Ke1eran Posted March 3 Posted March 3 I love your mod! Great work! So much is done and added, including all the flavor content, that this almost looks like a total conversion. Though what bothers me is the fact that you lose the unique decisions of your lilithistic faith when creating a new faith inside this religion. I saw Red Rose faith having a decision to restore Sodom and Gomorrah, and Al-Khadimiya has a decision to venerate yourself as an avatar of Lilith, but you loose all of this if you create a new lilithistic faith for yourself, which is a shame. Especially when you still have the decision to restore the city of Babylon and a grand project of building The Hanging Gardens. I'd really love to have all these options transferred to the new faith somehow, if a player wants to create it. Other than that I don't remember having any problems of this sort. Again, I really appreciate what you are doing. Your work is magnificent and I wish you all the best in what you are doing! 1
ReMeDy Posted March 5 Posted March 5 Hmm, does anyone recommend I start with a Lilithian religion at game-start, or is that something a player should work towards instead once they've built enough trust on the map?
Swifting Posted March 6 Posted March 6 4 hours ago, ReMeDy said: Hmm, does anyone recommend I start with a Lilithian religion at game-start, or is that something a player should work towards instead once they've built enough trust on the map? The short of it? Lilithian religions are generally the way to go. If you want to just try out to the mod, and don't mind nomad / horde gameplay, I would recommend the pre-created start associated with it. Can't remember her name, but she is somewhere above and west of tibet / somewhere in trans-ox-asia, if memory serves me right. She has a corrupted version of tengri-ism as starting religion, and the holy sites aren't all that far-off either, as to make it an "official" institutionalized religion and mold it more to your liking. In detail, well, that's a bit complicated. The key point is, that sooner or later you will be revealed as a succubus. (The events for reveal / highered suspicion triggering thrice for some reason kinda forces that. That, and it being a secret a critical fail of yours or a critical success of someone else will reveal, kinda forces it before long. Might take decades, sure, but it will happen at some point.) If you don't have a religion that includes reverence or acceptance of succubi, this will give you a hefty opinion malus to anyone not attracted to you by gender / sexuality. To introduce this sub-tenet, you need to visit at least 15 succubi holy sites - a grand chore for anyone not a wanderer. 2
Lyskorie Posted March 6 Author Posted March 6 On 3/4/2026 at 1:51 AM, Ke1eran said: I love your mod! Great work! So much is done and added, including all the flavor content, that this almost looks like a total conversion. Though what bothers me is the fact that you lose the unique decisions of your lilithistic faith when creating a new faith inside this religion. I saw Red Rose faith having a decision to restore Sodom and Gomorrah, and Al-Khadimiya has a decision to venerate yourself as an avatar of Lilith, but you loose all of this if you create a new lilithistic faith for yourself, which is a shame. Especially when you still have the decision to restore the city of Babylon and a grand project of building The Hanging Gardens. I'd really love to have all these options transferred to the new faith somehow, if a player wants to create it. Other than that I don't remember having any problems of this sort. Again, I really appreciate what you are doing. Your work is magnificent and I wish you all the best in what you are doing! The Sodom and Gomorrah decision should still be available even if you make a splinter faith from Red/Ebon Rose, since it only checks if your faith has either of the holy sites purported to be Sodom and Gomorrah venerated in your faith. Creating a new faith with Red/Ebon Rose as base keeps the holy sites. Declaring yourself equal to Lilith had its faith reqs checked manually case-by-case (since some of them aren't really applicable) so it's entirely possible I have forgotten about creating custom faiths, honestly 😅. I'll see to that in the next maintenance update. Thanks for enjoying DOL! 1
Creneis Posted March 9 Posted March 9 Greetings, First thing first, I want to thank you for this mod, it definitely became my favorite of all time while playing ck3. So much in fact, that I can't play without it, even with overhauls. But it seems that yes(obviously), DoL isn't compatible with them, and I would like to understand how I could make a personal patch to make it compatible with the overhaul I have in mind (agot, and when the next elder king version will be stable). Would you kindly give me tips on where I could look, which tables could pose conflicts ? I would appreciate any tip from your side, but at the same time, I would also understand if you didn't want to tell me how. After all, I am stranger asking a very invasive question. Either way, I wish you a wonderful day, and I thank you again for making such a amazing mod !
Twiggymc Posted March 9 Posted March 9 Trying Fox spirit game play, i made my character a fox spirit during the game, i don't see a fox spirit xp bar, and when i hit max essence it tells me to use my powers so i dont waste them but i have no powers, am i suppose to start as a fox spirit then?
Lyskorie Posted March 10 Author Posted March 10 (edited) 11 hours ago, Creneis said: Greetings, First thing first, I want to thank you for this mod, it definitely became my favorite of all time while playing ck3. So much in fact, that I can't play without it, even with overhauls. But it seems that yes(obviously), DoL isn't compatible with them, and I would like to understand how I could make a personal patch to make it compatible with the overhaul I have in mind (agot, and when the next elder king version will be stable). Would you kindly give me tips on where I could look, which tables could pose conflicts ? I would appreciate any tip from your side, but at the same time, I would also understand if you didn't want to tell me how. After all, I am stranger asking a very invasive question. Either way, I wish you a wonderful day, and I thank you again for making such a amazing mod ! It's been a while since I made a "lite" version dedicated specifically for total conversions so for the life of me I can't remember how tbh. DOL by itself is actually compatible with some total conversions, provided they use the vanilla Earth map (with some alterations tolerated). Examples include The Fallen Eagle and Princes of Darkness. That said, there are certain things that just don't play nice when you boot it with a total conversion that modifies also the map. From what I can remember, the map_data folder would often have to be deleted entirely as those tend to cause fatal crashes with TCs that modify the map. Some references to vanilla would probably also cause it to crash - I can't quite remember what they are, so you'd have to trial and error it - while some can be left alone albeit will flood your error logs. As a general guide, here's what I wrote back during the 0.11 update (which is also when I added a bit too much stuff that it no longer becomes plug and play with non-Earth TCs), albeit with some alterations, as below: #1: This is (sort of) no longer true, in the sense that I have set up characters in a way that they adopt the local faith/culture of the province ID that they are located. #2: Obvious, but since a good chunk of them are based on province ID-based scoping, some of them could still be transcribed into a TC (albeit with admittedly very weird flavour, because it has nothing to do with the Earthlike scenario it is presumed to be) #3: Still same as before. This also does mean that, unless you are going out of your way to re-define the holy sites to fit the TC you play with, they will have no holy sites. #4: Pantheon is freely available in a TC setting, provided you have the correct gamerule set up. Frankly, you shouldn't touch Pantheon system at all because it's an ungangly beast that drives me insane every time I try to edit it. TL;DR: delete map_data, test, then then trim vanilla references and references to said map_data regions if it still crashes. Providing compatibility for non-Earth TCs is not something I can do at this point in time but I wish you good luck. 7 hours ago, Twiggymc said: Trying Fox spirit game play, i made my character a fox spirit during the game, i don't see a fox spirit xp bar, and when i hit max essence it tells me to use my powers so i dont waste them but i have no powers, am i suppose to start as a fox spirit then? Testing on the dev build seems to show that it works normally, so I'm not quite sure what the issue is. As for "using powers", you're meant to unlock powers through the Fox Spirit lifestyle. Edited March 10 by Lyskorie
Creneis Posted March 10 Posted March 10 1 hour ago, Lyskorie said: It's been a while since I made a "lite" version dedicated specifically for total conversions so for the life of me I can't remember how tbh. DOL by itself is actually compatible with some total conversions, provided they use the vanilla Earth map (with some alterations tolerated). Examples include The Fallen Eagle and Princes of Darkness. That said, there are certain things that just don't play nice when you boot it with a total conversion that modifies also the map. From what I can remember, the map_data folder would often have to be deleted entirely as those tend to cause fatal crashes with TCs that modify the map. Some references to vanilla would probably also cause it to crash - I can't quite remember what they are, so you'd have to trial and error it - while some can be left alone albeit will flood your error logs. As a general guide, here's what I wrote back during the 0.11 update (which is also when I added a bit too much stuff that it no longer becomes plug and play with non-Earth TCs), albeit with some alterations, as below: #1: This is (sort of) no longer true, in the sense that I have set up characters in a way that they adopt the local faith/culture of the province ID that they are located. #2: Obvious, but since a good chunk of them are based on province ID-based scoping, some of them could still be transcribed into a TC (albeit with admittedly very weird flavour, because it has nothing to do with the Earthlike scenario it is presumed to be) #3: Still same as before. This also does mean that, unless you are going out of your way to re-define the holy sites to fit the TC you play with, they will have no holy sites. #4: Pantheon is freely available in a TC setting, provided you have the correct gamerule set up. Frankly, you shouldn't touch Pantheon system at all because it's an ungangly beast that drives me insane every time I try to edit it. TL;DR: delete map_data, test, then then trim vanilla references and references to said map_data regions if it still crashes. Providing compatibility for non-Earth TCs is not something I can do at this point in time but I wish you good luck. Testing on the dev build seems to show that it works normally, so I'm not quite sure what the issue is. Thank you very much for your guidance, It will help me tremendously, I am sure, on figuring out how. Cheers! 1
Twiggymc Posted March 10 Posted March 10 10 hours ago, Lyskorie said: It's been a while since I made a "lite" version dedicated specifically for total conversions so for the life of me I can't remember how tbh. DOL by itself is actually compatible with some total conversions, provided they use the vanilla Earth map (with some alterations tolerated). Examples include The Fallen Eagle and Princes of Darkness. That said, there are certain things that just don't play nice when you boot it with a total conversion that modifies also the map. From what I can remember, the map_data folder would often have to be deleted entirely as those tend to cause fatal crashes with TCs that modify the map. Some references to vanilla would probably also cause it to crash - I can't quite remember what they are, so you'd have to trial and error it - while some can be left alone albeit will flood your error logs. As a general guide, here's what I wrote back during the 0.11 update (which is also when I added a bit too much stuff that it no longer becomes plug and play with non-Earth TCs), albeit with some alterations, as below: #1: This is (sort of) no longer true, in the sense that I have set up characters in a way that they adopt the local faith/culture of the province ID that they are located. #2: Obvious, but since a good chunk of them are based on province ID-based scoping, some of them could still be transcribed into a TC (albeit with admittedly very weird flavour, because it has nothing to do with the Earthlike scenario it is presumed to be) #3: Still same as before. This also does mean that, unless you are going out of your way to re-define the holy sites to fit the TC you play with, they will have no holy sites. #4: Pantheon is freely available in a TC setting, provided you have the correct gamerule set up. Frankly, you shouldn't touch Pantheon system at all because it's an ungangly beast that drives me insane every time I try to edit it. TL;DR: delete map_data, test, then then trim vanilla references and references to said map_data regions if it still crashes. Providing compatibility for non-Earth TCs is not something I can do at this point in time but I wish you good luck. Testing on the dev build seems to show that it works normally, so I'm not quite sure what the issue is. As for "using powers", you're meant to unlock powers through the Fox Spirit lifestyle. Yea i figured it out, since being a fox spirit was still a secret for me, it wasn't giving me alot of information so i just had to blindly do things until i was able to go to a holy sight to get more tails, so i was kind of stumbling around blindly in the dark until that happened lol
crel Posted March 11 Posted March 11 (edited) Game crashed with these errors a few minutes ago. Had just gotten an artifact from an expedition and tried to hover over the tooltip to see what the requirements were for the good bonuses to activate. [02:20:50][E][jomini_script_system.cpp:303]: Script system error! (while building tooltip/description) Error: untyped trigger [ Scoped object of type 'artifact' is not valid ( weak (Artifact - 4294967295)!) ] Script location: file: common/scripted_effects/cdol_artifact_effects.txt line: 1865 (dol_create_horn_effect[args#3618947653]) file: common/scripted_effects/dol_reliquary_effects.txt line: 1904 (dol_expedition_action_reward_effect) file: events/cdol_reliquary_events.txt line: 1062 (cdol_reliquary.0101:option) It repeated that over 250k lines in the error log in a few seconds before crashing! Dunno if it's an issue you need to look at or just a Paradox bug but figured I'd post it. Edited March 11 by crel
Lyskorie Posted March 11 Author Posted March 11 17 minutes ago, crel said: Game crashed with these errors a few minutes ago. Had just gotten an artifact from an expedition and tried to hover over the tooltip to see what the requirements were for the good bonuses to activate. [02:20:50][E][jomini_script_system.cpp:303]: Script system error! (while building tooltip/description) Error: untyped trigger [ Scoped object of type 'artifact' is not valid ( weak (Artifact - 4294967295)!) ] Script location: file: common/scripted_effects/cdol_artifact_effects.txt line: 1865 (dol_create_horn_effect[args#3618947653]) file: common/scripted_effects/dol_reliquary_effects.txt line: 1904 (dol_expedition_action_reward_effect) file: events/cdol_reliquary_events.txt line: 1062 (cdol_reliquary.0101:option) It repeated that over 250k lines in the error log in a few seconds before crashing! Dunno if it's an issue you need to look at or just a Paradox bug but figured I'd post it. Since the artifact creation scripted effects are built first by copying a vanilla Paradox one, then replace and remove as seen fit, I'm more inclined to believe that this is an issue within the game itself. I have tried to look into the cause of it, both by combing error logs and running ck3-tiger scans, but no dice. That said, untyped triggers shouldn't be something that cause crashes. Usually, the thing that causes crashes is never logged into error log because it is delayed by a few seconds before a hypothetical crash actually happens. I'll keep digging at it but at this point sometimes I don't even know what the game wants from me, to be honest. 1
crel Posted March 11 Posted March 11 16 minutes ago, Lyskorie said: Since the artifact creation scripted effects are built first by copying a vanilla Paradox one, then replace and remove as seen fit, I'm more inclined to believe that this is an issue within the game itself. I have tried to look into the cause of it, both by combing error logs and running ck3-tiger scans, but no dice. That said, untyped triggers shouldn't be something that cause crashes. Usually, the thing that causes crashes is never logged into error log because it is delayed by a few seconds before a hypothetical crash actually happens. I'll keep digging at it but at this point sometimes I don't even know what the game wants from me, to be honest. Yeah I've noticed that kind of error seems very common. Figured I'd mention it though since this many repetitions this quickly is somethig I hadn't seen before. Spoiler 250,000 lines written in the 10 seconds preceding the crash (during which the game was frozen), seemed out of the ordinary! But you're the expert; it could easily be more common or less relevent than I'd think. Also, thanks for the mod! It's been pretty fun so far. Still trying to figure out some of the systems but it's been a fun addition 1
Eskeran Luka Posted March 15 Posted March 15 What are the requirements for Asena forming the Onog khaganate and the hegemony? Seems a bit random if she does so or not in my gameplay.
Lordoz15 Posted March 17 Posted March 17 how do the mechanics of the hermaphrodite oracle work? I convert rulers but because they are in the byzantine empire and the religion is unreformed, they switch back to the orthodox state religion, and they never convert the needed counties for the decision. i cant use the ascension decision either because no holy sites exist
bybybyjjq Posted March 18 Posted March 18 I'm not sure what's going on, but the "Incompetent" trait in the game still seems to affect characters with the "Succubus" trait. I'm sorry I didn't take a screenshot. The event that makes a character "Incompetent" seems to be an event from the original game. Is there a patch that can fix this issue? (Sorry if this is difficult to understand, it's machine translated.)
Lyskorie Posted March 18 Author Posted March 18 11 hours ago, bybybyjjq said: I'm not sure what's going on, but the "Incompetent" trait in the game still seems to affect characters with the "Succubus" trait. I'm sorry I didn't take a screenshot. The event that makes a character "Incompetent" seems to be an event from the original game. Is there a patch that can fix this issue? (Sorry if this is difficult to understand, it's machine translated.) You mean Incapable? That's a vanilla event that fires when a character gets too old (75+) and gets just ever so slightly unhealty. It's annoying but not much I can do because editing that would require editing an entire event file which would be extremely annoying. Alter Self also comes with an Incapable-cleanse button so just use it. 1
Tsuki Ouji Posted March 18 Posted March 18 Is there any patch for EK2? I really love this mod, and it'd be fun to bring in
Lyskorie Posted March 20 Author Posted March 20 On 3/19/2026 at 5:44 AM, Tsuki Ouji said: Is there any patch for EK2? I really love this mod, and it'd be fun to bring in There are no plans to provide a "lite" version for total conversions that change the map. My current life circumstances plus the fact that I am the only sole maintainer makes it infeasible to upkeep, especially with how complex the main mod has gotten over time. Of course, anyone wanting to make such a version is welcome - I even detailed out some of the broad strokes on how it was back when I still have the capability to provide it.
ifferer above heaven Posted March 26 Posted March 26 (edited) what decisions does fox spirits get? like do they get unique stuff after gaining a few tales on the same level as that of the succubus or are spirit foxes right now barebones? also is there any specific dlcs that are super important, I am missing legends of the dead and coronations and the creator packs. with the fox spirits they can drain partners and it says it gives them sexual power yet they don't have that Edited March 26 by ifferer above heaven
TinyLynx Posted March 27 Posted March 27 Hi how do i grow my tails out when playing as the fox i can't get past one tail
LustDemon69 Posted March 27 Posted March 27 2 hours ago, TinyLynx said: Hi how do i grow my tails out when playing as the fox i can't get past one tail You gain trait exp over time, once it's full for the level you go on a pilgrimage to get your next tail. It just takes like... 20 or so years, if I remember the math correctly 9 hours ago, ifferer above heaven said: what decisions does fox spirits get? like do they get unique stuff after gaining a few tales on the same level as that of the succubus or are spirit foxes right now barebones? also is there any specific dlcs that are super important, I am missing legends of the dead and coronations and the creator packs. with the fox spirits they can drain partners and it says it gives them sexual power yet they don't have that None of those are really important. If you have AUH, then you can do the House stuff in China/Japan. Idk if there's Khans stuff bc I don't have it, and then there's not much in the way of Adventurer stuff other than the Introducing Lilith to the Faith Decision, but that can be done as a landed ruler. As for what content Kitsunes have rn, they do get similar powers, just in the different way with the tails. You can eventually get an Alter Shape spell, some spells to change Opinion and relationships, etc. It's like Succubus, but just... Longer grind lol. Also a lot of the regular DoL Decisions like Proclaiming Lustful Dominion should still work for Kitsunes as they do Succubi.
Lordoz15 Posted March 27 Posted March 27 how can i reform the children of hermaphroditus faith? i unlocked all the holy sites, but the decision to reform the faith didn't appear 1
ifferer above heaven Posted March 27 Posted March 27 I noticed that there seems to be incompatability with carnalitas prostitution reimagined. if you got time could you possibly create a patch for it, I presume the incompatability stems from both this mod and carnalitas reimagined overwritting on_action\carn_prostitution_on_actions.txt and also from zz_carn_prostitution_decisions.txt and cpr_prostitution_decisions.txt both having carn_works_as_prostitute_decision. there might also be some minor incompatibility between this and carnalitas love reimagined with both touching carn_sex_interaction this one does it in carn_sex_interaction.txt and CLR does it in carnx_sex_interaction.txt but I don't think it would cause any actual issues other than just missing out on the scenes of whichever mod is lower
LustDemon69 Posted March 28 Posted March 28 12 hours ago, ifferer above heaven said: if you got time could you possibly create a patch for it Lyskorie is the only one working actively on the mod, so there's very little chance that they can make a compat themself. You're better off trying to make it on your own, or with help of someone who isn't a solo-dev of a TC mod tbh. 1
ifferer above heaven Posted March 28 Posted March 28 19 hours ago, LustDemon69 said: Lyskorie is the only one working actively on the mod, so there's very little chance that they can make a compat themself. You're better off trying to make it on your own, or with help of someone who isn't a solo-dev of a TC mod tbh. makes sense, I did kind of makeshift a compatch myself after looking at it enough, it is kind of bad though but it lets them function somewhat 1
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