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[mod] Regula Magistri 2


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Posted
1 hour ago, Randah said:

Newp. No extraneous mods, just luck. And is why I asked for the preggers file. In my last build I modified it because it doesn't take things like good health or positive traits into account, just bad health. Couldnt remember where it was, but found it.

If you say so. I cannot recall ever having any sort of notification about childbirth complications. I have Carnalitas Pregnancy Complications set to Never and I don't have any 'pregnancy' mods. My current game has 80 years on the clock and my immortal guy has 148 children which is pretty typical.

Posted
20 minutes ago, Grey Cloud said:

I cannot recall ever having any sort of notification about childbirth complications. I have Carnalitas Pregnancy Complications set to Never and I don't have any 'pregnancy' mods.

 

... You have carn overriding complications, so of course you don't see any. That rule flags all illness and death to 0% chance.

 

Spoiler
	3 = { #Child dies during delivery (this triggers when the birth "should" have gone down, since we don't want to create the baby)
				modifier = { # Carnalitas game rule
					factor = 0
					carn_should_have_no_pregnancy_complications_trigger = yes
				}
				trigger_event = {
					id = birth.3001
					days = { 180 200 }
				}
			}

 

Posted

By the book it should go in its own mod, but I just added it to mod/regula_magistri/common/events. Its a bit sloppy but functional and easy to walk back.

Posted (edited)

anyone know if this will be updated any time soon? I wanna start another playthrough but idk if an update is coming soon. Also if I do download the new one when it comes out will it be save compatible

Edited by idkwhattoputy
Posted (edited)
11 hours ago, Randah said:

You have carn overriding complications, so of course you don't see any. That rule flags all illness and death to 0% chance.

So what I said in my first post about it being either a game rule or a mod was correct.

Carnalitas is a requirement for RM so I use the option it provides. You have the option but choose not to and then complain about lack of births.

 

 

10 hours ago, Randah said:

By the book it should go in its own mod, but I just added it to mod/regula_magistri/common/events. Its a bit sloppy but functional and easy to walk back.

RM does not have a common/events folder. The events folder is at the same level as the common folder. Carnalitas has the pregnancy_events.txt file which you have edited directly.

Edited by Grey Cloud
Posted
7 hours ago, idkwhattoputy said:

anyone know if this will be updated any time soon? I wanna start another playthrough but idk if an update is coming soon. Also if I do download the new one when it comes out will it be save compatible

I am also keen to know....

Posted
4 hours ago, Grey Cloud said:

RM does not have a common/events folder. The events folder is at the same level as the common folder.


Ah, correct. @Dwjliel Drop it in mod/rm/events. What I get posting that late at night. But no I changed the vanilla game file and dropped it into the correct place in RM, just left wrong instruction here when sharing.

Posted (edited)
22 hours ago, Randah said:


Newp. No extraneous mods, just luck. And is why I asked for the preggers file. In my last build I modified it because it doesn't take things like good health or positive traits into account, just bad health. Couldnt remember where it was, but found it.



Added modifiers:

  Reveal hidden contents
				modifier = {
					health > fine_health
					add = 10
				}
				modifier = {
					health = excellent_health
					add = 15
				}				
				modifier = {
					has_trait = devoted_trait_group
					add = 5
				}
				modifier = {
					has_trait = physique_good_1
					add = 5
				}
				modifier = {
					has_trait = physique_good_2
					add = 10
				}
				modifier = {
					has_trait = physique_good_3
					add = 15
				}
				modifier = {
					has_trait = physique_bad_1
					add = -5
				}
				modifier = {
					has_trait = physique_bad_2
					add = -10
				}
				modifier = {
					has_trait = physique_bad_3
					add = -15
				}
				modifier = {
					has_trait = fecund
					add = 10
				}
				modifier = {
					has_trait = infertile
					add = -10
				}

 


Doesn't make pregnancy more likely, just adjusts chances of complications to better reflect health and buffs - including negative ones that arent factored by default. Considering a malus for age >35 or 40, as complications are more likely at that age. Attaching the file if someone wants it. Drop in common/events.

 

pregnancy_events - Copy.txt 34.89 kB · 3 downloads


Huh, I didn't know the Carn rule removed all vanilla birth problems.
Still, turning that off shouldn't cause mass birth deaths because by default RM has sacred births, which is meant to reduce birth issues.
I think thats how RM should be imo, I like having a low chance of birth problems.
Is it ok if I take this code? Might look at integrating it into RM, will need to check how Carn/Vanilla/RM all integrate though.
 

16 hours ago, idkwhattoputy said:

anyone know if this will be updated any time soon? I wanna start another playthrough but idk if an update is coming soon. Also if I do download the new one when it comes out will it be save compatible


Soon™

Theres still one last feature (Regula Consecrate bloodline) to refactor before I will release the next version of RM, then a round of testing to ensure everything is good.
I imagine latest will be by the end of this weekend.


You can always download master and try the new stuff at any time on the repo.
DISCLAIMER, you'll most likely need to restart your game when the release comes out though :classic_sad:
And no, the new version 2.8.0 will not be save compatible with 2.7.1

For those curious, the current changelog can be found here - https://gitgud.io/ban10/regula-magistri/-/blob/master/Regula_Magistri/CHANGELOG.md#anchor-280

Edited by ban10
Posted
25 minutes ago, ban10 said:


Huh, I didn't know the Carn rule removed all vanilla birth problems.
Still, turning that off shouldn't cause mass birth deaths because by default RM has sacred births, which is meant to make reduce birth issues.
I think thats how RM should be imo, I like having a low chance of birth problems.
Is it ok if I take this code? Might look at integrating it into RM, will need to check how Carn/Vanilla/RM all integrate though.

 


Go ahead, same with the ward events or the paelex offering. If its useful then use it. The point wasn't so much to make it all positive as it was to make it more intuitive. Someone in good health should be better off than someone in bad health and that just wasnt the case by default. So an excellent health hale woman was as likely to have complications and die as someone who was delicate/fragile/sickly. \o/ I am thinking of adding more malus conditions for age and other traits but I think its fine for now.

And I agree, RM shouldnt have any conflict with anything here I was just getting horrible luck on rolls which sent me digging into files and memories. Only thing that stuck out to me was the 2x factor for sacred birth, or the 1.5x factor for kin dynasty, will - I think - also multiply any malus. Still makes a normal/positive outcome more likely - Its just odd structure. Wonder if it wouldn't be better to add the malus modifiers to the negative outcomes instead of the "everything is ok" weighting, but didn't want to complicate things needlessly.

And the more I play the more I want abice to be usable on regencies. Guess thats my next project.

Posted

Some really crafty fixes there, looking good!

Please try to rush it out, otherwise you'll have to re do it the very next day after when Perisa comes out lol:lol:

Posted
1 hour ago, Randah said:


Go ahead, same with the ward events or the paelex offering. If its useful then use it. The point wasn't so much to make it all positive as it was to make it more intuitive. Someone in good health should be better off than someone in bad health and that just wasnt the case by default. So an excellent health hale woman was as likely to have complications and die as someone who was delicate/fragile/sickly. \o/ I am thinking of adding more malus conditions for age and other traits but I think its fine for now.

And I agree, RM shouldnt have any conflict with anything here I was just getting horrible luck on rolls which sent me digging into files and memories. Only thing that stuck out to me was the 2x factor for sacred birth, or the 1.5x factor for kin dynasty, will - I think - also multiply any malus. Still makes a normal/positive outcome more likely - Its just odd structure. Wonder if it wouldn't be better to add the malus modifiers to the negative outcomes instead of the "everything is ok" weighting, but didn't want to complicate things needlessly.

And the more I play the more I want abice to be usable on regencies. Guess thats my next project.

Or you could just use the Carnalitas game rule and have more births than you know what to do with.

Posted
7 minutes ago, Grey Cloud said:

The original is here:

\mod\Carnalitas\events

Its not though? The original is from the base game and none of the carn changes are in the file I linked. Check it and see.  Dunno why you need people to play by your ruleset rather than giving some space to let people make pregnancy complications make sense.

Posted
41 minutes ago, Randah said:

Check it and see. 

I already did. You took a game file and edited it when all you had to do was set the Carnalitas game rule to 'Never'. Your original post was about the lack of live births you were having it had nothing to do with tweaking the numbers.

 

On 10/30/2023 at 5:22 AM, Randah said:

Boy am I having some bad luck with my wives dying in childbirth. Even with excellent health and using the mutare pregnancy.  Which file handles deciding pregnancy outcomes again? Think I want to peek and see if something isnt conflicting. Found the events but cant find the logic that fires them

You posted in this mod's support thread so you must have thought it was something to do with this mod then when I suggested it was either a mod or a game rule you said "newp" which I assume is some infantile way of saying "no" and you put it down to "just luck". Once it became obvious you were wrong you moved the goal posts and started on about tweaking settings and dropping a file in the wrong location.

Posted
12 minutes ago, Grey Cloud said:

I already did. You took a game file and edited it when all you had to do was set the Carnalitas game rule to 'Never'. Your original post was about the lack of live births you were having it had nothing to do with tweaking the numbers.

 

You posted in this mod's support thread so you must have thought it was something to do with this mod then when I suggested it was either a mod or a game rule you said "newp" which I assume is some infantile way of saying "no" and you put it down to "just luck". Once it became obvious you were wrong you moved the goal posts and started on about tweaking settings and dropping a file in the wrong location.


Because it was down to luck? I even said I was having bad luck in my first line of the post in question?  "Boy am I having some bad luck with my wives dying in childbirth." And yes, I wanted to make sure something screwy wasnt going on since a wife I made pregnant with Mutare died. And yes, I took the base game file and made changes, that is, I modified it.  Not sure why modifying game files is a problem.

Posted
How do I stop my wives from trying to murder each other? I did a bit of wife-husbandry to have a very high stewardship wife and a month after we married she had SEVEN murder plots against her in the save file. I have a strong desire to have all seven of them beheaded if it weren't for the fact that even a justified execution gets me dynastic kinslayer.
Posted
4 hours ago, MouseOfLight said:

How do I stop my wives from trying to murder each other? I did a bit of wife-husbandry to have a very high stewardship wife and a month after we married she had SEVEN murder plots against her in the save file. I have a strong desire to have all seven of them beheaded if it weren't for the fact that even a justified execution gets me dynastic kinslayer.

Typically, I deal with problematic wives in CK3 by either retiring those who possess the Wrathful or Sadistic or Callus traits (by depose them) or those who tend to engage in schemes. Alternatively, I may strip them of all their titles and then divorce them. For instance, I once had a situation where my wife, who had a 100% opinion of me, still tried to murder me due to some past grievances.

Another approach is to use the "Mutare Corpus" decision to change their personality traits to something more compatible with your own, assuming you do not share the Sadistic or Wrathful traits

Posted

 

4 hours ago, MouseOfLight said:

How do I stop my wives from trying to murder each other? I

 

3 minutes ago, hm76 said:

Typically, I deal with problematic wives in CK3 by either retiring

 

Personally. I usually just let them get on with it. I find that after a certain point they all start blurring into the same wife and I can't tell one from the other.

Posted
5 hours ago, Grey Cloud said:

 

 

 

Personally. I usually just let them get on with it. I find that after a certain point they all start blurring into the same wife and I can't tell one from the other.

Usually I'm happy to do that, but as I said this was a wife that was rather unique. Not only was she a Child of the Book (empowered her mother while pregnant with her), she was also Magistri Privigna (made mother Paelix after she was born), plus she's a genius and has Midas Touch education. I also taught her to be stubborn and diligent, so at the age of 18 she has 35 stewardship, which usually requires a 40 year old woman at this point in the game. So I really wanted her to be my primary wife to increase my demense size.

She's also paranoid with 20 intrigue so you'd think she'd discover the plots, and she did but apparently they're still at 95% (lots of agents on each scheme) so I just deleted the schemes from the save.

5 hours ago, hm76 said:

Typically, I deal with problematic wives in CK3 by either retiring those who possess the Wrathful or Sadistic or Callus traits (by depose them) or those who tend to engage in schemes. Alternatively, I may strip them of all their titles and then divorce them. For instance, I once had a situation where my wife, who had a 100% opinion of me, still tried to murder me due to some past grievances.

Another approach is to use the "Mutare Corpus" decision to change their personality traits to something more compatible with your own, assuming you do not share the Sadistic or Wrathful traits

Thanks for the advice, I'll probably do the mutare corpus change personality for sadistic & wrathful.

Posted

Congratulations. Firstly, tell me what my problem is, that in less than 130 years of playing at certain intervals, the game sags below the first speed, I blame this mod. Because I have 200+ courtiers, most of them are my children and I can't kick them out, especially the women, because even if I send them to a holy order, or to the hell with fame and gold, they are still at court and I have to marry them en masse to barons so that they don't bring their husband to my court, and so that their children are not in my court. Because out of these 200+, only 100 are adults, and the rest are little brats under the age of 16. It's a sin to sin on the number of characters, because there are not 32 thousand + A barely twenty of them, and there were only 4 thousand Persians within the diplomatic radius before I made the hard decision. But the dynasty seems to have gone a little crazy, with 1500 living members.

 

Secondly, I don't have that much land, and I can't take in as many children at court. Thanks to the fashion for immortality, I can declare a holy war for the kingdom as soon as I finish the first one, but there are still a shitload of them.

 

I also wanted the "mulsa" trait to be somehow tied to the witch trait. Because coven, in my opinion, is the most unbalanced thing in the game. Also, in my opinion, most of the bloodthirsty rituals could be tied to it (sacrifices, bloodbaths for eternal youth).

 

In connection with the complete overkill of stats for professional soldiers, I propose some kind of innovation to reduce the militia but make it stronger. After all, when 20+ thousand hungry and evil soldiers of mine faced 30+ thousand non-hungry and non-evil soldiers of the allies (7+ characters and their knights), I won, of course, and almost destroyed the enemy forces. 

 

Is there a possibility to announce something about the endless hike? Like, I declared war, and as long as the army is alive, I kill and capture land.

And then let the vassals offer the land captured during their wars to me. And the game has the ability to transfer to one of the cultures to discover the innovation of one descendant, is it possible to do something similar here? So that if there is no child, the land goes to the overlord?) I think I will always have a few dozen people. 

 

I understand that immortal spirits who have descended into bodies are determined only by their upbringing. But is it possible to make them less colourful? And more useful? Like +20 to the main stat? 

 

And when will my leaders stop cheating on me? I mean, it won't be a year, but some bastard will appear somewhere. And can I challenge these men to a duel and kill them? Or can we force the traitors to do it? Like, we can force them to kill their children from another marriage, but not this man? And lover pox, I understand that it can be fixed through corruption, but can you make it cheaper? 500 faith is rarely found, after he declared conditional celibacy 20 years ago, and still has a shitload of children at court, and recently started a new holy war for the kingdom.  

Translated with www.DeepL.com/Translator (free version)

Translated with www.DeepL.com/Translator (free version)

Posted
11 hours ago, ApostlTea said:

Firstly, tell me what my problem is, that in less than 130 years of playing at certain intervals, the game sags below the first speed, I blame this mod. Because I have 200+ courtiers, most of them are my children and I can't kick them out,

I understand your situation. In the early stages of my gameplay, I had a substantial number of children and wives, which was causing the game to slow down. I'm guessing the CK3 base game isn't optimized to handle such a large number of people in your court, and managing a multitude of wives became increasingly challenging.

 

To address these challenges, I made several changes to my gameplay style and introduced some modifications:

 

**Gameplay Style Changes:**
1. I opted to maintain a smaller number of wives at any given time, usually around 20. This decision alleviated the strain on the game and still allowed me to benefit from the passive bonuses. In CK3 base game, I found that some decisions are best guided by the principle, "just because you can, doesn't mean you should," and I adopted this approach.

 

**Mods:**
1. I utilized mods to control childbirth when I already had suitable heirs. Most birth control mods I came across only reduced fertility to 100%, which didn't align well with characters possessing high fertility (my magister usually had around 150% fertility) due to magister powers and traits. To ensure I wouldn't have any more children, I customized a mod I downloaded from Steam (No More Children), adjusting its fertility reduction from -75% to -300%. However, I wish the developer implement this feature in the game to allow magister to stop having children. 

 

2. I also made adjustments to the "regula_adultery_override.txt" file, specifically within the "might_cheat_on_partner_trigger." I modified the condition to check whether the woman in question was one of my wives. This modification ensured that my wives would never cheat on me. The original RM code was allowing some wives to cheat under specific conditions. After implementing this change, I observed a significant reduction in cheating incidents, from around 40 cases in 10 years to just a few cases. My primary motivation for this alteration wasn't necessarily to prevent cheating but rather to avoid dealing with the frequent annoying pop-up notifications related to cheating wives and their illegitimate children. I used ChatGPT to help understand the 'might_cheat_on_partner_trigger' codes and use it to make modifications based on it's suggestion.

 

Since you were using DeepL.com to do the translation, I guess some things are lost in translation. For example, what is "endless hike" ?

 

For "Lover pox" issue, I didn't like it too, so I installed a mod, "Lover's Pox Curable", that would allow my court physician to cure lover's pox with gold. Alternatively, turn off STD transmitted disease in the game rules, but if it's already turned on, then this mod would help. 

 

Posted
1 hour ago, hm76 said:

I understand your situation. In the early stages of my gameplay, I had a substantial number of children and wives, which was causing the game to slow down. I'm guessing the CK3 base game isn't optimized to handle such a large number of people in your court, and managing a multitude of wives became increasingly challenging.

That's my experience and understanding of things too. RM has always been my favourite mod but there are too many things which expand exponentially as the game progresses.

 

At the beginning of the game for my first wife I choose one who has the best 'sum of all abilities' (or whatever it is called) to buff the council. After that I try to marry only older women who have less child-bearing years left on the clock. When it comes to making a vassal a mulsa I generally go for the boost to intelligence rather than the body (to avoid things like fecund).

 

I use 'More Courtier Marriages and Guardians' but I'm not quite sure how much good it does. It is impossible to do a direct with and without comparison.

 

I'd be interested in more info on the changes you made to 'regula_adultery_override.txt'.

 

I've recently started using 'Advanced Cheat Menu' and this has the ability to remove things like Lover's Pox.

Posted (edited)
4 hours ago, hm76 said:

Я розумію вашу ситуацію. На ранніх етапах мого ігрового процесу у мене була значна кількість дітей і дружин, що призводило до уповільнення гри. Я припускаю, що базова гра CK3 не оптимізована для роботи з такою великою кількістю людей у вашому дворі, і керувати безліччю дружин стає все складніше.

 

Щоб вирішити ці проблеми, я вніс кілька змін у свій стиль ігрового процесу та вніс деякі зміни:

 

**Зміни стилю ігрового процесу:**
1. Я вирішив утримувати меншу кількість дружин у будь-який момент часу, зазвичай близько 20. Це рішення зменшило навантаження на гру і дозволило мені скористатися пасивними бонусами. У базовій грі CK3 я виявив, що деякі рішення найкраще керуватися принципом «те, що ви можете, не означає, що ви повинні», і я прийняв цей підхід.

 

**Модифікації:**
1. Я використовувала модифікації для контролю пологів, коли у мене вже були відповідні спадкоємці. Більшість модифікацій контролю народжуваності, з якими я стикався, знижували фертильність лише до 100%, що не дуже узгоджувалося з персонажами, що володіють високою фертильністю (мій магістр зазвичай мав близько 150% фертильності) через здібності та риси магістра. Щоб гарантувати, що у мене більше не буде дітей, я налаштувала мод, який я завантажила зі Steam (No More Children), відрегулювавши його зниження фертильності з -75% до -300%. Однак хотілося б, щоб розробник реалізував цю функцію в грі, щоб дозволити магістру перестати мати дітей.

 

2. Я також вніс корективи у файл "regula_adultery_override.txt", зокрема в "might_cheat_on_partner_trigger". Я змінив умову, щоб перевірити, чи жінка, про яку йде мова, одна з моїх дружин. Ця модифікація гарантувала, що мої дружини ніколи не зрадять мені. Початковий код RM дозволяв деяким дружинам зраджувати за певних умов. Після впровадження цієї зміни я спостерігав значне зменшення кількості випадків шахрайства, приблизно з 40 випадків за 10 років до лише кількох випадків. Моєю основною мотивацією для цієї зміни було не обов'язково запобігання зраді, а скоріше уникнення частих дратівливих спливаючих сповіщень, пов'язаних зі зрадою дружин та їхніх позашлюбних дітей. Я використовував ChatGPT, щоб допомогти зрозуміти коди «might_cheat_on_partner_trigger» і використовувати його для внесення змін на основі його пропозиції.

 

Оскільки ви використовували DeepL.com для перекладу, я припускаю, що деякі речі втрачено під час перекладу. Наприклад, що таке «нескінченний похід»?

 

Що стосується випуску «Віспа коханців», то мені це теж не сподобалося, тому я встановив мод «Lover's Pox Curable», який дозволив би моєму придворному лікарю вилікувати віспу коханця золотом. Як варіант, вимкніть хворобу, що передається ЗПСШ, у правилах гри, але якщо вона вже включена, то цей мод допоможе.

 

An endless march, you declare war on the world and march to victory, and you leave as much as you can capture. But I use "more interactive vassals" to declare wars one after another. But it's a bit inconvenient and expensive. 
 Gameplay
1 I'm not sure about this, but I'll take it into account, it should reduce the number of children in my court, right? Well, considering that now it's only two hundred, not 1000 as before, I probably thought right, but acted less decisively

2. The problem is probably also in the traits I choose for my starting wizard, I need to reduce their number, because of some mod, perhaps the vassal mod, I have achievements with a hacked character. 

Mods.
1 I'll take it into consideration, but I think a chance for children is needed, especially when you put young people in a royal position. And it would be better if there was some kind of reworking of celibacy.

2 It may be possible to make changes, but it would be better if it was somewhere in the game rules. 

3 Thanks for the tip, but can you give me a hint on how to let my mistress go back to bed, because this, 10000% debuff kind of defeats the purpose of children, especially when you heal her after a while. 

Edited by ApostlTea

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