Johnny Wolf Posted January 4 Posted January 4 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. 3
kongguan Posted January 4 Posted January 4 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?
JankinT Posted January 4 Posted January 4 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
Armin487 Posted January 4 Posted January 4 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.
MasterQuinn Posted January 4 Posted January 4 (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 January 4 by MasterQuinn
MasterQuinn Posted January 4 Posted January 4 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. 2
Seeker88 Posted January 5 Posted January 5 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. 1
ban10 Posted January 6 Author Posted January 6 Hey all, Just a heads up that I'm going to be away all of Jan, so no updates until maybe early March. Here is the current main rework, the Magister trait, for those interest, any feedback, I'd be down to have a look when I'm back https://gitgud.io/ban10/regula-magistri/-/merge_requests/309 8
LustDemon69 Posted January 6 Posted January 6 9 minutes ago, ban10 said: Hey all, Just a heads up that I'm going to be away all of Jan, so no updates until maybe early March. Here is the current main rework, the Magister trait, for those interest, any feedback, I'd be down to have a look when I'm back https://gitgud.io/ban10/regula-magistri/-/merge_requests/309 I believe we all eagerly await for your return, and hope you have a good vacation/whatever you're doing. 1
hobblegobble Posted January 6 Posted January 6 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! 2
6ft3btw Posted January 6 Posted January 6 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.
ChangKaiser Posted January 6 Posted January 6 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 .
无行君 Posted January 7 Posted January 7 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.
LustDemon69 Posted January 8 Posted January 8 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 1
Tyrranus Posted January 9 Posted January 9 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?
byehi Posted January 9 Posted January 9 20 hours ago, Tyrranus said: 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? I cant take it off Git and provide a link unfortunately but if you download the zip file from here (click the code button and then zip) the WIP version should download for you https://gitgud.io/ban10/regula-magistri/-/tree/Magister-Trait-Rework 1
Tyrranus Posted January 10 Posted January 10 19 hours ago, byehi said: I cant take it off Git and provide a link unfortunately but if you download the zip file from here (click the code button and then zip) the WIP version should download for you https://gitgud.io/ban10/regula-magistri/-/tree/Magister-Trait-Rework thanks man, Im sure theyre useful once yer used to em, esp for developers but damn the git sites have the worse UI ever, esp for us filthy casuals
AdilPerez Posted January 11 Posted January 11 So with MAA overrides i guess some changes to azraq,toxotai,valkyries and phylaxes will be necessary
Golgi2 Posted January 14 Posted January 14 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.
Johnny Wolf Posted January 15 Posted January 15 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.
adrikappa Posted January 16 Posted January 16 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.
Armin487 Posted January 16 Posted January 16 There's a reason No Death Cascade is in the required mod list even though it's not technically necessary. 1
weirdguy48 Posted January 18 Posted January 18 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.
Captain Boat Fucker Posted January 18 Posted January 18 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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