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[mod] Regula Magistri 2


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Posted
18 hours ago, Ursus the Grim said:

So, I'm running Vampirism and Lycanthropy and trying to make it all legal.  

 

I put

 

doctrine = doctrine_parameter_val_vampirism_accepted
	doctrine = doctrine_parameter_val_lycanthropy_accepted
	doctrine = doctrine_parameter_val_hybrid_accepted

 

into the regula_religion file after the other Crime Doctrines, but saw no change.  Where should I be adding those doctrines?  I'm completely new to tweaking these files.


This should work, make sure you restart the game to have the religion/faith changes take effect.
All faith/religion changes only take place at game start.
 

1 hour ago, Zantares77 said:

What's with the "empty Regula Council position"?


"Not yet implemented" 😆
Feel free to post ideas!

Posted
On 5/13/2024 at 5:59 PM, false0528 said:

I found a strange bug that bothers me a lot.

When I am magister,I can‘t use the grand wedding with my daughter,only regular faith has this problem.

I test this with other vanilla faith which also have doctrine_consanguinity_unrestricted,like adamites. It works well.

So could you check this bug ?How it happened?And please fix it.

Thank you for your great mod and work. 

On 5/13/2024 at 6:10 PM, false0528 said:

Additional information:

activity option button  is dark,And it said some text of wedding_need_to_be_valid  in wedding.txt line 24~39.  


Have you got a save for this?
I tested this and it worked, was able to have a grand wedding with my characters daughter

Posted
On 6/5/2024 at 6:31 PM, zargod said:

 

Did some further investigation of this. Good news: you can eliminate this specific problem by removing a couple of clauses from the file (spark_doctrines.txt) that make it an Elf-religion-only tenet. Bad news: although this allows you to keep the tenet within the RM religion, it does not activate all the features that the mod-code would seem to indicate (there must be something I'm missing here).

 

 

What order were you loading the mods in? When I made a quick patch that overrode spark_doctrines.txt (adding the regula religion family as allowed for the tenet) and regula_religion.txt (to make the tenet apply to RM by default, everything at first seemed to work, then I realized I was missing the Regula Council - I had RM loaded before ED, so ED's council was overwriting RMs' council. if you had it the other way around, that'd explain not getting the special councillor.

 

(You can patch gui/window_council_gui.txt to merge the two mods together to work around that,)

 

Actually... here, here's my patch mod.  I'm not entirely sure that the Magistri religion setup worked correctly to give it the doctrines by default, but if you use debug to grant them it definitely works.

elf_dynasty_regula_magistri_patch.zip

Posted (edited)
3 hours ago, ban10 said:


This should work, make sure you restart the game to have the religion/faith changes take effect.
All faith/religion changes only take place at game start.

 

Edit: Yeah, it didn't work.  I'm in regula_magistri>common>religion>religions>regula_religion.

The whole block that I'm editing looks like this:

 

#Crimes
	doctrine = doctrine_homosexuality_accepted
	doctrine = doctrine_adultery_men_accepted
	doctrine = doctrine_adultery_women_accepted
	doctrine = doctrine_kinslaying_shunned
	doctrine = doctrine_deviancy_accepted
	doctrine = doctrine_witchcraft_accepted
	doctrine = doctrine_parameter_val_vampirism_accepted
	doctrine = doctrine_parameter_val_lycanthropy_accepted
	doctrine = doctrine_parameter_val_hybrid_accepted

 

Edited by Ursus the Grim
Posted
2 hours ago, Ursus the Grim said:

 

Edit: Yeah, it didn't work.  I'm in regula_magistri>common>religion>religions>regula_religion.

The whole block that I'm editing looks like this:

 

#Crimes
	doctrine = doctrine_homosexuality_accepted
	doctrine = doctrine_adultery_men_accepted
	doctrine = doctrine_adultery_women_accepted
	doctrine = doctrine_kinslaying_shunned
	doctrine = doctrine_deviancy_accepted
	doctrine = doctrine_witchcraft_accepted
	doctrine = doctrine_parameter_val_vampirism_accepted
	doctrine = doctrine_parameter_val_lycanthropy_accepted
	doctrine = doctrine_parameter_val_hybrid_accepted

 


Hmmm, where did you get the name "doctrine_parameter_val_vamprisim_accepted"?
I just downloaded Vampirism and Lyncanthropy, in the file "common\religion\doctrines\20_val_doctrines.txt" they are named differently
eg it should look like this
 

  doctrine = val_doctrine_vampirism_accepted
  doctrine = val_doctrine_lycanthropy_accepted
  doctrine = val_doctrine_hybrid_accepted


Just tested and this works
image.png.5aeee89622d52627ef34be2ce76bb688.png

Posted
16 minutes ago, ban10 said:


Hmmm, where did you get the name "doctrine_parameter_val_vamprisim_accepted"?
I just downloaded Vampirism and Lyncanthropy, in the file "common\religion\doctrines\20_val_doctrines.txt" they are named differently
eg it should look like this
 

  doctrine = val_doctrine_vampirism_accepted
  doctrine = val_doctrine_lycanthropy_accepted
  doctrine = val_doctrine_hybrid_accepted


Just tested and this works

 

Ah, that did it!

So, I got that because that string was displayed on a tooltip when I hovered over the doctrine in the faith overview screen.  I used that instead of digging through the VAL files to see what I should have used.

I used the correct name and started a new save and it worked this time.  Thank you!

Posted (edited)
13 hours ago, ban10 said:

Huh, the Inquistor should sniff out the Regula heresy faction, strange you never got one.

 

I've started a new game, and as i suspected, i had been way too thorough converting everything. as now i have seen it trigger a few times.

 

13 hours ago, ban10 said:

Virgo are the Magistri equivalent of shieldmaidens (In lore terms), but in terms of code it would be a nightmare to make both be treated the same in effects/triggers etc etc. Also they are pretty OP so it would be even more broken.

that is why, what i proposed was to have the trait shieldmaiden appear as Virgo (Shieldmaiden), much like Viking looks Viking (Raider) if you have the longships innovation or Raider if you don't.

 

the relevant code:

Spoiler

for Viking/Raider:

name = {
        first_valid = {
            triggered_desc = {
                trigger = {
                    exists = this
                    culture = { has_innovation = innovation_longboats }
                }
                desc = trait_viking_has_longships
            }
            desc = trait_viking_fallback
        }
    }

for Shielmaiden: added in Bold
    name = {
        first_valid = {

             trigger = {
                    exists = this

                    is_male =no
                    culture = { has_innovation = innovation_regula_virgo_training }
                }
                desc = trait_shieldmaiden_virgo
            }

            triggered_desc = {
                trigger = {
                    NOT = { exists = this }
                }
                desc = trait_shieldmaiden_female
            }
            triggered_desc = {
                trigger = { is_male = yes }
                desc = trait_shieldmaiden_male
            }
            desc = trait_shieldmaiden_female
        }
    }
    desc = {
        first_valid = {

             trigger = {
                    exists = this

                    is_male =no
                    culture = { has_innovation = innovation_regula_virgo_training }
                }
                desc = trait_shieldmaiden_virgo_desc
            }

            triggered_desc = {
                trigger = {
                    NOT = { exists = this }
                }
                desc = trait_shieldmaiden_desc
            }
            triggered_desc = {
                trigger = { is_male = yes }
                desc = trait_shieldmaiden_male_character_desc
            }
            desc = trait_shieldmaiden_female_character_desc
        }
    }

 

trait_shieldmaiden_virgo trait_shieldmaiden_virgo_desc and  would need to be added to the loc files.

 

there might be more changes that need to be made, and this might not even be correct, but it shows exactly what i meant.

 

I get that shieldmaidens are quite strong, that is why i want them!

That aside, this would mean that the shieldmaiden trait would have to be overriden from vanilla, which is not ideal, but very minor, worst case if two mods modify it, only one applies.

 

13 hours ago, ban10 said:

Cool ideas for new MAA, I like the idea of mass Contubernalis infantry, or maybe something like mass brainwashed infantry?

the idea for that was the Asawira, but Regula/Greek Flavoured. Funny thing is that the Clibinarii are the greek adaptation minus the bows.

new regional ideas

Spoiler

West African: Ton-Tigi from the Mali empire.

Quote

These 16 were known as the "ton-ta-jon-ta-ni-woro", which translates as "the sixteen slaves that carry the bow"

so Archers? or light cav as the names is actually that of the cavalry commanders.

 

Indian: there is an option for either of 3, archers heavy infantry or elephants

elephants: pros: completely unique to india. cons: difficult to make it look different than vanilla

Heavy infantry: pros: Lenkas, Gallowlasses are on the other side of the map. cons: Gallowlasses and Virgo are already heavy infantry

Archers: pros: paiks, there is not yet a regional magistri archer cons: i can't think of any.

 

Chinese: so i know about the nubing, but how about an alternative version if you also have chu-ko-nu innovation,

 

as for the contubernalis maa, it really depends a lot on my next point, but either works thematically, although the brainwashed works better for temp troops and the contubernalis works better for a MAA unit you keep around, as they are "immortal".

 

13 hours ago, ban10 said:

On the topic of Contubernalis, I think the act of taking someones soul out their body will nearly always be super scary/tyrannical according to anyone else, even your most devout followers. I do like the idea of "restoring" Contubernalis, and rebirth is defiantly an interesting way of making that happen.

It really depends, if the soul is eaten, then yes for sure it is tyranical, but if "moves on" it is no different than an execution, and you get piety for doing those.

As I've always interpreted it, in magistrian society/religion, ALL souls go to the Keeper, and turning someone to a contubernalis, is just making the soul go to the Keeper whilst using your/the keeper's power to leave the body somewhat functional, so, for the faithful it is a less scary proposition than for those who do not believe.

 

Contubernalis should, about as useless as it may seem, be able to become concubines, it is their stated purpose, and ought to get the trophaeum trait if they would have gotten it otherwise.

on the topic of tropaeum, it would be nice if there was a way of keeping them around forever, be it Contubernalis, Sanctifica serva, or better yet a middle path that keeps their mind and youth, but does not supercharge them.

it would help with the renown gain, as you can keep ALL the tropaeum which is the regula way of getting renown whilst remaining a single realm.

 

Regula Councilors: the following are random ideas, i do not guarantee their quality.
 

Spoiler

idea is to have the default, a global and a targeted task.

Admina Carna/Diplomacy:

Harmony: Task that periodically removes rivalries within the harem (either 2 devoted or magister and devoted), and also removes lovers from outside the harem, so that even if paradox insists on, thou shall be fucked by this event that has no checks at all, aka. random toast that just turns a random person into a rival, ignoring that she was your wife, friend and lover, or events that just get your wife pregnant and a lover. Ideally this would become the default task. failures might include causing those same things.

 

Task that encourages the AI to do fascinare schemes on people in the selected realm, failures lower opinion from the ruler, and or lower the fascinare chances.

 

Inquisitor/Intrigue:

i consider the capture heretics to be the targeted task.

disrupts schemes against paelices, no you are not killing my sanctifica serva, you utter buffoon, i keep her around for a reason. failures help those schemes.

 

 

Stewardship:

Takes on the default task of the admina carna + stats

 

Task that increases travel speed / security for paelices, this is relevant if you form a coven, as they spam grand rites thus most paelices are locked waiting for the guests to arrive, thus when you try to get an orgy going not many of the faces you expect appear in the guest list, as they are locked on another activity.

 

Foreign help: haven't thought of exactly what, but a targeted task that benefits a magistri realm outside your borders.

 

Martial:

the only half decent idea i've had, is to have her do "independent raids" which grants a tiny tiny bit of money/prestige/ truly awful female prisoners only good for contubernalis.

 

Learning:

is already complete i think

 

Vilicus Contubernalis/Prowess:

this one only gets passives

third task the goes around reducing stress in the harem, helps in keeping down the number of rakish paelices. and if tuned properly could reduce the need for no death cascade.

 

Activities:

i had a stupid idea, mostly because it might be a lot of work for very little payoff.

Magistri "blót":

sacrifice prisoners for "power", males die, females become contubernalis. the more sacrifices the better.

the apex of the ritual, is what to do with the power, 3 choices:

1. magister gets exhaurire vitale effects, either longer life or traits from the sacrifices.

2. mutare corpus on all participating paelices

3. Sanctifica serva without most of the downsides, high piety cost and health malus.

i have more ideas on this, but not worth writing a thesis if you consider it a bad idea.

 

 

And lastly, i know its not in the cards, but it would be truly awesome to have a way to make paelices of people of the same or higher rank, so you could remain a duke and have the Queen/Empress as your Domina and fellow vassals as Paelex additionally to your own vassals. back in the ck2 days that was my favourite playstyle in Arglwydd

 

Edited by Mythaltir
Posted

So, i played with this one for the first time, and i'd like to offer some feedback.

Overall, i liked the theme, however, this mod makes an already easy game way too easy. For absolutely no effort you get: no rebellious vassals ever, ridiculously high income, absurdly high personal stats, immense developement growth and strong maas. Also you can destabilize (or simply get) almost any realm with a right-click and several months waiting time. I started as a baby count in Europe, opened the book asap, and 30ish years later dismantled the papacy.

And couple more words about Lover's Pox. Is there a way to rid yourself of it? You can cure your vassals, but not yourself? Maybe i missed it, but dealing with it was the most annoying thing.

No special court? I know it is possible to have one.

Posted
8 hours ago, avataristche said:

So, i played with this one for the first time, and i'd like to offer some feedback.

Overall, i liked the theme, however, this mod makes an already easy game way too easy. For absolutely no effort you get: no rebellious vassals ever, ridiculously high income, absurdly high personal stats, immense developement growth and strong maas. Also you can destabilize (or simply get) almost any realm with a right-click and several months waiting time. I started as a baby count in Europe, opened the book asap, and 30ish years later dismantled the papacy.

And couple more words about Lover's Pox. Is there a way to rid yourself of it? You can cure your vassals, but not yourself? Maybe i missed it, but dealing with it was the most annoying thing.

No special court? I know it is possible to have one.

A lot of the difficulty comes from choosing to restrict yourself on how you play.

 

To heal yourself you can do an Orgy and there is a heal intent for that.

Posted
On 6/9/2024 at 12:59 PM, thsgrn said:

What order were you loading the mods in?

ED first, then RM.

 

On 6/9/2024 at 12:59 PM, thsgrn said:

When I made a quick patch that overrode spark_doctrines.txt (adding the regula religion family as allowed for the tenet) and regula_religion.txt (to make the tenet apply to RM by default, everything at first seemed to work, then I realized I was missing the Regula Council - I had RM loaded before ED, so ED's council was overwriting RMs' council. if you had it the other way around, that'd explain not getting the special councillor.

 

Yes, that'd make sense.

On 6/9/2024 at 12:59 PM, thsgrn said:

Actually... here, here's my patch mod.  I'm not entirely sure that the Magistri religion setup worked correctly to give it the doctrines by default, but if you use debug to grant them it definitely works.

 

Thanks. Should this patch give us both RM council and ED special councilor? Should I load in order: RM, ED, Patch?

Posted

I am pulling my hair out trying to figure out how to make the participate in wrestling code work. Also will I need to use a new save for it? Sorry that I'm bringing this here but I don't know where else to get help

Posted
4 hours ago, zargod said:

ED first, then RM.

 

 

Yes, that'd make sense.

 

Thanks. Should this patch give us both RM council and ED special councilor? Should I load in order: RM, ED, Patch?

 

Yeah, it should give RM council and ED special councilor, if you have the right tenet in your religion and are Magistran. (It's working for me!) Order of RM and ED shouldn't matter, just load the patch last.

Posted

Hi I see that you have a few Magistri cultures I have a suggestion, move the west Germanic one over to north Germanic so that it can make use of of the legacy lines and create ones for the Iberia and Iranian heritages so that you can start with their respective unique legacies.

Posted

Looks like i messed up my game,some people get weired skin color like green,blue and purple.I think the reason is EPE conflicts with this mod.

If someone need my mod list,please respone.

Posted
9 minutes ago, Living Figure said:

Looks like i messed up my game,some people get weired skin color like green,blue and purple.I think the reason is EPE conflicts with this mod.

If someone need my mod list,please respone.

Delete the skin files in \Regula_Magistri\gfx\ don't know where exactly the file was or what it was called but it was somewhere there and had a obvious name. 

Posted
On 6/9/2024 at 1:40 AM, ban10 said:

Something stewardship related, not decided yet, feel free to contribute ideas.

 

On this, I've always thought the chancellor harem task felt more like stewardship, managing the impregnation schedule of the harem is much more a logistical task than a diplomatic one.

 

Giving that to the steward and then giving the chancellor something like periodically running fascinare schemes on easy targets so you don't have to click through them all every so often to do those 1 month schemes and also hit less easy to search for targets like rulers' daughters. Or maybe a task that makes a male magistri ruler abdicate? So the chancellor is expanding the harem while the steward is managing those already in it. No idea what a good passive task for the steward could be.

 

Speaking of tasks, maybe an active task for the spymaster could be to run forge inheritance schemes against foreign rulers.

Posted

Not sure how well the coding would work for this but a passive option for the stewardship role could be low key development growth, maybe 0.1 to 0.5 based on skill, as well as building cost and time reductions for your vassals. For an active you could have something similar to the dispatch missionaries and give an option to convert culture outside of your realm.

Posted

Hello author, first of all, I would like to thank you for providing me with such a high quality mod, but after I speak about RM with Princes of Darkness and load and start the game I would find that after I make vampires into consorts, after some time these consorts would revert back to the vampire religion. When I realized this, I copied the code from the religion file in Princes of Darkness to the religion file in RM, but when I loaded the game, the situation didn't change, and my vampire consorts would still return to the vampire religion after a while. Do you have any solution for this problem?

Posted
22 hours ago, BBER2050 said:

Hello author, first of all, I would like to thank you for providing me with such a high quality mod, but after I speak about RM with Princes of Darkness and load and start the game I would find that after I make vampires into consorts, after some time these consorts would revert back to the vampire religion. When I realized this, I copied the code from the religion file in Princes of Darkness to the religion file in RM, but when I loaded the game, the situation didn't change, and my vampire consorts would still return to the vampire religion after a while. Do you have any solution for this problem?

I went though the religon file of POD, some code may be useful to you:

roadoflilith_religion = { family = rf_kindred.   And for regula religion,is: regula_religion = {family = rf_regula.

Looks like you can try to change the religon family type。

 

Posted

A suggestion for the new council position:

Remove the +Development from assistance from Paelexes. 

It's a bad buff (but fun) since it heavily incentivises one type of play (wide, and as many direct vassals as possible) over all others.

This would remove the need to chase vassal limit for perks and cultural 

 

Ability suggestions: 

 

Mentor Paelex: 

 - Picks Paelex by seniority (sort by highest title, time in seat)
 - Then based on councilor Stewardship skill, and maybe bonus for diligent, ambitious, the Paelex is given a +Development buff, permanently

 - The buff is removed if the Paelex is unlanded. 

 - You could either do this title based, eg comital Paelex gets +5, Ducal gets +20, +60 for Regal/Princely title, or you could do it by direct vassals, recursively. Eg Countess A has +5, Duchess B has 3 count vassals and gets +15, and Queen C has four Duchesses of +15,+20,+40 and +10 respectively so she gets +85. This could be tricky to implement though. 

Direct Oversight:
The Councilor directly oversees construction in a province, reducing building cost and construction time based on Stewardship, diligence and ambition. 

Perhaps a bit boring but, very useful. 

 

Advanced Research:
If you have researched all tech in your current era, you can use this to leap ahead, and research tech in the next one. 

I'm not sure if this is possible to implement, but it would be cool. Based on Stewardship and Learning. 

 

Posted

Hey, thanks for the mod, great stuff.

 

I'm trying to revive a (almost) dead house by seducing the last member and have her give birth to bastards. However, with regula religion, she always reveal that I am the real father, which makes the child of my dynasty. I would like to keep her in my court for the time being, since her family has no female heir, and I feel like the grooming should last for a while longer. 

 

What should I change in order to avoid being revealed as the real father?

Posted
8 hours ago, ACCE123 said:

Hey, thanks for the mod, great stuff.

 

I'm trying to revive a (almost) dead house by seducing the last member and have her give birth to bastards. However, with regula religion, she always reveal that I am the real father, which makes the child of my dynasty. I would like to keep her in my court for the time being, since her family has no female heir, and I feel like the grooming should last for a while longer. 

 

What should I change in order to avoid being revealed as the real father?

I can think of 2 options. First is to marry her matrilineally so that any children have her house name. You can divorce her later if you wish. The other option is to give her a title and even if you are revealed as the father the child should stay in the mother's house as that is how it's worked for me in the past.

Posted
10 hours ago, merrick1031 said:

I can think of 2 options. First is to marry her matrilineally so that any children have her house name. You can divorce her later if you wish. The other option is to give her a title and even if you are revealed as the father the child should stay in the mother's house as that is how it's worked for me in the past.

She has a trait preventing her marriage, and I am trying really hard to not give her any titles for the time being for multiple reasons.

 

Thanks for your input though, really appreciate it.

Posted (edited)

How do I get the buildings? I've released the Keeper and converted both the culture and religion of my provinces but the buildings do not show up. I've tried this with both feudal and tribal and with not mods besides this and its requirements and some music mods. Do I need any dlc too? I only have the hre clothing pack.

Edited by Raptor375

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