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[mod] [CK2] Dark World


dewguru

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Posted

question guru how do i manuly fire the werewolf event ive never had it yet?

 

The feral werewolf event?

 

~ to open the console, then type

 

event DWWerewolf.100

 

Hit enter and it should trigger the event.

 

Press ~ again to close the console.

 

That event has about a 33% chance to trigger every decade.

Posted

Little brain dump. Nothing to get too excited about.

 

Vampire concept:

 

They're the scourge of mankind, and the enemy of werewolves. While some would imagine that Werewolves and Vampires would work together against mankind, they have two radically different outlooks. Werewolves simply wish to dominate and breed, moving mankind from the world power to the role of pets and bitches. Vampires view mankind as cattle. The finest food. Vampires and werewolves are also biologically toxic to each other. In the rare occurrences where a Vampire and werewolf were able to breed, the child dies within the first day due to the blood conflict. It's also why a Vampire cannot turn a werewolf, as the blood exchange that takes place when a new Vampire is created simply kills both the vampire and the werewolf. There are three different types of Vampires. Your young bloods, or just simple vampires, have a body that isn't completely undead. They can still eat and drink, and digest food. They even can still procreate, although whether or not the child is a vampire appears to rely solely on whether or not the mother is. They're also not yet immortal. It isn't known exactly how it takes place, but a vampire doesn't become immortal until it seems to further embrace its death, fully reaching an undead state. This change also strips them of their ability to eat/drink food and to procreate, although there are rumors that an elder vampire (as these evolved creatures are known) can still bring life back to themselves temporarily, usually to maintain a charade, and that it's said they're ravenous afterwards - leading scholars to believe that the creatures must burn a lot of their blood in resuming the temporary living state. It is possible for a vampire to create another by the sharing of their blood, yet this seems to happen very rarely. The best guess being that less numbers are easier to remain hidden, and those instances where another is created, is usually due to some type of strong bond, for example a lover.

 

 

Posted

v0.63 has been released.

 

I'm heading out for a week tomorrow where I'll be without an Internet connection.

 

I'm bringing my tablet with me though so I can play and work more on the mod during down time, so when I return, I will likely have v0.70 to release (so about October 11th)

 

v0.63 change log

- Fixed: Opinion issue in Feral Werewolf event

- Fixed: Misbounce when you didn't become a werewolf bitch

- Added: New simple Werewolf event. A Werewolf in someone's court will use a Werewolf Bitch (random if more than one).

- Tweak: Any female born werewolves are automatically given the Werewolf Bitch modifier (although it doesn't get used until they're an adult)

 

A big update on my bday? Nice!!

Posted

Sorry for not responding earlier, had some shit to do.

 

Found a couple of things.

Execution event still leaves the prisoner alive, since it's the same event that can be picked BEFORE a prisoner is created. It can easily be circumvented by just throwing him in jail and executing him (btw, it works now!), so I'd say just remove the execute option after the test ride altogether.

 

The other one I found was that the werewolf bitch event doesn't have an age check on the potential victim.

Previously that wasn't much of a problem, but now that female werewolves are born with it, you should probably put one there.

 

Only other thing I can think of is that the son/mother event still hasn't a pregnancy check, so if the event fires while the mother is already preggers, she can get double preggers.

 

Everything else works, as far as I can tell.

And don't worry about having to work on vacation, take a break if you want to! I'm sure people will manage :P

 

EDIT:

Found two more things.

Well, turns out that the werewolf birth event somehow gets broken with the addition of the IF.

When I tried deleting that entire line it worked, no idea why however, I checked and there are no missing brackets or anything.

 

The other problem I found while poking through the events trying to figure out why the previous one didn't, and I noticed that the werewolf bitch event doesn't have an age check for the potential victim, so might want to fix that. 

 

Gonna go try a couple of different things, see if I can figure out how to fix the birth event.

 

Posted

Fixed it. The add_character_modifier command was formatted wrong. Should work now.

 

 

 

# .1005 Child of receives the werewolf trait (Mother)
character_event = {
id = DWWerewolf.1005
desc = "DWWerewolf1005"
picture = "GFX_evt_DWWerewolf_FeralHowl"
 
is_triggered_only = yes
 
     option = {
          name = DWWerewolf1005A
          FROM = {
               add_trait = werewolf
          }
          if = {
               limit = {
                    FROM = {
                         is_female = yes
                    }
               }
               FROM = { add_character_modifier = { name = werewolf_bitch days = -1 } }
          }
     }
}

 

 

 

Also yes, the werewolf bitch event proved to have a problem with not having an age check, a simple "adult = yes" after both "has_character_modifier = werewolf_bitch" fixes it though.

Posted

Fixed it. The add_character_modifier command was formatted wrong. Should work now.

 

 

 

# .1005 Child of receives the werewolf trait (Mother)
character_event = {
id = DWWerewolf.1005
desc = "DWWerewolf1005"
picture = "GFX_evt_DWWerewolf_FeralHowl"
 
is_triggered_only = yes
 
     option = {
          name = DWWerewolf1005A
          FROM = {
               add_trait = werewolf
          }
          if = {
               limit = {
                    FROM = {
                         is_female = yes
                    }
               }
               FROM = { add_character_modifier = { name = werewolf_bitch days = -1 } }
          }
     }
}

 

 

 

Also yes, the werewolf bitch event proved to have a problem with not having an age check, a simple "adult = yes" after both "has_character_modifier = werewolf_bitch" fixes it though.

 

Yeah, I caught this post release. I apparently failed to run it through the validator.

Posted

Sorry for not responding earlier, had some shit to do.

 

Found a couple of things.

Execution event still leaves the prisoner alive, since it's the same event that can be picked BEFORE a prisoner is created. It can easily be circumvented by just throwing him in jail and executing him (btw, it works now!), so I'd say just remove the execute option after the test ride altogether.

 

The other one I found was that the werewolf bitch event doesn't have an age check on the potential victim.

Previously that wasn't much of a problem, but now that female werewolves are born with it, you should probably put one there.

 

Only other thing I can think of is that the son/mother event still hasn't a pregnancy check, so if the event fires while the mother is already preggers, she can get double preggers.

 

Everything else works, as far as I can tell.

And don't worry about having to work on vacation, take a break if you want to! I'm sure people will manage :P

 

EDIT:

Found two more things.

Well, turns out that the werewolf birth event somehow gets broken with the addition of the IF.

When I tried deleting that entire line it worked, no idea why however, I checked and there are no missing brackets or anything.

 

The other problem I found while poking through the events trying to figure out why the previous one didn't, and I noticed that the werewolf bitch event doesn't have an age check for the potential victim, so might want to fix that. 

 

Gonna go try a couple of different things, see if I can figure out how to fix the birth event.

 

Got these fixed. And I've not left the house yet. Once I leave the house, I won't even be able to read what's been posted. Zero Internet access for a week. Looking forward to being disconnected for a bit.

 

I've got one more update I'm looking to slip out before I depart.

hey guru want me to take a look at dark world to try to fix any bugs

 

No thanks. I'd rather not mess with having multiple versions that I'd have to reconcile on my end.

Posted

I'm a big Civ fan, and this seems interesting, but good lord that's a lot of DLC...

 

It's 75% off on Steam this weekend though, so can someone explain what I would actually need? 'Way of Life' is in the requirements, but it's not part of the 'Collection'... And now there's a lot of Horse Lords talk in the last few pages.

 

So so should I be looking at:

Collection ($30) + Way of Life ($2) + Horse Lords ($11)?

Or:

Or CKII ($8) + Way of Life ($2) + Portrait Workaround?

 

There also seem to be other DLCs/Portrait packs that aren't in the 'Collection', so if I don't have all of them do I still need to use the workaround? I'm kinda confused.

Posted

I'm a big Civ fan, and this seems interesting, but good lord that's a lot of DLC...

 

It's 75% off on Steam this weekend though, so can someone explain what I would actually need? 'Way of Life' is in the requirements, but it's not part of the 'Collection'... And now there's a lot of Horse Lords talk in the last few pages.

 

So so should I be looking at:

Collection ($30) + Way of Life ($2) + Horse Lords ($11)?

Or:

Or CKII ($8) + Way of Life ($2) + Portrait Workaround?

 

There also seem to be other DLCs/Portrait packs that aren't in the 'Collection', so if I don't have all of them do I still need to use the workaround? I'm kinda confused.

 

 

if you dont have all the portrait packs you will need to use the workaround for any packs you dont have

Posted

I'm a big Civ fan, and this seems interesting, but good lord that's a lot of DLC...

 

It's 75% off on Steam this weekend though, so can someone explain what I would actually need? 'Way of Life' is in the requirements, but it's not part of the 'Collection'... And now there's a lot of Horse Lords talk in the last few pages.

 

So so should I be looking at:

Collection ($30) + Way of Life ($2) + Horse Lords ($11)?

Or:

Or CKII ($8) + Way of Life ($2) + Portrait Workaround?

 

There also seem to be other DLCs/Portrait packs that aren't in the 'Collection', so if I don't have all of them do I still need to use the workaround? I'm kinda confused.

 

You don't need Horse Lords at all. The talk about Horse Lords is that when it came out, it also updated the base game. So even if you don't have Horse Lords, you would still have build 2.4.4 of CK2.

 

All you need to play this is Way of Life if you're alright with removing some files from the mod after installing it, as defined in the Incompatibility area to adjust for not having the Portrait Pack DLC's (unless you opt to get them as part of the Complete package - if it includes them).

 

I personally would recommend the Collection + Way of Life 2. Horse Lords will probably drop in a couple months for the Winter Steam Sale. The reason being that the expansions offer a lot of additional functionality and events that make the game very interesting. Comparing it to Civ. After having a fully expanded Civ 5, it'd be very weird to return to playing Civ 5 pre-expansions. So much would be missing from what I grew accustomed to.

 

For those couple of portrait packs not in the Collection - you should be able to match them up with the files listed in the work around and just delete those few that you don't have.

 

For example, the Horse Lords content pack adds Cuman portraits. If you don't have that portrait pack, just delete the portraits_cuman.gfx from the workaround.

 

Hope that helps answer things for you.

Posted

you can also just add .temp to the files you dont have and the game will ignore them its what i do with SC with features that are not finished

Posted

you can also just add .temp to the files you dont have and the game will ignore them its what i do with SC with features that are not finished

 

The only problem with that is when applying an update, you'll have old .temp files and new files that you'll need to then rename - so you're looking at deleting something anyway.

Posted

it as simple as searching for *.temp in the mod folder then CTR+A the delete, its how i keep my unfinished features out of the release

 

Which to me is ultimately more cumbersome than simply deleting a file you know you don't need. But to each their own. I know I certainly do things that others feel involve more steps than necessary.

Posted

I'll be releasing a final update here before I head out on vacation.

 

One major note - the Vampire event simply introduces one into the world. Either in your court or the court of someone else. The event presently contains nothing 'adult'.

 

I've some events planned that needs a Vampire out and about, and I know a few folks were hoping to see one enter play. And while I'm certain it's less than originally hoped for, it's just the beginning.

 

Change log:

v0.64
    - Added: New moderate Succubus spell
    - Added: Medicine Hut/Alchemist Shop/Wizards Lab (tribal/city/castle)
    - Added: You can go shopping at the Medicine Hut or Alchemist Lab (Wizards Lab is going to be different)
    - Added: A flag for use by MuteDay's Sexual Crusaders mod
    - Added: New trait (mage)
    - Added: Simple Vampire event (random chance to trigger on the decade - 10 year - pulse)
    - Fixed: Incubus / Succubus baby now accounts for both father and real_father
    - Fixed: Exploit that allowed you to be sneaky and purchase multiple Assassins if you had the cash
    - Fixed: Lack of an actual death cause on one of the werewolf tracks
    - Fixed: A missing is_adult check
    - Fixed: Bad format on a werewolf birth check
    - Fixed: Pregnancy check on an event that could lead to double preggers

Posted

I'll be releasing a final update here before I head out on vacation.

 

One major note - the Vampire event simply introduces one into the world. Either in your court or the court of someone else. The event presently contains nothing 'adult'.

 

I've some events planned that needs a Vampire out and about, and I know a few folks were hoping to see one enter play. And while I'm certain it's less than originally hoped for, it's just the beginning.

 

Change log:

v0.64

    - Added: New moderate Succubus spell

    - Added: Medicine Hut/Alchemist Shop/Wizards Lab (tribal/city/castle)

    - Added: You can go shopping at the Medicine Hut or Alchemist Lab (Wizards Lab is going to be different)

    - Added: A flag for use by MuteDay's Sexual Crusaders mod

    - Added: New trait (mage)

    - Added: Simple Vampire event (random chance to trigger on the decade - 10 year - pulse)

    - Fixed: Incubus / Succubus baby now accounts for both father and real_father

    - Fixed: Exploit that allowed you to be sneaky and purchase multiple Assassins if you had the cash

    - Fixed: Lack of an actual death cause on one of the werewolf tracks

    - Fixed: A missing is_adult check

    - Fixed: Bad format on a werewolf birth check

    - Fixed: Pregnancy check on an event that could lead to double preggers

sounds awsome did you see the thread i made so we can post all our flags

Posted

The werewolf_bitch modifier in the birth event is missing a FROM, and since it's the mom that's receiving the event, she's the one who gets it slapped on her.

 

Posted

The werewolf_bitch modifier in the birth event is missing a FROM, and since it's the mom that's receiving the event, she's the one who gets it slapped on her.

 

Fixed below. No change log, just added the from. I'll see you all later.

CK2DarkWorldMod_064b.7z

Posted

One minor note - some of the 'chance at pregnancy' events don't have an age catch, like the Whoring option. It should probably have an age cutoff.

 

Right now, I'm seeing one courtier who is still having babies, at 70. ;)

Posted

I've experinced some graphical errors using HIP mod + potraits mod with Dark WOrld. Is there any way to fix this? Or do I have to disable the potraits mod?

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