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[mod] Regula Magistri 2


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Posted
17 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 🤔

There is a logical error.

If A is true, then B, C, D, and F are all true. If B and C are both false, and D or F is true, then E is true. Is E true when A is true?

The problem states: When A is true, B, C, D, and F are all true. The second condition states: If B and C are both false, and D or F is true, then E is true.

Since B and C are both true when A is true, the condition “B and C are both false” is not met. Therefore, the premise of the second condition is false, and we cannot conclude that E is true.

Therefore, the answer is: No. When A is true, we cannot determine whether E is true.”

01001.png

10110.png

Posted

About landless gameplay, is it possible to add a CB or interaction to dethrone landed female and make them followers? Want to enjoy longer adventurer gameplay and select a good location to start landed gameplay like Rome or Baghdad. Sounds a bit like Pokemon though(

Posted
On 11/16/2024 at 8:05 PM, 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 🤔

sorry to said that, but I tried the new update you put on gitgud yesterday. it still made my game crashed.

ck3_20241117_174726.zip

Posted (edited)

Hi, having a repeatable crash on year switchover. I don't actually know if it's this mod or not but any advice would be appreciated. Game ran fine until I converted my first county to Magistri culture (english version) if that helps.

error.log

 

Edit: Figured out the issue. The issue was that I had not freed the keeper of souls, but a culture with "famuli only" was on the map. If I free the keeper before the year ends there's no problem.

Edited by herculeswill23
Found problem
Posted

I've been having an issue with crashes as well. Seems to only occur when I have my army raised or am at war. I believe its something to do with the MAA units as there was numerous errors in the error log about MAA. error.log

Posted
49 minutes ago, Savaris2222 said:

The Alter the well of souls decision doesnt seem to work correctly, I still get sons, despite changing it to only daughters

is this new pregnancy or existing pregnancy? I forgot when gender gets determined but its at some point during the pregnancy so that decision won't alter the gender of those pregnancies if you took it after that point. The feature is working in my current playthrough.

Posted
1 hour ago, Shaguar said:

is this new pregnancy or existing pregnancy? I forgot when gender gets determined but its at some point during the pregnancy so that decision won't alter the gender of those pregnancies if you took it after that point. The feature is working in my current playthrough.

It worked for a while, and then suddenly stopped

Posted

The tab that informs you if one of your paelex has no heir from you yet, is good stuff. Great QoL improvement, really.

So I am in no way complaining about it - it's great, really. But, what would make it marvelous, is if it is either "sorted" by age (oldest at top, youngest at bottom), or if you could add a string that displays their age prominently at the front.

 

I am not really concerned about a 25yo paelex not having an official heir yet. She is bound to have a child either by "natural" behind-the-front code means, by participating in an orgy, or being hit up by family planning. A paelex at 35+ though, needs some tender care and attention leveled towards her.

Not a pressing issue, really - far from it - but as a habitual map-painter, sorting through the 20+ women that this applies to, and seeing a (hopefully) somewhat easy solution to make this task easier, I thought I'd bring it forward.

Posted

Anyone having issues with any gained or replaced traits either from using a Mutare Corpus decision or from the Willing Famuli Dynasty Legacy?

 

-- Mutare Corpus - Mental / Strengthen / Visage options

 

The genetic trait & blessed pregnancy parts are fine but the random gained traits don't always match what the character receives

 

image.png.43fae001be2848ab04a354d1d8f6afe9.png

In theory should should have gained "Aspiring Blademaster" but when I look at her traits.

 

image.png.8fb2d3d8a2ea81be41bc36c350b609bb.png

She gained Strong instead.

 

When an extra trait is gained its always a beneficial one, its just what I get and what is listed in the alert doesn't match up half the time.

 

-- Mutare Corpus - Personality change / Willing Famuli

 

Not sure if I'm misunderstanding how it works. Is there a set list of what is a good/bad trait or if it is pulled from your religion(or maybe the target's religion)?
 
image.png.4e0b0a0fc4f188fbd7cbb7142815ebf4.png
image.png.e1cb0cc1a00496af026e2efcf202d3d7.png
 
image.png.a3ab619a05550965265c9ad5251a0107.png
My current religion sinful traits
 
image.png.ed0bc56f8f504bed0e980ac2aaefcf22.png
My Target before Fascinare (this is with the Willing Famuli legacy)
 
image.png.a15ae8ec56c5c0bccf382651f45182af.png
No change once successful. Is it being a secret faith the issue or does it matter? In theory craven should have gotten replaced since its a sinful trait of the regula religion. I've ran into similar situations with using the Mutare Corpus - Personality change decision.
 
I guess I'm trying to figure out if its a set list of traits or if it pulls from religion or maybe something else?
Posted
On 11/17/2024 at 5:36 AM, montaindemon said:

There is a logical error.

If A is true, then B, C, D, and F are all true. If B and C are both false, and D or F is true, then E is true. Is E true when A is true?

The problem states: When A is true, B, C, D, and F are all true. The second condition states: If B and C are both false, and D or F is true, then E is true.

Since B and C are both true when A is true, the condition “B and C are both false” is not met. Therefore, the premise of the second condition is false, and we cannot conclude that E is true.

Therefore, the answer is: No. When A is true, we cannot determine whether E is true.”

01001.png

10110.png


First off, I think deleting these overrides fixed the crashing issues experienced by many, so everyone give mountaindemon a round of applause!
Thanks for the help, still not sure how/why this would crash the game fully. I understand breaking the weight modifiers but a full crash seems very strange...

Still, did some testing on the test saves and previously crashing saves now seem to be ok, so fingers crossed this fixes things for most people.
As always, report asap with saves and I can continue testing if things are still broken
 

On 11/17/2024 at 4:33 PM, MonsieurMessi said:

Hello i would like to point out a bug you shoulf fix .When i do the 'search for famuli' when travelling ,if i go on sea i will get event to recruit women of Akan culture .


Haha, kinda funny, I had this happen once as well, I will note this and fix it for next release.
 

On 11/17/2024 at 4:50 PM, DarthGan said:

About landless gameplay, is it possible to add a CB or interaction to dethrone landed female and make them followers? Want to enjoy longer adventurer gameplay and select a good location to start landed gameplay like Rome or Baghdad. Sounds a bit like Pokemon though(


Cool idea, could add as an option to the "Decipere" (Beguile) interaction, would be a tough skill check though.
 

13 hours ago, Savaris2222 said:

It worked for a while, and then suddenly stopped


Hmm, got a save you can send over?
It is a bit funny sometimes, the problem is that the female gender is saved only for the save, so sometimes it bugs out a little.
Also I added a safeguard to try and keep some male heirs for the Magister, because otherwise there would be nobody to pass the Regula Magistri onto.
 

4 hours ago, Swifting said:

The tab that informs you if one of your paelex has no heir from you yet, is good stuff. Great QoL improvement, really.

So I am in no way complaining about it - it's great, really. But, what would make it marvelous, is if it is either "sorted" by age (oldest at top, youngest at bottom), or if you could add a string that displays their age prominently at the front.

 

I am not really concerned about a 25yo paelex not having an official heir yet. She is bound to have a child either by "natural" behind-the-front code means, by participating in an orgy, or being hit up by family planning. A paelex at 35+ though, needs some tender care and attention leveled towards her.

Not a pressing issue, really - far from it - but as a habitual map-painter, sorting through the 20+ women that this applies to, and seeing a (hopefully) somewhat easy solution to make this task easier, I thought I'd bring it forward.


Took me 5 mins to add, so this is now added.
 

2 hours ago, Clayx000 said:

Anyone having issues with any gained or replaced traits either from using a Mutare Corpus decision or from the Willing Famuli Dynasty Legacy?

 

-- Mutare Corpus - Mental / Strengthen / Visage options

 

The genetic trait & blessed pregnancy parts are fine but the random gained traits don't always match what the character receives

 

image.png.43fae001be2848ab04a354d1d8f6afe9.png

In theory should should have gained "Aspiring Blademaster" but when I look at her traits.

 

image.png.8fb2d3d8a2ea81be41bc36c350b609bb.png

She gained Strong instead.

 

When an extra trait is gained its always a beneficial one, its just what I get and what is listed in the alert doesn't match up half the time.

 

-- Mutare Corpus - Personality change / Willing Famuli

 

Not sure if I'm misunderstanding how it works. Is there a set list of what is a good/bad trait or if it is pulled from your religion(or maybe the target's religion)?
 
image.png.4e0b0a0fc4f188fbd7cbb7142815ebf4.png
image.png.e1cb0cc1a00496af026e2efcf202d3d7.png
 
image.png.a3ab619a05550965265c9ad5251a0107.png
My current religion sinful traits
 
image.png.ed0bc56f8f504bed0e980ac2aaefcf22.png
My Target before Fascinare (this is with the Willing Famuli legacy)
 
image.png.a15ae8ec56c5c0bccf382651f45182af.png
No change once successful. Is it being a secret faith the issue or does it matter? In theory craven should have gotten replaced since its a sinful trait of the regula religion. I've ran into similar situations with using the Mutare Corpus - Personality change decision.
 
I guess I'm trying to figure out if its a set list of traits or if it pulls from religion or maybe something else?


So, the Mutare corpus showing wrong effects is a known bug.
The issue is that the random effect runs twice when inside a message box.
Once for the messages box and then again for the actual effect.
This is honestly imo a vanilla bug, for example if you had a simple random gold message it would also have the same bug.

Not something I want to fix right now, but something to think about.
Essentially I'd need to run the effects twice or something and do some flag magic to make sure the right effects show up, very painful and could be buggy

For the personality change, honestly the code explains it best https://gitgud.io/ban10/regula-magistri/-/blob/master/Regula_Magistri/common/scripted_effects/regula_mutare_corpus_effects.txt#L1247
Its fully hard-coded for the standard Regula faith (and what I consider to be good/bad traits for Famuli), though I should probably refactor this to take into account your current faith, as traditions can change sins/virtues.
I'll put it on my todo

Posted
5 hours ago, ban10 said:

First off, I think deleting these overrides fixed the crashing issues experienced by many, so everyone give mountaindemon a round of applause!
Thanks for the help, still not sure how/why this would crash the game fully. I understand breaking the weight modifiers but a full crash seems very strange...

Still, did some testing on the test saves and previously crashing saves now seem to be ok, so fingers crossed this fixes things for most people.
As always, report asap with saves and I can continue testing if things are still broken

 

Seems to have indeed fixed the issue. I played for several hours with no issues. Thanks for the quick fix!

Posted
10 hours ago, ban10 said:


First off, I think deleting these overrides fixed the crashing issues experienced by many, so everyone give mountaindemon a round of applause!
Thanks for the help, still not sure how/why this would crash the game fully. I understand breaking the weight modifiers but a full crash seems very strange...

Still, did some testing on the test saves and previously crashing saves now seem to be ok, so fingers crossed this fixes things for most people.
As always, report asap with saves and I can continue testing if things are still broken
 


Haha, kinda funny, I had this happen once as well, I will note this and fix it for next release.
 


Cool idea, could add as an option to the "Decipere" (Beguile) interaction, would be a tough skill check though.
 


Hmm, got a save you can send over?
It is a bit funny sometimes, the problem is that the female gender is saved only for the save, so sometimes it bugs out a little.
Also I added a safeguard to try and keep some male heirs for the Magister, because otherwise there would be nobody to pass the Regula Magistri onto.
 


Took me 5 mins to add, so this is now added.
 


So, the Mutare corpus showing wrong effects is a known bug.
The issue is that the random effect runs twice when inside a message box.
Once for the messages box and then again for the actual effect.
This is honestly imo a vanilla bug, for example if you had a simple random gold message it would also have the same bug.

Not something I want to fix right now, but something to think about.
Essentially I'd need to run the effects twice or something and do some flag magic to make sure the right effects show up, very painful and could be buggy

For the personality change, honestly the code explains it best https://gitgud.io/ban10/regula-magistri/-/blob/master/Regula_Magistri/common/scripted_effects/regula_mutare_corpus_effects.txt#L1247
Its fully hard-coded for the standard Regula faith (and what I consider to be good/bad traits for Famuli), though I should probably refactor this to take into account your current faith, as traditions can change sins/virtues.
I'll put it on my todo

 

No problem, Thank you for the code link. Knowing the message is a vanilla bug and the traits are hardcoded helps. It'd be great if it factored in your current sinful/virtue traits but not the end of the world. Craven on a follower is neither good nor bad, it only stood out since I currently have it as a sinful trait.

 

 

Posted
23 hours ago, ban10 said:


First off, I think deleting these overrides fixed the crashing issues experienced by many, so everyone give mountaindemon a round of applause!
Thanks for the help, still not sure how/why this would crash the game fully. I understand breaking the weight modifiers but a full crash seems very strange...

Still, did some testing on the test saves and previously crashing saves now seem to be ok, so fingers crossed this fixes things for most people.
As always, report asap with saves and I can continue testing if things are still broken
 


Haha, kinda funny, I had this happen once as well, I will note this and fix it for next release.
 


Cool idea, could add as an option to the "Decipere" (Beguile) interaction, would be a tough skill check though.
 


Hmm, got a save you can send over?
It is a bit funny sometimes, the problem is that the female gender is saved only for the save, so sometimes it bugs out a little.
Also I added a safeguard to try and keep some male heirs for the Magister, because otherwise there would be nobody to pass the Regula Magistri onto.
 


Took me 5 mins to add, so this is now added.
 


So, the Mutare corpus showing wrong effects is a known bug.
The issue is that the random effect runs twice when inside a message box.
Once for the messages box and then again for the actual effect.
This is honestly imo a vanilla bug, for example if you had a simple random gold message it would also have the same bug.

Not something I want to fix right now, but something to think about.
Essentially I'd need to run the effects twice or something and do some flag magic to make sure the right effects show up, very painful and could be buggy

For the personality change, honestly the code explains it best https://gitgud.io/ban10/regula-magistri/-/blob/master/Regula_Magistri/common/scripted_effects/regula_mutare_corpus_effects.txt#L1247
Its fully hard-coded for the standard Regula faith (and what I consider to be good/bad traits for Famuli), though I should probably refactor this to take into account your current faith, as traditions can change sins/virtues.
I'll put it on my todo

it seems works fine now, thanks for your effort!

Posted (edited)

Seems its now crashing when starting a new character and trying to acquire the Regula Magistri as a pregenerated character. You click on the knock on door and the game crashes. I cleaned out the load order to just be Carnalitas and then Regula Magistri with nothing else. Problem occurs both with the latest version from here and with the version downloaded from the Git. I tried both a single county ruler in Norway and an Irishman with the earliest time. Hope all the information helps! Thanks!

Edit: So I loaded an older version of the mod from a week ago and found it didn't crash. Comparing the folder contents, I ended up editting the regula_religion.txt to remove the entry doctrine = doctrine_concubines that was not present in the build from a week ago and was then able to go through the start event without issue.

debug.log error.log game.log

Edited by Rdavy
Posted

Hi, I have a question for those that are better in understanding the code than me.

So I wanted to change the rule to make sure when the females follow the regula religion, they will also wear 'ankle high heels 3' and 'no cape'.

The current ruleset modifies it so they wear revealing cloths and no legwear.

My added code is circled in red below, but it doesn't seem to be working on a existing game or new game.

Any help please? 

ps. I also wonder what the "value = 0" is for.

 

image.png.281db171782155e2d45921082407f21d.png

Posted
19 minutes ago, hm76 said:

Hi, I have a question for those that are better in understanding the code than me.

So I wanted to change the rule to make sure when the females follow the regula religion, they will also wear 'ankle high heels 3' and 'no cape'.

The current ruleset modifies it so they wear revealing cloths and no legwear.

My added code is circled in red below, but it doesn't seem to be working on a existing game or new game.

Any help please? 

ps. I also wonder what the "value = 0" is for.

 

image.png.281db171782155e2d45921082407f21d.png

 

Try with "gene = shoes" instead of cbo_shoes

Posted
20 minutes ago, csirke128 said:

 

Try with "gene = shoes" instead of cbo_shoes

I tried that, doesn't seem to work too. I also tried changing the "value = 0" to "range = { 0 1}" (although I'm not sure what it means, but I seen this range applied in other clothing)

image.png.80faf672f16b3b7fca49813b09af0973.png

Posted (edited)
3 hours ago, hm76 said:

I tried that, doesn't seem to work too. I also tried changing the "value = 0" to "range = { 0 1}" (although I'm not sure what it means, but I seen this range applied in other clothing)

image.png.80faf672f16b3b7fca49813b09af0973.png

You almost have it, the template is ankle_boot_heels_03
so its

 

# Add High Heels
accessory = {
    mode = add
    gene = shoes
    template = ankle_boot_heels_03
    value = { 0 1 }
}


FYI, the value is used mainly to adjust how "much" of a gene there is,
For example boobs at 0 would be flat, while boobs at 1 would be BIG
For clothing genes, it works slightly differently in that you always have the clothing, the range is just used to have variants.
eg the nothern clothing has like 3 variants you could wear, all in the same template.
For the heels it doesn't matter, any value works, 0 or 1 or anything in between
 

 

9 hours ago, Rdavy said:

Seems its now crashing when starting a new character and trying to acquire the Regula Magistri as a pregenerated character. You click on the knock on door and the game crashes. I cleaned out the load order to just be Carnalitas and then Regula Magistri with nothing else. Problem occurs both with the latest version from here and with the version downloaded from the Git. I tried both a single county ruler in Norway and an Irishman with the earliest time. Hope all the information helps! Thanks!

Edit: So I loaded an older version of the mod from a week ago and found it didn't crash. Comparing the folder contents, I ended up editting the regula_religion.txt to remove the entry doctrine = doctrine_concubines that was not present in the build from a week ago and was then able to go through the start event without issue.

debug.log 1.83 MB · 0 downloads error.log 189.76 kB · 0 downloads game.log 99.88 kB · 0 downloads

I'll look into this but I cannot even fathom how the concubine/polygamy rule would even cause issues to the start cult event
Do you have a save you can share? If I can replicate the crash it'll help a huge amount

Edited by ban10
Posted
On 11/20/2024 at 3:19 AM, ban10 said:

Hmm, got a save you can send over?
It is a bit funny sometimes, the problem is that the female gender is saved only for the save, so sometimes it bugs out a little.
Also I added a safeguard to try and keep some male heirs for the Magister, because otherwise there would be nobody to pass the Regula Magistri onto.

That actually seems pretty possible, after letting it run a bit longer, I had like 3 boys out of about 100 kids, then the save completely broke, not sure what happened there, but pretty certain it was a graphical error caused by CBO or PA, if I had to guess, then started a new game a different mod that also lets you change the kid genders, am using that now, also toning down the amount of kids, cause holy shit, it got ludicrous towards the end of not even one lifetime, like 500 kids in 60 years

On that note, is it possible to include a trait that has the same effect as celibate, but isnt celibate?

 

It feels weird to take celibacy to save my sanity, not that the piety loss really hurts

Posted

The new blessed pregnancy trait to mark which one of your harem member has been blessed by mutare corpus is quite helpful, but I find the "find pregnant member(s) that hasn't been blessed every few months" routine to be quite intensive, is there any plan to make sure blessing pregnancies to be easier on player input?

Posted
21 hours ago, Savaris2222 said:

That actually seems pretty possible, after letting it run a bit longer, I had like 3 boys out of about 100 kids, then the save completely broke, not sure what happened there, but pretty certain it was a graphical error caused by CBO or PA, if I had to guess, then started a new game a different mod that also lets you change the kid genders, am using that now, also toning down the amount of kids, cause holy shit, it got ludicrous towards the end of not even one lifetime, like 500 kids in 60 years

On that note, is it possible to include a trait that has the same effect as celibate, but isnt celibate?

 

It feels weird to take celibacy to save my sanity, not that the piety loss really hurts

just use birth control mods like this one
https://steamcommunity.com/sharedfiles/filedetails/?id=2233310438&searchtext=contraceptive

and use the hide dead children for your sanity
https://steamcommunity.com/sharedfiles/filedetails/?id=2977869307

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