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[mod] Regula Magistri 2


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Posted

Palace was removed in 5.2.0.

- Remove Palace Holding from game
    - Removed the custom Palace holding type entirely
    - Also removed government overrides that enabled palace holdings
    - The palace buildings will be converted into domicile buildings in future, for now felt it was best to remove palace holding as the government overrides aren't great, and domiciles feel more suited to the design.

Posted

For some reason the "Corrupt Holy Order" decision isn't working. Like it doesn't say I don't meet and requirements, but it's just greyed out. 

Posted (edited)

It seems that `regula_maa_triggers` hasn't been updated, which is preventing me from unlocking and recruiting new regional units like the Babaylan through decisions;

also, the regional_conquest_event code for event localisations seems wrong too,

Edited by Random Display Namo
Posted

was there a update cause the site is saying that there has been but i'm not seeing one so I figured id just ask to chech

Posted
2 hours ago, Iapeo said:

was there a update cause the site is saying that there has been but i'm not seeing one so I figured id just ask to chech

There was, just now, when I updated it a few hours ago I was doing the pictures, oops
I've fixed a lot of the issues mentioned in the past few pages, thanks for feedback all
Also some pretty interesting changes with refactoring some older events/interactions to be more indepth

Posted (edited)
2 hours ago, Midwestvest said:

My magister trait won't advance to different tiers. The trait seems to be bugged to only have a max xp of 1 each.

 

image.jpeg.d1f4af89b2fae84f9a6fda9b8c98df67.jpeg

 

Spent some time trying to fix this - it looks like trait XP maxes out at 100. The last update tweaked the path XP from 25/50/75/100 -> 50/100/150/200 (in `common/traits/regula_traits`) and that seems to have broken it. Dropping the numbers but leaving the rest of the changes in fixes this.

 

EDIT: Also need to update the values  in `common/scripted_triggers/regula_magister_triggers.txt`

Edited by zhan
Posted (edited)
4 hours ago, zhan said:

 

Spent some time trying to fix this - it looks like trait XP maxes out at 100. The last update tweaked the path XP from 25/50/75/100 -> 50/100/150/200 (in `common/traits/regula_traits`) and that seems to have broken it. Dropping the numbers but leaving the rest of the changes in fixes this.

 

EDIT: Also need to update the values  in `common/scripted_triggers/regula_magister_triggers.txt`

Thank you. So the answer is just to bring them down to what they were before?

 

As an aside, the new prisoner decision to claim a concubine is great, but if they are already married, they are released and stay married to that person.

 

And as another aside, the event where a ward is enslaved is bugged so it only shows the code, not the actual text.

Edited by Johnny Wolf
Posted
5 hours ago, zhan said:

 

Spent some time trying to fix this - it looks like trait XP maxes out at 100. The last update tweaked the path XP from 25/50/75/100 -> 50/100/150/200 (in `common/traits/regula_traits`) and that seems to have broken it. Dropping the numbers but leaving the rest of the changes in fixes this.

 

EDIT: Also need to update the values  in `common/scripted_triggers/regula_magister_triggers.txt`

 

2 hours ago, Johnny Wolf said:

Thank you. So the answer is just to bring them down to what they were before?

 

As an aside, the new prisoner decision to claim a concubine is great, but if they are already married, they are released and stay married to that person.

 

And as another aside, the event where a ward is enslaved is bugged so it only shows the code, not the actual text.


Whoops, these are very silly bugs, I actually made the XP change and saw it break but assumed it was because I was in debug mode and my game had been "in progress". Whoops
I will put out a hotfix today for these

Posted

With the newest update, when your daughter comes of age no event fires to allow you to charm her.

There is also some weirdness with assigning guardians to wards.

This is with the most current hot fix version.

Posted (edited)

So I'm using a culture I made myself, is there a way to assign the MaA 3d models to them?

 

Edit: also, what is the best way to help Servitude Wars succeed?

Edited by PraetorSylvor
More to ask
Posted (edited)
14 hours ago, holidaycat said:

With the newest update, when your daughter comes of age no event fires to allow you to charm her.

There is also some weirdness with assigning guardians to wards.

This is with the most current hot fix version.


Just checking, but would it be incest if you had relations with your daughter? If so, it'll just be a toast event.
Also I've changed when these ward charming events trigger, only if the guardian is the Magister/Domina/Paelex does it trigger, I felt it was way to often otherwise.
What do you mean by weirdness with assigning guardians to wards? Do you mean the important action reminder?
 

2 hours ago, PraetorSylvor said:

So I'm using a culture I made myself, is there a way to assign the MaA 3d models to them?

 

Edit: also, what is the best way to help Servitude Wars succeed?


Sadly this is where CK3 is lacking, there is no way to (currently) change unit gfx for a culture, without basically hardcoding it into the culture from the start or diverging from a culture that has it. This is why the Magistri cultures even exist, hopefully the CK3 team changes this one day! Seems like an easy fix tbh to make an effect letting you change COA and unit gfx for a culture, (maybe even ethnicities too!).
 

If you want to add it to your own culture, change the unit_gfx like so in code.
Needs a new game start for the change to show.

unit_gfx = { famuli_unit_gfx }


For servitude wars, you can join in! Select the servitude war leader and you should be able to join their war. hmm I might make a reminder for that, good shout.

Edited by ban10
Posted
10 minutes ago, ban10 said:

Just checking, but would it be incest if you had relations with your daughter? If so, it'll just be a toast event.
Also I've changed when these ward charming events trigger, only if the guardian is the Magister/Domina/Paelex does it trigger, I felt it was way to often otherwise.
What do you mean by weirdness with assigning guardians to wards? Do you mean the important action reminder?

In my case the ward charming event didn't trigger when the guardian is one of the concubines. But I tested it when the Magister is Landless, if this helps.

Posted
20 minutes ago, ban10 said:

If you want to add it to your own culture, change the unit_gfx like so in code.
Needs a new game start for the change to show.

unit_gfx = { famuli_unit_gfx }

So apparently a lot changed since I used the Latin Magistri as a base, so I had to update some other things too.
This seems fine enough?
 

Spoiler
# These "Magistri" cultures are quick start cultures, to make starting the game a bit faster.
# They are based of vanilla cultures, and have a history file to unlock their relevent innovations

# Latin/modded
magistri_royal = {
	color = { 0.5 1 0.83 }
	created = 867.1.1
	parents = { roman }
	
	ethos = ethos_bellicose
	heritage = heritage_latin
	language = language_latin
	martial_custom = martial_custom_regula
	head_determination = head_determination_domain
	
	traditions = {
		tradition_legalistic
		tradition_pastoralists
		tradition_polders
		tradition_religious_patronage
		tradition_ancient_miners
		tradition_fervent_temple_builders
		tradition_maritime_mercantilism
		tradition_fp1_coastal_warriors
		tradition_horse_breeder
		tradition_malleable_invaders
		tradition_loyal_soldiers
		tradition_mendicant_mystics
		tradition_artisans
		tradition_xenophilic
		tradition_by_the_sword
		tradition_sorcerous_metallurgy
		tradition_caucasian_wolves
		tradition_chanson_de_geste
		tradition_caravaneers
		tradition_lords_of_the_elephant
		tradition_horse_lords
		tradition_burman_royal_army
	}

	name_list = name_list_roman

	coa_gfx = { regula_coa_gfx }
	building_gfx = { mediterranean_building_gfx }
	clothing_gfx = { byzantine_clothing_gfx }
	clothing_gfx = { western_clothing_gfx }
	unit_gfx = { famuli_unit_gfx }

	house_coa_frame = house_frame_22
	house_coa_mask_offset = { 0.0 0.11 }
	house_coa_mask_scale = { 0.85 0.85 }

	ethnicities = {
		100 = mediterranean
	}
   }

 

 

Posted
34 minutes ago, jilafj said:

In my case the ward charming event didn't trigger when the guardian is one of the concubines. But I tested it when the Magister is Landless, if this helps.


Yep, thats the change I made, in your case only the Magister/Domina can charm wards as you don't have any paelex when unlanded.
Its a pretty big change, I wanted to reduce the amount of free charms you got, maybe I'll think about changing it if you have the diplomacy holy site effect (other Regula women can charm).
 

21 minutes ago, PraetorSylvor said:

So apparently a lot changed since I used the Latin Magistri as a base, so I had to update some other things too.
This seems fine enough?
 

  Reveal hidden contents
# These "Magistri" cultures are quick start cultures, to make starting the game a bit faster.
# They are based of vanilla cultures, and have a history file to unlock their relevent innovations

# Latin/modded
magistri_royal = {
	color = { 0.5 1 0.83 }
	created = 867.1.1
	parents = { roman }
	
	ethos = ethos_bellicose
	heritage = heritage_latin
	language = language_latin
	martial_custom = martial_custom_regula
	head_determination = head_determination_domain
	
	traditions = {
		tradition_legalistic
		tradition_pastoralists
		tradition_polders
		tradition_religious_patronage
		tradition_ancient_miners
		tradition_fervent_temple_builders
		tradition_maritime_mercantilism
		tradition_fp1_coastal_warriors
		tradition_horse_breeder
		tradition_malleable_invaders
		tradition_loyal_soldiers
		tradition_mendicant_mystics
		tradition_artisans
		tradition_xenophilic
		tradition_by_the_sword
		tradition_sorcerous_metallurgy
		tradition_caucasian_wolves
		tradition_chanson_de_geste
		tradition_caravaneers
		tradition_lords_of_the_elephant
		tradition_horse_lords
		tradition_burman_royal_army
	}

	name_list = name_list_roman

	coa_gfx = { regula_coa_gfx }
	building_gfx = { mediterranean_building_gfx }
	clothing_gfx = { byzantine_clothing_gfx }
	clothing_gfx = { western_clothing_gfx }
	unit_gfx = { famuli_unit_gfx }

	house_coa_frame = house_frame_22
	house_coa_mask_offset = { 0.0 0.11 }
	house_coa_mask_scale = { 0.85 0.85 }

	ethnicities = {
		100 = mediterranean
	}
   }

 

 


Yeah that looks fine.

Posted
2 hours ago, ban10 said:

Yep, thats the change I made, in your case only the Magister/Domina can charm wards as you don't have any paelex when unlanded.
Its a pretty big change, I wanted to reduce the amount of free charms you got, maybe I'll think about changing it if you have the diplomacy holy site effect (other Regula women can charm).

No I think the change is totally reasonable and immersive. Personally I don't even think holy site effect should change that (but I understand if someone else need that change).

Posted

was that intended that you cant get domination xp from prisoners? tbh now i find it hard to gain 25 xp with only charming

Posted

So in this period where it's a new release and there's lot of work to do, do you want to be informed about every little typo or event where the code appears instead of flavor text or should that stuff wait?

Posted

I have found a bug that i don't know were it comes from but I only have installed Carnalitas and this mod. When the game starts all unwed ( I think ) female characters start getting the orba trait. For some reason i also start with magistri inheritance laws? I am not starting with the magistri culture or religion. Does anyone know what could be happening?

Posted

So is there supposed to be a name here? or was this left blank on purpose? 

Capture.PNG.844478a383eb7eabd91939481c846422.PNG

 

Several events have this happening to it. An actor not spawning or not being chosen. I can never tell if its Carnalitas, PAD, or RM2 causing the problem, but it happens with events from all 3 (So I assume it's Carnalitas)

 

Is it a name problem or something else?

Posted
On 7/27/2026 at 1:29 PM, geryy13 said:

was that intended that you cant get domination xp from prisoners? tbh now i find it hard to gain 25 xp with only charming


Hmm, I'll think about this, still need to test XP values, I think if you can get to like 50 xp after 10 years as Magister thats a good ballpark.
You can always study at an Orgy if you want specific XP.
 

23 hours ago, PraetorSylvor said:

On a side note, gotta say I'm appreciating the new MaA art
Feels a lot more immersive than the old one


Nice, yeah I'm really happy with how it turned out as well, it feels more consistent now and I truly feel some of the vanilla replacers in particular could pass as vanilla ck3 art. {retty incredible that this is now possible to do.
 

20 hours ago, Johnny Wolf said:

So in this period where it's a new release and there's lot of work to do, do you want to be informed about every little typo or event where the code appears instead of flavor text or should that stuff wait?


I look at all comments here so anything you want to mention bring it up, its all useful to me.
 

8 hours ago, Alexions1 said:

I have found a bug that i don't know were it comes from but I only have installed Carnalitas and this mod. When the game starts all unwed ( I think ) female characters start getting the orba trait. For some reason i also start with magistri inheritance laws? I am not starting with the magistri culture or religion. Does anyone know what could be happening?


Damn this sounds very bugged, make sure you reinstall both mods from scratch? 
Like, no idea how either of those things are possible.
 

53 minutes ago, sexlabextra said:

So is there supposed to be a name here? or was this left blank on purpose? 

Capture.PNG.844478a383eb7eabd91939481c846422.PNG

 

Several events have this happening to it. An actor not spawning or not being chosen. I can never tell if its Carnalitas, PAD, or RM2 causing the problem, but it happens with events from all 3 (So I assume it's Carnalitas)

 

Is it a name problem or something else?


Hmmm, that actually looks like a bug, what it really means is that the contract thought it found a valid target house/lord for the contract to create, but then when the contract was created it could not find  valid target and whiffed.
Ideally this should never happen, it should never be possible for the game to think its valid to create this contract but then fail to make it. I was hoping I had fixed this, I haven't seen it in my own playthroughs yet (every time I see this pop up its god a valid house name)

Are you using the latest version of the mod? I think I fixed this a couple of versions back

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