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[mod] [mod] Daughters of Lust - updated


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Posted

Great news! Btw didn't you think of random(?) events about adding ShieldMaiden trait. I usually add it in ruler designer, otherwise it's almost impossible to acquire if you belong to wrong culture.

Posted
On 3/17/2025 at 12:47 AM, Kieva said:

 

I'm pretty sure becoming a succubus automatically sets your visual age somewhere around 20-30...? I played a whole save with Wallada (the Umayyad adventurer poet on the 1066 bookmark) and that's how it appeared, and that one took me about a decade or so for the already old character to become a succubus.

Well thx for the awnser..... then it must be another mod conflict :/

Posted

Slight complication: the mod - and CK3 for that matter - has been crashing incessantly after I made what seemed at the time an innocuous edit. Paradox with their ever-helpful debug and error logs left zero info on what exactly went wrong and the only thing I had is that: 1/ it happened right after history finished loading and 2/ the dev build of CDOL caused the crash. Nothing from deleting old saves or verifying game files have worked in alleviating the issue.

 

Any update now will be contingent on finding out what exactly caused the error and correcting it, and if it proves infeasible, migration of new content part by part to the latest stable build (0.11.3.1), which may mean some planned features may have to be dropped. I will try to get it under control in a week or two, but due to these circumstances, I cannot promise an exact timeline of when update 0.12 will be available. I will get back as soon as there is tangible progress regarding this matter.

 

Thank you for understanding.

Posted

There're many messages at the Steam about the game itself randomly crushing after the latest patch. Not sure if it has any connection with your issues, just keep in mind. 

Posted
6 hours ago, su5nv485b said:

There're many messages at the Steam about the game itself randomly crushing after the latest patch. Not sure if it has any connection with your issues, just keep in mind. 

 

When I take the dev build out of the playlist the game loads normally, so it's a reasonable assumption that something in the dev build did that, even when error logs were utterly unhelpful.

Posted (edited)

Well, if that is reproduced reliably, good luck with debugging then.

Edited by su5nv485b
Posted

Hi, I just bought CK3 on the steam sale and now I'm kinking the game with whatever I can get my hands on:D
Does this mod require any of the DLC's? I can't seem to make it appear in the mods list :( 
Thank in advance for the info!

Posted (edited)
44 minutes ago, Garfieldcat said:

Does this mod require any of the DLC's? I can't seem to make it appear in the mods list :( 

Not the author, but it worked for me and I have zero dlc's (this was before 1.15).
About the modlist, do you mean in the launcher or within the game itself?

Edited by tigertiger_
Posted (edited)
8 hours ago, tigertiger_ said:

Not the author, but it worked for me and I have zero dlc's (this was before 1.15).
About the modlist, do you mean in the launcher or within the game itself?

It's not on the list of mods in the launcher.
Everything else is there, even the outdated ones that I have disabled are showing on the list, but not this one :(
And just in case - I did the check the path and it seems to be OK,

Edit:
OK, I'm an idiot. 

I copy n pasted the entire line from another mod at the very bottom and I didn't notice that the actual path is already there just located on the very top of the file.
That's why the pasted path was ignored and the mod couldn't be seen... ME DUMB!

Edit2:
Actually it's on the launcher, but still doesn't seem to be up and running in the game :O 

Edited by Garfieldcat
Posted (edited)
23 hours ago, Garfieldcat said:

Edit2:
Actually it's on the launcher, but still doesn't seem to be up and running in the game :O 

First off, I'm assuming this is on 1.14, because this mod has been crashing my game on 1.15.
Second, I'm having the same issue with a different unrelated mod (specifically a local copy of that mod, the steam version works fine for whatever reason), so I doubt this is specific to this mod. Searched a bit and this thread apparently addresses the same problem and a few possible solutions, so I guess you can try those suggestions.

Edit: I've managed to get the unrelated mod to work, seemed to be a mess-up with the descriptor files.
Did this (credit to u/Agreeable-Value-2896)

  1. Open the Paradox Launcher
  2. Go to 'All Installed Mods'
  3. In the top right corner, press 'Upload Mods'
  4. Press 'Create Mod'
  5. Whatever you input here doesn't matter, just make sure it is somewhat relevant to the mod you wanna fix
  6. Go to the mod file where your mods are (Documents\Paradox Interactive\Crusader Kings III\mod)
  7. Move all the mods inside out into another file somewhere else
  8. Inside the folder you just created in the PDX launcher, (should be named what you typed into the directory part of the mod creation screen) move all the files from the previous mod into your created mod. If you are trying to get the mod 'Community Flavor Pack' to work for example, move all the files inside to your created file, whatever you called it.
  9. When you get the 'replace file in this destination for descriptor.mod' press yes, replace file.
  10. Reload Paradox launcher and it should work, fingers crossed.
     

Alternatively, you can try to manually change your descriptors (no guarantees that this works though). The requirements they seem to have are as follows (again, no guarantee that all of them are required):

  1. In Documents\Paradox Interactive\Crusader Kings III\mod: The .mod file should have the same name as the folder with your mod (dunno if case sensitive). I.e. if the folder has the name Your_Mod, the file should have the name Your_Mod.mod
  2. In Your_Mod.mod, you need to have something along these lines:

    version="0.1.2"
    tags={
        "Utilities"
    }
    name="Your Mod"
    supported_version="1.15.*"
    path="C:/Users/Username/Documents/Paradox Interactive/Crusader Kings III/mod/Your_Mod"

    The name= line seems to be independent from the folder name, btw
     
  3. In the Your_Mod folder, you need to have a file named exactly: descriptor.mod
  4. In this file, copy the contents from Your_Mod.mod, however, remove the path= line

 

If you did all this correctly, your mod will probably work. Maybe. I'm not a modder by any means.

Edited by tigertiger_
Posted
2 hours ago, tigertiger_ said:

First off, I'm assuming this is on 1.14, because this mod has been crashing my game on 1.15.
Second, I'm having the same issue with a different unrelated mod (specifically a local copy of that mod, the steam version works fine for whatever reason), so I doubt this is specific to this mod. Searched a bit and this thread apparently addresses the same problem and a few possible solutions, so I guess you can try those suggestions.

Edit: I've managed to get the unrelated mod to work, seemed to be a mess-up with the descriptor files.
Did this (credit to u/Agreeable-Value-2896)

  1. Open the Paradox Launcher
  2. Go to 'All Installed Mods'
  3. In the top right corner, press 'Upload Mods'
  4. Press 'Create Mod'
  5. Whatever you input here doesn't matter, just make sure it is somewhat relevant to the mod you wanna fix
  6. Go to the mod file where your mods are (Documents\Paradox Interactive\Crusader Kings III\mod)
  7. Move all the mods inside out into another file somewhere else
  8. Inside the folder you just created in the PDX launcher, (should be named what you typed into the directory part of the mod creation screen) move all the files from the previous mod into your created mod. If you are trying to get the mod 'Community Flavor Pack' to work for example, move all the files inside to your created file, whatever you called it.
  9. When you get the 'replace file in this destination for descriptor.mod' press yes, replace file.
  10. Reload Paradox launcher and it should work, fingers crossed.
     

Alternatively, you can try to manually change your descriptors (no guarantees that this works though). The requirements they seem to have are as follows (again, no guarantee that all of them are required):

  1. In Documents\Paradox Interactive\Crusader Kings III\mod: The .mod file should have the same name as the folder with your mod (dunno if case sensitive). I.e. if the folder has the name Your_Mod, the file should have the name Your_Mod.mod
  2. In Your_Mod.mod, you need to have something along these lines:

    version="0.1.2"
    tags={
        "Utilities"
    }
    name="Your Mod"
    supported_version="1.15.*"
    path="C:/Users/Username/Documents/Paradox Interactive/Crusader Kings III/mod/Your_Mod"

    The name= line seems to be independent from the folder name, btw
     
  3. In the Your_Mod folder, you need to have a file named exactly: descriptor.mod
  4. In this file, copy the contents from Your_Mod.mod, however, remove the path= line

 

If you did all this correctly, your mod will probably work. Maybe. I'm not a modder by any means.

I'm actually on 1.15 :( Still, I'll give this a try just to see if I can make it work!
Thank you for the time spent writing it all down! I appreciate your help.

Posted

If anything, the move from 1.14 to 1.15 shouldn't really cause CDOL to crash the game since the code base doesn't exactly change that much, and CDOL itself is built fairly independent of the vanilla code. The dev build I worked on worked perfectly fine (until that inexplicable crash that I mentioned above, which since then I have isolated the cause of). Sometimes Paradox games just don't cooperate with you.

 

To add, if you use Irony Mod Manager, you can try delete and refresh descriptors before launching the game if it crashed beforehand - I find it useful for most occasions of inexplicable crashes.

Posted

For me, this mod works perfectly on 1.15.

Posted
9 minutes ago, tigertiger_ said:

Interesting. I'll try later

Not sure why it crashes for you. I had crashes earlier but once i got rid of CBO, everything's fine.

Posted (edited)
12 hours ago, su5nv485b said:

Not sure why it crashes for you. I had crashes earlier but once i got rid of CBO, everything's fine.

Wait, CBO is the culprit?
Edit: I'm using CBO Unofficial, dunno if you mean it or just CBO
Edit2: Ok nvm, I tested and the game runs like a champ, no crashes or anything

Edited by tigertiger_
Posted

I think, it was CBO Unofficial. But that wasn't the last update, maybe something has been fixed since then

Posted
On 3/24/2025 at 8:04 PM, tigertiger_ said:

Wait, CBO is the culprit?
Edit: I'm using CBO Unofficial, dunno if you mean it or just CBO
Edit2: Ok nvm, I tested and the game runs like a champ, no crashes or anything

On this topic, I think I managed to figure out where some of my problems came from: I tend to copy steam mods to the local directory to stop them from updating and ruining my setup, and in the descriptor files I gave them exactly the same name as the steam version which caused the game to unexist

Posted

From my own tests and play tiems Ic an tell you that pretty much any of the CBO mods now cause crashes 75-90% of the time. i tried all of them and made sure to meticuously check they were in the right order but 9/10 i never made it past the loading screen. so if u are usign CBO id disable all of them and check and see oif the game crashes for you again. if it doesnt you will have found your culprit

Posted

Another teaser for you guys, as an apology for the unexpected delay. I figured out what was causing the crash, and despite the fact that the nature of said crash is still unclear, I have reimplemented said content in a slightly different form that appeared to be stable. Update 0.12 should be out around the end of March, with bug fixes and maintenace updates during the leading up to and after the release of the Khans of the Steppe DLC. 0.13, should it come, would be after April.

 

image.png?ex=67e6408f&is=67e4ef0f&hm=37adb6f984f7ea576af2a8322bf21370525799bf3c10fffae553ca735a65c9b8&=

Posted

Hello, i'm loving the mod, and been playing ti for a while, the only thing I still don't get is how to make this occur.

image.png.b22582c68984fe79584751b42dfc1889.png

 

It´s still not implemented? Or I'm simply too blind to get anything? I'm not too sure what to do at this point.

 

Beyond that, great mod, keep the pace and enjoy what you do, is the key when debugging.

 

Posted (edited)
38 minutes ago, granhelios said:

Hello, i'm loving the mod, and been playing ti for a while, the only thing I still don't get is how to make this occur.

image.png.b22582c68984fe79584751b42dfc1889.png

 

It´s still not implemented? Or I'm simply too blind to get anything? I'm not too sure what to do at this point.

 

Beyond that, great mod, keep the pace and enjoy what you do, is the key when debugging.

 

 

Travelling through a Lilithist holy site for the first time (Red Rose, Ebon Rose, Eosphoros, etc., as long as the religion group is Lilithist) will tick the counter up by one. Due to certain limitations with the system, this is done by tracking the specific province you travel through on an on_action, which means finishing a travel plan at one does not count. As long as you pass through a barony where a Lilithist faith's holy site is located, that should count up. It's a similar mechanism to the event that informs you that "You have travelled through X baronies in Y days" but instead of counting every time you go through any province, it counts whenever you travel through a holy site that you have not before.

 

I noticed that you have debug mode on (since I had the Show Lilithist Holy Sites in the description as a debug function), so with debug on you can click on the pink underlined Lilithist Holy Sites which actually displays a custom map region with all the eligible baronies - make a travel plan going through 15 of those and you should fulfill the condition.

 

And thank you for your encouraging words! As much as modding CK3 can be a pain sometimes, especially when I'm doing it all by myself, I do find great fun in modding - encouraging comments is one of those things that keep me going.

Edited by Kieva
Posted

Since weekend is here, I could finally spend some time trying to toy with the settings.
After following the provided instructions, I ended up with the Launcher telling me the mod files are missing, followed by a double entry on refresh :joy:
In the end I removed everything and just reinstalled the mods from scratch.

To my surprise, the mod is now being displayed as the deactivated DLC so hopefully everything is fine now and I'll get to play it.

Again a major thank you to you, tigertiger_ for taking the time and effort to help out.

Posted
1 hour ago, Garfieldcat said:

Since weekend is here, I could finally spend some time trying to toy with the settings.
After following the provided instructions, I ended up with the Launcher telling me the mod files are missing, followed by a double entry on refresh :joy:
In the end I removed everything and just reinstalled the mods from scratch.

To my surprise, the mod is now being displayed as the deactivated DLC so hopefully everything is fine now and I'll get to play it.

Again a major thank you to you, tigertiger_ for taking the time and effort to help out.

Yeah the "deactivated DLC" is a CK3 modding hack to give events a "content source" on the top-right of the event window (like DLC events, for example). If that shows up (and it always shows up as disabled, since it's not a real DLC from Paradox), then that means the mod loaded properly.

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