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[mod] Regula Magistri 2


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Posted
2 hours ago, ban10 said:


UI bug, not sure, can you check Carniliats is upto date? Any other UI 
 


To be fair it shoudn't show up, only a Magister can have a Regula council afterall, so you need to "regain" the book
I will see if I can fix this.
 


I have no idea honestly, This looks like a UI issue, like as if you had some old religion UI files but I removed the religion GUI overrides from RM

Wait, when you updated the mod, did you download RM as a fresh copy, delete the old one, then replace?
 


Hmm I will look into this, out of curiosity, how many targets were left at the event? I assume more then 1?
 


This is a change I made, you can now see the Harem tenet as a doctrine, not tenent, more work to expand tenents will come with next DLC.
I've removed the Palace holding from the mod, just doesn't work with how holdings are designed right now.
 


Ah, fair enough, I mean, I'll keep the files around but I'll have to see about an optional download, I don't see why not, but I think the new art is a great improvement style wise so I do want to keep.
Here are some comparisons for people to lo ok at (Attached files)

comparison_old_vs_new_1.png

comparison_old_vs_new_2.png

comparison_regional_old_vs_new_1.png

comparison_regional_old_vs_new_2.png

comparison_regional_old_vs_new_3.png

There was always more than 1 still left, It simply ended with the suspicion message after capturing one maiden (no matter which option I took after it. 

Posted
5 hours ago, ban10 said:

Ah, fair enough, I mean, I'll keep the files around but I'll have to see about an optional download, I don't see why not, but I think the new art is a great improvement style wise so I do want to keep.
Here are some comparisons for people to lo ok at (Attached files)

 

for the first 3 sets I like the new ones better(the ones on the right)

for the rest I prefer the current ones (on the left)

but art is one of the most subjective things out there hehe 

thanks for at least considering it

 

Posted

So I'm making some changes to this mod for my personal use, changing the age of majority from 16 to 18, and I am having trouble getting the fascinare ward events to trigger. I looked through the mod files and I found regula_childhood_on_action.txt and changed on_16th_birthday and regula_on_16th_birthday to on_18th_birthday and regula_on_18th_birthday. However when the ward comes of age the event doesn't trigger. Is there something else I need to change to get this to work? 

Posted (edited)
6 hours ago, Tebix said:

There was always more than 1 still left, It simply ended with the suspicion message after capturing one maiden (no matter which option I took after it. 


Hmm, will look into this
 

3 hours ago, Tyrranus said:

 

for the first 3 sets I like the new ones better(the ones on the right)

for the rest I prefer the current ones (on the left)

but art is one of the most subjective things out there hehe 

thanks for at least considering it

 


Since you asked nicely
Heres a zip for replacing the Regula Regional/Regula artwork, just extract into gfx folder
Regula_Old_Art_Replacer.zip
 

2 hours ago, anglican said:

Would be get art for Contubernalis?


Maybe, but not yet. Want to stop all the art generation now and work on script for a bit.
 

37 minutes ago, Agabonis said:

So I'm making some changes to this mod for my personal use, changing the age of majority from 16 to 18, and I am having trouble getting the fascinare ward events to trigger. I looked through the mod files and I found regula_childhood_on_action.txt and changed on_16th_birthday and regula_on_16th_birthday to on_18th_birthday and regula_on_18th_birthday. However when the ward comes of age the event doesn't trigger. Is there something else I need to change to get this to work? 


In vanilla, look at the file
common\on_action\birthday.txt

Note that it has the on_action "on_birthday" which then triggers other on actions,
I used the existing vanilla one which works like so:
on_birthday -> on_specific_birthday -> on_16th_birthday -> regula_on_16th_birthday

Since there isnt an "on_18th_birthday"
What you need to do is create a on_birthday on_action which links to your new "regula_on_18th_birthday" on_action
like so

on_birthday = {
    on_actions = {
        regula_on_18th_birthday
    }
}

Then you would need
regula_on_18th_birthday = {
    trigger = { age = 18 }
    events = { # Charm your ward, either yourself or by an already charmed spouse
        delay = { days = 1 }
        fascinare_outcome.2500
    }
}

Try that, should work
Edited by ban10
Posted

@ban10 to the best of my knowledge no mods that change the character UI (especially not loaded after Carnalitas, which is fully updated) 
but this is my issue 

image.png.4bb4092fe8617315e0817c2949b289f9.png 

As you can see I clearly have more wives (and no cultural effects that would change that but I cant show that window at the same time) 

Posted (edited)

@ban10 I did figure out how to ''fix'' it in game. I am the magister in that screenshot. I own an empire (feudal) but i also have compeditae elective succession. When my new character undergoes any title change the council shows up again. I gave away 1 barony and then it came back. I also tried it with a county which I revoked and that also worked. Maybe there is something about the elective law which causes the game not to register that you are actually the magister (for purposes of the council activation) until you force a recalculation of your titles or something?

Edited by TheMarshPrince
Posted (edited)
5 hours ago, byehi said:

@ban10 to the best of my knowledge no mods that change the character UI (especially not loaded after Carnalitas, which is fully updated) 
but this is my issue 

image.png.4bb4092fe8617315e0817c2949b289f9.png 

As you can see I clearly have more wives (and no cultural effects that would change that but I cant show that window at the same time) 

I would suggest the Better Character UI mod, which should be on Steam. It isn't very updated for 1.19, so I've personally deleted the Accolade and Religion gui files in the mod, but the rest works well. It allows for infinite windows of spouses/concubines, children, and siblings. 

Edit: just remembered that keeping it in auto-expand mode as it is for default can cause lag in later game when you have a hundred children/spouses, but you can still expand the window on command ofc. 

Edited by LustDemon69
Posted
1 hour ago, LustDemon69 said:

I would suggest the Better Character UI mod, which should be on Steam. It isn't very updated for 1.19, so I've personally deleted the Accolade and Religion gui files in the mod, but the rest works well. It allows for infinite windows of spouses/concubines, children, and siblings. 

Edit: just remembered that keeping it in auto-expand mode as it is for default can cause lag in later game when you have a hundred children/spouses, but you can still expand the window on command ofc. 

can share the link to it on the workshop? the only version I can find is super old

 

Posted
On 6/23/2026 at 5:28 PM, ban10 said:

Since there isnt an "on_18th_birthday"
What you need to do is create a on_birthday on_action which links to your new "regula_on_18th_birthday" on_action
like so

on_birthday = {
    on_actions = {
        regula_on_18th_birthday
    }
}

Then you would need
regula_on_18th_birthday = {
    trigger = { age = 18 }
    events = { # Charm your ward, either yourself or by an already charmed spouse
        delay = { days = 1 }
        fascinare_outcome.2500
    }
}

I'd vote for this change to be in the official version.  Having that implied activity limited to adults would allow triggering of normal adult animations.  The 16 age for marriage in the base game is awkward, and historically imperfect anyway.

Posted (edited)
3 hours ago, Seeker88 said:

The 16 age for marriage in the base game is awkward, and historically imperfect anyway.

Yeah, which is why it should be much lower, not higher.

 

If we're really gonna add this, can we at least make it a toggle in the game rules?

Edited by Bryansk
Posted
14 hours ago, Weeee1836 said:

are there ai magisters ? and how does one get them 

No, all the magister stuff that we have as players is disabled for AI (excluding the fascinare scheme that Famuli can get if you have the holy site/are nomadic magister). The player is meant to be the magister as the "Chosen of the Keeper", so wouldn't make sense for multiple Chosen of the Keeper. 
Chosen of the Book is a separate thing, just means being blessed while pregnant for the Famuli. 

Posted

Totally agree that old version is superior.

 

Matching the art style doesn't matter that much imo, plus CK3's art has never been great to begin with, aside from the loading screens.

Posted
On 6/25/2026 at 10:58 PM, Seeker88 said:

I'd vote for this change to be in the official version.  Having that implied activity limited to adults would allow triggering of normal adult animations.  The 16 age for marriage in the base game is awkward, and historically imperfect anyway.

Based on historical precedent, the age limit should be lowered to 12.

Posted
5 hours ago, sororP said:

Based on historical precedent, the age limit should be lowered to 12.

Yeah, I mean you could allow marriage at 12 as a nod to realism (while we play Regula 😆) but making it 18 would avoid certain legal issues with children, and allow normal animations.

We certainly don't need to start at 12 to make sure there are enough offspring, with the many non-historical fertility bonuses in Regula.

Posted

hey does anyone know how to use this mod along side witchcraft mod that does not overide their adevnture subrole? also is this mod save compatable?

Posted
19 minutes ago, unownguy said:

hey does anyone know how to use this mod along side witchcraft mod that does not overide their adevnture subrole? also is this mod save compatable?

To your first question, witchcraft and RM2 are very compatible, and I think the camp purposes should be the same, though I haven't played Adventurer in a bit. 

To your second, this game is def not savegame compatible. It adds a dozen religions and those require a new game to load them properly. 

Posted
7 minutes ago, LustDemon69 said:

To your first question, witchcraft and RM2 are very compatible, and I think the camp purposes should be the same, though I haven't played Adventurer in a bit. 

To your second, this game is def not savegame compatible. It adds a dozen religions and those require a new game to load them properly. 

thanks for the second answer but to the first i try to play with both mods active and even puting witchcraft after RM2 but the cultist camp focus always blocks the secret keeper camp focus from witchcraft

Posted

Thanks you Ban10 for this amazing mod i notice that github have been updated but not here in loverslab might I please inquire on when it will get update here?

Thanks a bunch.

Posted

I am really enjoying the mod so far but really have some performance issues once my kingdom gets to large. Also how does everyone else deal with getting hit by a 100 childbirth pop ups every day? Is there a mod for that?

 

Also the Mulsa Uprising in a foreign kingdom doesnt seem to be working since I became emperor of the HRE. The seduced Mulsa declare war on the foreign king but I dont have the option to join,

 

Also a few suggestions:

-It would be cool if we have one or two court positions for the magistry. I went for Enuchs at court tradition for example so I can get the Enuch court position so I have something for male courtiers to do.

-Have an setting to turn of the different eye colour for Mulsas but keep the purple eyes for brainwashed women (forgot what they were called)

-Once you unlock unlimited Mutare Corpus it becomes very annoying to go in an out of the menu every time I use it. Would be cool to just be able to spam it as long as I have piety.

Posted
1 hour ago, Practitioner said:

Also the Mulsa Uprising in a foreign kingdom doesnt seem to be working since I became emperor of the HRE. The seduced Mulsa declare war on the foreign king but I dont have the option to join,

You'll get a notification in the bottom right when a servitude war starts. You have to select the famuli war leader and use the character interaction labeled (Join Servitude War). If that's not there, then there could be a mod conflict or you installed it wrong. 

Posted
3 hours ago, LustDemon69 said:

You'll get a notification in the bottom right when a servitude war starts. You have to select the famuli war leader and use the character interaction labeled (Join Servitude War). If that's not there, then there could be a mod conflict or you installed it wrong. 

 

started a new game and it seems to be working again. Do you know if you actually have to join the war or does it still work if they win on their own?

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