Onimonipea Posted December 19, 2015 Posted December 19, 2015 I apologize if this has been asked before, I searched through and did not find anything similar, but I am having a problem with the custom portraits (such as Harley) not appearing and instead just base portraits. My CK is 2.4.5 and I'm using Arglebargle II, Darkworld 1.23b, ruler designer unlocked, Sexual Crusaders, and shattered World. It seems to be when I try to use anything other than Sex crusaders and Dark world, it changes, but I'm about to check for AB II, shattered world, and RDU. Thats weird, i got the same error, only i was using When the World Stopped Making Sense and its three graphical sub mods. I wonder if there is a correlation.
Disillusioned Gecko Posted December 19, 2015 Posted December 19, 2015 Have you considered adding any mercenary bands or "Un"holy orders? Would be cool with those with female commanders.
Jack Archer Posted December 19, 2015 Posted December 19, 2015 Have you considered adding any mercenary bands or "Un"holy orders? Would be cool with those with female commanders.if the warboss named dew doesnt mind, I could set up a few mercenaries or unholy orders
Yukinohki Posted December 20, 2015 Posted December 20, 2015 The conditions needed for creating the "choosen one kingdom" seem to me too hard. When the player tacks control of a second holly county, There isn't anymore interessets, because he's king/emperor yet. And your territories don't become -de jure- territories. Maybe there is something special planned for the choosen one kingdom, but without it, 2/5 controled is too much, or it should be a "choosen one empire". The Chosen One is more or less the Pope title of the Lilithian religion (most religions have such a king grade title), it would be strange if you could form it as a count right after the start, just because you start at one of the holy sites, so i think 2 is a reasonable value. No religions king grade title has de jure territories. If and when you can form that title depends largely on your starting point. If you start in the english area for example, 3 of the holy sites are close by and in most games easy to get. The biggest reason to get these titles (also the reformed pagan version of it) is the ability to start large holy wars in my opinion. I don't know if it makes sense to try and get your territories "de jure" to that title. Also it increases religions authority alot, because with an existing Chosen One, the piety of her counts towards religious authority (so it makes sense not to waste all piety in tentacle monster attacks) So you can jump from 50-60% to 100% authority instantly when you form that title, with high piety.
zippy57 Posted December 20, 2015 Posted December 20, 2015 I apologize if this has been asked before, I searched through and did not find anything similar, but I am having a problem with the custom portraits (such as Harley) not appearing and instead just base portraits. Thats weird, i got the same error, only i was using When the World Stopped Making Sense and its three graphical sub mods. I wonder if there is a correlation.Go into your mod folders and look for interface\portrait_properties.txt. That file's what controls how portraits display, and it's what DW uses to show the custom images. If any mod other than DW has that file, it may be overwriting DW's version and preventing the custom portraits from appearing. Delete that file from any non-DW mod folders and the issue should be resolved.
dewguru Posted December 20, 2015 Author Posted December 20, 2015 Have you considered adding any mercenary bands or "Un"holy orders? Would be cool with those with female commanders.if the warboss named dew doesnt mind, I could set up a few mercenaries or unholy orders Do it and post it. I've thought it would be a nice addition a couple times.
ReMeDy Posted December 20, 2015 Posted December 20, 2015 It's nice to see the whole community getting together to form a cohesive unit. Now get to work, slaves! ::whip::
azer126 Posted December 20, 2015 Posted December 20, 2015 The Chosen One is more or less the Pope title of the Lilithian religion (most religions have such a king grade title), it would be strange if you could form it as a count right after the start, just because you start at one of the holy sites, so i think 2 is a reasonable value. No religions king grade title has de jure territories. If and when you can form that title depends largely on your starting point. If you start in the english area for example, 3 of the holy sites are close by and in most games easy to get. The biggest reason to get these titles (also the reformed pagan version of it) is the ability to start large holy wars in my opinion. I don't know if it makes sense to try and get your territories "de jure" to that title. Also it increases religions authority alot, because with an existing Chosen One, the piety of her counts towards religious authority (so it makes sense not to waste all piety in tentacle monster attacks) So you can jump from 50-60% to 100% authority instantly when you form that title, with high piety. Thanks for this vision explanation. If the "choosen one" is only head-church, all those conditions are fine. But for me, as the player is the only ruler with "demonic" faith, your situation is more a priest-king than a pope. (it's a shame, that theocraty is unplayble ) So proclaming a king rank religious title, when player is already double king or emperor don't make many sens. (If you control the two holly counties in english area, you are logicaly already king of Irland and Whales.) Maybe some ideas as following could be interesting : (certainly i would understand, too much work, or impossible work) with only one area : If player control the area -> become "choosen one" bishop If player is liege-duke of the area -> become "choosen one" archbishop I think there isn't tools for that as theocraty isn't playable. But this "titles" could be simulated by special skills gained with intrigue action with two areas : -> creation of the "choosen one" kingdom. If the "choosen one" kingdom is player's main title, theocraty can be proclam with intrigue : the other kingdom titles are destroyed. Player receave a skill "herald of lilith" With 2 or 3 areas : If player is "herald of lilith", he can create (with intrigue again) the "choosen one" empire.
daemonforge Posted December 20, 2015 Posted December 20, 2015 I downloaded 1.23b last night because I wanted to start a new game, when got into the game I noticed that the Coat of Arms/flags are messed up. The only mods I'm using are Dark world, Christianity mod 1.3.1, Ruler Designer Unlocked, and Your Personal Castle. The odd thing is, I didn't have that problem when I was running DW 1.20a. So, something changed between that version and this one to cause a conflict with one of those mods. I did delete the old DW folder before dropping the new one in, so I know that's not the cause. It's not preventing me from playing the game but it is distracting. At least, I think they're conflicting. I'm not sure if any of those mods even interact with Coat of Arms/Flags. All I know is that with 1.20a everything was fine and with 1.23b they're messed up.
anonymoustoyouall Posted December 20, 2015 Posted December 20, 2015 Hit a bit of a problem with the corrupting Selena event: if I choose the option to keep her as my bitch, the event closes and reopens, trapping me in a loop until I kill her. Also, I've mentioned this before but it never got fixed (or t least not entirely): the HarleyxWerewolf title sometimes shows it as Harley shagging Harley, even though the main body of the event is correct. What I believe to be the source of the issue is that in DW_Events.csv the title still uses [From.GetName] rather than [FromFrom.GetName], but when I try to fix it, I get the problem of blank events.
dewguru Posted December 20, 2015 Author Posted December 20, 2015 I downloaded 1.23b last night because I wanted to start a new game, when got into the game I noticed that the Coat of Arms/flags are messed up. The only mods I'm using are Dark world, Christianity mod 1.3.1, Ruler Designer Unlocked, and Your Personal Castle. The odd thing is, I didn't have that problem when I was running DW 1.20a. So, something changed between that version and this one to cause a conflict with one of those mods. I did delete the old DW folder before dropping the new one in, so I know that's not the cause. It's not preventing me from playing the game but it is distracting. At least, I think they're conflicting. I'm not sure if any of those mods even interact with Coat of Arms/Flags. All I know is that with 1.20a everything was fine and with 1.23b they're messed up. DW added a custom icon for the Lilithian faith which is likely conflicting with something from one of the other mods. It's one of the challenges as the community wishes to expand on different parts of the mod, it makes it less compatible with other mods. I myself no longer care since I don't run other mods with Dark World when I play it. I also do not offer support in trying to make it compatible with something else, especially when it is community expanded content. To see which mod is likely causing the conflict, it's probably a difference in the generalstuff.gfx file. If another mod has that file located in their interface folder, then that's your conflicting mod.
daemonforge Posted December 20, 2015 Posted December 20, 2015 Ok, looks like the problem wasn't with any of the Mods I was running. It appears everything cleared up after I deleted a stray 'Harem Kings 1.2' folder, which as it turns was the only other mod using a generalstuff.gfx file. What makes the whole thing so odd, is that I didn't have Harem Kings turned on. It was just sitting there in my mod folder.
rustiyeti Posted December 20, 2015 Posted December 20, 2015 So...this has me stumped. I've tested the problematic test chain by adding it by itself and just manually running both testevent + event to verify I have *not* screwed up the scripting in any way - and it does indeed work. My conditions and triggers are all kosher. I then copy + pasted the *working* branch over the non-working branch, simply changing the IDs so that the two branches were identical in effects/scripting, but with unique ID chains...and the 'bad' event chain still wouldn't work even though it was then literally a copy of the working chain, just under different IDs. From there, thinking it was the IDs which were the issue (since that was the only variable) I changed the IDs around - nope, new sets of ids (i've tried 3 different numeric sets) changed nothing. Finally I restructured the entire arc to have each 'branch' come off the same origination trunk/event, figuring it was the problem with multi-branching I thought it was earlier....and nope, still won't run. Tested the *new* structure by ripping out everything but the 1 'bad' branch - it works by itself. Add the other branches, it suddenly doesn't work. Copy a working branch onto the 'bad' branch and preserve unique IDs - still not working. Try different numeric IDs on this new arc structure, nada. Beyond all the above I have written the entire structure from scratch to be sure there were no errors or typos anywhere, and everything works separately, or even partly together, but never *all* together. I *know* there are branched options that have 4 separate branches, because I've been obsessing over their code for the last couple days. I've sanity checked this thing six ways from Sunday and it still won't work. Just very frustrating because at this point I'm looking at rewriting the whole idea of the chain, which was supposed to give the player some options instead of just a straightforward 'click to proceed to next window' event.
Pantheress Posted December 20, 2015 Posted December 20, 2015 Bug: casting Immortality doesn't seem to cost any piety.
sybreal Posted December 20, 2015 Posted December 20, 2015 I love this mod and I think you're doing fantastic work. I also love HIP. Unfortunately, the custom portraits don't work so well (at all) with HIP. I did some organizing and file removing, and I got them working together pretty well. I also had to edit the religion icon stuff. Either way, I'm glad I could get them to work together without too much work. Also, I looked around in the game files and I can't find any way to create the Lilithan religious kingdom aside from selecting it from the religion window and creating it yourself. Is that how its supposed to be done? What about the other kingdoms?
Charlietudju Posted December 20, 2015 Posted December 20, 2015 When I try to download the mod I get this message "Oops! Something went wrong!" Anyone else got that problem ? What can I do ? EDIT : I downloaded the mods many times in the past (since october I believe) but it's been a while since I didn't update my version (gotta study).
NoxBestia Posted December 21, 2015 Posted December 21, 2015 Let me preface this by saying I am dealing with a section of my Dark World based sub-mod where either an incubus or a futanari succubus use their powers and impregnate a man. This man then gives birth to the child (most likely dying in the process or shortly afterwards though some do survive). Would you classify the (m-preg born) children of the 2 unwed "fathers" to be bastards? Or to put it another way, if you were an unmarried man with NO heirs and got knocked up by some sex demon and you gave birth to the child and survived, would you claim that child as your own true flesh and blood, or would you label that child a bastard and possibly legitimize it? This, assuming, you don't take to your "friendly" church to be burned at the stake. Nox
dewguru Posted December 21, 2015 Author Posted December 21, 2015 Bug: casting Immortality doesn't seem to cost any piety. Are you 100% positive? I'm seeing it in the code. It doesn't take place when you click on the decision, but it takes place on the event that follows. Let me preface this by saying I am dealing with a section of my Dark World based sub-mod where either an incubus or a futanari succubus use their powers and impregnate a man. This man then gives birth to the child (most likely dying in the process or shortly afterwards though some do survive). Would you classify the (m-preg born) children of the 2 unwed "fathers" to be bastards? Or to put it another way, if you were an unmarried man with NO heirs and got knocked up by some sex demon and you gave birth to the child and survived, would you claim that child as your own true flesh and blood, or would you label that child a bastard and possibly legitimize it? This, assuming, you don't take to your "friendly" church to be burned at the stake. Nox Just curious, in your testing, are you actually getting men to hold the pregnancy long enough for the child to actually be born? Whenever I've seen a man get pregnant, he seemed to simply 'drop' the pregnancy before reaching full term. And since its birth kills the parent holding the child, what about hitting it with both a bastard and a kinslayer trait. It'd help signify the distaste that any blood relatives may have for the demon spawn. I love this mod and I think you're doing fantastic work. I also love HIP. Unfortunately, the custom portraits don't work so well (at all) with HIP. I did some organizing and file removing, and I got them working together pretty well. I also had to edit the religion icon stuff. Either way, I'm glad I could get them to work together without too much work. Also, I looked around in the game files and I can't find any way to create the Lilithan religious kingdom aside from selecting it from the religion window and creating it yourself. Is that how its supposed to be done? What about the other kingdoms? Are you playing a female that has accepted the blessing of Lilith and have you advanced to at least the second stage? If not, then it is not intended for you to obtain the Lilithian faith.
NoxBestia Posted December 21, 2015 Posted December 21, 2015 Let me preface this by saying I am dealing with a section of my Dark World based sub-mod where either an incubus or a futanari succubus use their powers and impregnate a man. This man then gives birth to the child (most likely dying in the process or shortly afterwards though some do survive). Would you classify the (m-preg born) children of the 2 unwed "fathers" to be bastards? Or to put it another way, if you were an unmarried man with NO heirs and got knocked up by some sex demon and you gave birth to the child and survived, would you claim that child as your own true flesh and blood, or would you label that child a bastard and possibly legitimize it? This, assuming, you don't take to your "friendly" church to be burned at the stake. Nox Just curious, in your testing, are you actually getting men to hold the pregnancy long enough for the child to actually be born? Whenever I've seen a man get pregnant, he seemed to simply 'drop' the pregnancy before reaching full term. And since its birth kills the parent holding the child, what about hitting it with both a bastard and a kinslayer trait. It'd help signify the distaste that any blood relatives may have for the demon spawn. I've spent a lot of time trying to figure out how to make a reliable mpreg system for CK2 and I believe I have done it. I have a few more tests to run on it to make sure I haven't missed anything. I actually don't use the game's default pregnancy mechanics, which means I still need to add a trap for what to do if either parent is killed before delivery. Here is an outline of how it works: The "mother" is selected by targeted decision sperm donor gets flag set mother gets flag set and pregnant trait (later I'll make an mpreg trait so it reads right) Birth event is queued with a 200 day delay (I wanted demon pregnancies faster than normal ones so each trimester is only 66.6 days) Upon end of gestation period the parents get flags removed and mother looses his pregnancy trait The create_character command is called in such a way that the new character has the correct father an mother, and also the game does its standard DNA randomization/mix (DNA was crucial for me to get right to be happy with this!!!) That is all you need for a base mpreg. Mine does some other things, based on the sperm donor's incubus/succubus level. Lower level sperm donors cause a much higher chance of random birth defects creeping in on the child at birth. Here is the code for the actual create character sequence when the donor is an incubus: option = { name = OK clr_character_flag = powering_MPREG FROM = { clr_character_flag = is_MPREG remove_trait = pregnant # TO DO eventually make an mpreg trait to use create_character = { random_traits = no dynasty = THIS set_father = ROOT father = ROOT mother = THIS set_mother = THIS historical = yes #this cahracter should stay in history and not be pruned age = 0 female = no # an MPREG from an incubus or futanari succubus always results in a male child religion = ROOT culture = THIS race = THIS health = 6.66 fertility = 0.666 trait = incubus } new_character = { set_mother = PREV set_father = ROOT set_variable = { which = corruption_power which = ROOT } character_event = { id = AEDWincubus.37 } ...etc You might notice that currently in the code I set the father and mother 3 times each. I am certain that is not necessary, but I have not yet done the trial and error to see which ones I can remove and still get the DNA merge. Nox
NoxBestia Posted December 21, 2015 Posted December 21, 2015 So...this has me stumped. I've tested the problematic test chain by adding it by itself and just manually running both testevent + event to verify I have *not* screwed up the scripting in any way - and it does indeed work. My conditions and triggers are all kosher. I then copy + pasted the *working* branch over the non-working branch, simply changing the IDs so that the two branches were identical in effects/scripting, but with unique ID chains...and the 'bad' event chain still wouldn't work even though it was then literally a copy of the working chain, just under different IDs. From there, thinking it was the IDs which were the issue (since that was the only variable) I changed the IDs around - nope, new sets of ids (i've tried 3 different numeric sets) changed nothing. Finally I restructured the entire arc to have each 'branch' come off the same origination trunk/event, figuring it was the problem with multi-branching I thought it was earlier....and nope, still won't run. Tested the *new* structure by ripping out everything but the 1 'bad' branch - it works by itself. Add the other branches, it suddenly doesn't work. Copy a working branch onto the 'bad' branch and preserve unique IDs - still not working. Try different numeric IDs on this new arc structure, nada. Beyond all the above I have written the entire structure from scratch to be sure there were no errors or typos anywhere, and everything works separately, or even partly together, but never *all* together. I *know* there are branched options that have 4 separate branches, because I've been obsessing over their code for the last couple days. I've sanity checked this thing six ways from Sunday and it still won't work. Just very frustrating because at this point I'm looking at rewriting the whole idea of the chain, which was supposed to give the player some options instead of just a straightforward 'click to proceed to next window' event. EDIT: never mind - my problem was caused by an issue with a variable I was trying to reference. Sorry. I _may_ be running into the same problem. I am not certain yet, but there seems to be a maximum number of lines or commands within a single event.
Aliris Posted December 21, 2015 Posted December 21, 2015 with two areas : -> creation of the "choosen one" kingdom. If the "choosen one" kingdom is player's main title, theocraty can be proclam with intrigue : the other kingdom titles are destroyed. Player receave a skill "herald of lilith" With 2 or 3 areas : If player is "herald of lilith", he can create (with intrigue again) the "choosen one" empire. You know that having multiple kingdom/etc titles gives added prestige right? There's a reason to keep creating them, even if only one of them is your "primary" title. Destroying the others is kind of odd to me, and would penalize you. That's sort of what it's intended as - it's meant to be another jewel in your crown, not the sole one, although you can use it as such if you like. It has a level of prestige equivalent to a kingdom title, but it's not tied to any national mythology or anything. You're founding a new Empire, and it has about as much pull as any other Empire title, in my mind. Put another way, if you create the Empire of Britannia, and your religion is Lilithian, then in my mind, that's the Lilithian Empire, because history will consider the two to be analogous. The only thing that you'd be changing is the name - and really, you could do that with the "Found an Empire" decision, while using the religious kingdom title as your primary, I think.
rustiyeti Posted December 21, 2015 Posted December 21, 2015 Well, in any event I'm not gonna get stuck on it. I *wanted* to have the option to: A) - fight the orc for dominance. 2 branches: 1 = insta win & acquisition of orc as lover - just don't choose the option to show off 2 = opt to grandstand and either totally dominate the orc and make her a bitch; fight to a draw, both wounded, & gain her as your lover; get maimed and the orc wreck you - based upon your traits/stats - reject the orc and pass up the opportunity C) - no option, but if you have wroth/zealous/cruel you go into a bloodrage and kill the orc + do some completely random damage to your courtiers. (potential to take out your wife or children; intended as a very negative consequence of having 'unstable' traits on a WW) Instead I'm going to copy Harley even *more* closely and place a yearly pulse that will trigger the bloodrage if you have acquired the orc but also have wroth/zealous/cruel, and probably throw in lunatic as well. (possessed I'll leave be because the way CK2 treats possessed it's either or. Or both. Getting battle advice from both Jesus & Satan on a character - 20 martial each - was just about the funniest thing I ever saw). Then I will place the 'optional fight for dominance' into an actual decision I'll whip up similar to the one used in Sexual Crusaders to kill off (sacrifice) your unwanted kids. I looked at that code to figure out how it was making the kids entirely disappear, not just die and stick around in the family tree, and it should be derpy easy to make a 'dominate' option exclusively tied into the Orc only. Could easily be expanded into a kind of WW 'seduce' power but that's too much work for now.
sybreal Posted December 21, 2015 Posted December 21, 2015 Are you playing a female that has accepted the blessing of Lilith and have you advanced to at least the second stage? If not, then it is not intended for you to obtain the Lilithian faith. Yep. Max level immortal succubus. I've already gotten the incubus lilith offers too. Yay taxes
Pantheress Posted December 21, 2015 Posted December 21, 2015 Bug: casting Immortality doesn't seem to cost any piety. Are you 100% positive? I'm seeing it in the code. It doesn't take place when you click on the decision, but it takes place on the event that follows. I am reasonably sure there's something buggy about the spell. I'm 100% sure that it didn't cost me any piety to immortalise my kids, and that one of the newly-immortalised children has an unexplained -250 piety deficit. I'm thinking it's the same bug as the Summon Tentacle spell had; where the cost was subtracted from the target/victim. On a possibly-related note, the option to cast Immortality doesn't seem to appear until I have 450+ piety.
Yukinohki Posted December 21, 2015 Posted December 21, 2015 Bug: casting Immortality doesn't seem to cost any piety. Are you 100% positive? I'm seeing it in the code. It doesn't take place when you click on the decision, but it takes place on the event that follows. I am reasonably sure there's something buggy about the spell. I'm 100% sure that it didn't cost me any piety to immortalise my kids, and that one of the newly-immortalised children has an unexplained -250 piety deficit. I'm thinking it's the same bug as the Summon Tentacle spell had; where the cost was subtracted from the target/victim. On a possibly-related note, the option to cast Immortality doesn't seem to appear until I have 450+ piety. Yes it happens in my game as well My own piety before the spell 3398 and after the spell 3398 The piety of the spelltarget before the spell 8,3 and after the spell -241,6
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