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[mod] Carnal Realms Total Conversion Beta 0.91 Released 9/11/2026


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Posted (edited)
On 9/13/2026 at 1:13 AM, bodiefrank said:

If you could make this compatible with dark world reborn that would be great but I think I read that for some reason that is not possible.

 

DWR touches the same files that I do. It also is someone else's code and I've had my share of headaches with a merged code base before. Let's just say it didn't turn out well and this was in 2014-2016. I've been here long enough to know the history of Dark World, LF, and Tentacle Dreams. It lead to a major falling out over the code base and the direction of the inherent setting. 

CR is a completely different setting. The design is modular for people to add what they want without touching the core systems. If the core needs hooks I can provide the hooks.

 

Telling me that you want DWR actually tells me nothing on what you want from DWR. Did you want fantasy races and magic? That's going to be a planned submod already.

 

Did you want slavery?

 

Already on the planning section for a submod.

 

Did you want the heroes and villains? Did you want the fairy tales? Did you want How to Train Your Dragons?

 

If it's the heroes and villains, the fairy tales, and HTTYD then no, I'm not working on that. Someone can, but I won't. 

I am but one person doing this and my time and resources are limited. In the next pass I will be taking the DLC events and rewriting the content to match the story decks. I will be redoing all of the societies to match what was done with the Order of the Sacred Magdalene. I plan on redoing some of the events in the Order to have a full story deck for them.

Edited by SamIAmHam
Posted (edited)

How Big Can a Story Deck Actually Get?

I recently finished rewriting the vanilla personality trait events using the Story Deck system, and it gives a good example of why I am using this instead of the normal CK2 event-chain structure.

 

The personality system starts normally enough. Vanilla's existing personality events are hijacked and used to start the new system. Once the Story Deck begins, however, the character goes through four events before reaching the ending. Each of those four stages draws one event randomly from a pool of 20 events. The player then makes a choice in that event, and that choice determines which pool of 20 events becomes available at the next stage. In other words, the player chooses the direction of the story while the game randomly determines the particular scene encountered along that direction.

 

The basic math is already fairly ridiculous. Four pools containing 20 possible events each gives: 20 × 20 × 20 × 20 = 160,000

 

That means there are 160,000 possible combinations of the four events themselves. This does not require writing 160,000 event chains. It requires writing the event pools and letting CK2 assemble the story while the player is playing it. This is the basic advantage of treating events more like encounter tables in a tabletop RPG instead of writing a fixed railroad.

 

The personality system goes further because every event gives the player two choices. Those choices are not cosmetic. Each choice sends the story into a different correlated pool at the next stage. A constructive first choice can lead into a pool built around the trust that choice created, while a destructive choice can lead into a pool where people react to the advantage the character previously took. Later pools continue remembering that history. A character who begins well and then reverses course enters a different story pool from one who made two constructive choices or two destructive choices. The story therefore develops from the decisions that came before it rather than drawing four unrelated random events.

 

Once those choices are included, there are 16 possible choice histories across the four events: 2 × 2 × 2 × 2 = 16

 

Combine those with the 160,000 possible event combinations and the complete system has: 160,000 × 16 = 2,560,000 possible event-and-choice paths.

 

Obviously, no player is going to see 2.56 million personality stories. That is the point. I do not want a player seeing the opening event and immediately knowing the next three events because they have already played the chain before. The system has a controlled beginning and ending, but there is an enormous amount of variation in what happens between them. This is much closer to how I approach running a tabletop RPG. I know what situation I am presenting, but the players and the dice determine how we actually get to the other end.

 

The choices also build the character mechanically. Each personality axis begins with a 15 percent chance for each opposing trait. Every choice adds another 15 percentage points toward the trait represented by that choice. Four consistent choices therefore produce a 75 percent chance of gaining that trait, a 15 percent chance of gaining its opposite, and a 10 percent chance of gaining neither. The trait is not handed out because the player clicked one answer once. It represents a pattern of behavior developed over the entire story. The ending even recognizes the route taken, distinguishing a consistent path from one involving reversals, recovery, or an evenly divided series of decisions.

 

This is what I mean when I refer to Story Decks as a Choose Your Own Adventure system rather than simply random event pools. RNG determines which particular situation you encounter. You determine where the story goes. The next deck then deals from the consequences of that decision.

That is how 300 relatively lightweight scripted event cards can produce millions of potential journeys without writing millions of railroaded event chains.

Edited by SamIAmHam
Posted

Update on things.

I had to make a compatibility patch for Better Looking Garbs. blg.3 was creating too many society clothing change calls and it was causing instability in my system.

 

Almost all of the general events from the vanilla game have been reworked completely to fit Carnal Realms setting. Personality Trait events is now a story deck with 300 events in separate pools. That leads to about 2.5 million different stories that can be built.

 

Pets are now an actual decision to buy, be gifted, or go out to capture them in the world. Your rank determines what animal you can actually get. For the safari it will cost a base amount plus a percentage of your treasury. The animals themselves are artifacts that can die from age. This uses a story deck.

 

All of the vanilla event images have been replaced with custom images in the established style.

 

Order of the Sacred Magdalene is now a core system. I figured it would be easier to maintain that way as I'm already working on the replacements for the vanilla societies.

 

Posted

I started a new game as the male king of scotland.  For the first 4 month of my reign I got marriage proposals two or three times a month from men wanting to marry me.  I'm all for gay marriage and I sometimes play as a homosexual but not receiving a single proposal from a woman is kind of ridiculous.

Posted (edited)
21 minutes ago, bodiefrank said:

I started a new game as the male king of scotland.  For the first 4 month of my reign I got marriage proposals two or three times a month from men wanting to marry me.  I'm all for gay marriage and I sometimes play as a homosexual but not receiving a single proposal from a woman is kind of ridiculous.


Thanks I will investigate and fix it. Is this with the custom marriage system or vanilla?

Edited by SamIAmHam
Posted

Hmm, would it be practical to split the combat and weather systems and such off into a separate submod or are you planning future mods that will incorporate both in a way that can't be handled by conditional triggers to enable stuff only if the combat mod is present?

 

Personally I'm mostly satisfied with the combat system despite some issues and am frankly concerned a new complex system developed by one person will have worse cases of edge issues that incentivize doing things I don't like and don't fit the setting like how current tactics selection tends to incentivize having only two troop types at most. I was involved in playtesting the Warhammer mod for a while and at that time it had a more complex magic system that we never quite got to work and the battle magic portion was eventually cut in favor of just spawning temporary special troops. And it had a bunch of special racial mechanics that were cool concepts but we could never get the numbers right on to be satisfying to play and I'm still sad the Grand Generaless Jade Vampire in Lustria going on the warpath to recontact Cathay just doesn't work because getting anything useful out of nearly all conquered territory just isn't really doable. So I'd like to be able to use the Order and future similar submods without needing to use the combat system, and if some but not all of the mods do hook into the combat system you can just make them require both.

 

Also my experience with seasonal weather in CK is that it ends up basically just being an annoyance because the rate at which seasons change vs how long it takes to do things basically means I can't actually strategically adapt to it and just depending on when a war started or whatever I have army penalties or don't, so I'm glad there's a rule to turn them off.

Posted

I'm doing a total conversion to make CK2 what I would like. Weather can be turned off for those that don't want to use it.

 

The new combat tactics are balanced around troop types, technology, commander traits, and commander Martial. It is no longer rock-paper-scissors that vanilla has. It also means how you move your troops to engage matters a lot. Terrain matters as well since it defines what tactics can actually be used.

 

I also shortened the phases from the original 18 days to 4-8 days. It never made sense for me why battles took months to do. 

What issues are you having with the combat tactics?

Balance is a false concept unless you boil it all down to 1 of each thing. There will always be asymmetry. I have 41 years of designing gaming systems. However the bonuses and penalties I use are small because I have expanded things out farther than vanilla. For example, I do have a fully functional clothing system that uses the Luxury Market building. There are four tiers of clothing to choose from. I have mounts and their gear as artifacts that you can buy if you have stables built in your barony.

Societies are core because they modify 00_societies.txt file. The goal of the TC is to have the core then submods running off of it. Submods will be like the fantasy one. New event story decks and the like. If something needs the core to change then the core changes and a submod is built for those changes.

 

What Carnal Realms actually does with the societies is completely different from vanilla. I'm using my TTRPG player/GM/designer experience for this part of the conversion. I do not do the vanilla event chains. I do a story deck where you have a start of say 20 events with two choices. The next step is event 1 which has 20 events. Event 2 is 40 events. Event 3 is 80 events. Finally the end event has 160 events. The entire system is set up as a storyline that you play through. Every choice you make the storyline remembers and only presents you with what fits the remembered events. This is why the events double every stage.

 

The advantage is that you most likely will never get the same sequence on every character in a single playthrough. You may never get the same sequence in 100 playthroughs. For some event chains there are flags that tells the game that this particular character will never experience again. I got tired of the repeated events in CK2 and usually just ignore the actual text. Not now though because the story is different each time you go through it. I actually mapped out all the story paths for the Personality Traits, Order of the Sacred Magdalene, and Benedictines to put in a pdf. It came out to be close to 400 pages.

The weather doesn't impact combat at all. It impacts disease resistance, taxes in your counties, army movement, and that's about it. I didn't want combat effects for the reasons you spelled out.

Posted

The short of it is that basically I am pretty much satisfied with the existing system aside from the fact that the way your composition determines your pool means loading up on a single type of retinue and then weighting your levies towards the troop types in the levy is wildly more effective than a balanced army. And I suspect that with only one designer and very few people likely to do serious playtesting your overhaul will end up having similar cases where the best tactic is to use weird army compositions that don't really fit the historical simulation I want CK to have and also likely the AI won't make very good use of it.

 

So I do not have a particular desire to learn what sounds like a very complicated new system in a game that in general I am not playing for detailed combat, and when I'm loading up Loverslab mods generally I will be playing the game but I am usually primarily here to experience the erotic content and while I'll do strategy and such I'm not looking for a particularly difficult experience.

 

So I like the society a lot so far but if you're gonna keep the core mechanical overhauls in your base required mod I will likely not play much and probably I am not alone. So I would generally like it if you just put all that in another folder with a different mod file and didn't make that mod file mandatory for the Order since as far as I can tell it doesn't directly hook into the changes that would require it as a dependency, and if you make a submod that does you can list both as a dependency and I can avoid it. You could technically make it optional in those mods with some trigger stuff but that is admittedly a lot of work so I can understand why you wouldn't

 

As for weather the noncombat stuff is less dramatic but still has the basic issue that I can't actually take any action to really mitigate a bad winter in three months so I just have randomly varying income and such. The Winter King mod has it and basically it just means I can't really calculate how much money I make in a year. So far the one I checked was 10% modifiers which basically means I probably won't really notice, so basically I'll be using the game rule to turn it off because I'm not fond of the concept of stuff that negatively impacts me I have no real tools to address.

Posted (edited)

First, I think you are using your experiences with other mods to predict problems with Carnal Realms before actually testing the systems I wrote. Have you played the current combat system yet? If you have and found a specific exploit, army composition, or AI behavior that causes a problem, then by all means report it and I will look at it.

 

The combat overhaul was specifically designed to remove the vanilla incentive to manipulate the tactic pool by stacking one or two troop types. I did not remove retinues or change how you build armies. Retinues are still there, and your normal levies are still determined by the holdings and buildings you construct. What changed is how the army fights once it enters combat.

 

Carnal Realms replaces the vanilla field-combat tactics with a system where tactic availability is determined by troop composition, terrain, military technology, the commander's Martial ability and traits, and the current battle phase. Technology determines what formations and maneuvers the realm actually knows, Martial determines whether the commander can execute them, terrain determines whether they are practical, and troop composition determines whether the soldiers needed to perform them are actually present.

 

There are still tactic counter groups because that is part of CK2's combat engine, but you can no longer build around the old tactic-selection exploits in the same way. A one-unit retinue can still be built, but doing so restricts the tactics that army can use and makes it much more dependent upon getting the terrain and battle it was designed for. Mixed and balanced armies have access to a broader set of tactics when conditions change. That is intentional.

 

The societies are also part of the core conversion. I am not maintaining the Order of the Sacred Magdalene as an isolated society mod anymore. I am reworking the vanilla societies themselves to use the Story Deck system.

 

CK2 society definitions are centralized under common/societies/00_societies.txt. Once I am replacing the Benedictines, Dominicans, Hermetics, warrior societies, evil societies, and the rest of the vanilla framework, maintaining separate versions of those shared definitions across a collection of optional society mods becomes a compatibility and maintenance problem. Every change to the shared society framework would then have to be synchronized across multiple packages and load-order combinations.

 

One core society framework avoids that. Optional submods can then add content that hooks into the core without each one carrying its own competing copy of the underlying system.

 

Weather is already optional. It is controlled by a game rule with Enabled and Disabled settings. If you do not enjoy seasonal weather, turn the rule off before beginning the campaign. That option exists specifically because not everyone wants the weather system.

 

I think the larger disagreement here is simply what Carnal Realms is intended to be. It is not an à la carte collection of independent adult mods. It is a total conversion of CK2 into the version of the game I want to build.

 

That includes replacing vanilla event chains with Story Decks, rebuilding societies, changing combat, expanding equipment and clothing, changing education, adding laws, and creating a setting where those systems interact with each other. The core exists so those systems have one common foundation instead of becoming a collection of compatibility patches.

 

If you want to make a submod that removes or replaces parts of that design, you are completely free to do so. I have no objection to people modifying Carnal Realms for their own preferences.

 

But I am not going to split the total conversion into a collection of separately maintained systems simply because somebody only wants certain pieces of it. At some point that stops being Carnal Realms and becomes a different mod.

 

If Carnal Realms as a total conversion is not the version of CK2 you want to play, that is fine. Not every mod is going to appeal to every player. If you have a substantially different vision for how these systems should be organized, then the best solution may simply be to build the mod that matches that vision.

Edited by SamIAmHam
Posted (edited)

I will reiterate this for everyone. I will not update other mods you like. If you want Dark World Reborn, Luxuria Fantasia, Tentacle Dreams, or any other mod to be updated and working perfectly then you need to do it yourself. If you want compatibility with them then you need to code it yourself. 

I am doing the total conversion because I found vanilla CK2 and the existing mods to be wanting in variety of the events. I didn't like the build one type of unit army and the rock-paper-scissors style of combat where one unit beats another. I didn't like that every body trait favored certain boob and dick size with massive bonuses then penalize you in specific areas. There is the matter that almost every mod sits beside vanilla and doesn't impact it directly in the events. Finally, I don't particularly like the settings that other mods did. I hate melting pot settings that use elements from different genres.

 

This is why I am rewriting the vanilla events to support the setting I created. If you ask me to go away from my design and try to threaten me with you won't play it's not going to work. You should be appreciative of the fact that someone is trying to make CK2 better and more balanced. If you have a feature that fits the setting ask away, but anything else is a firm no. I am not obligated to do what you want. 

Note I am not being asshole here. I'm just being blunt as I've tried the polite way and get ignored.

Edited by SamIAmHam
Posted

I mean basically it sounds really complex and I don't particularly feel like putting in much effort to learn a battle system for a CK game so if I find just building stuff and putting in high-martial commanders with what vaguely seem like good traits and not attacking into mountains and such isn't cutting it I will simply play something else. I'm very interested in your other ideas but having to do bonus math is a dealbreaker for me.

 

As for getting the numbers and such right, you do seem to generally know what you're doing but basically my experience is that only Blizzard's RTSes have really managed to get complicated systems set up more-or-less so there aren't weird strategies that are way better than the designers intended, and that takes them a really long time with hundreds of paid playtesters. So I'd need to play like four hundred hours really getting into the systems to be persuaded there isn't some weird combo that makes Italian pikes basically gods if you have a mongolian commander with a certain trait or something equally bizarre and I'm not up for doing that.

 

Personally I have been asking nicely for stuff that in my moderately informed opinion I think wouldn't be that difficult, which I may be wrong about, and my LF question was before you mentioned you were doing a total conversion rather than a drop-in society mod. It is ultimately your mod and you can do what you like, of course.

Posted

Oh, for the combat system I'm basically just asking you put the combat system files in another folder and upload them together, which wouldn't be any more difficult to maintain. I don't know what your plans are for future submods but the Order one doesn't appear to have any content that builds on the combat system.

Posted
9 minutes ago, anonanon421 said:

Oh, for the combat system I'm basically just asking you put the combat system files in another folder and upload them together, which wouldn't be any more difficult to maintain. I don't know what your plans are for future submods but the Order one doesn't appear to have any content that builds on the combat system.


I have told you twice now that I'm not changing it. This is a total conversion and what I want. If you want the file to be removed then delete it from your install.

 

Have you modded before?

I removed the Order from the Order thread. It's now fully incorporated into Carnal Realms. The old version doesn't have the story decks as it's fully implemented now. 

The Order does use the combat system as you're the ruler.

For the record, I have posted up the plans for the mod. Have you read them? 

Did you read what I am doing fully?

Did you read what the core is and what are the submods?

 

Have you actually played Carnal Realms? If not then why are you asking me to change things that you know nothing about in how they play?

Posted

Okay clearly you have a very fixed idea of what you want and aren't interested in compromising so I'm not going to play it.

 

For the record I have done enough modding work to understand how the systems work and have released a small CK3 compatch but I have ADHD so I can't do a big rework to change a mod of this scale to my liking so I mostly just play other people's mods and occasionally dive into the files to help fix issues. But I was heavily involved playtesting in the Warhammer mod in the dev skype for a long while so I did see development of a total conversion mod in action with the devs talking about the systems and having me kick the tires and give feedback and occasionally dive into event files to figure out why Malekith was randomly dying with no notification and sometimes Tomb Kings who were supposed to be totally unkillable died. It turned out carousing had an event where a cannibal could eat another guest that Paradox forgot to add a notification to and we missed in the giant quest to add the anti-death effect to everything that could kill you. And my concern with the combat system is essentially that something like that will slip past you, because we had a bunch of really good devs in the Warhammer mod and they still missed stuff like that.

Posted (edited)

So you never played the full total conversion and you are trying to give me advice from your experience with an unrelated mod? I just want to make sure we're on the same page.

 

One cannot give advice on something they never played or didn't even read the files. One cannot give advice if they do not know the coding environment or what tools are being used. 

 

There is a difference between feedback and telling someone they have to do X. If you knew how to mod then you know how to remove the file you do not like. I do take suggestions like pulling ideas from older mods and use them to put them into CR. It is my implementation though. 

 

You didn't read the plans I have or anything else. You decided that unilaterally that you knew best for a mod you never played. This is the disconnect here since you do not have the authority to tell me what to do. You can suggest things, but you cannot make me change my mod to suit you. I've also been very clear that I do not do committee based development due to my prior experience with Monotheism Rising and what happened here on the forums. It's way too messy and shit falls apart when feelings get hurt or someone is not up to doing coding and what not. When did I invite you to be a co-developer because I don't recall I ever did. There is a difference between a suggestion and being a boss.If you don't play then don't play. It's no skin off of my back.

I even said this in the Order thread on September 1, "I decided that I would create my own core for all the submods to use. It will be called Carnal Realms." So that was 17 days ago that you were told I'm making a core so I have total control on what goes into it.

 

https://www.loverslab.com/topic/270365-mod-order-of-the-sacred-magdalen-updated-for-carnal-realms/#findComment-7385218

 

What I will tell you is that you are missing the full experience with the story decks, new marriage system, new artifacts, new pets, new mounts, and newly revamped vanilla orders. As soon as the vanilla orders are redone I will release a new version.

 

I have over 19,000 events coded that are part of the story deck system. This eclipses pretty much every other mod out there. I have a lot of erotic content and I even redid all the vanilla event art. I actually all of the event story deck synopsis done so far and in total it is 600 odd pages in a pdf. All told the total conversion mod is almost 200 MB zipped up.

I highly recommend that you actually read what I've posted in this thread so you understand what is going on. 

Edited by SamIAmHam
Posted

I did read the thread and my replies are basically that I don't actually want a combat overhaul because the CK2 system has some issues but essentially it gives me more or less what I want out of the combat system and even if the new combat system is absolutely perfect in a way that my experience leads me to suspect it won't be I'm not interested in studying it to figure out how it works. And I'm afraid it will disrupt my play experience and it'd take an extremely long period of playing it to persuade me it won't. And I don't think seasonal weather is a good idea in CK2 and had missed I could turn it off when initially reading and started up a playthrough with it on, which is why I mentioned it but I'm satisfied with it being disabled.

 

But I really liked the Order and was enthusiastic about the idea of you expanding on this to have a similar society for a lot of major religions and content for some supernaturals and you'd said you liked my suggestion of tying in angels and demons to the Order and were thinking about making a submod to do that, and I considered asking you to add kitsune because I think they're hot and they do have sex-related myths but decided not to since the only people with fox spirit myths I know of on the map are the Chinese Expeditionary Force in the first start date so they weren't really in theme so I'd be asking you to do more work than I thought was reasonable. When I thought the Order was an independent mod that you said was essentially done I figured asking for like making the angel trait give grace and maybe some events for futas and angels was worth a shot and if you said no I'd just play my futa angel sacred prostitute with the existing mechanics. And I mentioned Tentacled Dreams compatibility because it sounded like you didn't have plans at the time but did want to do more modding and I really wanted to be able to play a futa angel Catholic who regularly fucks tentacle monsters who live in her house while also fucking other women at the same time and I figured possibly you could be convinced to make your next project making that happen, and since both LF and Tentacled Dreams are abandoned this isn't the maintenance hell that is why I gave up on my Ar Tonelico and Academy City mods (especially the map; because it's several single massive image files for various layers and then you need the province numbers in use to have no gaps so I struggled to do it in the first place and had to redo the entire process over again every time Paradox decided Africa needed a single additional province)

 

So when I realized by total conversion you meant a mechanical overhaul of core systems I politely requested you make it option except for submods where like an event will crash if the combat files aren't in there, figuring that from the fact that you'd said the Order was essentially complete before releasing Realms it wouldn't have this issue and probably a lot of submods in the future wouldn't and likely vampires and werewolves would so I'd just skip them. And in your initial refusal it sounded like you didn't understand my concerns so I elaborated in the hopes of convincing you to spend like ten minutes on it. Sure, I could do it myself but I'd have to do it every time you updated and if you aren't keeping in mind that I want to be able to do this eventually you'll likely put something in a file that the stuff I want to keep depends on and it'll lead to issues, and while I have the skills to resolve this I am not up for it.

 

And I regularly talk to modders in this way, and generally sometimes they take my suggestions on board like you did with the angels and demons, and sometimes they tell me that's not their vision but don't get angry like you do, and with CK3 Regula has a clear vision about a man getting the power to hypnotize women into being sex slaves and ruling the world with it and Phaze's Futanari Mod has a clear vision about horny super-strong futa in a world where every religion worships them or despises them, and I wanted to play out the doujin I liked about futa who take over the world by brainwashing women with sex so I made a small mod to technically allow you to use them together. And when I posted it the mod author of Regula asked if there was anything he could do to make it easier for me and I asked him to set up any triggers to allow both men and futa and possibly put in localization hooks if I felt up to a mass localization update, and not to touch the events I had to override if he didn't have to and when the religion rework hit I'd do the work to make the Regula religion initialization events compatible once he'd set them up.

 

And I was hoping to work with you in a similar fashion but pretty clearly I cannot.

Posted

I'm going to be tactfully as possible. I don't give a fuck about what you want with combat tactics. This is not your mod but mine. If you don't want to use my combat tactics then delete the file.

 

I can do what you want with races and what not, but I am not going to butcher my total conversion that rewrites the vanilla files for you. 

 

I will reiterate this from an earlier post: I will reiterate this for everyone. I will not update other mods you like. If you want Dark World Reborn, Luxuria Fantasia, Tentacle Dreams, or any other mod to be updated and working perfectly then you need to do it yourself. If you want compatibility with them then you need to code it yourself. 

 

You didn't politely request. You threw a temper tantrum and threatened to not play the total conversion. That is not politeness. That is a threat and I don't put up with threats.

 

I am not other people and the gall of you to expect me to be like them is an insult. You only got me angry because you refused to listen. I am not your dancing monkey and I do not take orders from you. 

 

You weren't helping me to work on anything. You demanded your way or the highway. There's the fucking highway unless you have suggestions to implement in my total conversion. I don't give a fuck about DWR, LF, TD, or any other mod. Talk to their owners to work on their mods. I am not your modding support for dead mods.

 

Finally, grow the fuck up and treat people with the respect they've earned. 

Posted

I mean you are not entitled to have anyone play your mod just as I am not entitled to have you make a mod I like.

 

So like with every mod where the mod maker isn't willing to accommodate me I'm just not going to play it, and every other mod maker I talk to is not a giant asshole when I say so and if I ask for something they just say no and explain why politely instead of insulting me for asking.

 

This conversation is over.

Posted

I don't have to accommodate you or your wishes. Go ahead don't play it. This is not a paid total conversion. This is me spending my hours and time working on it.

 

I did say no three times. I even gave you reasonable explanations on the why it was a no and you ignored it. You take over DWR, LF, and TD so you can have your dream mod. I'm not your slave or your dancing monkey. Do the work or shut up.

 

Yes, the conversation is over. 

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