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[mod] Regula Magistri 2


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Posted
On 6/8/2024 at 8:59 PM, thsgrn said:

 

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 12.55 kB · 17 downloads

 

13 hours ago, JhonnatanV said:

ok regula and elf are not compatible understood leaving that aside I was referring to if I can create a new regula faith with different tenets or some other change or does that cause some problem with the regula mechanics?

 

thsgrn made a compatibility patch for Elf Destiny. It worked last time I checked a couple weeks ago but there was a recent update to RM and Elf Destiny that may have broke it. The way I used it was to copy the folders in the patch into the respective RM locations and then in the load order I had Elf Destiny before Carnalitas and RM.

Posted

For anybody who is reforming the Magistri faith and needs an icon to choose for the new faith, attached is a .zip of the faith file with three new icons included. Don't change the names (or else you have to fiddle with the Religions file). Just swap it in for the existing file in Regula Magistri in gfx/interface/icons/faith.

faith.7z

Posted (edited)
On 8/24/2024 at 4:44 PM, ban10 said:

Yeah, I might change my Regula Mystic Ancestors tradition to what you have instead, do you have the code handy?

 

Tradition:

 

tradition_magister_bloodline = {
	category = ritual

	layers = {
		0 = learning
		1 = regula
		4 = magister_bloodline.dds
	}

	# Assumes player is a culture head, and has Regula religion
	can_pick = {
		culture_head = {
			has_religion = religion:regula_religion
		}
	}

	parameters = {
		cannot_disherit = yes
		familia_paelex_give_renown = yes
		piety_penalty_for_revoking_titles_from_house_members = yes
	}

	character_modifier = {
		dynasty_opinion = 10
	}

	cost = {
		prestige = {
			add = {
				value = tradition_base_cost
				desc = BASE
				format = "BASE_VALUE_FORMAT"
			}

			# Tradition is free if we already have the Regula religion
			if = {
				limit = {
					culture_head = {
						has_religion = religion:regula_religion
					}
				}
				add = {
					value = -1000
					desc = has_regula_custom_desc
				}
			}

			multiply = tradition_replacement_cost_if_relevant
		}
	}

	# AI will never take this on their own
	ai_will_do = {
		value = 0
	}
}

 

Trait:

familia_paelex = {
	# Grouping
	category = lifestyle
	group = devoted_trait_group
	level = 4
	opposites = {
		magister_trait_group
	}
	
	# Creation
	random_creation = 0
	birth = 0
	genetic = no
	shown_in_ruler_designer = no
	valid_sex = female
	minimum_age = 16
	
	culture_modifier = {
		parameter = familia_paelex_give_renown
		monthly_dynasty_prestige = 0.2
	}
	
	# Effects (same as Paelex)
    stewardship = 3
	learning = 3
	diplomacy = 3
	prowess = 4
	fertility = 0.05
	health = miniscule_health_bonus
	attraction_opinion = 10
	same_opinion = 25
	opposite_opinion = 50
	stress_gain_mult = -0.2
	genetic_constraint_all = beauty_3
	flag = can_not_marry

	# Bonus effects
	inbreeding_chance = -0.25
	
	# AI Values
	ai_honor = dominant_positive_ai_value  # Should shut down seduce schemes.
	
	# Name
	name = {
		first_valid = {
			# Fallback - No Character
			triggered_desc = {
				trigger = { NOT = { exists = this } }
				desc = trait_familia_paelex
			}
			# Daughter
			triggered_desc = {
				trigger = { is_filia_eligible = yes }
				desc = trait_familia_paelex_filia
			}
			# Granddaughter
			triggered_desc = {
				trigger = { is_neptis_eligible = yes }
				desc = trait_familia_paelex_neptis
			}
			# Great Granddaughter
			triggered_desc = {
				trigger = { is_proneptis_eligible = yes }
				desc = trait_familia_paelex_proneptis
			}
			# Default
			desc = trait_familia_paelex
		}
	}
	# Description
	desc = {
		first_valid = {
			# Fallback - No Character
			triggered_desc = {
				trigger = { NOT = { exists = this } }
				desc = trait_familia_paelex_desc
			}
			# Daughter
			triggered_desc = {
				trigger = { is_filia_eligible = yes }
				desc = trait_familia_paelex_filia_desc
			}
			# Granddaughter
			triggered_desc = {
				trigger = { is_neptis_eligible = yes }
				desc = trait_familia_paelex_neptis_desc
			}
			# Great Granddaughter
			triggered_desc = {
				trigger = { is_proneptis_eligible = yes }
				desc = trait_familia_paelex_proneptis_desc
			}
			# Default
			desc = trait_familia_paelex_character_desc
		}
	}
}

 

 

I didn't add localisation since it was just for myself.

Edited by Armin487
Posted

I dropped some code into the repo, focused on turning the contubernales into mana batteries. Let me know if there's any issues with the merge/changes you'd like to see.

Posted

As is, I'm not 100% on the holy sites.  I might make a North Europe/Mediterranean pirate split, so that they're all within diplomatic range of each other.

Posted (edited)

Anyone know of a way to make this compatible with AGOT? It works if you choose the no holy sites option (because you're in a different world) but the AGOT clothing clips like mad after you adopt the Magistri faith -- all the skimpy outfits clip badly. Other than turning off the Only Famuli Get Skimpy Outfits game rule entirely, I can't think of a way to do it. FYI the rest of the clothing in AGOT (e,g, all of the DLC clothing and those derived from EPE) works just fine in skimpy mode, but having to manually switch outfits from AGOT to EPE-derived to keep skimpy in the game is a bit of a PITA. As is going in to barbershop for every affected character and turning off skimpy outfit (for that NPC only).

Edited by hamletsdead
Posted
On 8/26/2024 at 6:45 AM, belute said:

Anyone know how to get this to work with Elder Kings II? I saw people saying you just change the holy sites, so I did that but no luck. Then again i may have changed the holy sites wrong, I just changed the names on the text file.

 

I am having trouble to where it fully loads and then the first event happens and it crashes. I have been messing with the order and disabling other mods but its basically just these two mods plus cbo (I have a patch for ekII for it).

 

Well I did manage to figure it out, but I am really clueless as to what I changed. It just works now for whatever reason.

How do you get it to let you keep playing after you trigger the decision. Turns me into a theocracy and game overs

Posted

I'm struggling to get this to work, the peddler would never trigger. To test it I've stripped back my playset to just Carnalitas and Regula, my game is up to date. When I launch and go into the character creation neither the Magistrian culture or religion is appearing suggesting the mod isn't loading properly.


Any ideas as to what I'm doing wrong?

Posted
12 hours ago, mynameis1234 said:

Is there a mod that makes it easier to see which realms you have a truce with and how long it lasts? They often get buried under so many alliances with paelices.

A mod which expands character screen might help you. Steam workshop has a few.

Posted

Anyone  been able to run AGOT with the latest RM(3.13) update? Been trying different combinations but at most I'm able to get to area where I can choose the bookmarked character and then it crashes. I'm using Carn 2.6 and the latest agot compatch for that as well.image.png.b3ebfe965956f227687901e97da39d79.png

Posted (edited)

After racking up a few dozen more hours (on v.3.1.1) the mod seems to me fairly feature complete, though there's a few things based on my preferred playstyle that I don't find myself using, like Rapta Maritus and Instiga Discordia (though a fully fledged discussion on game design is well out of my wheelhouse). I'd just like to put in a small request for a feature like Titulum Novis that allows the player to retract vassals without the tyranny and legitimacy cost, just as Titulum Novis does with respect to the vanilla title retraction option, at the cost of piety—maybe vassal retraction would cost prestige, like Abice Maritus and Potestas non Transfunde? If only because in the late-game I find myself with much more disposable prestige than piety.

 

Either way, thanks for the work you're putting in to this mod!

 

Edit: Also, I'm not sure if it's intended—and apologies if it's already been fixed—but when the "Husband Deposed" event triggers of the AI's own initiative, a notification plays thrice instead of once: each attributing the event to the Glamour of Wanda, the Urges of Astarte, and the Legacy of Daura, respectively. Earlier in the playthrough I'd first noticed it as triggering twice, so possibly there are multiple ways for the event to trigger but each condition met is announcing itself instead of just one? image.png.a45b564fa6112f6922a57556a4218882.png

Edited by Htorej
Posted

I really like the addition of different ways to run a harem, however, I think there could be some improvements to that.

 

Mainly, I though that maybe the Contubernalium should allow the player to create more specific thralls. For example, when making a Contubernalis, player is presented with a choice of six variants - one for each stat (Deplomacy, Martial, etc.). Contubernalis is then created with the chosen stat buffed instead of the usual Diplomacy and some random traits that are appropriate for the chosen stat.

 

For example, choosing Martial creates a Militaris Contubernalis with buffed Martial and traits like Strong, Brave and Wrathful. Choosing Intrigue creates a Exploratores Contubernalis with buffed Intrigue and traits like Calm, Ambitious and Vengeful. This would make an interesting contrast to the normal concubinage.

 

Also, if it is possible, can the Youthful Rulership or something similar be incorporated into the mod? Some kind of a yearly event where any Paelex over a certain age are automatically divorced and made Former Paelex like in the character interaction.

Posted

The mod is really fun to play, allows ungoldy amounts of blobbing but the expansion quickly slows. I would like to just drop a few suggestions and problems I've encountered.

- the domain size war cost (as in presitge/ piety) stacks up really quickly. I've no solution for this as my experience with modding is limited to hoi4 and eu4 so read it more as a non-point or a pet pieve

- I would love to see some custom empires, in my playthrough i started as East francia with a custom character, formed germany and started to chip away at europe, it's sad I can't aim for something vaster like Proclaim the roman empire or its equivalent, a short browse also has shown me someone complaining that the forming india is also impossible because of the religion requirement. Just cool custom empires like let's say "europe" or something along the lines would be cool.

- could use a couple of events to boost the prestige gain.

Posted
22 hours ago, jorbg said:

The mod is really fun to play, allows ungoldy amounts of blobbing but the expansion quickly slows. I would like to just drop a few suggestions and problems I've encountered.

- the domain size war cost (as in presitge/ piety) stacks up really quickly. I've no solution for this as my experience with modding is limited to hoi4 and eu4 so read it more as a non-point or a pet pieve

- I would love to see some custom empires, in my playthrough i started as East francia with a custom character, formed germany and started to chip away at europe, it's sad I can't aim for something vaster like Proclaim the roman empire or its equivalent, a short browse also has shown me someone complaining that the forming india is also impossible because of the religion requirement. Just cool custom empires like let's say "europe" or something along the lines would be cool.

- could use a couple of events to boost the prestige gain.

 

 

2 - Custom empires are probably a bit tricky to create, since there has to be a list of kingdoms or empires it includes and some kind of flavor for it. Although, it could be done in a way like "Sacred Empire of Europe" if you control Francia, Britannia and Germania or something to that effect. Basically an empire that is built upon several smaller empires, like India. And yes, India is only formable by someone of one of the indian religions. The decision for that (and any other empire forming) could be pretty easily changed by yourself even.

 

To be honest, I would love to see the Magister holy title to either be king-tier right away, or to be able to get it to a higher tier with time or absurd amount of piety (20k maybe?). It just seems a bit silly that I can literally order around half of the world but my Religious Head title is just a duchy-tier one. Maybe it could be tied to the amount and tier of the titles held, like an upgrade to a king-tier is only available if have 3 king-tier titles or an empire title, and upgrading to empire title requires 10 kingdom or 3 empire titles or something?

Posted
On 9/13/2024 at 12:04 PM, opusdeath said:

I'm struggling to get this to work, the peddler would never trigger. To test it I've stripped back my playset to just Carnalitas and Regula, my game is up to date. When I launch and go into the character creation neither the Magistrian culture or religion is appearing suggesting the mod isn't loading properly.


Any ideas as to what I'm doing wrong?


Alas, all I can say is that the mod has not installed correctly if the religion does not show up in game
Not much I can do to help debug right now considering a new expansion is out tomorrow :(
 

On 9/19/2024 at 3:14 AM, Htorej said:

After racking up a few dozen more hours (on v.3.1.1) the mod seems to me fairly feature complete, though there's a few things based on my preferred playstyle that I don't find myself using, like Rapta Maritus and Instiga Discordia (though a fully fledged discussion on game design is well out of my wheelhouse). I'd just like to put in a small request for a feature like Titulum Novis that allows the player to retract vassals without the tyranny and legitimacy cost, just as Titulum Novis does with respect to the vanilla title retraction option, at the cost of piety—maybe vassal retraction would cost prestige, like Abice Maritus and Potestas non Transfunde? If only because in the late-game I find myself with much more disposable prestige than piety.

 

Either way, thanks for the work you're putting in to this mod!

 

Edit: Also, I'm not sure if it's intended—and apologies if it's already been fixed—but when the "Husband Deposed" event triggers of the AI's own initiative, a notification plays thrice instead of once: each attributing the event to the Glamour of Wanda, the Urges of Astarte, and the Legacy of Daura, respectively. Earlier in the playthrough I'd first noticed it as triggering twice, so possibly there are multiple ways for the event to trigger but each condition met is announcing itself instead of just one? image.png.a45b564fa6112f6922a57556a4218882.png


Thats fair, I think a similar character interaction for removing vassals should be doable, will add it as a todo.
I experimented with having more adaptable costs with bestow title, so I might do the same with some other interactions as well.

Good catch on that bug, though I'm going to do an overhaul of interface messages in RM with the next expansion, as theres much better support (as a player and modder) for configuring the messages you see. So this will end up being fixed when I work on that.
 

On 9/20/2024 at 6:13 AM, Arjik said:

I really like the addition of different ways to run a harem, however, I think there could be some improvements to that.

 

Mainly, I though that maybe the Contubernalium should allow the player to create more specific thralls. For example, when making a Contubernalis, player is presented with a choice of six variants - one for each stat (Deplomacy, Martial, etc.). Contubernalis is then created with the chosen stat buffed instead of the usual Diplomacy and some random traits that are appropriate for the chosen stat.

 

For example, choosing Martial creates a Militaris Contubernalis with buffed Martial and traits like Strong, Brave and Wrathful. Choosing Intrigue creates a Exploratores Contubernalis with buffed Intrigue and traits like Calm, Ambitious and Vengeful. This would make an interesting contrast to the normal concubinage.

 

Also, if it is possible, can the Youthful Rulership or something similar be incorporated into the mod? Some kind of a yearly event where any Paelex over a certain age are automatically divorced and made Former Paelex like in the character interaction.


Not a bad idea, though it does clash with my idea of Contubernalis being a bit more "brainless" then your Paelex. I think it would be really weird for a Contubernalis to be good at learning or stewardship or even martial. Intrigue and diplomacy I can see though.
I really like the "personality programming" idea though, so I'm going to make a todo to have a go at this, I think they would be weaker at some stats but their "programmed" personality helps make up for their low-medium stats. Maybe under the Contubernalim Harem style they get a little extra boost? Will have to see

Automation for Mutare Corpus and things like Retire Paelex are on my todo, in fact there was even a old PR for automating Mutare Corpus. Good idea but lots of work to do it right.
 

On 9/22/2024 at 12:04 AM, jorbg said:

The mod is really fun to play, allows ungoldy amounts of blobbing but the expansion quickly slows. I would like to just drop a few suggestions and problems I've encountered.

- the domain size war cost (as in presitge/ piety) stacks up really quickly. I've no solution for this as my experience with modding is limited to hoi4 and eu4 so read it more as a non-point or a pet pieve

- I would love to see some custom empires, in my playthrough i started as East francia with a custom character, formed germany and started to chip away at europe, it's sad I can't aim for something vaster like Proclaim the roman empire or its equivalent, a short browse also has shown me someone complaining that the forming india is also impossible because of the religion requirement. Just cool custom empires like let's say "europe" or something along the lines would be cool.

- could use a couple of events to boost the prestige gain.


- Domain Size war cost - I think this is ok, I know we all love blobbing but this helps stem it a little. Also, do religious wars even go up in cost?
- Custom Empires are interesting, but I think they are out of scope for this mod, I'm sure there are other mods out there that can do it better then me for sure.
 

23 hours ago, Arjik said:

 

 

2 - Custom empires are probably a bit tricky to create, since there has to be a list of kingdoms or empires it includes and some kind of flavor for it. Although, it could be done in a way like "Sacred Empire of Europe" if you control Francia, Britannia and Germania or something to that effect. Basically an empire that is built upon several smaller empires, like India. And yes, India is only formable by someone of one of the indian religions. The decision for that (and any other empire forming) could be pretty easily changed by yourself even.

 

To be honest, I would love to see the Magister holy title to either be king-tier right away, or to be able to get it to a higher tier with time or absurd amount of piety (20k maybe?). It just seems a bit silly that I can literally order around half of the world but my Religious Head title is just a duchy-tier one. Maybe it could be tied to the amount and tier of the titles held, like an upgrade to a king-tier is only available if have 3 king-tier titles or an empire title, and upgrading to empire title requires 10 kingdom or 3 empire titles or something?

 

Yeah, that is possible I think?
You can create a dynamic title and transfer the holy title over to the new one, via a decision or something. Could be a big piety sink with nice buff to go with it etc.
Could be a fun little feature to make, though hopefully changing Head of Faith titles doesn't explode CK3 or something.

As always, thanks for the comments and suggestions, I do try to read all of them.
For those struggling with AGOT (or other total conversion mods), I'm sorry, wish I could help more but I don't have the time to help much more, as always I welcome any help from those who have code changes that make RM more compatible with other mods generally.

Posted
On 9/23/2024 at 11:27 PM, ban10 said:

As always, thanks for the comments and suggestions, I do try to read all of them.
For those struggling with AGOT (or other total conversion mods), I'm sorry, wish I could help more but I don't have the time to help much more, as always I welcome any help from those who have code changes that make RM more compatible with other mods generally.

 

For the AGOT mod (and isn't that the one we all want), the problem is mostly, if not solely on their end. The QTD happens because something goes fucky when trying to rule as a theocracy in AGOT. The compatibility mode you already have is pretty good. So unless you make a RM mode that isn't a theocracy, or they change things on their end, it seems unlikely to be fixed before the heat death of the universe. 

 

Have you had time to check out the new DLC? Seems like at least landless gameplay could be fun to integrate. 

Posted (edited)
7 hours ago, JohnDWizard said:

 

For the AGOT mod (and isn't that the one we all want), the problem is mostly, if not solely on their end. The QTD happens because something goes fucky when trying to rule as a theocracy in AGOT. The compatibility mode you already have is pretty good. So unless you make a RM mode that isn't a theocracy, or they change things on their end, it seems unlikely to be fixed before the heat death of the universe. 

 

Have you had time to check out the new DLC? Seems like at least landless gameplay could be fun to integrate. 

For this, how mechanically necessary is it really for the Magister religion to have a temporal head of faith? As far as I know all mechanics are centered on the Magister trait/character flag, not on being the head of faith of the Magistran religion, the religion having no head of faith shouldn't really make a difference and would probably make it play a bit nicer with other mods.

 

I was looking into this a bit anyway because of my own work with Elf Destiny, since the elf mechanics also work with a not-technically-head-of-faith.

 

 

If we're on the topic of suggestions anyway: The Regula MAAs in the lore are personally enhanced by the Magister and are superior to men, but the base MAAs have essentially the same stats as their normal counterparts, just shifted a bit more to offense and the tradition MAAs are only a bit stronger. Would it be an idea to change them to be significantly more powerful but with reduced unit size? To me it seems like that would fit better with both the personal attention of the Magister (limited numbers) and their supernatural strength (high stats).

Edited by Armin487
Posted
7 hours ago, Armin487 said:

If we're on the topic of suggestions anyway: The Regula MAAs in the lore are personally enhanced by the Magister and are superior to men, but the base MAAs have essentially the same stats as their normal counterparts, just shifted a bit more to offense and the tradition MAAs are only a bit stronger. Would it be an idea to change them to be significantly more powerful but with reduced unit size? To me it seems like that would fit better with both the personal attention of the Magister (limited numbers) and their supernatural strength (high stats).

IIRC after several arguments in this thread, the end result was more along the lines that except the virgo and their retinue counterpart, which are "enhanced", the regula MAA are fanatics, very aggresive and willing to die for the cause, thus higher attack lower defense.

Posted

I have found two irregularities in RM 2:

1. common/scriped_effects/regula_mutare_corpus_effects.txt/
regula_change_personality_to_virtuous_single_effect

considers diligent to be a virtue, however it doesn't seems to be defined as so in the religion definition.

 

2. Scaly is one of those traits you can pick to be more common in the Blood dynasty legacy, however

common/scriped_effects/regula_mutare_corpus_effects.txt/

regula_mutare_corpus_cure_disease_single_effect

consider scaly a disease and will remove it. I get that scaly gives a fertility penalty, and as such would be considered bad by the Keeper, but then RM 2 should probably override and disallow picking Scaly for bloodline trait.

 

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