s-w-a Posted February 2, 2021 Posted February 2, 2021 View File MerCom (third-party update, compatibility with Slavery mod) Remember this mod? I was playing around with it in-between irl stuff and working on my other mods, and i began making tweaks here and there. And before I knew it, I had fully integrated it into my own mod, made numerous tweaks, added some AI logic (ai_chance stuff) and added a whole new (if short) event chain. So I figured I might as well post it  Posted with the original author's blessings, I think it's, again, only fair that anyone can take these files and do whatever they want with them.  Requires: (not strictly necessary, but nice to have)  Features: You can try to banish the Red Hand from your lands. It won't be easy though, and can have... interesting consequences if you fail If you do succeed, you get a lot of prestige, 5 martial, and the duelist skill; the commander dies, and the title remains active, but its holder becomes independent. Should you decide to invite them again, then the very same mercenary band will join your realm Merged and revamped various maintenance events Reduced odds of children becoming futas Tried (and arguably succeeded) in fixing the rampant character generation of original mod Mind you, I did it by marrying the RedHand veterans and RedHand sluts together (so that they can't constantly leave court through marriage/concubinage) Integration with Slavery mod All of your unmarried daughters will now want to join the Red Hand. Now though, some of them will serve the Red Hand in a somewhat different manner What about your sons? Nothing. I ain't particularly into that part of the mod, so sons don't get to join the Red Hand in any capacity; but it's easy enough to fix. Just look into the huge random_list in the immediate block in redhand.1000 Somewhat cleaned up code in some places Edited character generation somewhat Planed Features: probably none. Yes, I can see places that could use improvements, but I kinda have my hands full-ish now, so updates for this one will probably only include bug fixes  So... enjoy, I guess.  *edit: apparently, I double-posted this file. Oops. Took the duplicate down, they were identical anyways. Submitter s-w-a Submitted 02/02/2021 Category Crusader Kings 2 Requires https://www.loverslab.com/files/file/14369-slavery/ 1
Spenser Posted April 23, 2021 Posted April 23, 2021 Hey, thanks for the mod! Sadly, it's unplayable right now. Random nicknames generator goes crazy and generate nicknames to each of the Read Hand sluts every day. So game just lagging as hell.
avictimisme Posted May 2, 2021 Posted May 2, 2021 Hey, I can't seem to get the ability to banish them, the option never shows up for me, is there something I am missing? 1
KoaNiolo Posted July 2, 2021 Posted July 2, 2021 (edited) On 4/23/2021 at 12:28 PM, Spenser said: Hey, thanks for the mod! Sadly, it's unplayable right now. Random nicknames generator goes crazy and generate nicknames to each of the Read Hand sluts every day. So game just lagging as hell. I was able to fix that issue by adding an additional condition to the event. There was also a localization error in another file, TTContent_mercom.csv. There where 2 "EVTDESC_redhand_003A" the second is supposed to be "EVTDESC_redhand_003B." It's at the end of the file. Â And if you want to fix it yourself, you can find the event (redhand.1020) in MerCom\event\TTContent_redhand.txt. trigger = { AND = { NOT = { trait = redhandvet } NOT = has_nickname } } Â TTContent_redhand.txt TTContent_mercom.csv Edited July 2, 2021 by KoaNiolo 1
artifex297 Posted July 19, 2021 Posted July 19, 2021 anyone figure out how to banish the red hand yet?
veedanya Posted September 19, 2021 Posted September 19, 2021 For anyone else downloading this, a few notes: There is an annoying event (redhand.3000) which basically abducts all women in your court if you have the redhand or futa slut trait. It appears to be intentional but not a bug, but having 40% of your court (including councilors!) can be really annoying, especially since there's no popup telling you what happened. So I suggest deleting that event if it bothers you, too. For some reason the mod doesn't use the larger event windows that other mods use, at least in my game. Since it doesn't happen with any other with any other loverslab mods, I assume it's this mod and not the larger event window mod causing the issue.
OneCanadianBacon Posted February 11, 2022 Posted February 11, 2022 On 7/2/2021 at 12:32 AM, KoaNiolo said: I was able to fix that issue by adding an additional condition to the event. There was also a localization error in another file, TTContent_mercom.csv. There where 2 "EVTDESC_redhand_003A" the second is supposed to be "EVTDESC_redhand_003B." It's at the end of the file.  And if you want to fix it yourself, you can find the event (redhand.1020) in MerCom\event\TTContent_redhand.txt. trigger = { AND = { NOT = { trait = redhandvet } NOT = has_nickname } }  TTContent_redhand.txt 74.84 kB · 45 downloads TTContent_mercom.csv 75.16 kB · 48 downloads Great fix but there's a little syntax mistake in that bit you shared. Instead of NOT = has_nickame it should be has_nickname = no. Otherwise your fixes work great!
stalinurbase Posted February 14, 2022 Posted February 14, 2022 I can't get the events to trigger to kick them out.
James_E_C Posted July 28, 2023 Posted July 28, 2023 Still incomplete... Biggest thing I noticed is you still can't turn your brother into a cocksleeve if you're an Alpha Futa.
MarkBMG Posted June 28, 2024 Posted June 28, 2024 For future reference if anyone still has the problem of not being able to kick them out and other events. You can't have both the original and this version of the mercenary commander active, it breaks the code on both.
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now