dewguru Posted December 13, 2015 Author Posted December 13, 2015 Updated change log for what will be v1.22. Look for it to be posted at some point tomorrow (Sunday). v1.22 - Spells overhaul. Spells will require piety instead of life force. - Added/Tweak: Added an event for when the player target's themselves with the guard dog. This required some modifications to other related events as well. - Added: Pull your children back into your dynasty via a targeted decision, for when CKII burps and makes them of your husband's dynasty, even though you choose the marriage option that is supposed to make the kids of your dynasty. - Added: Some variety to some of the spells. - Added: Aliris's additions for Lilithian minor titles - Tweak: Select Succubus spells can be cast by any succubus if they meet the correct succubus stage requirement. Lover's Pox Purge requires no stage, so your succubi kids can clean themselves. - Tweak: Localization edits. - Tweak: Figured out how to restrict the guard dog to where you can only command Procreo against targets at your location. - Fixed: ai_will_do's on the other decisions that weren't specifying ROOT vs FROM - Fixed: altered the choose one of your own courtiers to be a whore from the Bordello Improvement Quest - Fixed: The virgin trait wasn't getting rolled out at game start properly thanks to a check I was doing that decided it didn't want to play nice. - Fixed: Redid the Harley & Rayne and Harley & Werewolf events. I successfully tested Harley and Rayne, but did not test Harley & Werewolf. - Fixed: werewolf_bitch modifier assignment on birth
rustiyeti Posted December 13, 2015 Posted December 13, 2015 @skeletor - yes, I'm using dark world + sexual crusaders latest version. I may simply merge which portions of that mod I actually like and use into my DW mod in the near future here if I can't find an obvious fault and see if that fixes it. I've heavily modified the flavor text on many of the DW events but in terms of tweaking any mechanics I've made only minor changes so it's curious to me that I would have that "known_murderer" flag popping up all over the place. Looking forward to the update dew! minor gripe: i was looking for the assignation of the "bad_dog" modifier which is required to trigger the random bad dog events and I simply could not find it to figure out where, why, and when it would be assigned. Found an event chain that would lead *from* a "bad_dog" (DWRandom.600) but could not find any evidence of that modifier ever having a chance *to* be assigned, effectively leaving it impossible for that chain to fire. From what I can see the chain itself is complete, just not the assignation of the modifier which would allow it to start. Did I somehow miss that or was it never implemented? Also, in terms of coding - any particular reason why you prefer to use FROM (up to FROMFROMFROMFROM, as that seems to be a limitation in the engine) rather than setting up "save_event_target_as" in some instances? I'm basically learning to tweak things by studying your mod code, SC mod code, and some other mods I've downloaded looking for examples of how different people have approached similar issues - plus a heavy dose of Googling, of course - and this is just a matter of personal curiosity. My Google-fu must be weak because a *lot* of the questions I have - the 'whys' of ck coding - don't seem to have a clear answer anywhere I can find.
dewguru Posted December 13, 2015 Author Posted December 13, 2015 @skeletor - yes, I'm using dark world + sexual crusaders latest version. I may simply merge which portions of that mod I actually like and use into my DW mod in the near future here if I can't find an obvious fault and see if that fixes it. I've heavily modified the flavor text on many of the DW events but in terms of tweaking any mechanics I've made only minor changes so it's curious to me that I would have that "known_murderer" flag popping up all over the place. Looking forward to the update dew! minor gripe: i was looking for the assignation of the "bad_dog" modifier which is required to trigger the random bad dog events and I simply could not find it to figure out where, why, and when it would be assigned. Found an event chain that would lead *from* a "bad_dog" (DWRandom.600) but could not find any evidence of that modifier ever having a chance *to* be assigned, effectively leaving it impossible for that chain to fire. From what I can see the chain itself is complete, just not the assignation of the modifier which would allow it to start. Did I somehow miss that or was it never implemented? Also, in terms of coding - any particular reason why you prefer to use FROM (up to FROMFROMFROMFROM, as that seems to be a limitation in the engine) rather than setting up "save_event_target_as" in some instances? I'm basically learning to tweak things by studying your mod code, SC mod code, and some other mods I've downloaded looking for examples of how different people have approached similar issues - plus a heavy dose of Googling, of course - and this is just a matter of personal curiosity. My Google-fu must be weak because a *lot* of the questions I have - the 'whys' of ck coding - don't seem to have a clear answer anywhere I can find. Bad Dog isn't a Dark World modifier. The vanilla Hunter ambition can lead to someone giving you a puppy that has the chance to grow up into a good dog or a bad dog. That event is just an extra thing for if a hunter gets saddled with a bad dog. A few reasons. One is I've not found a way to call event targets in localization, so if I don't set-up a FROM chain, then I lose that ability. The second reason is when I first started, I found that they didn't work as well as I would have liked, and found instances both in nadamod and in vanilla where it seemed like they weren't handling well. Oddly enough, the update I release today will include my first use of it, as using save_event_target_as was the only way I could get the dang select a courtier to be a whore event to produce as expected. Another reason I like my From chains is it gives me easy methods for branching out at a later time by just adding an if check into one of them. My biggest challenge since I started has been remaining consistent with my approach. You can probably see where I've shifted my approach over time, as I really don't like going more than FROMFROM when I can avoid it, as my use of FROMFROMFROM and FROMFROMFROMFROM usually results in something somewhere not going right. So I would say that both methods have a use depending on what you're trying to accomplish, and I believe that if you're looking at more than three people in an event, that you're probably going to be wanting to use save_event_target_as to some degree.
OmegaHeaven Posted December 13, 2015 Posted December 13, 2015 So my code was working (after I added it to on_actions/on_birth as you suggested) for a good two months (although, it didn't grant cuckoo children the trait for some reason, unless the child was revealed)... then I reformatted it to suit the Audax Validator's taste. Like an idiot, I stopped making backups. Despite everything I did, I could not get the event to work correctly now; it givesthe infamous A event when fired by console. Came back to it recently, bashed my head into a wall. Current code: # .1 Child of an destrada receives the trait of one at birth (Child) character_event = { id = DestradaInheritance.1 hide_window = yes is_triggered_only = yes trigger = { OR = { real_father = { trait = destrada_blood } father = { is_father_real_father = yes trait = destrada_blood } } } immediate = { father = {character_event = {id = DestradaInheritance.2 days = 1 }} # Father learns the child inherited the trait } } # .2 Child of an destrada receives the trait of one at birth (Father) character_event = { id = DestradaInheritance.2 desc = "DestradaInheritance2" picture = "GFX_evt_sultan" is_triggered_only = yes option = { name = DestradaInheritance2A FROM = { if = { limit = { is_female = yes } add_trait = fair add_trait = destrada_blood add_trait = temperate add_trait = diligent add_trait = patient add_trait = kind add_trait = just add_trait = honest add_trait = trusting } if = { limit = { is_female = no } add_trait = brave add_trait = destrada_blood add_trait = temperate add_trait = diligent add_trait = patient add_trait = kind add_trait = just add_trait = honest add_trait = trusting } } } } Ugh. Should have kept a backup.
dewguru Posted December 13, 2015 Author Posted December 13, 2015 I'll be posting v1.22 soon. I'm running a final validation and then packaging it to post. I've added a couple more things since the last change log I posted. v1.22 - Spells overhaul. Spells will require piety instead of life force. - Added/Tweak: Added an event for when the player target's themselves with the guard dog. This required some modifications to other related events as well. - Added: Pull your children back into your dynasty via a targeted decision, for when CKII burps and makes them of your husband's dynasty, even though you choose the marriage option that is supposed to make the kids of your dynasty. - Added: Some variety to some of the spells. - Added: Aliris's additions for Lilithian minor titles - Added: Werewolves will receive a custom portrait upon becoming adults. - Tweak: Select Succubus spells can be cast by any succubus if they meet the correct succubus stage requirement. Lover's Pox Purge requires no stage, so your succubi kids can clean themselves. - Tweak: Localization edits. - Tweak: Figured out how to restrict the guard dog to where you can only command Procreo against targets at your location. - Tweak: Split out the tentacle-kin portrait assignment to not being given until they become an adult (since that's when the custom portrait would appear anyway). - Fixed: ai_will_do's on the other decisions that weren't specifying ROOT vs FROM - Fixed: altered the choose one of your own courtiers to be a whore from the Bordello Improvement Quest - Fixed: The virgin trait wasn't getting rolled out at game start properly thanks to a check I was doing that decided it didn't want to play nice. - Fixed: Redid the Harley & Rayne and Harley & Werewolf events. I successfully tested Harley and Rayne, but did not test Harley & Werewolf. - Fixed: werewolf_bitch modifier assignment on birth
rustiyeti Posted December 13, 2015 Posted December 13, 2015 Thanks for answering. I've been struggling to make save_event_target_as reference the right character. The problem I'm running into is I'm not a coder at all, I'm just tinkering based upon monkey see, monkey do - and I've run into the issue of exceeding the 4 FROM limit and I don't know how to extend it. I'm nearly positive I don't actually understand how the FROM chain works. Basically I look at your existing references in a chain and number them from that point in my head. So if event 03 in a given chain uses FROMFROM, then event 04 should be FROMFROMFROM and event 02 should be FROM - event 01 being the initial 'bounce' where you set the reference. Example: DWWerewolf.195 is at the point you're using FROMFROMFROMFROM to reference the werewolf created in .184 It is, logically enough, the 4th chain event after the first werewolf 'bounce' .185 if a new event is inserted in your chain *after* that point (ex: DWWerewolf.1951), and requires a reference to the werewolf created, I've not found a way to do so, as FROMFROMFROMFROMFROM (5x) references nothing On the other hand, If a new event is inserted in your chain *before* that point (lets say, immediately preceding .195 so that it *should* take it's place in the FROM chain with FROMFROMFROMFROM still referencing the werewolf created in .184 - just as .195 used to before the usurpation of its line in the chain) it seems to mess up the FROM chain entirely I've been modifying some of your flavor text, sometimes rewriting completely to add more 'scenes' (extra events that basically do nothing but proceed to your existing event chains) and that's easy enough when all I'm doing is adding text and and a 'go to next event' option. The problem is when it deals with any character references, as hopefully made clear in the above example. Is there a way to reliably reference - or bounce - back to a character and 'reset' those FROM? I've tried inserting an exact replica of your bounce (.185 to continue the above example, renamed appropriately for its new place in the chain of course) to get this 'reset' but it seems not to achieve the desired effect. Again, thank you for your time and answers. Please feel free to tell me to buzz off if I'm annoying you or if you have a problem with my amateur tinkering to the amazing structure you built. If it bothers you I'm more than happy to stick to the unmodified releases as they come out.
dewguru Posted December 14, 2015 Author Posted December 14, 2015 Thanks for answering. I've been struggling to make save_event_target_as reference the right character. The problem I'm running into is I'm not a coder at all, I'm just tinkering based upon monkey see, monkey do - and I've run into the issue of exceeding the 4 FROM limit and I don't know how to extend it. I'm nearly positive I don't actually understand how the FROM chain works. Basically I look at your existing references in a chain and number them from that point in my head. So if event 03 in a given chain uses FROMFROM, then event 04 should be FROMFROMFROM and event 02 should be FROM - event 01 being the initial 'bounce' where you set the reference. Again, thank you for your time and answers. Please feel free to tell me to buzz off if I'm annoying you or if you have a problem with my amateur tinkering to the amazing structure you built. If it bothers you I'm more than happy to stick to the unmodified releases as they come out. That's the problem I found myself getting into before I just started implementing more bounces (it's what I call them anyway, I've heard others refer to them as pings and other things). For example, let's say we've got an event with a female werewolf and our lecherous male ruler. If there is a chance I'll keep the female werewolf around for the future, I'll start things off by creating her. This actually requires us to use an event for the ruler. It can be done several ways, but I just hide it. So event 1 is the ruler. In order to bring the female werewolf into things, like localization or hitting her up with modifiers afterwards, I'll need to include her, so I bounce to her in the area that I created her. So she's event 2. Since she's an NPC, I don't waste my time with flavor text and keep it another hidden event that simply bounces back to the ruler where I have the first flavor text. So the ruler would be event 3. Any where in event 3 that you'd want to reference the female werewolf, you're only using a FROM, since she's the previous event owner in the chain. If you have enough flavor text that you extend it another event, and you keep with your ruler, then that the ruler is event 4, and any references to the female become FROMFROM. Now, what I'd do if I was creating this today as opposed to a few months ago, if I went another step, instead of adding things and going to FROMFROMFROM, I'd simply bounce back to the female werewolf in a hidden event (event 5) which would flip right back to a detailed event for the ruler (event 6) and this then resets me back to just having to refer to her using FROM. Does that help?
NoxBestia Posted December 14, 2015 Posted December 14, 2015 I look forward to testing this a lot tonight. BTW, looking at the code, it doesn't look like werewolves take advantage of their human bitch any more. If that was not intended (and I hope it wasn't) then it could be fixed by changing event DWWerewolf.1050 by replacing both instance of "has_character_modifier = werewolf_bitch" with OR = { has_character_modifier = werewolf_bitch has_character_modifier = alpha_bitch } Nox
dewguru Posted December 14, 2015 Author Posted December 14, 2015 I look forward to testing this a lot tonight. BTW, looking at the code, it doesn't look like werewolves take advantage of their human bitch any more. If that was not intended (and I hope it wasn't) then it could be fixed by changing event DWWerewolf.1050 by replacing both instance of "has_character_modifier = werewolf_bitch" with OR = { has_character_modifier = werewolf_bitch has_character_modifier = alpha_bitch } Nox A werewolf should never have the ability to take advantage of an alpha_bitch. Not certain how you think that it not being there is preventing things from working. Nothing has changed regarding that event and folks have reporting it working correctly in the past. I'm guessing you simply don't understand what an alpha bitch is.
NoxBestia Posted December 14, 2015 Posted December 14, 2015 A werewolf should never have the ability to take advantage of an alpha_bitch. Not certain how you think that it not being there is preventing things from working. Nothing has changed regarding that event and folks have reporting it working correctly in the past. I'm guessing you simply don't understand what an alpha bitch is. You are correct about me not grasping what you were using alpha_bitch for. I had incorrectly assumed alpha_bitch was to separate human bitches from werewolf females so that the werewolf females would also be less fertile with a werewolf male than a human female. /blush EDIT: All my time as a werewolf's bitch and I had never gotten the DWHunter.2001 event chain even with Bela in my court. Now I have a better understanding of what the alpha_bitch trait signifies.
dewguru Posted December 14, 2015 Author Posted December 14, 2015 You are correct about me not grasping what you were using alpha_bitch for. I had incorrectly assumed alpha_bitch was to separate human bitches from werewolf females so that the werewolf females would also be less fertile with a werewolf male than a human female. /blush EDIT: All my time as a werewolf's bitch and I had never gotten the DWHunter.2001 event chain even with Bela in my court. Now I have a better understanding of what the alpha_bitch trait signifies. I was heading out quick earlier, otherwise I would have elaborated. An alpha bitch is a woman who has been able to transcend the domineering influence that werewolves are able to naturally exert. I'm using the general concept of wolf packs, where it's believed by some that female wolves also have a pecking order, and that an alpha female is only mated by the alpha male. In werewolf culture, there is only one true alpha male, Fenris. Granted, there are some that refute the alpha bitch concept with wolf packs, but I decided to run with it for game terms.
dewguru Posted December 14, 2015 Author Posted December 14, 2015 I'm going to get a little work started on v1.23. So far the only thing I know will be in it will be the slavery overhaul. One thing regarding the overhaul, it will be impossible for the player to become enslaved. The reason being, in order to streamline things, I'm only focusing on events from the slaver's perspective. If there is adequate interest, I'll look to swing around in the future with a specific slavery chain that is unique to the player.
NoxBestia Posted December 14, 2015 Posted December 14, 2015 I was heading out quick earlier, otherwise I would have elaborated. An alpha bitch is a woman who has been able to transcend the domineering influence that werewolves are able to naturally exert. I'm using the general concept of wolf packs, where it's believed by some that female wolves also have a pecking order, and that an alpha female is only mated by the alpha male. In werewolf culture, there is only one true alpha male, Fenris. Granted, there are some that refute the alpha bitch concept with wolf packs, but I decided to run with it for game terms. I should have followed the code deeper before I said anything. I do appreciate the elaboration.
OmegaHeaven Posted December 14, 2015 Posted December 14, 2015 Okay. I copy pasted the contents into a new file and changed file name & event names... and it worked. What and how in the flying fuck...
dewguru Posted December 14, 2015 Author Posted December 14, 2015 Okay. I copy pasted the contents into a new file and changed file name & event names... and it worked. What and how in the flying fuck... CK2 magic.
NoxBestia Posted December 14, 2015 Posted December 14, 2015 Okay. I copy pasted the contents into a new file and changed file name & event names... and it worked. What and how in the flying fuck... The only time that has happens to me (so far) is when I don't have a blank line at the end.
zia Posted December 14, 2015 Posted December 14, 2015 Found a bug in your new spell system: In order to summon the tentacle beast the TARGET'S piety is pulled rather than the casters. Meaning your target has to have 150 piety before you can summon a tentacle to attack them. On another note: Do you plan on readding some of the old spells? (Turning a courtier into a whore or futa?)
thargent Posted December 14, 2015 Posted December 14, 2015 New game for the new release, and it keeps crashing. I dunno, maybe it has something to do with the game realizing the impossibility of male Karl Karling being futanari. Which the RNG generated him with, and amuses me greatly.
dewguru Posted December 14, 2015 Author Posted December 14, 2015 Found a bug in your new spell system: In order to summon the tentacle beast the TARGET'S piety is pulled rather than the casters. Meaning your target has to have 150 piety before you can summon a tentacle to attack them. On another note: Do you plan on readding some of the old spells? (Turning a courtier into a whore or futa?) Thanks. I fixed it and will upload it when I get the slavery system to a point where it won't totally break. I'm guessing Tuesday at best. Regarding adding some of the old spells, yes. I've actually a number of spells I'll be adding over time, and not only Succubus spells (as if that isn't evident if you look at some of the code comments.). New game for the new release, and it keeps crashing. I dunno, maybe it has something to do with the game realizing the impossibility of male Karl Karling being futanari. Which the RNG generated him with, and amuses me greatly. The futa trait is restricted to women and it is not allowed to be randomly assigned. If you're seeing it from a new game, then I'd first assume there was a problem with the installation. After deleting the Dark World folder and then installing the mod again, if it was still happening, I'd deactivate any other mods I was using to see if that was the cause.
rustiyeti Posted December 14, 2015 Posted December 14, 2015 Well sweet - as I surmised the problem is purely me I actually did that (popped a hidden event in between the chain that *should* have referenced back to the appropriate NPC and reset my FROMS), but I must have screwed something up at some point. Could have sworn I simply copied *your* bounce and changed the appropriate IDs, but I was just figuring the FROM stuff out that that time; probably set the wrong FROM reference to the hidden event, and the chain just interpreted my bad reference as ROOT instead. Now that I know I *was* on the right track, in terms of resetting the FROM chain, I should be able to plot this out proper, starting from the new release and only porting over one bit of the modified chain at a time. Thanks once again for the explanation & insight into how you arrange these chains.
dewguru Posted December 14, 2015 Author Posted December 14, 2015 Well sweet - as I surmised the problem is purely me I actually did that (popped a hidden event in between the chain that *should* have referenced back to the appropriate NPC and reset my FROMS), but I must have screwed something up at some point. Could have sworn I simply copied *your* bounce and changed the appropriate IDs, but I was just figuring the FROM stuff out that that time; probably set the wrong FROM reference to the hidden event, and the chain just interpreted my bad reference as ROOT instead. Now that I know I *was* on the right track, in terms of resetting the FROM chain, I should be able to plot this out proper, starting from the new release and only porting over one bit of the modified chain at a time. Thanks once again for the explanation & insight into how you arrange these chains. For what it's worth. My bounces were a huge mess around the time I was adding the Werewolf stuff. Just in case that's the code you're looking at, that's some dangerous stuff there.
hewhocumsbynight Posted December 14, 2015 Posted December 14, 2015 Sorry for the off-topic post, but is anybody else having problems running CK2 with NVIDIA drivers? Starting yesterday, I've just had a constant collage of crashes and hard freezes for no explicable reason, but I am convinced the drivers are to blame. It's been happening to me as well Welkin . I'll try a fresh install tonight, see what happens, maybe get shoved in a dreadnought or something Glad it isn't just me. I tried to rollback the driver, but now the game runs super slow and doesn't render properly... and then crashes. Also, good catch with Welkin! Mine has been noticeable hiccups with the game, then it just suddenly crashes without reason, I'll see what's the word on the CKII reddit or what Google fu brings up. Yeah, i finished my playthrough of Valkyria on November 11th, It felt like a big deal. God damn thats an idea! Sorry folks. If I posted it now, I think it'd break as I've a spell only half converted over and I'm tired. Heading off to bed. My apologies. You're fine, dont worry about it! Have you beeen able to find anything? I've been without luck, and changing my NVIDIA drivers hasn't helped, nor has the Steam forum. @Valkyria, it's a great game. And I just love the graphic styles!
azer126 Posted December 14, 2015 Posted December 14, 2015 Very nice mod !! Thx to you for that work. Is it possible to convert yourself when male, directly to luciferian from any religion (mostly those who don't allow femal rulers) ? Or is the mod only playable from christian territories ?
dewguru Posted December 14, 2015 Author Posted December 14, 2015 Very nice mod !! Thx to you for that work. Is it possible to convert yourself when male, directly to luciferian from any religion (mostly those who don't allow femal rulers) ? Or is the mod only playable from christian territories ? No idea what you mean by playable from christian territories, since I rarely start play from one. The Luciferian faith in this game is only a heresy of the Lilithian faith though, so I'm unaware of any way to get to it without first starting up the Lilithian faith, and to do that, you'd need to be a female ruler who awakens the power of Lilith within her.
azer126 Posted December 14, 2015 Posted December 14, 2015 No idea what you mean by playable from christian territories, since I rarely start play from one. The Luciferian faith in this game is only a heresy of the Lilithian faith though, so I'm unaware of any way to get to it without first starting up the Lilithian faith, and to do that, you'd need to be a female ruler who awakens the power of Lilith within her. oky, I understand. female ruler is needed for converting lilithian first. So it means you can convert to this religion only from a civilisation that allows female rulers ?
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