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[mod] Regula Magistri 2


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Posted
On 9/19/2023 at 9:10 AM, den_of_evil said:

Not sure is this heresy or something, but I am currently playing heavily modded version of regula magistry without incest.

 

...but that's like the entire meme about why people are playing any version of Crusader Kings? 

 

The meme inquisition is likely to come for you now. ? 

Posted

also, was searching for how many wars are required for the war bloodlines, but can't find them anywhere. where are they? Tried scripted triggers, scripted effects, and events (where the reproductive bloodlines requirements show up, but for the war it's single or cumulative), Just curious how many wars I will have to fight...

Posted (edited)
27 minutes ago, James_E_C said:

game keeps crashing, and I've been going over the Error Log, and found that about a third of the problem is Carn, another third is CBO, and the final third (with like 2 or 3 exceptions) is Regula. Am I wrong? Can it be fixed w/o completely neutering the game?

error.log 214.28 kB · 1 download


Nothing pops out at me, do you have a save and a description of how the game crashes? Eg what you were doing just before the crash.

 

2 minutes ago, James_E_C said:

also, was searching for how many wars are required for the war bloodlines, but can't find them anywhere. where are they? Tried scripted triggers, scripted effects, and events (where the reproductive bloodlines requirements show up, but for the war it's single or cumulative), Just curious how many wars I will have to fight...

 

Regula_Magistri\common\script_values\regula_script_values.txt, near the top, has the bloodline values.

Edited by ban10
Posted (edited)
14 minutes ago, ban10 said:


Nothing pops out at me, do you have a save and a description of how the game crashes? Eg what you were doing just before the crash.

 

 

Well, there are 2 ways it crashes. First, just crashes on load, and second (and what made me start posting that) was when I tried starting a new game using Play Any Ruler. Didn't even get to choose the ruler, just crashed then. So no, I don't have a saved game, because there is no game. Believe me, I haven't been able to play this game since Tours and Tournaments.

Zs far as nothing jumping out, I just saw a lot of Regula Magistri there, and thought to post it.

Edited by James_E_C
Posted
42 minutes ago, James_E_C said:

 

Well, there are 2 ways it crashes. First, just crashes on load, and second (and what made me start posting that) was when I tried starting a new game using Play Any Ruler. Didn't even get to choose the ruler, just crashed then. So no, I don't have a saved game, because there is no game. Believe me, I haven't been able to play this game since Tours and Tournaments.

Zs far as nothing jumping out, I just saw a lot of Regula Magistri there, and thought to post it.


I'll continue to fix bugs etc, but honestly the only thing I can say for now is to try reducing your modlist to the bare essentials:
- Regula Magistri 2.7.0 + Carnalitas 2.1

Then start adding more of your mods, starting with CBO etc, and see how far you get.

Posted
6 minutes ago, ban10 said:


I'll continue to fix bugs etc, but honestly the only thing I can say for now is to try reducing your modlist to the bare essentials:
- Regula Magistri 2.7.0 + Carnalitas 2.1

Then start adding more of your mods, starting with CBO etc, and see how far you get.

I've already reduced the mods to make the game playable. Any more, and what's the point? it's literally 4 Carn mods (including Carn itself): Slavery Reimagined, CBO, and Regula. Non Carn mods are a bit more, but still not as many as I want. Spouse Designer (necessary so I can create a 120 year old ruler with a 33 year old wife, The ruler keels over the day he becomes Magister, letting his son, who I want to play as, free to marry his mother and sisters), Scrollable Character Interaction Menu (with Regula and Carn Slavery, there's not much left. for some characters, it completely cuts out the debug mode. And if you add more interactions - like Free Cities - that only makes it worse), More Traits (because I like to create my perfect ruler with a lot of traits), Daddy Pika's Cheat Menu Fixed (for what the Debug Mode misses, also lets me convert my entire realm at one time rather than relying on Realm Priestess), Iron Pillar Upgrade and More Domains (personal mods. the former adds +20 MAAs to the Iron Pillar. The latter ups the domain limit by a lot, which I need), Many Crowns Not Independent (why the hell do they have to be independent rulers to get it????), Pervasive Crown Authority (if I refuse to let my vassals go to war, how the hell do they have the authority to allow THEIR vassals to go to war???), Always Move Realm Capital (helps when your ruler has enough health to be practically immortal, and allows me to start in Iceland, then Form the Kingdom of Mann and then do that English culture event, and then grab the Iberian Dynasty perk tree), More Personal Schemes (more Facinare schemes at one time. Need I say more?), and finally Cheri's Lewd CoAs (I like having my Coat of Arms being a penis fucking a woman). All of them are the bare essentials. Hell, I'm missing one of the more important mods which actually doesn't work quite as well as reforming your own religion, but hey, atleast if you just add tenets, they stay in the window rather than going off into who knows where). Plus there are a lot of cultural mods and even a few Carn mods missing. But the actual mod list there is what I consider the level of making the game playable. And a few of them Paradox should have done, specifically the Spouse Designer, Scrollable Character Interactions, More Traits, and Pervasive Crown Authority).

Posted
1 hour ago, James_E_C said:

Snip

So the point of reducing the mods down to just the Regula Magistri and Carnalitas is troubleshooting. By reducing down to just the 2 and then adding the mods back in it will allow you to determine which one is causing the issue. From there it is easier to identify what might be causing the conflict in the code. As an example I've had the same issue with the game not starting and I've had an issue with the game crashing as soon as I triggered a Regula event (I can't remember which one). What Ban10 said is what I did to find the issue. In the case of the crash one of the mods I was using altered the same code that Regula did causing a conflict. Because of the reduced active mods the error log was smaller and it was easier to find the source of the error and then I was able to find a similar mod that didn't have the same conflict. In the case of the game not starting it turned out to be one of the mods was out of date for the latest patch.

 

I looked through the error log and a lot of the errors seem to be from some duplicate entries and a lot of undefined or missing variables/files/triggers. I checked the paths shown in the errors against the files in my mod and they were matching up so maybe the files got corrupted. A fix that can sometimes help is deleting Carnalitas, Regula Magistri, and CBO, then verifying the game integrity, followed by doing a clean install of the mods. Also the 4 lines at the top of the error log show 4 mods that are for an old version so you might want to double check those. It could be that they just haven't been updated because the last hotfix didn't break them but it's worth a look.

 

image.png.713c8b762c2ebe994500c5428503b20d.png

Posted
2 hours ago, idontplaybasketball said:

I love this mod. Is there anyway I can help out with modding?

https://gitgud.io/ban10/regula-magistri, Fork it and make a branch, make your changes then make a merge request back into the main repo.

Theres lots of issues to look at in https://gitgud.io/ban10/regula-magistri/-/issues. plus a TODO in https://gitgud.io/ban10/regula-magistri/-/blob/master/Regula_Magistri/TODO.MD
Feel free to do what you want though, I'm happy to review whatever you make. 

Also, new release is out, mainly for fixing lots of small issues that have built up over time, mainly typos and the like. Though there are a few new features:
- Religious Proclamation for adding new Tenets to Regula faith

- Drain traits via Exhaurire Vitale Absorb Essence
- New regional MAA, the Phylanx (Greek Amazon spearwomen)

- Latro Primus Scout Target Task, scout targets in other courts to gurantee capture them on raid/loot.


Changelog in OP as always

Posted

@ban10 Not sure how important it is since I don't know what the flag does but medieval is spelled wrong twice in the Innovation code for valkyries and phylanx for the flag for early_medieval_era_regional.

 

Valkyrie

image.png.28f63e44ffc8127e1eb4e979941b2c09.png

 

Phylanx

image.png.95c72af87f31c927e6e87eb5a7181cdf.png

Posted (edited)

I think some of the most needed features should be mid-late game QOL additions:

 

  1. Ignoring event notification for Child Births - customizable so you might ignore births of one gender or the other. You could ignore for x years or x% of births. Or you might set it to only caring about births from a certain paelice.
  2. Ignoring event notification for coming of age. Since it's a click thru event with no choices.
  3. One click decision to claim all orba.
  4. Automated Fascinare during coming of age.
Edited by eldiyar
Posted

Would be awesome if there was a decision to convert your capital to a Palace, so that you arent limited to a county with 4 slots to actually build it, since the game treats it as a castle

Posted (edited)

So, I remember playing this mod a long time ago, and I'm really impressed by all the additional content, QOL and balance changes it's undergone.

 

A balancing suggestion -- the piety gain is extreme and it's too easy to make "fascinared" women genius/herculean/beautiful demigods. The vanilla genetic trait system always struck me as ridiculously unbalanced, so I halved the chances of inheriting traits for myself, closer to how it works IRL.

 

I kinda of like the whole piety system and how the gain is now more active (making children), rather than passive. That said, there should be a place to dump these points, except that one interaction where you can make charmed women take their spouses titles (that one can get rather costly, but the cost can still be upped a notch).

 

regula_mutare_corpus_interaction_piety_cost (the piety cost for the interaction that changes your claimed woman) should be around 600-1000 at least. 300 is way too low, I think.

For anyone who wants to change it, it's located in Regula Magistri/common/script_values/regula_script_values.txt. This is just a crutch though, as a comprehensive fix would also include changing the values in regula_mutare_corpus_events.txt, as it's too easy to get the highest piety level with this mod and make all your spouses have all the genetic traits. This way you'll have to think who to change and the interaction requires far less micromanagement.

 

"Sacred Childbirth" is def a bit broken. I think all passive piety gain should either be rid of or halved, but that puts the majority of the gain on only Sacred Childbirth. What if you want another tenet?

 

The radical changes I'd propose is limiting both the concubine and spouse count / or giving hard debuffs based on your level of piety if the count is too high; making spouses to be landed a hard requirement, with auto divorce or demotion to concubinage if they become unlanded; making another tenet like Sacred Childbirth that gives half the piety and gets rid of the piety gain from concubines and getting rid of the ability to change the tenet.

 

That's kind of a lot. A custom tenet and upping the cost of Mutare Corpus to around 750 would solve the majority of problems, I think.

Edited by yoyoman69
Posted
1 hour ago, yoyoman69 said:

I kinda of like the whole piety system and how the gain is now more active (making children), rather than passive. That said, there should be a place to dump these points, except that one interaction where you can make charmed women take their spouses titles (that one can get rather costly, but the cost can still be upped a notch).

 

regula_mutare_corpus_interaction_piety_cost (the piety cost for the interaction that changes your claimed woman) should be around 600-1000 at least. 300 is way too low, I think.

There was a patch put out yesterday and some of the changes were an increase to Mutare and Abice costs as well as being able to spend piety on adding tenets to the Regula religion for 10k. Honestly though even for the vanilla version of this game most of the difficulty comes from rules that you impose on yourself once you've learned the rules and sometimes it's fun to have the option to just do the OP route.

Posted

1.png.8a18cb433ee68c9d06be15e5f45aab6b.pngVersion 2.3.0 everything works fine

 

2.png.7f4d34e83f0bf89e49bd7e6033388fea.pngVersion 2.7.1 is the same event, but it does not give any effects and the solution remains available until you press the second button.

 

What's the problem?

Posted
On 9/16/2023 at 1:09 PM, ban10 said:
On 9/12/2023 at 8:10 PM, Konstrukter2 said:

Thank you and the team for continued development.  Would it be possible to include "take all titles" in retire Paelex? When, what i would call, mid-game goes over into end-game i got like over 50 wifes. I would like to retire the oldest and then give the titles down the line to the oldest not landed wife. But by 45 they usually have a child or 5 and the titles get inherited often by more than one. This kinda disorganizes my realm. I need then to use "take title", "invite to court" and "vocare ad aulicus" a lot. Sometimes they rebel. They get the duchy titles including the counties.


Hmm, You can use titulm novis to take their titles, which shouldn't take to long as most will have like 4-5 max.
I could look at a Titulm Novis (All) interaction, maybe theres a nice way to add that as an option.

 

The problem with taking the titles first is an unlanded Paelex doesn't get the "retire Paelex" interaction. I like, for lack of a better term, the flavor (flair? style?) letting your oldest wife and servient retire gives. Instead of a "kicking out a wrinkeled gold digger". Actually, less restriction on who gets the retire interaction might be easier to do.

Posted

How i kinda managed that was by Marrying all my wifes Matrilineally and taking concubines to ensure my own dynasty, that way i basically shove away the responsibility of managing who gets what in case of death since the game does a well enough job by default, and since all girls are still bound to me i can simply stop intermarriage so there will be no random inheritance play, which the AI loves to do so much and suddenly one lady owns half your vassals lands, oldest daughter inherits and if they have to give up on a few counties in the process, so be it, more paelices for me

It took me a lot of trial and error to find a way of keeping the Vassals from inheriting from each other, seeing how the AI is highly suicidal and self-destructives while on activities

I tried it with Giving the land to my daughters, that was a hot mess of losing track who was whos mother/direct sister/aunt and thus was entitled to inherit

 

 

If I may make a suggestion, though im not sure how possible that is, a return of viceroyalties would be pretty neat, so that upon death of a paelex, you get an event to basically inherit her stuff so that you can give it to whomever you think is best, just to keep it clean

Posted

I just thought about a funny MAA unit for those that are based in Britannia

 

Gallowlasses, hot-blooded redheads that swing around two handed swords, of course inspired by the Gallowglass Warriors, that CK 2 also already featured

Think Merida, only with a big sword rather than a bow

 

I tried making them myself, but failed spectecularly, so if someone likes the idea, i´ll leave it here

Posted

I'm pretty sure that the unholy site passive that causes 3 girls to be born for every 1 boy is not working. The latest patch set it to a delayed effect that triggers 1 day before birth, and I am unsure if it works as intended.

 

Additionally it seems the old bug where "child of the book" triggers on male children has appeared.

 

I'm also not sure how the "set_pregnancy_gender" effect interacts with multiple pregnancies, and it may be stemming from some kind of bugged interaction.

 

 

Posted
9 hours ago, CrizzlyBear122 said:

Requesting an option to have some sort of choice in how you're immortal avatars look. I'm not really digging the whole blue-grey skin and solid black eyes lol

I'm not sure about customizing it. But you can disable portraits in the game rules.

Posted
3 hours ago, eldiyar said:

I'm pretty sure that the unholy site passive that causes 3 girls to be born for every 1 boy is not working. The latest patch set it to a delayed effect that triggers 1 day before birth, and I am unsure if it works as intended.

 

Additionally it seems the old bug where "child of the book" triggers on male children has appeared.

 

I'm also not sure how the "set_pregnancy_gender" effect interacts with multiple pregnancies, and it may be stemming from some kind of bugged interaction.

 

 

The delay is messing something up. Still should be ok if an "is_female = yes" check is added to "regula_paelex_event.104" or "regula_paelex_event.1042" events.

Posted (edited)
4 hours ago, CashinCheckin said:

The delay is messing something up. Still should be ok if an "is_female = yes" check is added to "regula_paelex_event.104" or "regula_paelex_event.1042" events.

 

Assuming you are not playing with a mod that alters the normal limit to number of player living children in 00_defines.txt, the children you get while playing will come from:

 

a. Mutare Corpus/Domitans interaction, which uses the make_pregnant effect

b. Harem coordinator council position, added recently, also uses make_pregnant

c. Effects that are described as "you lay with x" in-game, which uses had_sex_with_effect. This is highly unreliable since it uses a roll where success rate is capped at 50%

 

the passive base-game pregnancy rolls per month will have long switched off once you go past around 16 kids.

 

The question is whether currently, the pregnancy on_action works at all with direct make_pregnant effects. I am speculating that what is needed is to directly check the holy site trigger and then use set_pregnancy_gender whenever make_pregnant is used, i.e. in cases a and b above

Edited by eldiyar
Posted (edited)

Additional Issue: The Diplomacy Perk "Groomed To Rule" in conjunction with the high number of children you will have while doing a typical playthru of Regula causes an extremely undesirable flood of "toasts" that for me at least creates unpleasant slow-down.

 

It would be good if the perk was overwritten entirely to get rid of the toasts, and even not apply for male children at all.

 

edit: In fact I think this should be a top issue. I have a suspicion that getting this perk causes major slow-down as the game continually tries to apply the increased skill points to new children. In Vanilla this is not a problem but here it's very noticeable.

Edited by eldiyar
Posted (edited)

I recently started playing this again, and I really like having the option of what to do with step-children. Might I suggest: If you have a culture that has eunuch traditions (ie, the Greeks with their "Byzantine Traditions" or if you have "Court Eunuchs") that there be an option to force the mother to make her son a eunuch? That way I can let him live, but unable to have kids, and I can make him a head eunuch.

 

Also, why do ex-paelex not count as compeditae? Surely they're still under the book's influence and will betray their ward, even if they've been retired. But I get a message in the situation report saying to remove non-compeditae guardian if I assign a female child to a retired paelex.

On that note, when I get Bloodline: Obedience, is it necessary to assign the female family members to a compeditae?

Edited by MouseOfLight

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