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[Old Topic] Regula Magistri 2


ban10

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Posted (edited)

I want to share a small "Regula Artifacts" mod that adds a small feature. With this you get a custom decision that lets you to use power of "Regula Magistri" to create a special artifact (a necklace).

 

That necklace has very weak stats but can be given away to a female character who does not follow your faith... yet. The real effect of the necklace is not immediate and manifests over time.

 

So far the mod provides only one artifact type and not balanced at all but I hope it might give you some fun. I do not want to get into details too much because it will soil half of the content that the mod actually has :(

 

Any feedback is appreciated!

 

 

Implemented features:

  • The necklace gets stronger with each use
  • You have chance to get it back
  • If you have CFP installed then necklace will be visible on character

Things planned:

  • Add restrictions for artifact creation. Player should not be able to create dozens of artifacts.
  • Improve the creation process and change it to actually take time (instead of being immediate)
  • Fix artifact description (it was supposed to show artifact stats but now is broken)
  • Support handling of "corner cases": handle ownership change if artifact effect is not fully applied; handle case when player character changes and etc.

Possible ideas to consider:

  • Support "reforge" into a court artifact (with corresponding court-only events)

 

Regula_Artifacts_0_1_0.zip

Edited by Umgath
Posted (edited)
On 2/15/2023 at 6:59 PM, MistralOnyx said:

Howdy,

 

So I'm the creator of the original Arglwydd mod for CK2 - which Regula Magistri feels like a spiritual successor to. I gave permission to a lot of folks to continue on and use my original stuff and concepts however they liked way back in the day and I'm just happy some excellent erotic mind control content is still being created and worked on for this great series. Absolutely phenomenal work. 

 

So - I've had a play-through of this version and it's truly great. Lots of good stuff but I wanted to make some observations and maybe just give feedback I would have liked if I was still making mods.

 

1) I highly agree with maybe some more tight integration with the CBO/Carn animations / sex system / stats. I think it would add in to the flavor of the mod. But I understand if you are trying to keep it separate for compatibility reasons.

 

2) I love the new culture and I did use it with a custom ruler. It's tough taking a one county culture mainstream though. Some events or ways to maybe help with initial realm culture conversion might be a good addition?

 

3) The harem concept works great. However - it sucks that the base game prevents you from creating any hierarchy here. For a time I was trying to maintain all the duchy level titles in my harem, while they were vassalized to their queens. However - EVERYONE in the harem bears the title Empress which makes things REALLY confusing. Not sure much can be done about that, but I was noodling on it. Another thing - when a member of your harem is a vassal to another member of your harem I think some weirdness happens? Not sure if they attend orgies correctly?

 

4) The manage children option buried in the options is beautiful. Sending your kids away to mother courts is a must for me. I'd use the option to "re-apply" whenever a gaggle of kids came back due to power shifts. This option/decision should maybe be more prominent. Also on the subject of kids - I had a TON of sickly born children which resulted in a huge infant mortality ratio. Not sure if that is because of Carn lactation or what the exact reasoning was but totally notable. A few spouses had close to a 10% child survival rate. 

 

5) I'm a little confused on the Discordia scheme option and if they will auto use it (hence that being the reason the interaction is unavailable). Despite having an intrusive spread - not many Sertitude Wars or factions ever actually kicked off for me.

 

6) Not sure if the tally goals are supposed to activate bonus traits but I'm sitting at claimed 24/15 wards and 4/3 Queens with no additional benefits?

 

7) Might be a nice small addition if a regency is owned by the devoted that they can still hand it over if they have a child ruler. Just a thought - but I've had a full court of devoted that was merely waiting for a decade.

 

Overall this mod is tremendous fun and I've had a good time playing around with it. Look forward to more development and both of your deserve excellent kudos. Thank you for all of your hard work.

 

 

  1. I dont mind more integration with Carn + other mods, I am just wary as right now it is not being regularly maintained. More stats/events etc are always something that can be worked on though
  2. I'm working on a feature to make this easier right now! A change culture interaction to change the culture of your vassals and their domains.
  3. The general way I use it is to make all the top level vassals part of the Haram, eg as an emperor with mutliple queens and then many duchesses for your primary kingdom title. I think having multi-layered vassals works fine though
  4. Yeah, it is useful, though I now use a mod on steam workshop called "Education Automation" which works far better for automating child education. As for high infanty mortality, that is VERY strange, especially as the Regula religion has the "sacred childbirth" tenet. I think I've had cases where over 50 children have been born without issues.
  5. Yeah the Discordia scheme isn't super powerful atm. Servitude wars do happen, but it takes time and you need to help it along but getting multiple vassals charmed
  6. The Bloodlines activate after the current Magister (player character dies), You'll see the events on your next character after a short wile.
  7. Yeah, I want a better way to "hand over rule", normally Orba is enough as they pass away quite quickly. 

 

On 2/17/2023 at 2:24 PM, Randah said:

Sharing a pack with a few tweaks and fixes:

1: Fixes the "send children away" education decision sending away full grown children who may be serving in your court. Adds an is_adult check so only minors are sent to mothers.

2: Adds content - Extends Ward fascinare event. Presents new options shortly after they graduate their education and become an adult.
3: Adds trait Pure Blooded as option to focus on in dynasty perk tree.

KNOWN ISSUE:

 

Bug with ward fascinare localization content.
 

  Reveal hidden contents

    fascinare_outcome.2510.desc:0 "[teen.GetTitledFirstNamePossessive] has collected their belongings and is prepared to leave your care at last. After making the rounds of the court to issue her farewells she has returned to your study. As she reminisces on your time together her conditioning sets in, her checks flush and breathing increasingly labored. Without even a hint of hesitation [teen.GetFirstName] disrobes, an article for each close moment shared. \n\n At last, standing bare before you with only the barest hint of meekness, she faces you. Her glassy eyes seeing you for the first time since she became lost in her conditioned memories. \n\n"'To become an adult is to become your own person,' you taught me this. Then what of me, who is yours forever? My most dearest [global_var:magister_character.GetFirstName]...""



The section to pull magister name is not displaying variable, is showing code directly. FIX: Can eliminate name call in a pinch if can't be made to work easily, just delete that code.


Packaged such that it can be set as a mod, load after RM. *EDIT* You will need to change USERNAME in the filepath of the .mod file for this to load.

iRegula.zip 17.69 kB · 13 downloads


Is it ok if I merge this with the main mod? With credit ofc
Also, I haven't forgotten about https://www.loverslab.com/topic/157067-mod-regula-magistri/page/36/#comment-3980187
You can also help make it easier for me and make a Pull request on the Gitgud page.
 

On 2/17/2023 at 4:01 PM, Randah said:

Low impact exploit targeting foreign female ruler:

Mulsa the target. Declare and win a domination war. Manually trigger the domintas tribunal. Domination tribunal fires afterwards. Allows 2 transform events, or basically a free mutare of a paelex.

Potential fix, give the domination war conclusion a trigger that excludes paelex?


I think an easy way to fix is is to add a character flag to the dominated target after winning the war that makes it so you cant domitans them
Then the flag gets taken away when the automatic event happens.
I say this because theres a special event/text for dominating already charmed targets
 

18 hours ago, Umgath said:

I want to share a small "Regula Artifacts" mod that adds a small feature. With this you get a custom decision that lets you to use power of "Regula Magistri" to create a special artifact (a necklace).

 

That necklace has very weak stats but can be given away to a female character who does not follow your faith... yet. The real effect of the necklace is not immediate and manifests over time.

 

So far the mod provides only one artifact type and not balanced at all but I hope it might give you some fun. I do not want to get into details too much because it will soil half of the content that the mod actually has :(

 

Any feedback is appreciated!

 

 

Implemented features:

  • The necklace gets stronger with each use
  • You have chance to get it back
  • If you have CFP installed then necklace will be visible on character

Things planned:

  • Add restrictions for artifact creation. Player should not be able to create dozens of artifacts.
  • Improve the creation process and change it to actually take time (instead of being immediate)
  • Fix artifact description (it was supposed to show artifact stats but now is broken)
  • Support handling of "corner cases": handle ownership change if artifact effect is not fully applied; handle case when player character changes and etc.

Possible ideas to consider:

  • Support "reforge" into a court artifact (with corresponding court-only events)

 

Regula_Artifacts_0_1_0.zipFetching info...

Cool feature?
Again, like above, is it alright if I include this in the main mod via Gitgud?

Edited by ban10
Posted (edited)

Hey man, loving the mod so far, I've made a few small tweaks here and there for better balance with my load out, is there anyway that it would be possible to freeze the visual age of a palex(not mulsa) at the time the trait is given. I still want them to die naturally, but the avoid having a harem of grannies. 

 

Crazy Idea, not sure if it will work, ill change the traits to test but maybe its possible to add probably 25 years life expectancy to the mulsa trait, remove its health boost but add negative health to the palex, domina traits etc and counter balance that added life expectancy with enough negative health that the characters remain young looking but on average die around late - early 50s. Hopefully their deaths will allow for their younger children to take their place earlier and avoid any granny harem. 

 

I'll give the idea a test. 

Edited by Kingskunk
Posted
47 minutes ago, Stultus said:

Ok, I think I've tried everything... I cannot ever Reform the Magistri religion because it says that my character is Head of Faith  :/

 

You can't reform an already reformed religion. For me personally, I made slight adjustments to it, I removed the sacred childbirth since that just seemed like a straight up no fun cheat and replaced it with Ritual Celebrations.

Posted (edited)
Quote

Is it ok if I merge this with the main mod?

 

Feel free. I poked at git, never used it before besides the odd download. Never done anything with makefiles, SSH, or terminal whatsits. Maybe looks more daunting than really is? Might look into it.


I am running into an issue, but I think its the game and not the mods. Sometimes things just don't fire. And not limited to this mod, or my changes. Carn slave interactions stop triggering properly as well. No error in the logs and the events can still be fired from the debug window. Close and reload the game and events work properly again. Might be some issue with garbage handling? A stuck event or trigger somewhere preventing new things from firing? Dunno.

Other thing I was thinking about was sound. Dunno how feasible adding custom sound files and having them played during/by events is.



edit: question. Making the devoted eternal changes them to flat slate grey colored - head to toe and hair included. Conflict? Missing texture? Didn't see where that was defined in the portrait modifiers to follow it up.

Edited by Randah
Posted
8 hours ago, Stultus said:

Ok, I think I've tried everything... I cannot ever Reform the Magistri religion because it says that my character is Head of Faith  :/

If you play with the debug console, just give your title to somone else ^^ (you can't destroy the title of head of faith). The head of faith title should be something that  start with "x_x_" and then a number is following to help you find it.
As @Kingskunk said, you can't reform an already reformed religion but you can create your own religion once the religion is reformed. 

Posted (edited)

Nope, can't make that work... or trying to change character via console :(

Ok, I did a workaround by editing in console and tweaking core and tenet text files.  It wasn't pretty, but that sort of works

Edited by Stultus
Posted

So, I'm having an odd issue with this mod.

 

Basically, I have just had my first character die and I start playing as the heir. All of a sudden, my entire family starts dropping like flies, ostensibly from stress, not long after. This includes all the characters that are not fascinared as well, so it's not the same issue with Orba where they just need a magister to survive.

 

Now, I do use a mod to remove the child limits for players, but this is the only mod I seem to have this issue with. I have had games with a character having dozens of kids without this issue cropping up, so I don't think it's an issue of too many children. Stress also seems to be a slight issue even before the first magisters death, given I have seen a lot of Flagellant or other mental break traits popping up.

 

The end result of this issue is that after succession, several hundred of my characters siblings/relatives, whether adult or not, just start dropping dead. Is this supposed to happen or am I just having a weird issue here?

 

--

Also, just to add this here, there is one thing that stood out to me as odd given this mods theming. Why does the Magistri religion have the Natural Desire tenant instead of Carnal Exaltation? Given that this mod is about building a society permeated by lust, which is also in some of the flavor text, one would think that it would have that.

 

Great mod, and I am excited to see how it develops further, but that detail seemed off.

Posted

Glad to see someone picking this up. 

 

Would love to see it be more doctrines you add to an existing religion than its own religion though. 

Posted
1 hour ago, Alucia2001 said:

So, I'm having an odd issue with this mod.

 

Basically, I have just had my first character die and I start playing as the heir. All of a sudden, my entire family starts dropping like flies, ostensibly from stress, not long after. This includes all the characters that are not fascinared as well, so it's not the same issue with Orba where they just need a magister to survive.

 

Now, I do use a mod to remove the child limits for players, but this is the only mod I seem to have this issue with. I have had games with a character having dozens of kids without this issue cropping up, so I don't think it's an issue of too many children. Stress also seems to be a slight issue even before the first magisters death, given I have seen a lot of Flagellant or other mental break traits popping up.

 

The end result of this issue is that after succession, several hundred of my characters siblings/relatives, whether adult or not, just start dropping dead. Is this supposed to happen or am I just having a weird issue here?

 

 



Thats standard and normal, just part of the vanilla game. Expected even, when you have large families. You need a mod which eliminates death spirals due to stress.

Posted
16 minutes ago, Randah said:



Thats standard and normal, just part of the vanilla game. Expected even, when you have large families. You need a mod which eliminates death spirals due to stress.

Huh, Weird. Like I said, this hasn't been an issue for me before, despite having massive families as I stated. It only ever seemed to show up with this mod.

 

...Though then again, I've never had over 100 children with a single character outside of this mod.

 

Thanks for the tip.

Posted

Trying to write an event to plop into this where if you have two entranced wives/lovers who are rivals, you can either use your mind control and hot dickings to remove the rivalry and make them friends/lovers, or have them duel each other if you're sadistic (not my vibe but put it in there). 

I don't know jack shit about modding so it'll take a bit lol

Posted
2 hours ago, Haight said:

Trying to write an event to plop into this where if you have two entranced wives/lovers who are rivals, you can either use your mind control and hot dickings to remove the rivalry and make them friends/lovers, or have them duel each other if you're sadistic (not my vibe but put it in there). 

I don't know jack shit about modding so it'll take a bit lol

Make it require athletic and or a high level Magistri trait to fit with other similar events in the mod. 

Posted
17 hours ago, JohnDWizard said:

Make it require athletic and or a high level Magistri trait to fit with other similar events in the mod. 

 

Why athletic?

Posted

Ok, ya, no. Im lost. This is weird.

The ward event chain I shared works. And at some point it stops working. Reloading the game does not fix the issue. No errors are thrown in the log. I found a way to get the chain to start again, and this confuses me. With the game running with debug on, open the iRegula Fascinare scheme outcome file. Comment out the delay and save the file. Remove the comment and save the file. Now events fire properly again.

Its the last file in the load order, so nothing is over riding it. There are several different chains depending on the ward domination sequence triggered, 2501-2503 will all stop working. But they will all begin working when you save cycle even if you only touch 2501. So its the act of saving the file itself that causes it to be read/fired properly. But the file is already loaded into the game, as outcome 2510 exists and can be fired directly from the debug menu (doesnt exist in base Regula).



And I suppose next item to look at is logic for how mothers manage education. See if there are proper weights so sexes can be sent to appropriate educators. Boys to men, girls to mulsa/paelex.

Posted (edited)
57 minutes ago, Randah said:

Ok, ya, no. Im lost. This is weird.

The ward event chain I shared works. And at some point it stops working. Reloading the game does not fix the issue. No errors are thrown in the log. I found a way to get the chain to start again, and this confuses me. With the game running with debug on, open the iRegula Fascinare scheme outcome file. Comment out the delay and save the file. Remove the comment and save the file. Now events fire properly again.

Its the last file in the load order, so nothing is over riding it. There are several different chains depending on the ward domination sequence triggered, 2501-2503 will all stop working. But they will all begin working when you save cycle even if you only touch 2501. So its the act of saving the file itself that causes it to be read/fired properly. But the file is already loaded into the game, as outcome 2510 exists and can be fired directly from the debug menu (doesnt exist in base Regula).



And I suppose next item to look at is logic for how mothers manage education. See if there are proper weights so sexes can be sent to appropriate educators. Boys to men, girls to mulsa/paelex.

 

I have not noticed it not working, are you referring to the event that gets triggered every time a mulsa/palex/domina's ward coms of age or the one that activates when your ward comes of age. Both work just fine, it fires alright with me everytime, I've been running it in a game over fifty years and it has no skipped a beat. In fact I thought it was working so good at one point I was considering adding in a chance for the event to not fire at all. 

Edited by Kingskunk
Posted
1 hour ago, Randah said:

Ok, ya, no. Im lost. This is weird.

The ward event chain I shared works. And at some point it stops working. Reloading the game does not fix the issue. No errors are thrown in the log. I found a way to get the chain to start again, and this confuses me. With the game running with debug on, open the iRegula Fascinare scheme outcome file. Comment out the delay and save the file. Remove the comment and save the file. Now events fire properly again.

Its the last file in the load order, so nothing is over riding it. There are several different chains depending on the ward domination sequence triggered, 2501-2503 will all stop working. But they will all begin working when you save cycle even if you only touch 2501. So its the act of saving the file itself that causes it to be read/fired properly. But the file is already loaded into the game, as outcome 2510 exists and can be fired directly from the debug menu (doesnt exist in base Regula).



And I suppose next item to look at is logic for how mothers manage education. See if there are proper weights so sexes can be sent to appropriate educators. Boys to men, girls to mulsa/paelex.

 

So I'm right there with you. I was trying to write an extension of yours that also integrated the CBO sex scenes and I got it working - BUT... When I tried to update the fascinare chain, I noticed bizarre behavior from the game. Sometimes it would load my files as an override and sometimes it would not. I'm really not sure what is going on. Anything NEW I add isn't affected, but overwriting was very funky. I gave up for a bit because of frustration.

Posted (edited)

I have IE, so I just wrote the events to trigger generic Carn flags, which IE captures and triggers a CBO scene for.

What I still don't understand is why the ward sometimes rapes the magister, even though its flagged consensual.

 

Quote

Both work just fine, it fires alright with me everytime,



Yes, if we are referring to the extension of those events that I made.  Like I said, I dont understand it. It worked, it did. Now it doesn't unless I do that screwball maneuver to make it work and I haven't changed anything in the meantime. Though I am farther along than you in game time. Something to watch for and see if its my end or not.

Edited by Randah
Posted
26 minutes ago, Randah said:

I have IE, so I just wrote the events to trigger generic Carn flags, which IE captures and triggers a CBO scene for.

What I still don't understand is why the ward sometimes rapes the magister, even though its flagged consensual.

 



Yes, if we are referring to the extension of those events that I made.  Like I said, I dont understand it. It worked, it did. Now it doesn't unless I do that screwball maneuver to make it work and I haven't changed anything in the meantime. Though I am farther along than you in game time. Something to watch for and see if its my end or not.

 

Potentially if you're only calling up the default Carnalitas example sex scenes they include a random list of 3 events, 2 of which are non-consent. They're only intended to be dummy examples, but some mods reference the file in error.

Posted
1 hour ago, GallowsUK said:

 

Potentially if you're only calling up the default Carnalitas example sex scenes they include a random list of 3 events, 2 of which are non-consent. They're only intended to be dummy examples, but some mods reference the file in error.

 

So I wrote an extension scene that utilized the CBO animations into it's own code. I'll see if I can upload my addon for usage if interested.

Posted
4 minutes ago, MistralOnyx said:

 

So I wrote an extension scene that utilized the CBO animations into it's own code. I'll see if I can upload my addon for usage if interested.

 

For anyone that wants to add sex scenes into the mod from the CBO framework: here is the file extension to pull out the Regula Sex scene (with some standard boiler plate localization) into a properly called Carn Sex Scene - NOT THE DEAULT TEST one. To separate it out, it utilizes it's own flag to fire from the core on action. Note this is just the files - it's not a full mod. I also added in the two missing animations from the CBO test scene. You can customize this by changing the selections in the onyx_randomize_sex_animation_effect.txt file. 

 

To call the new scene correctly:

 

        hidden_effect = {
            carn_sex_scene_request_regula = yes
            carn_sex_scene_effect = {
                PLAYER = global_var:magister_character
                TARGET = scope:target
                STRESS_EFFECTS = yes
                DRAMA = yes
            }            
        }

 

onyxRegula.zip

Posted

I feel like there should be some sort of ultimate/decision if you get all the Regula Holy Sites. I was honestly pretty disappointed that getting all the holy sites didn't unlock a giant decision. Something like 25k or 50k piety and own all 5 holy sites for some ridiculously powerful option like "Become Magistri" which gives something like:
+Become Immortal (With Immortality Age 25)
+1000 Attraction Opinion
+500% fertility
+Genius and Herculean and Beautiful
+Maybe some other bonus IDK, if you've got all 5 Regula Holy Sites and 25k piety you've kinda already won the game
+Fascinare is replaced with Enthrall that is an instant fascinare

or

All women in your realm/in the world become Mulsa and convert to Regula Magistri.

It's weird how one of the holy site options is so much less spread out than the others. I understand that Regula is a power fantasy mod, but when most of the holy site options are spread across 3 + de jure empires and then one is entirely contained within a single one, it strikes me as somewhat odd.

Posted

I might be missing something, but it seems like you can only get the "Magistrian Culture" during character creation.

So how about this; The "Orgy Guest" has a 10 to 20% chance of belonging to that culture. If you take her as one of your wives afterwards, that would leave you open to change your culture towards that.

This gives you the option of having a region-adapted early game, while not locking away that complimentary culture in the long run. It also makes somewhat sense in-game / in-character. If someone was raised under magistrian rule, they just may develop a culture suited to that faith.

I'd also argue for that culture to be adapted towards your current ingame year - starting as a tribal society in 1150 would be too much of a setback otherwise. Having a high-medieval culture in the earliest start-date would be too imbalanced. Having the culture "gain" innovations every ~15 to 20 ingame years if inactive, should be around the sweet spot. Not quite sure if adding innovations / eras to a culture could be coded in, but just my two cents anyways.

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