration_actions.txt line: 13: RegulaMigration: check start [22:18:22][jomini_effect_impl.cpp:438]: file: common/scripted_effects; regula_migrate_variable_from_magister_to_global line: 17: RegulaMigration: migrated variable regula_fascinare_tally$ [22:18:22][jomini_effect_impl.cpp:438]: file: common/scripted_effects; regula_migrate_variable_from_magister_to_global line: 17: RegulaMigration: migrated variable regula_domitans_tally$ [22:18:22][jomini_effect_impl.cpp:438]: file: common/scripted_effects; regula_migrate_variable_from_magister_to_global line: 17: RegulaMigration: migrated variable regula_contubernalis_tally$ [22:18:22][jomini_effect_impl.cpp:438]: file: common/scripted_effects; regula_migrate_variable_from_magister_to_global line: 17: RegulaMigration: migrated variable regula_domination_war_tally$ [22:18:22][jomini_effect_impl.cpp:438]: file: common/scripted_effects; regula_migrate_variable_from_magister_to_global line: 17: RegulaMigration: migrated variable regula_servitude_war_tally$ [22:18:22][jomini_effect_impl.cpp:438]: file: common/scripted_effects; regula_migrate_variable_from_magister_to_global line: 17: RegulaMigration: migrated variable regula_potestas_queen_tally$ [22:18:22][jomini_effect_impl.cpp:438]: file: common/scripted_effects; regula_migrate_variable_from_magister_to_global line: 17: RegulaMigration: migrated variable regula_obedience_tally$ [22:18:22][jomini_effect_impl.cpp:438]: file: common/on_action/regula_migration_actions.txt line: 72: RegulaMigration: check end Regula_Migration_0_1.zip 3.96 kB · 1 download PS: It would be nice to have this included in the RegulaMagistri mod itself but it's up to author Good stuff, yeah my bad should have put a big warning at the top, which I'll do now. I wont put this into the mod as this should just be a one off thing, I think its better for code to cut out bad code rather then bloat themselves for backwards compatibility. 14 hours ago, Umgath said: Minor issue: Event fascinare_outcome.2503 misses interface toast (unlike other fascinare events). This doesn't need one. Its a guaranteed Fascinare event thats non-hidden (has the pop up for player to see) so you dont need to inform the player if the charm was a success/failure by a notification. 11 hours ago, byehi said: it seems almost impossible to have sons after a while as the Magister with all holy sites has anyone got any tips? As already said, get more wives. Honestly surprised you are having trouble, given all the fertility bonuses you get. The percentage chance is 75% female and 25% male once you have the female offspring effect. That means if you have six wives (enough for the orgy event), with three kids each that would mean 18 kids, which on average should give you at least 4 sons.
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