Jump to content

[mod] Regula Magistri 2


Recommended Posts

Posted

Having this mod enabled in the mod load order breaks "Medieval Matriarchs".

The "Amazon Envoy" court position introduced by that mod breaks, if the mod is added mid playthrough and the position is assigned, it gets unassigned on unpause and the list to assign a character to it is empty. I don't know whether it breaks other events added by the mod, because I haven't found a way to specificially trigger those.

Posted
7 hours ago, Tyrranus said:

@ban10 so I grabbed the new traditions .txt file off the gitgud and loaded my save and it has helped but still one last problem with diverging the culture

image.png.846866f087c803c388fe489d644a8099.png

 

The tradition requirements are checking the current culture. Ban10 updated the tradition requirement again and I checked the new code, but it doesn't fix the diverge culture issue. I played around with it a little bit, but I'm not sure if it can be fixed so that you can adopt the tradition at the same time that you diverge your culture and adopt the Famuli (or Equal/Women Only with the new update) custom.

Posted

Would it be possible to have a "reverse Mutare Visio" choice that, well, does the opposite of the current effects? Make the girls smaller if you want, or to just average them out? Or maybe even have an effect that makes them seem younger for a time after like 45 or smth? Just an idea bc all my harem always become thicc women, which while isn't bad, I still like my women across the spectrum. 

Posted

 

Questions about Palace. How do you build a palace dungeon? It said it needs a special building slot so how is that acquired?

 

Also, and I'm not sure any of the mod creators or users care about balance, but there is a quirk where if you haven't built a palace yet you can build a bunch at the same time. Is this something that should avoided for gameplay reasons?

Posted
10 hours ago, Johnny Wolf said:

 

Questions about Palace. How do you build a palace dungeon? It said it needs a special building slot so how is that acquired?

 

Also, and I'm not sure any of the mod creators or users care about balance, but there is a quirk where if you haven't built a palace yet you can build a bunch at the same time. Is this something that should avoided for gameplay reasons?

The Dungeon is a Special/Duchy Building that requires you to change the DeJure Duchy Capital to the Palace location (Not your Realm Capital, your DeJure Capital is changed via Decision). However, past that you also need to go into the files for the Regula buildings and de-comment (remove hashes #) from the lines regarding the dungeon building. There won't be an icon for it last I checked but it will be available after those steps. (Unless something has changed since I last did that and I'm wrong) 

Posted
3 hours ago, LustDemon69 said:

The Dungeon is a Special/Duchy Building that requires you to change the DeJure Duchy Capital to the Palace location (Not your Realm Capital, your DeJure Capital is changed via Decision). However, past that you also need to go into the files for the Regula buildings and de-comment (remove hashes #) from the lines regarding the dungeon building. There won't be an icon for it last I checked but it will be available after those steps. (Unless something has changed since I last did that and I'm wrong) 

Thanks. This sounds slightly complicated but I think I can give it a go. 

 

Also, is there any specific reason to make the palace the Realm capital? Any storyline things or special events that get missed out on?

Posted
On 11/14/2025 at 1:36 AM, ban10 said:


Hmm, I'll look into this
 


Hmm, actually, there might be a way to keep the old names! Maybe even the descriptions, I'm going to try and add them back, I did like them as well.

Ah, yeah I've removed the government overrides, but honestly I'm going to re-add them to re-enable the palace holding everywhere, its just painful right now as its so many governments to override now. Wish I could just set palace holdings to be valid in every government type, rather then change every government to make palace holdings valid. urgh.
 


Yeah, anyone who has been "shown the book" (have the spellbound secret" should convert when releasing the keeper.
 


That purple text only shows up in debug mode, so its ok imo.
 


Show book should disappear the day after freeing the keeper of souls iirc.
Yep, council GUI issues noted.
 


Yeah will check council GUI

 


Sadly, I don't get what you mean by this, maybe a picture would help?

Hello

 

Thank you for making the mod, but seems like I still have issue (CTD) when assigning Vilicus Contubernails, maybe it's because I don't have available person?

Posted
On 12/28/2025 at 9:46 AM, LustDemon69 said:

The Dungeon is a Special/Duchy Building that requires you to change the DeJure Duchy Capital to the Palace location (Not your Realm Capital, your DeJure Capital is changed via Decision). However, past that you also need to go into the files for the Regula buildings and de-comment (remove hashes #) from the lines regarding the dungeon building. There won't be an icon for it last I checked but it will be available after those steps. (Unless something has changed since I last did that and I'm wrong) 

Thanks again for responding. Just a quick update. I went into the files and removed two lines of ############################################################################################################### from the file, and then changed the DeJure Capital. The duchy slot showed up, but no building was available. I started in 867 AD, but I have a cheat mod I auto discovered Manoralism and Windmills to see if it would come up. Is the Dungeon a WiP?

Posted
On 12/28/2025 at 3:00 PM, Johnny Wolf said:

Thanks. This sounds slightly complicated but I think I can give it a go. 

 

Also, is there any specific reason to make the palace the Realm capital? Any storyline things or special events that get missed out on?

Making it the Realm Capital is kinda irrelevant, it's just up to you. 

 

2 hours ago, Johnny Wolf said:

Thanks again for responding. Just a quick update. I went into the files and removed two lines of ############################################################################################################### from the file, and then changed the DeJure Capital. The duchy slot showed up, but no building was available. I started in 867 AD, but I have a cheat mod I auto discovered Manoralism and Windmills to see if it would come up. Is the Dungeon a WiP?

Ok so I didn't mean those lines, just the lines with actual code that have # at the start of the lines, like shown below. Delete just those #'s, save the file, then you should be golden. The file is in common > buildings > regula_palace_special_buildings.

image.png.c08958ddd2384db7143797d54ef42357.pngimage.png.d5bcf26c8e3c233081b53f3606df8c82.pngimage.png.b47382456ccfa3d449ee92c1b46b5916.png

Posted

 

2 hours ago, Johnny Wolf said:

Thanks again for responding. Just a quick update. I went into the files and removed two lines of ############################################################################################################### from the file, and then changed the DeJure Capital. The duchy slot showed up, but no building was available. I started in 867 AD, but I have a cheat mod I auto discovered Manoralism and Windmills to see if it would come up. Is the Dungeon a WiP?

Here's the updated file that should let you be able to use the Dungeon. It's supposed to have some extra effect with capturing commoners, but it is still a WiP, so it only gives dread, piety, and control increase. I also just tweaked the stats given a bit more, only 50% more than before, so it feels more worth it. 

regula_palace_special_buildings.txt

Posted (edited)
4 hours ago, LustDemon69 said:

 

Here's the updated file that should let you be able to use the Dungeon. It's supposed to have some extra effect with capturing commoners, but it is still a WiP, so it only gives dread, piety, and control increase. I also just tweaked the stats given a bit more, only 50% more than before, so it feels more worth it. 

regula_palace_special_buildings.txt 3.06 kB · 0 downloads

Thank you kindly.  I think it still needs to be the realm capital in order to change the duchy capital but I'll give it a go. 

 

Got it to work. Built all three tiers. Thank you. It didn't imprison anyone but I assume it's WiP. Good to know that it can be done.

Edited by Johnny Wolf
Posted
On 2025/12/25 at AM7点19分, ban10 said:


我不太明白你的意思?
目前大多数雷古拉特殊单位都是轻型/重型单位,但随着法穆利美术设计的重做,大多数武士现在都有了“法穆利”版本。
我计划整理一下法穆利战士的传统,很快它们就能解锁该地区的特殊单位,而不仅仅是某个特定的雷古拉单位。
 


嗯,这倒是个有趣的想法!或许会降低你的虔诚“经验值”(也就是降低你的整体虔诚等级),但同时增加虔诚/暴政/关系损失?
这或许也是惩罚对手的一种非常卑鄙的手段……
 


是的,我打算先把它锁定在雷古拉信仰上,看看效果如何。
 


我考虑过这个问题,但你仍然需要添加一种文化传统,或许“Magistri”这个选项比较合适,我可以试试。
不过得先测试一下。
 


我不太明白你的意思?
你是说那个魅力值提升事件吗?
你可以通过选择“阅读《法师条例》”这个决议,然后在通知设置页面中查看来跳过这些事件。

 


感谢大家的鼓励☺️,我很享受制作这个mod的过程,也乐于随着CK3的不断发展和各种游戏方式的尝试,持续添加新的内容。

今天我会发布一个中等更新,同时也在准备一个大型更新(包括Magister系统的重制和Regula Admin政府的更新)。
这次更新包含了Famuli MAA的重制,非常希望听到大家的意见。

The newly updated image of the female soldier looks great, really awesome 👍. Also, it would be even better if, when switching to the new administrative government resolution, a system using Merit Rank could be added.

Posted

On current update I’m having a game crash error every time I try and add a member to my regula council. 
Starting in Echigo (Japan), did moderate ritual, roaming regula, childbirth, and they are candles. 
 

erased old file and replaced with update. Didn’t double check load order, but it generally ends up in the same place. 

Posted

Is there a way to edit the quick start Magistri cultures to use different 3D unit models? I like having the unique levy and knight pictures but wanted to have Norse or Iberian units on the map instead of the generic European ones, but I can't find how to change what unit models are used by famuli_unit_gfx.

Posted (edited)

so finally I got sick of it diverged the culture with the famuli only pillar then immediately did the famuli warriors tradition and followed up with using the console 

effect root.culture = { add_culture_tradition = tradition_name } to add the other 2 and

 

effect root.culture = { remove_culture_tradition = tradition_name } to remove the ones I would have replaced

 

perhaps we could add a decision for the magister to do this?

Edited by Tyrranus
Posted
4 hours ago, Tyrranus said:

so finally I got sick of it diverged the culture with the famuli only pillar then immediately did the famuli warriors tradition and followed up with using the console 

effect root.culture = { add_culture_tradition = tradition_name } to add the other 2 and

 

effect root.culture = { remove_culture_tradition = tradition_name } to remove the ones I would have replaced

 

perhaps we could add a decision for the magister to do this?

 

There are already decisions set up for each of the traditions. If you don't see them you might have disabled the game rule for them. The decisions require you to be cultural head, and I don't think that has been changed with the character scope update since that was just done for the tradition itself which would only apply when diverging the culture, but as soon as you diverge the culture it should fulfill that requirement unless your liege changes to your culture (Had this issue pop up once when I was purposely staying as a vassal and my daughter became my liege and stole my place as culture head).

 

image.png.5f00f4cbfd83c358ea79872e5804da1b.png

 

image.png.c1c8c543878c26bc3dc48781be517227.png

Posted

A question: once you have adopted Regula Administration, is there a way to make your non-Regula-Administrative vassals adopt this government as well (similar to the interaction for normal Administrative)? Because if there is, it's not showing up the first time I took the decision to change government.

Posted (edited)

Hello!
Recently, while playing Regula, I encountered a difficult problem: the "fascinare_outcome.2504" event would occupy almost all of my time clicking on options when my house was larger.
I found the option you created in the decision to switch to the event in the bottom right corner, but this guardian event option will also block other events, which usually don't take up too much time to handle. I was wondering if it would be convenient for you to create another option to allow event 2504 to be quietly triggered by event 2505 only in the bottom right corner?
Of course, this is just a suggestion, and ultimately, thank you for creating and maintaining this MOD.

By the way, happy New Year.🥳

edit:
I found an event that adds the "regula_obedience_bloodline" trait, which is "regula_bloodline.1000". However, I noticed that the determination condition for this event is:


    trigger = {
        dynasty ?= {
            any_dynasty_member = {
                even_if_dead = yes
                has_trait_with_flag = regula_bloodline_magister
            }
        }
    }


If I understand correctly, this would result in almost all characters in the dynasty get the bloodline traits at the age of three, and would also cause all characters, including those outside the player's house, to acquire the Regula bloodline trait?!
Wait, doesn't this seem somewhat illogical? After all, characters outside the player's house shouldn't possess this "bloodline"!😲


 

I have attempted to modify your code so that the bloodline trait is only detected within the player's house, and will only be acquired through this event within the player's house. I hope my attempt can make this concept more logical.

 

regula_bloodline.1000 = { #Inheritance from grandparents
    type = character_event
    hidden = yes

    trigger = {
        house ?= {
            any_house_member = {

                even_if_dead = yes
                has_trait = magister_trait_group
            }
        }
    }

    immediate = {
        if = {
            limit = {
                NOT = { has_trait = regula_potestas_queen_bloodline }
                dynasty = {
                    any_house_member = { has_trait = regula_potestas_queen_bloodline }
                }
            }
            add_trait = regula_potestas_queen_bloodline
        }
        if = {
            limit = {
                NOT = { has_trait = regula_servitude_war_bloodline }
                dynasty = {
                    any_house_member = { has_trait = regula_servitude_war_bloodline }
                }
            }
            add_trait = regula_servitude_war_bloodline
        }
        if = {
            limit = {
                NOT = { has_trait = regula_domination_war_bloodline }
                dynasty = {
                    any_house_member = { has_trait = regula_domination_war_bloodline }
                }
            }
            add_trait = regula_domination_war_bloodline
        }
        if = {
            limit = {
                NOT = { has_trait = regula_contubernalis_bloodline }
                dynasty = {
                    any_house_member = { has_trait = regula_contubernalis_bloodline }
                }
            }
            add_trait = regula_contubernalis_bloodline
        }
        if = {
            limit = {
                NOT = { has_trait = regula_domitans_bloodline }
                dynasty = {
                    any_house_member = { has_trait = regula_domitans_bloodline }
                }
            }
            add_trait = regula_domitans_bloodline
        }
        if = {
            limit = {
                NOT = { has_trait = regula_fascinare_bloodline }
                dynasty = {
                    any_house_member = { has_trait = regula_fascinare_bloodline }
                }
            }
            add_trait = regula_fascinare_bloodline
        }
        if = {
            limit = {
                NOT = { has_trait = regula_obedience_bloodline }
                dynasty = {
                    any_house_member = { has_trait = regula_obedience_bloodline }
                }
            }
            add_trait = regula_obedience_bloodline
        }
    }
}

Edited by t7reep
Posted
12 hours ago, merrick1031 said:

 

There are already decisions set up for each of the traditions. If you don't see them you might have disabled the game rule for them. The decisions require you to be cultural head, and I don't think that has been changed with the character scope update since that was just done for the tradition itself which would only apply when diverging the culture, but as soon as you diverge the culture it should fulfill that requirement unless your liege changes to your culture (Had this issue pop up once when I was purposely staying as a vassal and my daughter became my liege and stole my place as culture head).

Yeah I more meant a quick 'bamo' button for gettin everything setup at once for those of us that dont wanna wait lol since we cant start as a magister in charge of a culture I was thinking a 'one shot' button to diverge and add the magistirian pillar and traditions

Posted
1 hour ago, xoihegn said:

Have I missed any specific goals?

 

1.jpg

2.jpg

 

The Glorious Ritual has 6 requirements but your screen shot is missing the 2 powerful vassals requirement. This requirement has workarounds for Nomad and Administrative governments coded in, but, at least in my file and I'm a version or 2 behind since I haven't had time to play, seems to be missing the newer governments. It looks like there was an update 3 days ago to the triggers so the issue might have been resolved and just not pushed out as a proper release yet.

 

You can get around this issue for now by editing the line in the screenshot below and changing the "= 6" to instead be ">= 5" so that you only need to meet 5 of the requirements. The file can be found in the mod folder>common>decisions.

 

image.png.3c7e8b6bc58f5f41a3df83d3ac8fa55d.png

 

42 minutes ago, Tyrranus said:

Yeah I more meant a quick 'bamo' button for gettin everything setup at once for those of us that dont wanna wait lol since we cant start as a magister in charge of a culture I was thinking a 'one shot' button to diverge and add the magistirian pillar and traditions

 

I'm not sure something like that will be added since the individual decisions exist, but you could always edit the costs of the decisions to make them incredibly cheap so that you could just spam them once you meet the requirements. I've included a screenshot for the cost of one of the traditions, you can just edit the value to be whatever you want. You can use either Paradox's coding value terms or numbers. Same file path as I stated above the other screenshot.

 

image.png.95ee786cb82a1e2c77185b860594df45.png

Posted

Another suggestion for fixing the issue of Mulsa being impregnated by other men; what if the Magister could use the Regula to overpower/get rid of another man's "unworthy" seed and either replace it with his own or just terminate the pregnancy? 

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   1 member

×
×
  • Create New...