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[mod] [CK2] Dark World: Reborn - Updated 31JAN2022


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Hey guys am I missing something because I am getting numbers for portraits, or I get portraits but head gear, beards, circlets or the entire person is missing from the portraits. not sure what to do. Ill post more screen shots in a little gotta go to work.

 

Spoiler

Untitled.png.2413fda6ae5d4647e9411d6517671060.png

 

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1 hour ago, Outlast1 said:

Hey guys am I missing something because I am getting numbers for portraits, or I get portraits but head gear, beards, circlets or the entire person is missing from the portraits. not sure what to do. Ill post more screen shots in a little gotta go to work.

 

 

What this means is that some of your static portrait files are incorrect. The "26" is a placeholder that the Remedy portrait swapping files used for blank portraits. They're all numbered, so you know which one it is. In this case, it should be the last one (far right) in your /gfx/static_portraits/remedy_portrait_swapping.dds file, in your Dark World Tweaks (or Dark World Reborn if you haven't updated to the Tweaks version) mod folder.

 

For comparison, mine looks like this:

 

image.thumb.png.1f8571bda49a69f28d74b29493f83f1b.png

 

That last one on the right is 26, and the one you should be getting.

 

And for comparison, here's what an incomplete one looks like with the placeholder numbers still in use (because those portraits haven't been added):

 

image.thumb.png.1e81329675768d9c0a4baf150119091b.png

 

My guess is that there was something else you downloaded over this file, or perhaps it's an older version somehow?

 

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7 hours ago, Outlast1 said:

Hey guys am I missing something because I am getting numbers for portraits, or I get portraits but head gear, beards, circlets or the entire person is missing from the portraits. not sure what to do. Ill post more screen shots in a little gotta go to work.

 

  Hide contents

Untitled.png.2413fda6ae5d4647e9411d6517671060.png

 

Portraits implemented in the manner that these are implemented work as "traits."  If you update a mod that adds traits as part of its update, but do so and load a saved game, the trait ID's are not properly matched.  Try starting a new game and I'll bet you'll see the traits work as intended. 

As for your savegame, you may need to rollback the mod that you updated, try to soldier on, or use the console to remove the portrait traits from those affected characters and assign the correct ones manually.

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5 hours ago, Mr_Treason said:

Portraits implemented in the manner that these are implemented work as "traits."  If you update a mod that adds traits as part of its update, but do so and load a saved game, the trait ID's are not properly matched.  Try starting a new game and I'll bet you'll see the traits work as intended. 

As for your savegame, you may need to rollback the mod that you updated, try to soldier on, or use the console to remove the portrait traits from those affected characters and assign the correct ones manually.

 

In that case it seems to be assigning the correct trait, as Jessica would get portrait 26 normally - but for some reason they've got a Remedy gfx file with a default/placeholder 26 instead.

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23 hours ago, Aliris said:

What this means is that some of your static portrait files are incorrect. The "26" is a placeholder that the Remedy portrait swapping files used for blank portraits. They're all numbered, so you know which one it is. In this case, it should be the last one (far right) in your /gfx/static_portraits/remedy_portrait_swapping.dds file, in your Dark World Tweaks (or Dark World Reborn if you haven't updated to the Tweaks version) mod folder.

 

For comparison, mine looks like this:

 

image.thumb.png.1f8571bda49a69f28d74b29493f83f1b.png

 

That last one on the right is 26, and the one you should be getting.

 

And for comparison, here's what an incomplete one looks like with the placeholder numbers still in use (because those portraits haven't been added):

 

image.thumb.png.1e81329675768d9c0a4baf150119091b.png

 

My guess is that there was something else you downloaded over this file, or perhaps it's an older version somehow?

 

ah ok thank you.

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On 2/4/2016 at 9:20 PM, dewguru said:

Dark World Mod Frequently Asked Questions (FAQ)
 
Q: May I post your Dark World mod elsewhere - say like Steam Workshop or Nexus Mods?
A: No. Don't do it. The content isn't appropriate for Steam Workshop, and I'm in no mood to get grief from some of the Nexus folks who harass authors regarding whether they approve of adult content or not.
 
Q: May I make a sub-mod to your Dark World mod?

A: I'm a big fan of folks taking the leap to make their own specialized content, and I'm honored when folks wish to build onto what I've done through their own mod that uses Dark World as a required mod. By all means - consider such requests approved. I'd just like to encourage you to shoot me a PM when you post it, as I'll add a link to it so others might be able to find and use it.
 
Q: Can I borrow some of your code?

A: As long as by 'borrow some of your code' it doesn't turn into copying most of the mod, and simply re-branding it to claim it as your own, then sure. Use what you want. I think I'm better than the average CK2 mod coder, but I don't think I'm the best here. So keep that in mind if you use parts for your own work.
 
Q: What's coming next?

A:
I don't plan on adding any more Campaign start options. My focus now is on building out the content (finally). I've a few more things from my original Dark World mod that I'm adding, and I'll probably add another Rule option or two in order to help potentially filter out more content so folks fine tune what kind of things the game contains.
 
Q: I'd like to make a mod that relies on yours, is that alright?

A: I really enjoy seeing people make mods - even though I don't use much more than my own mod, it's still neat knowing that there is content out there that was shared that may fit just what someone else is looking for. So - by all means, make your mod and post it up here in Lovers Lab. My requests are simple - if you're using my mod as a requirement for yours, please post a link in your description where folks can easily find Dark World Reborn. If you keep your mod updated as well, I'll get around to adding a link to my page so folks who may be interested can find it as well.
 

Q: Is this mod compatible with...
A: In general, Dark World is very mod friendly, with the highest chances of complications coming from large overhaul mods or those that use a custom image system. Still, there is nothing wrong with asking, as users of Dark World Reborn also use it with a wide variety of other mods, and some folks have found methods to get it to work with other mods that aren't that friendly. Now, I myself won't address your question - as I simply don't use a lot of other mods, and for me to know for certain, I would have to locate and view the mod in question. I simply don't have the time, or desire to do that. However - there are folks that may be able to speak to it, and someone often does - so do indeed ask away. Just don't expect a response from me on it, be ready to answer questions about mod versions, and be patient if someone opts to try and help you.
 
Q: Will you make a version that is compatible with...
A: No. Feel free to ask if someone has edited it though to make a compatible version. While I won't make a special compatible version, others on occasion have.
 
Q: I'm having a problem, which is...
A: Unless you provide some basic information, such as what version of CK2 you are using, what mod(s) you're using (to include the mod version), and what your symptom is - then don't expect much in the way of a useful response. Also, don't sweat it if I don't directly answer your question. I don't frequent the thread as often as I used to, but other mod users tend to gladly offer assistance as long as the person asking provides details, and shows some patience.
 
Q: I get blank event windows that I can't get rid of.

A: I do my best to keep the mod current with the present patch version of CK2, and I've leveraged code approaches that I noticed - and that others have pointed out, that have come out with some of these patches. As such - if you're running a version of CK2 that is prior to the current version - you may experience oddities - with the blank event screen being the most common one. To correct it - you should upgrade to the most current version of CK2. The CK2 version does NOT mean you need their latest DLC. The only other times I've seen this problem arise, it was either due to another mod that was actually causing the issue - or in one instance the person had to have Steam validate their files and they reinstalled the mod (meaning something got corrupted somewhere on the file level).

 

Q: I tried using the Dark World ReMeDy Custom Portrait mod and I'm not seeing the special images.
A: If you're still using the Dark World ReMeDy Custom portrait mod, please stop. Thanks to a contribution by ngppgn, ReMeDy was able to post a version of his Custom Portrait mod that eliminates DLC requirements, and as such, I've fully incorporated the mod instead of having it as it's own stand alone mod.
 
Q: The Dark World Reborn mod has futa's and traps, aren't they pretty much the same thing?
A: I suppose a lot of it depends on your definition. I know that a lot of artwork or sites might refer to both almost interchangeably. For the purpose of the Dark World mod, a futanari is considered to be a female who also has a dick. A futanari can become pregnant if you get past their natural infertility. A trap meanwhile is a guy, who is typically pretty enough to pass as a woman, and in some cases a natural hormonal imbalance, or in the case of unnatural, magic or curses, has led to the growing of typically small breasts. But most importantly, trap's can't get pregnant because they don't have female reproductive parts (the only exception being if I build out the omega male aspect of the werewolf mod, but that part is unlikely to be soon). I know technically there are other variations regarding transgenders - and futanari are more fantastical than real representations of hermaphrodites, however, I'm only sticking with the above two for sake of simplicity.
 
Q: What if I don't want to have some of the content - as some of it just isn't my thing?
A: When you start a new campaign, you're prompted with the CK2 Game Rules screen. If you scroll down on that screen (I didn't realize it scrolled originally myself - so if you didn't realize it either - you're not alone), you should see the Dark World rule options all the way at the bottom. There you can choose to exclude certain categories of content. Obviously - mistakes can be made, so if you turned something off, yet it turned up anyway - let me know what turned up so I can look at correcting it.
 
Q: Why are my traits all messed up after updating?
A: Typically that is because an update included a new trait. When you start a game, CK2 assigned an id to the traits so it can tell what character has what trait, using that generated id number instead of the trait name. If you update a mod that has a new trait, and resume your save game, when the game rebuilds the trait id listing based on what you have, the new trait results in the traits no longer aligning with the id's, so a character that has an trait id of 111, which once was werewolf, could suddenly be branded_slave for example. So, if an update includes new traits - either don't update it until you've completed your saved game, or plan on starting a new game.
 
Q: I've a question, can I Instant Message you?
A:
You sure can. However, I'm pretty bad with being timely in my replies - so it can be a week (or two) before I notice I've a message and respond. There are rare occasions when I don't respond - and that's usually because you're asking me something that can be found on the first two posts, and I don't want to reply and be an ass (because I can be one on occasion) - or I noticed that you also posted in the thread and got someone to answer your question.
 
Q: Does someone know how to get this mod working with the AGOT Mod (or another large overhaul mod)?

A: It's because AGOT mod overrides paths, and you need to ensure that Dark World gets loaded after. The way to do this is to add dependencies = { "A Game of Thrones" } to the .mod file. (thanks to fishface for answering this) Example in the spoiler tag.

 

  Hide contents

 

The below is how a modified Dark World Core.mod file would look like after the dependency is added.

 

name = "Dark World Core v1.30"
path = "mod/Dark World Core"
user_dir = "Dark World Reborn Data"

dependencies = { "A Game of Thrones" }

 

 

got my portraits fixed. thanks guys :) but had one more question getting this to work with AGOT where do those dependencies go I have no idea where to add those lines of code.

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51 minutes ago, Outlast1 said:

got my portraits fixed. thanks guys :) but had one more question getting this to work with AGOT where do those dependencies go I have no idea where to add those lines of code.

In your /My Documents/Paradox Interactive/CK2/mod/ folder, you'll see .mod files. These are where the lines of code go.

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3 hours ago, masc78 said:

The events texts are not showing up correctly, instead I get a message EVTDESCDWT.361 for example. Is it a problem related to the new update?

That namespace isn't used by Dark World Tweaks - it's used by DW Toska (now DW Extra). But that said, DWT.361 isn't an event in Extra, nor do I see it in the old version of Toska's mod.

 

I would suggest checking what other mods you're using, because I don't see any reference to that whatsoever in any of them.

 

It might also help if you could tell us what event it is (opening the console and typing charinfo in it will enable you to mouseover an event window and see which one it is).

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14 hours ago, masc78 said:

The events texts are not showing up correctly, instead I get a message EVTDESCDWT.361 for example. Is it a problem related to the new update?

DWT.361 is from

DWT_court_events.txt

which is an event file from Dark World Extras

 

# Exotic merchant - at the gates
narrative_event = {
    id = DWT.361
    desc = EVTDESCDWT.361
    picture = GFX_evt_carriage2

...

That is not a new event, more an very old event (and it works in my game) so maybe a conflict with another mod that changes the event window in any way?

Still it is the wrong thread, because not Dark World Tweaks.

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16 hours ago, Aliris said:

That namespace isn't used by Dark World Tweaks - it's used by DW Toska (now DW Extra). But that said, DWT.361 isn't an event in Extra, nor do I see it in the old version of Toska's mod.

 

I would suggest checking what other mods you're using, because I don't see any reference to that whatsoever in any of them.

 

It might also help if you could tell us what event it is (opening the console and typing charinfo in it will enable you to mouseover an event window and see which one it is).

I get like this in all events or decisions from DW or DW extra. Tried it without every other mods. I don't have DW tweaks.

 

 

 

ck2.jpg

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15 minutes ago, Mandragora617 said:

I have a question: I want to increase the number of potential vampire thralls by increasing the required Learning/Intrigue requirements for creating a thrall, basically making more thralls. What must I change to do that? Increase the weak mind "trait"'s requirements? And where do I find it?

/common/scripted_triggers/dw_scripted_triggers.txt

 

Search for has_weak_mind

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18 hours ago, theman221 said:

Hey just a little issue I'm having, as a werewolf when I start the go hunting option and I select "I shall seek a new conquest" nothing happens, the window just closes and that's it, any ideas what the issue might be?

Either the decision isn't firing an event, or the event it's firing is doing nothing for some reason.

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