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[mod] [mod] Daughters of Lust - updated


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Posted

Hello! Thank you for your work, it's a fabulous mod! However, there are some errors in the localized Chinese file, as shown in the picture. This is not an isolated case. Thank you!

_20250612094238_18.png.0daa5457946ea5a44ade00423bd72b4f.png_20250612094231_19.png.abe4aa802b8bd7a82afcace1492e6949.png

Posted
5 hours ago, feliceezio said:

Hello! Thank you for your work, it's a fabulous mod! However, there are some errors in the localized Chinese file, as shown in the picture. This is not an isolated case. Thank you!

_20250612094238_18.png.0daa5457946ea5a44ade00423bd72b4f.png_20250612094231_19.png.abe4aa802b8bd7a82afcace1492e6949.png

For non-English localization (which is the language I mod and play CK3 in) there is little I can do regarding translating these as I don't really have the means to cover this aspect as a one-person team - I'm often at the mercy of relying on community-contributed translations, which may not be up to date just yet with the updates. For non-Autervelt 0.13 content and 0.14 content (including reliquaries/expeditions), you can use the English localization as a temporary placeholder (I've set the language code for these to l_simp_chinese, just extract the content into the localization folder) . 0.13-14 untranslated.rar

Posted
5 hours ago, Lyskorie said:

For non-English localization (which is the language I mod and play CK3 in) there is little I can do regarding translating these as I don't really have the means to cover this aspect as a one-person team - I'm often at the mercy of relying on community-contributed translations, which may not be up to date just yet with the updates. For non-Autervelt 0.13 content and 0.14 content (including reliquaries/expeditions), you can use the English localization as a temporary placeholder (I've set the language code for these to l_simp_chinese, just extract the content into the localization folder) . 0.13-14 untranslated.rar

Got it, thank you!

Posted

Minor update published today to fix the Grand Debauch Activity not properly firing events due to an error in activity type naming. Thank you for bringing this to my attention.

Posted
14 hours ago, CyberOgas said:

简易中文版.rarNew Chinese translation. I have translated almost 95% of the current contents, so It is good enough to play. There might be some format errors though, I'm still working on that. 

 

Thank you so much!

 

2 hours ago, mild96 said:

I'm assuming I need to turn off cooldown for Make Love for the cambion thing to work?

 

If you want to. Or time your seduce schemes so that you end a seduce scheme successfully and use Make Love within a month (or the other way around).

Posted

Would it be possible to use the power to lose traits like drunkard or flagellant? And it may also be pretty good to be able to heal others with the power.

Posted (edited)

Hi, so I've got a problem using CDOL_TC with AGOT. All artifacts are invisible and without icons. I confirmed that this is the mod that causes that, but I also use a lot of other mods.

 

My load order is:

AGOT

AGOT submods galore

Carnalitas

Carnalitas submods smaller galore

CDOL_TC

Phaze_Futa_AGOT

Another thing, when using Better barbershop, the game was CTDing, I tried the sbuchanan149364 solution and put BBS on the top of the load order, that worked. 😁✌️

 

 

Good work, and have a nice day


Edit1: It is a compatibility problem, testing Agot and CDOL alone, the problem disappears, gonna isolate the problem and put it in here

Edited by DNL
Posted
2 hours ago, Tsuki Ouji said:

so what's the version with the TC do different?

  

On 6/2/2025 at 11:43 AM, Lyskorie said:

 

Yeah that's exactly what TC stands for. POD and ATE and a few other generally vanilla CK3 map total conversions work with regular DOL but for stuff that changes more extensively (say, AGOT) a more dedicated, stripped-down version is required

 

Please refer to my response to a previous question regarding the exact same matter.

Posted (edited)
On 6/15/2025 at 2:20 PM, DNL said:

Hi, so I've got a problem using CDOL_TC with AGOT. All artifacts are invisible and without icons. I confirmed that this is the mod that causes that, but I also use a lot of other mods.

 

My load order is:

AGOT

AGOT submods galore

Carnalitas

Carnalitas submods smaller galore

CDOL_TC

Phaze_Futa_AGOT

Another thing, when using Better barbershop, the game was CTDing, I tried the sbuchanan149364 solution and put BBS on the top of the load order, that worked. 😁✌️

 

 

Good work, and have a nice day


Edit1: It is a compatibility problem, testing Agot and CDOL alone, the problem disappears, gonna isolate the problem and put it in here


This is so interesting 🤩

So, there is something that is changing the values of the visuals of the artfacts in the game, which was obvious ahahhaha

So I did two savegames with and without the mod and checked the values in the visual parameters.

In the first case, "Maester's Chain", the value "chosen" was engine values, which continues for a while, later I see phisics (icon="Yaw Pitch Roll velocity"), math definitions (icon="pdxns:math:SinF"), and even operators (asset="operand")

 

name="Maester's Chain"

visuals={
    type=maester_chain
    icon="pdxns:values:Color"
    asset="pdxns:math:Pi"
    portrait_asset=""
}

Here is the correct visual for the artifact
 

visuals={
    type=maester_chain
    icon="maester_chain_level_1.dds"
    asset="ep1_generic_jewelry_01_a_entity"
    portrait_asset=""
}


At the end, it starts to pick up script values.

 

name="Blue Dragon Egg"

visuals={
    type=dragon_egg_blue
    icon="inspection_activity_success_decrease_medium_value"
    asset="childhood_personality_age"
    portrait_asset=""
}


Here is the correct visual for the artifact

visuals={
    type=dragon_egg_blue
    icon="dragon_egg_blue.dds"
    asset="dragon_egg_blue_entity"
    portrait_asset=""
}


Well, at the end of the day, this is a super niche problem, but I will continue my investigation



Edit: deleting cdol_artifact_effects.txt got some artifacts visuals back
 

image.png.c5bf85f665c10c452966a9e27124d25c.png

Edited by DNL
Posted
6 hours ago, DNL said:


This is so interesting 🤩

So, there is something that is changing the values of the visuals of the artfacts in the game, which was obvious ahahhaha

So I did two savegames with and without the mod and checked the values in the visual parameters.

In the first case, "Maester's Chain", the value "chosen" was engine values, which continues for a while, later I see phisics (icon="Yaw Pitch Roll velocity"), math definitions (icon="pdxns:math:SinF"), and even operators (asset="operand")

 

name="Maester's Chain"

visuals={
    type=maester_chain
    icon="pdxns:values:Color"
    asset="pdxns:math:Pi"
    portrait_asset=""
}

Here is the correct visual for the artifact
 

visuals={
    type=maester_chain
    icon="maester_chain_level_1.dds"
    asset="ep1_generic_jewelry_01_a_entity"
    portrait_asset=""
}


At the end, it starts to pick up script values.

 

name="Blue Dragon Egg"

visuals={
    type=dragon_egg_blue
    icon="inspection_activity_success_decrease_medium_value"
    asset="childhood_personality_age"
    portrait_asset=""
}


Here is the correct visual for the artifact

visuals={
    type=dragon_egg_blue
    icon="dragon_egg_blue.dds"
    asset="dragon_egg_blue_entity"
    portrait_asset=""
}


Well, at the end of the day, this is a super niche problem, but I will continue my investigation



Edit: deleting cdol_artifact_effects.txt got some artifacts visuals back
 

image.png.c5bf85f665c10c452966a9e27124d25c.png

 

 

Very interesting. That said, I'm not entirely sure how this even happened - this feels like a case of CK3 crapping itself out. I can't say much about AGOT, but fwiw my code is pretty much vanilla compliant, and I'm not entirely certain how that would lead to it (unless AGOT itself does weird things to how arttifacts are handled, but I can't say for certain).

 

Posted

Hi and thanks for this excelent mod! Havign a blast with is, old save is a demoness but also found out, it works with male player, so I am roleplaying as an incubuss >.<

Combine it with Regula Magistri and Pantheon of Gods mods and you are suddenly able to play as a dark demon lord seducing half the Europe, F-ing LOVE IT!

 

Just a quick question, is it somehow possible to edit the mod so that reliquaries won't give gold? I mean, I am playing with quite the modset and since domain limit scales with rank a lot, as Emperor I can hold 36 domains right now .... I mean, this applies to AI too so playing with Very Hard setting, everyone is quite rich, large armies waging wars, etc., but yeah, I currently net in 1,3K gold a month.

 

The issue I have, somehow, more money you make or have, more the reliquaries print out money, here's example: Spent 140K gold on buying the gatcha boxes, then opened them all, suddenly have 470K, do it again, and it is almost 1 mil. in gold ....

 

I mean, infinite money glitch is not my thing, so I have reloaded, bought 140K worth of gold in gatcha pulls and then used console to delete any funds I was given, but I just want to eliminate this extra step.

Posted
3 hours ago, Arcticcz said:

Hi and thanks for this excelent mod! Havign a blast with is, old save is a demoness but also found out, it works with male player, so I am roleplaying as an incubuss >.<

Combine it with Regula Magistri and Pantheon of Gods mods and you are suddenly able to play as a dark demon lord seducing half the Europe, F-ing LOVE IT!

 

Just a quick question, is it somehow possible to edit the mod so that reliquaries won't give gold? I mean, I am playing with quite the modset and since domain limit scales with rank a lot, as Emperor I can hold 36 domains right now .... I mean, this applies to AI too so playing with Very Hard setting, everyone is quite rich, large armies waging wars, etc., but yeah, I currently net in 1,3K gold a month.

 

The issue I have, somehow, more money you make or have, more the reliquaries print out money, here's example: Spent 140K gold on buying the gatcha boxes, then opened them all, suddenly have 470K, do it again, and it is almost 1 mil. in gold ....

 

I mean, infinite money glitch is not my thing, so I have reloaded, bought 140K worth of gold in gatcha pulls and then used console to delete any funds I was given, but I just want to eliminate this extra step.

 

In the common/scripted_effects folder there's a file with effects for reliquaries (I can't recall the name - don't have access to PC right now but the name should be fairly obvious). There's a scripted effect that handles the reward randomiser for Reliquaries (and a separate one for Expeditions, if you're looking for it as well.) You can change the weight for the add_gold entry(ies) to 0 in the random_list (or delete them outright) so that reliquaries won't give gold, if that's what you want.

 

I also want to say that no, you don't actually get higher odds of gold with how much gold you have. Maybe you're just very lucky.

 

Glad you enjoy DOL!

Posted
2 hours ago, Lyskorie said:

 

In the common/scripted_effects folder there's a file with effects for reliquaries (I can't recall the name - don't have access to PC right now but the name should be fairly obvious). There's a scripted effect that handles the reward randomiser for Reliquaries (and a separate one for Expeditions, if you're looking for it as well.) You can change the weight for the add_gold entry(ies) to 0 in the random_list (or delete them outright) so that reliquaries won't give gold, if that's what you want.

 

I also want to say that no, you don't actually get higher odds of gold with how much gold you have. Maybe you're just very lucky.

 

Glad you enjoy DOL!

 

 

Many thanks for quick reply Lyskorie! Will keep it noted for future edit if required.

 

I did some digging around already, in the end, decided to make them "worth it", so I've set purchase price for each reliq to 100K :D

Well, even with making a lot of gold monthly, I feel like a poor person again, YAY!

Posted (edited)

New minor update just dropped, bringing a few minor bugfixes, GUI optimizations, as well as including non-English language localization (brought to you by Google Gemini and over a week of running Python code and manual revisions) - Simplified Chinese localization from @CyberOgas has also been included, with untranslated keys being translated with Gemini.

 

For full changelog, consult changelog on the download page or on the changelog.md file in the mod.

Edited by Lyskorie
Posted

Hello!
I love this mod, it brings a lot of favor of the game and it synergize very well with other mods like Phaze's Futanari Mod and Medieval Matriarchs (sometime my game crashes on start if this mod and Medieval Matriarchs are turned on at the same time, but after i delete all the crash logs the game starts and works well, kinda weird, but easy solution).
There is one thing i am not really sure how it works with this mod (and in general): are religions important (in terms for events and like that) and if yes, reforming them or chosing a another one (like one of Phaze's Hermilian religion) can break something?

Posted
2 hours ago, dragon321 said:

Hello!
I love this mod, it brings a lot of favor of the game and it synergize very well with other mods like Phaze's Futanari Mod and Medieval Matriarchs (sometime my game crashes on start if this mod and Medieval Matriarchs are turned on at the same time, but after i delete all the crash logs the game starts and works well, kinda weird, but easy solution).
There is one thing i am not really sure how it works with this mod (and in general): are religions important (in terms for events and like that) and if yes, reforming them or chosing a another one (like one of Phaze's Hermilian religion) can break something?

 

They are important for certain decisions but you can get a somewhat analogous experience with any faith by taking the decision to introduce Lilith (or whatever the succubus patron name in your faith is) to your faith, which would make being a succubus a virtue.

Posted
53 minutes ago, Lyskorie said:

 

They are important for certain decisions but you can get a somewhat analogous experience with any faith by taking the decision to introduce Lilith (or whatever the succubus patron name in your faith is) to your faith, which would make being a succubus a virtue.

Nice, thank you!

Posted

I seem to be having a strange bug? 
When I reform Creitem Lennán into a organized religion it makes the new one consider Catholics, Jewish and Islamic faiths to be astray for no apparent reason making me unable to revoke and declare holy wars.

Posted (edited)
2 hours ago, assasinAurora said:

I seem to be having a strange bug? 
When I reform Creitem Lennán into a organized religion it makes the new one consider Catholics, Jewish and Islamic faiths to be astray for no apparent reason making me unable to revoke and declare holy wars.

 

That's strange. I'll give it a look. As far as I know this shouldn't be happening, even with vanilla CK3 - even Christian Syncretism only takes you up to Hostile.

 

What tenets/doctrines do you reform it with? Are you playing with any other mod? 

Edit: I did it myself, and I cannot confirm that this is an issue - the organized faith is still Evil to Catholics, Jewish faiths and Muslim faiths.

Edited by Lyskorie
Posted
18 hours ago, Lyskorie said:

 

That's strange. I'll give it a look. As far as I know this shouldn't be happening, even with vanilla CK3 - even Christian Syncretism only takes you up to Hostile.

 

What tenets/doctrines do you reform it with? Are you playing with any other mod? 

Edit: I did it myself, and I cannot confirm that this is an issue - the organized faith is still Evil to Catholics, Jewish faiths and Muslim faiths.

I guess it must be a conflict then, strange it's only with this one.
I am using "More tenet slots updated 1.16" on steam guessing this one is the cause, doubt elf destiny would be the culprit.
Anyhow thanks for testing base mod.
You think placing DOL at the bottom of the load order would help?

Posted
4 hours ago, assasinAurora said:

I guess it must be a conflict then, strange it's only with this one.
I am using "More tenet slots updated 1.16" on steam guessing this one is the cause, doubt elf destiny would be the culprit.
Anyhow thanks for testing base mod.
You think placing DOL at the bottom of the load order would help?

 

Perhaps. That said, if I were you, I'd take a look at other mods in your modlist that add religion stuff, regardless. It might be a compatibility issue, as you suspect.

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