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[mod] Regula Magistri 2


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Posted

Funny interaction I hadn't considered. I decided to give my one and only son a country before freeing the keeper of souls. 20 years of game time later his wife deposed him and made him a monk. No more heir. 

Posted

Is it a bug that changing the location of the holy land will lead to the invalidation of the original knights? Or is it set to this?

Posted
57 minutes ago, kongguan said:

Is it a bug that changing the location of the holy land will lead to the invalidation of the original knights? Or is it set to this?

the change of the holy sites is actually switch to annother religion, so yes, it is the machanic

Posted
On 12/25/2025 at 12:19 AM, ban10 said:

I thought about this, but you still would need a cultural tradition added, maybe the Magistri submission would be a good candidate, I might try it.
Would have to test it first

I got around to trying this and it seems to work.

 

Posted (edited)
On 1/2/2026 at 6:28 PM, LustDemon69 said:

I would say I don't understand why it isn't like that normally, with having a higher fertility debuff, but even in modern day birth control isn't 100% effective so it makes some sense lol. 


Probably intended as an RP toggle of 'not trying for kid', rather than 'magical spermicide', and also not designed to function with the Regula mod itself and all the fertility buffs you can stack there-in.
 

On 1/3/2026 at 8:30 AM, 6ft3btw said:

Would you be interested in uploading your changed files?



Editing the files myself is easy. Creating a submod that could be easily shared, I have zero idea how to do.

Edited by MasterQuinn
Posted
On 1/3/2026 at 4:35 AM, Seeker88 said:


I also reduce the fertility significantly for Mulsa and Paelex.  I actually feel like it is in spirit of the mod -- there is only so much Magister to spread among so many wives, so fertility should reflect that.


Reasonable justification.

One I always head-canon'd was that a significant portion of each Famuli's time and spiritual/mystical energy was devoted to serving the Magister and fueling his power, hence that would take a toll on their ability to produce offspring.

As a side effect, keeping some fertility bonuses for the Magister traits and giving the Palex trait a decent malus means that even if you can't marry a charmed woman immediately, she is much less likely to produce a child with her current husband.

Posted
12 hours ago, MasterQuinn said:


Reasonable justification.

One I always head-canon'd was that a significant portion of each Famuli's time and spiritual/mystical energy was devoted to serving the Magister and fueling his power, hence that would take a toll on their ability to produce offspring.

As a side effect, keeping some fertility bonuses for the Magister traits and giving the Palex trait a decent malus means that even if you can't marry a charmed woman immediately, she is much less likely to produce a child with her current husband.

 

Building on both of our takes, "neglected" wives will (with our adjustments) have lower fertility, but "favored" wives (ones that get attention in the form of bust size or Mutare enhancements) will have higher fertility.

Posted

Seems the Servants of the Keeper of Souls are a pretty exclusive bunch.

If you play as an absolute nobody, they will ghost you in about two conversations!

Don't believe me? Start the game as any non-lustful, non-ambitious count,

with no genetic traits, that's not from a prestigious dynasty, and isn't prestigious himself(not a special norse character)

get your gold below ~50, just gift it to your courtiers

trigger the "Acquire the regula magistri" decision > Knock on door > whatever option you have.

The following event ("Am I worthy?") will not trigger


This is the section of code responsible for displaying the options in that event, located in mod/Regula_Magistry/events/decisions/regula_start_cult_events.txt
Can you spot the problem?

Spoiler


	# Fallback option, gain stress but you get through
	option = {
		name = regula_start_cult_event.0003.lame
		flavor = regula_start_cult_event.0003.lame.tt

		trigger = { always = no }
		fallback = yes

		stress_impact = {
			base = minor_stress_impact_gain
		}

		save_scope_value_as = {
			name = worthy_response
			value = flag:lame
		}

		trigger_event = regula_start_cult_event.0004
	}

	# Being lustful is an automatic pass
	option = {
		name = regula_start_cult_event.0003.lustful
		flavor = regula_start_cult_event.0003.lustful.tt

		trigger = {
			has_trait = lustful
		}

		trait = lustful

		add_character_modifier = {
			modifier = alluring_confidence
			years = 10
		}

		save_scope_value_as = {
			name = worthy_response
			value = flag:lustful
		}

		trigger_event = regula_start_cult_event.0004
	}

	# Being ambitious is also an automatic pass
	option = {
		name = regula_start_cult_event.0003.ambitious
		flavor = regula_start_cult_event.0003.ambitious.tt

		trigger = {
			has_trait = ambitious
		}

		trait = ambitious

		add_character_modifier = {
			modifier = focused_modifier
			years = 10
		}

		save_scope_value_as = {
			name = worthy_response
			value = flag:ambitious
		}

		trigger_event = regula_start_cult_event.0004
	}

	# Duchy Landed
	option = {
		name = regula_start_cult_event.0003.landed
		flavor = regula_start_cult_event.0003.landed.tt

		trigger = {
			is_landed = yes
			highest_held_title_tier >= tier_duchy
		}

		add_prestige = medium_prestige_gain

		save_scope_value_as = {
			name = worthy_response
			value = flag:landed
		}

		trigger_event = regula_start_cult_event.0004
	}

	# Having good genetic traits
	option = {
		name = regula_start_cult_event.0003.genetic
		flavor = regula_start_cult_event.0003.genetic.tt

		trigger = {
			OR = {
				has_trait = physique_good
				has_trait = intellect_good
				has_trait = beauty_good
				has_trait = fecund
				has_trait = pure_blooded

			}
		}

		add_character_modifier = {
			modifier = invigorated_modifier
			years = 10
		}

		save_scope_value_as = {
			name = worthy_response
			value = flag:genetic
		}

		trigger_event = regula_start_cult_event.0004
	}

	# Famous Dynasty
	option = {
		name = regula_start_cult_event.0003.dynasty
		flavor = regula_start_cult_event.0003.dynasty.tt

		trigger = {
			dynasty = {
				dynasty_prestige_level >= 3
			}
		}

		dynasty = {
			add_dynasty_prestige = minor_prestige_gain
		}

		save_scope_value_as = {
			name = worthy_response
			value = flag:dynasty
		}

		trigger_event = regula_start_cult_event.0004
	}

	# Prestige Level
	option = {
		name = regula_start_cult_event.0003.prestige
		flavor = regula_start_cult_event.0003.prestige.tt

		trigger = {
			prestige_level >= 3
		}

		add_prestige = medium_prestige_gain

		save_scope_value_as = {
			name = worthy_response
			value = flag:prestige
		}

		trigger_event = regula_start_cult_event.0004
	}

	# Gold!
	option = {
		name = regula_start_cult_event.0003.gold
		flavor = regula_start_cult_event.0003.gold.tt

		trigger = {
			gold >= major_gold_value
		}

		show_as_unavailable = {
			always = yes
		}

		add_character_modifier = {
			modifier = focused_modifier
			years = 10
		}

		save_scope_value_as = {
			name = worthy_response
			value = flag:gold
		}

		trigger_event = regula_start_cult_event.0004
	}

Solution:

Spoiler

Events always need at least one clickable option. The first option is marked as fallback, meaning it gets shown if no other choices are shown.

The last option for gold is marked show_as_unavailable, which makes it shown but not clickable.

If the player character meets none of the requirements, the event only shows the option for gold, which is not clickable.

Since there's no selectable options, the game decides to kill the event the moment it shows up.

(This is better than the alternative, which is softlocking the player)

 

tl;dr, please remove the show_as_unavailable in your next update

 

ps. I had two hours to game before sleeping and spent 3 hours debugging and writing this up instead. you're welcome!

 

Posted
On 1/4/2026 at 11:22 PM, MasterQuinn said:

Editing the files myself is easy. Creating a submod that could be easily shared, I have zero idea how to do.

Submods and mods are identical beyond the optional requirement to add the main mod as a dependency to help reduce ID10T errors.

 

The mod should just contain all modified files with the same folder structure as they appear in the main mod and be loaded after. Those files will overwrite the ones in the original mod, just like you did when you edited and saved them.

 

For example, if you edited the contents of:

Regula_Magistri\common\modifiers\regula_religion_modifiers.txt

 

Then your submod directory would look like:

Regula_Magistri_Submod\common\modifiers\regula_religion_modifiers.txt

 

Although it may be wise to name the folder something more descriptive than "Regula Magistri Submod" in case more than one gets made.

Posted

How will a subject use the administrative regula government?  I'm using fedual and I won a fedual terrioty for my wife using her claim and it become administrative. Also , the regual government pays extremely high tax (97.7% in the case metioned), making it always goes bankruptcy .

Posted

This mod conflicts with AGOT and will result in the inability to confer titles upon courtiers and non-heir children, as well as the inability to grant fiefs.

Posted
15 hours ago, 无行君 said:

This mod conflicts with AGOT and will result in the inability to confer titles upon courtiers and non-heir children, as well as the inability to grant fiefs.

Well it is a Total Conversion type mod so yes, makes sense it'd be incompatible with something like AGOT

Posted

I hate git repositories, are the changes in ban's link downloadable to plonk in the mod folder and play or are they just 'this is what Im working on' notes?

Posted

Hi! I was just wondering what is keeping me from granting titles to my still-unlanded characters. Doesn't matter if they're my character's daughters, wives, or both, for most of them the option is just grayed out. It means a lot of other options are also unavailable on them, like Sanctifica Serva for example.

Posted
1 hour ago, Golgi2 said:

Hi! I was just wondering what is keeping me from granting titles to my still-unlanded characters. Doesn't matter if they're my character's daughters, wives, or both, for most of them the option is just grayed out. It means a lot of other options are also unavailable on them, like Sanctifica Serva for example.

So each of the Regula holy sites provide a power, and one of five of them is the Sancifica Serva. Not sure about granting titles unless it's before you've freed the keeper but then the Bestow titles would be available. 

Posted

Just finished my first ruler, and inherited on the son and i thought, why marry these old orbas? Im young what the hell. Enter the torrent of stress death wave from hell. Went from 600 to 53 dynasty members. 3 adult and 50 children. Did i do something wrong? is this intended? Marry the 70 year old orbas or else??? Or is this just paradox pro coding and cant be avoided. 

Posted

If you adopt the regula government, the mod just kinda breaks, cause the mutae corpus just stops working.  it may be because i dont have the all under heaven dlc.

Posted
On 1/16/2026 at 1:18 PM, adrikappa said:

Just finished my first ruler, and inherited on the son and i thought, why marry these old orbas? Im young what the hell. Enter the torrent of stress death wave from hell. Went from 600 to 53 dynasty members. 3 adult and 50 children. Did i do something wrong? is this intended? Marry the 70 year old orbas or else??? Or is this just paradox pro coding and cant be avoided. 

There is a interaction to retire people older than 40 that tells them to step down and to either give it to their heir or the land to you.

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