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[mod] Regula Magistri 2


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Posted (edited)

So....

 

When does the pedlar show up with the book to trigger the mod? I played for an hour or so and nothing happened.  Sorry if it's a stupid question. There's no option in decisions either even though the mod is in the load order.

Edited by CE20
Posted
On 11/4/2024 at 7:14 AM, Topforest said:

Compatibility patch for Regula Magistri 2 and AGOT

 

Load order:

 

AGOT

Carnalitas

Carnalitas AGOT compatibility

CBO

Regula Magistri

Compatch_AGOT_Magistri

 

What it does:

 

Changed the 'world conquest ' holy sites to places in AGOT both in Westeros and Essos. Choose that one, all others are currently still unchanged.

 

Added the Magistri Custom MAA and changed the Men at Arms innovation requirements to AGOT regions. I.e. Valkyrias require now provinces in 'the North', Gallowglass provinces 'Beyond the Wall', etc.

 

Changed some localizations to fit the world of AsioF. Still more left.

 

What it doesn't:

Make the Iron throne counsel work with the special counsel of Magistri. The latter will overwrite the former. You may achieve the reverse by putting the AGOT mod under the Magistri mod in the mod list. Haven't tested that though. Maybe I can merge both into one. Gotta check that.

 

What's left to do:

 

Change all the localizations still not fitting the setting. Add more holy site options; Westeros only, Essos only, only single kingdoms. Optional holy sites for colonizable Valyria submod and Essos expansion submod.

 

Only played a bit, so if you find CTDs or wonky behavior please report it. As the mods work usually without this mod as long as you choose the Nomad option, it should be stable as it is not a hard requirement for it to work.

 

 

Compatch_Magistri_AGOT.zip 13.6 kB · 18 downloads

It seems I still cannot give my wives lands nor titles. Basically it doesn't allow me to click the button saying "XXX is a female". Same happens before when using RM without the patch, but this patch doesn't seem to address the same problem. 

Posted

Hi I want to contribute with Korean translation to the gitlab repo but wasn't able to push so I upload changes in this thread.

1. Most of files were encoded in utf-8 (not utf-8 with BOM) so it was not working in-game. I fixed the problem.

2. Some files were outdated and missing some attributes. Fixed & added translations.

   (some lines are not translated yet)

I would be glad if I can push my branch to your repo in the future. My gitlab profile is "@MorningFever".

regula-magistri-localizationFix-korean.zip

Posted (edited)
On 11/9/2024 at 7:11 PM, DarthGan said:

Any feature or planned feature about administrative government now? Thought it would fit the mod.


Yes, but I will have to think about it a bit, I think I'll have to write my own "government" type to really get what I want, but thats a big time investment.
 

On 11/9/2024 at 7:23 PM, CE20 said:

So....

 

When does the pedlar show up with the book to trigger the mod? I played for an hour or so and nothing happened.  Sorry if it's a stupid question. There's no option in decisions either even though the mod is in the load order.


There should be a Major decision like so:
image.png.0ceeb1cbf3d01a71dd179cd850bb8fc0.png

Remember, its only for male adults!
Though to be fair it will still show and will tell you why its not available if female, child etc.
 

8 hours ago, whiteraphael said:

Hi I want to contribute with Korean translation to the gitlab repo but wasn't able to push so I upload changes in this thread.

1. Most of files were encoded in utf-8 (not utf-8 with BOM) so it was not working in-game. I fixed the problem.

2. Some files were outdated and missing some attributes. Fixed & added translations.

   (some lines are not translated yet)

I would be glad if I can push my branch to your repo in the future. My gitlab profile is "@MorningFever".

regula-magistri-localizationFix-korean.zip 246.15 kB · 2 downloads


Thanks, I've added this to the repo
In future, I would prefer if you fork the repo on Gitgud, then make a branch, add your changes and make a PR back into the main repo
That way I can review it like a normal PR, and its easier to merge

Putting out a small update today, really just to change the version number to 1.14.*, to show that RM supports latest version of CK3
Some small bugfixes and some new options to the Regula cultist POI and travel event, but thats all

Edited by ban10
Posted (edited)

HI! Love this Mod, but there is an issue that, after I updated this mod , the game became very easy to crashed.

do you need a crashed report or something to fix it?

 

Edited by m1042308
Posted (edited)

I seem to be getting crashes on October 31st. I checked on two different save files, it occurs the first October 31st after using the decision Muster Famuli Warriors. 

Edit

 

Having experimented more, it seems to be caused by having the cultural tenant that allows Famuli Men at arms. Crash always occurs on Oct 31st, with no errors in the error log. 

Edited by Dragonbob2
Posted
On 11/10/2024 at 7:20 PM, whiteraphael said:

Hi I want to contribute with Korean translation to the gitlab repo but wasn't able to push so I upload changes in this thread.

1. Most of files were encoded in utf-8 (not utf-8 with BOM) so it was not working in-game. I fixed the problem.

2. Some files were outdated and missing some attributes. Fixed & added translations.

   (some lines are not translated yet)

I would be glad if I can push my branch to your repo in the future. My gitlab profile is "@MorningFever".

regula-magistri-localizationFix-korean.zip 246.15 kB · 2 downloads

 

Let me know if you need assistance in getting your fork functional or help in the process. I swore I mass saved it with UTF-8 BOM when i did the merge request for the 1st upload for the Korean translation. Guess I screwed up.

Posted

My game is crashing every time my main character gains a Lifestyle point.

For some reason it starts failing under the man-at-arms, specifically "Error: untyped trigger [ Scoped object of type 'character' is not valid"

and "Script location: file: common/men_at_arms_types/regula_accolade_maa_types.txt line: 27"

(error occurred multiple times in similar mod files and lines)

I found the tag of primary_type here. Primary_type must only exist with this mod as the original men-at-arms has no documentation of it.

I am trying to filter out all the mods to see what might be causing problems. 

Any other ideas of what the primary_type is for?

And does this mod need the previous iteration of this mod? 

Posted

Just got back to play CK3 again after sometime off (waited for the Adventurer DLC). 

Loving the new changes and gameplay that it offered. Just a question, as an adventurer, how do you guys approach the game with RM mod? What's the end goal aside from growing your harems 😅 and conquering lands for your dynasty etc? Like to hear how others plays it to try out new ideas. 

 

For me, after testing through for few days, I think remaining as adventurer to expand RM influence all over the map is cool and challenging at the same time. Aside from growing my followers, completing contracts, offering military assistance to warring rulers, we can also be "King-Maker" and assert influence behind the scenes, sort of like the deep state😂

So what I like doing was using RM and also another mod that enabled me to "Select a Beneficiary" (anyone can be my Beneficiary) usually someone from my followers. I would then declare war and install my beneficiary on the throne who has been "fascinared" and automatically allied to me by marriage so if they are attack, I can always help them out. So everywhere I went, the "Search for famuli" will provide a local woman of the culture and I can install them on the throne in time and move on to the next and the kids I have with them, will be with them as their heir, so I don't need to micro manage my kids too much.

 

Of course, it's still not quite to my liking as the option is quite limited. It would be nice if we have the "beneficiary" option for RM mod would be great. Also, the issue is that I am not able to upgrade my mulsa to paelex because i'm an adventurer and I think RM was coded that only rulers can upgrade mulsa to paelex. It would be nice to be able to upgrade my mulsa to paelex as an adventurer as well.

 

Additionally, maybe the option to build holdings in your beneficiary's land that would act as your military based would be cool too. Travelling to help other rulers as adventurer takes a lot of time to reach especially if you are in Europe and your allies that need help is in India or Africa or Asia 😂 it may not sound logical but yeah, RM is full of magic haha.

 

Also, aside from contracts, to get income or provision as adventurer, if the ruler of that land has high opinion, or if the ruler you install on the throne or already is a "magistrian" faith, you should be able to have your own homes, property in every country in CK3 if you build it (for income + provision), so you and your family who are not rulers can travel there for holiday, or you can instruct them to go and manage that estate you build? Not sure how it's going to work, but it's possible

 

I think RM can also be it's own government system + religion hybrid kinda thing (for player). I'm still exploring more gameplays and ideas so hope this can help @ban10 to craft your "government" type for future RM updates :) cheers all, thanks for reading

 

 

 

 

 

 



 

Posted (edited)
On 11/11/2024 at 7:49 AM, m1042308 said:

HI! Love this Mod, but there is an issue that, after I updated this mod , the game became very easy to crashed.

do you need a crashed report or something to fix it?

 

On 11/11/2024 at 6:34 PM, Dragonbob2 said:

I seem to be getting crashes on October 31st. I checked on two different save files, it occurs the first October 31st after using the decision Muster Famuli Warriors. 

Edit

 

Having experimented more, it seems to be caused by having the cultural tenant that allows Famuli Men at arms. Crash always occurs on Oct 31st, with no errors in the error log. 

10 hours ago, sexlabextra said:

My game is crashing every time my main character gains a Lifestyle point.

For some reason it starts failing under the man-at-arms, specifically "Error: untyped trigger [ Scoped object of type 'character' is not valid"

and "Script location: file: common/men_at_arms_types/regula_accolade_maa_types.txt line: 27"

(error occurred multiple times in similar mod files and lines)

I found the tag of primary_type here. Primary_type must only exist with this mod as the original men-at-arms has no documentation of it.

I am trying to filter out all the mods to see what might be causing problems. 

Any other ideas of what the primary_type is for?

And does this mod need the previous iteration of this mod? 

 

Hmmm, this might be caused by the accolade replacement logic, I've cleaned up a bit of code to hopefully fix this
They slightly changed how accolades are recruited, so I've tried to replicate how vanilla works

Note, the only way to test my changes if you really want to is to goto https://gitgud.io/ban10/regula-magistri/-/tree/master and download the mod from there.
I still need to do testing before I can release

 

On 11/12/2024 at 12:08 PM, Magic_rain said:

My game ends directly, what if I can't play the role of a 'theocratic state'?


Mod not installed correctly? Make sure you start a new game after installing RM, faiths cannot be added to a game in progress.
This error usually means you freed the keeper of souls, but there was no faith to convert to.
Maybe I should just error out the event if this happens 🤔

Edited by ban10
Posted

thanks for your advice , author !
and by the way , did someone happens to know how to compat this MOD with another MOD called ' prince of darkness'? convert another female character to Regula religion always fail in that MOD (they will change back to their own religion very fast)

Posted

When I follow the Regula Magistri faith and I create a new faith, it will show that I do not follow the Regula faith when I separate cultures, is this normal?

Posted

I suddenly started getting a crash to desktop from this Mod, which I'm hoping can be circumvented? Always seems to crash around the same day for me on my current save game. Tried starting a new game and it ran fine for a few years as a test, and with my saved game if I turn off RM (I have the latest version) it goes past the date just fine. I checked my error log and while I don't really know how to read it I'm seeing this error pop up a lot, especially at the bottom of the log:

 

[18:12:55][E][jomini_script_system.cpp:284]: Script system error!
  Error: global_variable_list_size trigger [ Could not find list from read name flag laamps_tally ]
  Script location: file: common/scripted_triggers/00_laamp_triggers.txt line: 877 (laamp_youth_cultural_tradition_trigger)
    file: common/on_action/childhood_on_actions.txt line: 291 (on_16th_birthday)

[18:12:55][E][court_position.cpp:636]: Attempted to create a duplicate court position of position 'antiquarian_court_position'
[18:12:55][E][jomini_script_system.cpp:284]: Script system error!
  Error: global_variable_list_size trigger [ Could not find list from read name flag laamps_tally ]
  Script location: file: common/on_action/yearly_on_actions.txt line: 1503 (three_year_pool_pulse:chance_of_no_event)
    file: common/on_action/yearly_on_actions.txt line: 1491 (three_year_pool_pulse)

[18:12:55][E][jomini_script_system.cpp:284]: Script system error!
  Error: global_variable_list_size trigger [ Could not find list from read name flag laamps_tally ]
  Script location: file: common/on_action/yearly_on_actions.txt line: 1503 (three_year_pool_pulse:chance_of_no_event)
    file: common/on_action/yearly_on_actions.txt line: 1491 (three_year_pool_pulse)

[18:12:55][E][jomini_script_system.cpp:284]: Script system error!
  Error: global_variable_list_size trigger [ Could not find list from read name flag laamps_tally ]
  Script location: file: common/on_action/yearly_on_actions.txt line: 1503 (three_year_pool_pulse:chance_of_no_event)
    file: common/on_action/yearly_on_actions.txt line: 1491 (three_year_pool_pulse)

 

Any suggestions or am I doomed to a restart?

Posted (edited)

I was playing an RM game on with 4.1.2 after upgrading to 4.1.3 there is crash on a specific date for me (Aug 31st), most likely some sort of trigger is supposed to trigger on that date.
Reverting back to 4.1.2 allows me to get past the crash.

Updating to the GitHub Master branch does not help.

Logs from the last crash.
 

error.log game.log debug.log

Edited by SDude
Posted
23 hours ago, 2-point said:

When I follow the Regula Magistri faith and I create a new faith, it will show that I do not follow the Regula faith when I separate cultures, is this normal?


Hmm, not sure? You shoudn't really ever reform the RM faith, its meant to stay as is.
You can use a decision to add and remove tenets for a hefty piety cost.
 

5 hours ago, hm76 said:

 

Hi, noob question here. How do I download from GitGud and deploy the new mod changes into my game? I'm not familiar with GitGud.

 

You click "Code" in the top right and then download as zip.
Then its the same as installing the mod from here, just delete the old mod folder and unzip the new mod files into your CK3 mods folder.

 

10 hours ago, Flagon said:

I suddenly started getting a crash to desktop from this Mod, which I'm hoping can be circumvented? Always seems to crash around the same day for me on my current save game. Tried starting a new game and it ran fine for a few years as a test, and with my saved game if I turn off RM (I have the latest version) it goes past the date just fine. I checked my error log and while I don't really know how to read it I'm seeing this error pop up a lot, especially at the bottom of the log:

 

[18:12:55][E][jomini_script_system.cpp:284]: Script system error!
  Error: global_variable_list_size trigger [ Could not find list from read name flag laamps_tally ]
  Script location: file: common/scripted_triggers/00_laamp_triggers.txt line: 877 (laamp_youth_cultural_tradition_trigger)
    file: common/on_action/childhood_on_actions.txt line: 291 (on_16th_birthday)

[18:12:55][E][court_position.cpp:636]: Attempted to create a duplicate court position of position 'antiquarian_court_position'
[18:12:55][E][jomini_script_system.cpp:284]: Script system error!
  Error: global_variable_list_size trigger [ Could not find list from read name flag laamps_tally ]
  Script location: file: common/on_action/yearly_on_actions.txt line: 1503 (three_year_pool_pulse:chance_of_no_event)
    file: common/on_action/yearly_on_actions.txt line: 1491 (three_year_pool_pulse)

[18:12:55][E][jomini_script_system.cpp:284]: Script system error!
  Error: global_variable_list_size trigger [ Could not find list from read name flag laamps_tally ]
  Script location: file: common/on_action/yearly_on_actions.txt line: 1503 (three_year_pool_pulse:chance_of_no_event)
    file: common/on_action/yearly_on_actions.txt line: 1491 (three_year_pool_pulse)

[18:12:55][E][jomini_script_system.cpp:284]: Script system error!
  Error: global_variable_list_size trigger [ Could not find list from read name flag laamps_tally ]
  Script location: file: common/on_action/yearly_on_actions.txt line: 1503 (three_year_pool_pulse:chance_of_no_event)
    file: common/on_action/yearly_on_actions.txt line: 1491 (three_year_pool_pulse)

 

Any suggestions or am I doomed to a restart?

2 hours ago, warrenchen99 said:

Hi I am experiencing crash it seems happen when I convert my territory to Magistri culture.

26 minutes ago, SDude said:

I was playing an RM game on with 4.1.2 after upgrading to 4.1.3 there is crash on a specific date for me (Aug 31st), most likely some sort of trigger is supposed to trigger on that date.
Reverting back to 4.1.2 allows me to get past the crash.

Updating to the GitHub Master branch does not help.

Logs from the last crash.
 

error.log 237.66 kB · 1 download game.log 118.75 kB · 1 download debug.log 389 kB · 1 download


For these and any other crashing issues, please can you provide save files alongside notes on when the game crashes?
Logs are good but tbh without a save its basically impossible for me to debug this.

My current hunch is that the MAA replacement code is causing issues, but its hard to tell because so far I haven't had any crashes due to it.
Its the newest on_action that I've created recently, and it seems like a lot of crashes happen on specific dates, which points to it being an on_action at fault 🤔

Posted (edited)
24 minutes ago, ban10 said:


Hmm, not sure? You shoudn't really ever reform the RM faith, its meant to stay as is.
You can use a decision to add and remove tenets for a hefty piety cost.
 

 

You click "Code" in the top right and then download as zip.
Then its the same as installing the mod from here, just delete the old mod folder and unzip the new mod files into your CK3 mods folder.

 


For these and any other crashing issues, please can you provide save files alongside notes on when the game crashes?
Logs are good but tbh without a save its basically impossible for me to debug this.

My current hunch is that the MAA replacement code is causing issues, but its hard to tell because so far I haven't had any crashes due to it.
Its the newest on_action that I've created recently, and it seems like a lot of crashes happen on specific dates, which points to it being an on_action at fault 🤔


Save I use and everything in last crash folder.
Crashes on Aug 31st you can just max speed to it.

ModList in the Crash Folder Meta file if needed.

Magister_Paulu_of_Magistrian_Regula_Magistri_1002_08_01.7z ck3_20241116_132457.7z

Edited by SDude
Posted
1 hour ago, ban10 said:


Hmm, not sure? You shoudn't really ever reform the R

1 hour ago, ban10 said:

For these and any other crashing issues, please can you provide save files alongside notes on when the game crashes?
Logs are good but tbh without a save its basically impossible for me to debug this.

M faith, its meant to stay as is.
You can use a decision to add and remove tenets for a hefty piety cost.
 

 

You click "Code" in the top right and then download as zip.
Then its the same as installing the mod from here, just delete the old mod folder and unzip the new mod files into your CK3 mods folder.

 


For these and any other crashing issues, please can you provide save files alongside notes on when the game crashes?
Logs are good but tbh without a save its basically impossible for me to debug this.

My current hunch is that the MAA replacement code is causing issues, but its hard to tell because so far I haven't had any crashes due to it.
Its the newest on_action that I've created recently, and it seems like a lot of crashes happen on specific dates, which points to it being an on_action at fault 🤔

 

Mine is crashing too at a specific date multiple times. Included the latest crash folder with the save game. 

ck3_20241116_185121.zip

Posted (edited)
3 hours ago, ban10 said:


Hmm, not sure? You shoudn't really ever reform the RM faith, its meant to stay as is.
You can use a decision to add and remove tenets for a hefty piety cost.
 

 

You click "Code" in the top right and then download as zip.
Then its the same as installing the mod from here, just delete the old mod folder and unzip the new mod files into your CK3 mods folder.

 


For these and any other crashing issues, please can you provide save files alongside notes on when the game crashes?
Logs are good but tbh without a save its basically impossible for me to debug this.

My current hunch is that the MAA replacement code is causing issues, but its hard to tell because so far I haven't had any crashes due to it.
Its the newest on_action that I've created recently, and it seems like a lot of crashes happen on specific dates, which points to it being an on_action at fault 🤔

this is mine latest crashed report and game save.
hope it can help you!

ck3_20241116_181752.zip

 

 

 

autosave.zip

Edited by m1042308
Posted (edited)
6 hours ago, ban10 said:


My current hunch is that the MAA replacement code is causing issues, but its hard to tell because so far I haven't had any crashes due to it.
Its the newest on_action that I've created recently, and it seems like a lot of crashes happen on specific dates, which points to it being an on_action at fault 🤔

 

Sure and thank you, here's the zip file. Should crash on April 30th, which is pretty close to the games saved date.

 

EDIT: In case it matters, my mod list is:

Carnalitas

Carnalitas Mundi 2.6b

Carnalitas Dei 2.6b

Cheri Lewd COAs

Congenital Beauty

Education Automation

No Death Cascade

CBO Unoffical Base

CBO Unoffical Animation

CBO Unoffical Mesh

Regula Magistri (newest one from GitHub)

 

I did do one probably stupid thing of updating CBO from the single mod to the new triple mod without starting a new game but that was several in-game decades ago so I figured it was okay.

Regis.zip

Edited by Flagon
Posted
14 hours ago, ban10 said:


Hmm, not sure? You shoudn't really ever reform the RM faith, its meant to stay as is.
You can use a decision to add and remove tenets for a hefty piety cost.
 

 

You click "Code" in the top right and then download as zip.
Then its the same as installing the mod from here, just delete the old mod folder and unzip the new mod files into your CK3 mods folder.

 


For these and any other crashing issues, please can you provide save files alongside notes on when the game crashes?
Logs are good but tbh without a save its basically impossible for me to debug this.

My current hunch is that the MAA replacement code is causing issues, but its hard to tell because so far I haven't had any crashes due to it.
Its the newest on_action that I've created recently, and it seems like a lot of crashes happen on specific dates, which points to it being an on_action at fault 🤔

 

 

I did some digging and found a workaround to rescue doomed saves, but couldn't figure out exactly what is causing this/how to fix it in the mod files. As this seems to be linked to cultural traditions, it's worth noting in my tests I was the culture head with the only county of my culture in the game even after implementing the workaround to bypass the crash date.  

 

The workaround:

--- As the issue always occurs the same time for any given save file you can avoid it by removing the Famuli Warriors tradition right before the crash occurs and reenable it on the first of the next month. To do this put "effect = {root.culture = {remove_culture_tradition = tradition_famuli_warriors}}" without the quotes in the debug console. On the first of the next month you can put "effect = {root.culture = {add_culture_tradition = tradition_famuli_warriors}}" in to re-add this tradition. This does not remove any famuli units and does not erase any regula innovations (they disappear but come back automatically when you re-add the Famuli Warriors tradition). The downside is the issue might just reappear next year so you may end up having to do this pretty often. (Note: you could remove the tradition until you need to recruit famuli MAA and the only drawbacks I can see here would be that your same culture vassals will have to recruit vanilla units, you lose the buffs from having the tradition enabled, and you'd have to debug any regula warrior based innovation to get them since they can't be researched while Famuli Warriors is disabled.) 

I also tried to prevent this from occurring in the first place by changing the game rules so that AI Famuli MAA Usage is disabled, but had another crash within the first year of converting and adding only the Famuli Warriors tradition.

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