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[mod] [CK2] Dark World: Reborn - Updated 02DEC2024


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Posted

I got the stable suggestion by my marshal, but I can't build a stable as a tribal ruler. Maybe I reloaded to an earlier save game, but it would put my mind to rest if someone could assure me the event is fully working.

 

I also had a visit by alice, but nothing really came out from that even though I agreed to get her in my court. Is there a follow up or is it just some random NPC creation?

Posted

Yes the event is working. The event does not check whether there is a stable somewhere, it checks whether you have a marshall once in 10 years.

 

Apart from Hermione and Sorcey which come both from the wizards tower no special fairy tale character has anything special aside from the portraits and the traits.

They are scaffolding to support the construction, not the full building.

Posted

 

 

My futa ruler has 153% fertility. Her female lover has 200%. No babies are happening.

Any ideas?

 

There you go: http://www.ckiiwiki.com/Breeding

 

 

I am familiar enough with the wiki to know it isn't going to have any info relating to a porn mod.

 

 

Breeding is a vanilla mechanic. The chance percentage being high doesn't make it as something sure, it is just more likely to happen. For example, if 100% is 10 chances to get pregnant out of 1000, 200% will simply be 20/1000.

 

I had a toon with the celibate trait father a child even with the -1000% debuff.

 

 

Actually, how are trap being introduced into the world? I know futa comes from birth, but the traps don't have that parameters. As a matter of fact, I have seen no trap in my games so far.

 

You can buy a trap lover from the "DWFuta.100" event chain. Other than that you can start the game as one. I personally just edited the trait to "random = yes" to have the occasional NPC.

 

Though there will be more ways to get them eventually.

 

Right, I'll do that too then. Thanks for the idea.
Posted

 

 

 

My futa ruler has 153% fertility. Her female lover has 200%. No babies are happening.

Any ideas?

 

There you go: http://www.ckiiwiki.com/Breeding

 

 

I am familiar enough with the wiki to know it isn't going to have any info relating to a porn mod.

 

 

Breeding is a vanilla mechanic. The chance percentage being high doesn't make it as something sure, it is just more likely to happen. For example, if 100% is 10 chances to get pregnant out of 1000, 200% will simply be 20/1000.

 

I had a toon with the celibate trait father a child even with the -1000% debuff.

 

Fertility isn't the issue here. As far as the game engine is concerned, futas are females, and it doesn't check for pregnancy between females. You need an modded event which triggers a pregnancy check, but the default DW 1.54 "spend time with" event for futa player & female lover doesn't.

Posted

 

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Please stop insulting.

In case somebody is insulted just report and Moderators will take care.

Posted

 

 

 

 

My futa ruler has 153% fertility. Her female lover has 200%. No babies are happening.

Any ideas?

 

There you go: http://www.ckiiwiki.com/Breeding

 

 

I am familiar enough with the wiki to know it isn't going to have any info relating to a porn mod.

 

 

Breeding is a vanilla mechanic. The chance percentage being high doesn't make it as something sure, it is just more likely to happen. For example, if 100% is 10 chances to get pregnant out of 1000, 200% will simply be 20/1000.

 

I had a toon with the celibate trait father a child even with the -1000% debuff.

 

Fertility isn't the issue here. As far as the game engine is concerned, futas are females, and it doesn't check for pregnancy between females. You need an modded event which triggers a pregnancy check, but the default DW 1.54 "spend time with" event for futa player & female lover doesn't.

 

 

I haven't yet been able to have a futa ruler, but IIRC I have seen futa being pregnant. Probably with a male lover then?

 

The impregnate_effect_event_target from DW:R seems to cover the futanaries though.

Posted

 

 

...

 

 

Please stop insulting.

In case somebody is insulted just report and Moderators will take care.

 

 

First off, I'm not the instigator nor am I the guy who started with the insults. So kindly direct that to someone else.

 

Secondly, this guy has been reported dozens of times and moderators have done jack about a guy who constantly insults and talks down to people, frequently starts arguments with mod creators(Including the creator of this thread's mod multiple times), and generally makes up events that never happened and words that were never said to attack people with.

 

Thirdly, if the mods aren't gonna punish someone for poor behavior, I and others are gonna call them out on it because SOMEONE has to.

 

Though I applaud the moderators for simply brushing this under the carpet by deleting post, editing others(such as my own) and then scolding the guy who didn't even start the negativity.

Posted

If you call somebody an asshole, you're breaking a rule, as well as ceding the high ground. Whether you or anyone else truly thinks he's an asshole doesn't matter, it's not allowed, period. If that or any other post gets hidden or edited, it's a damned sight better than what'd happen to you on other sites. And if all you have to say about that is that it's our fault, for not handling a fictitious number of reports to your satisfaction, then don't expect us to be impressed. People saying that the other guy made them do it, or how staff failed to stop the other guy making them do it, isn't exactly a first in the history of LL, and has never made us go "you know what, it's true, people aren't responsible for their own actions anymore."

 

On another note: JesusKreist, cut down on the snark. Everybody's tired of it.

 

Neither of you should bother to think of a comeback, it'll just get deleted. This is dewguru's thread for discussing the mod, so if nothing else, respect that at least. Let's get it back on the road.

Posted

Yes the event is working. The event does not check whether there is a stable somewhere, it checks whether you have a marshall once in 10 years.

 

Back to this, I do actually need stables which are not accessible as an unreformed tribal pagan. Once entered into the feudal system and the stable got built, I have now the option to visit the stables in my list of decisions.

 

Check out dw_visit_stable in the file dw_cc_decisions.txt

Posted

I've attempted to use the search function to find references to where to download the 2.6.3 version, for usage of this mod with the Crusader Kings II map generator, but I have been unable to find any download of this mod for that version of the game.  Does one still exist, or will I need to brute force the current version to work on 2.6.3, like I had done during my successful attempt of a personal integration of this mod with the Historical Immersion Project?

 

Still haven't gotten an answer to this.  At least tell me what areas I need to mess with to backengineer the current version to work with 2.6.3.  I really want to see what happens when I toss this mod through the Random Map/History generator.

 

Posted

 

Yes the event is working. The event does not check whether there is a stable somewhere, it checks whether you have a marshall once in 10 years.

 

Back to this, I do actually need stables which are not accessible as an unreformed tribal pagan. Once entered into the feudal system and the stable got built, I have now the option to visit the stables in my list of decisions.

 

Check out dw_visit_stable in the file dw_cc_decisions.txt

 

 

To visit the stable you need a stable, yes.

I was talking about the activation and only about that.

No stable is required for that.

 

Check out DWCourt.3100 in DWCourtandCommerce.txt.

Posted

 

 

Yes the event is working. The event does not check whether there is a stable somewhere, it checks whether you have a marshall once in 10 years.

 

Back to this, I do actually need stables which are not accessible as an unreformed tribal pagan. Once entered into the feudal system and the stable got built, I have now the option to visit the stables in my list of decisions.

 

Check out dw_visit_stable in the file dw_cc_decisions.txt

 

 

To visit the stable you need a stable, yes.

I was talking about the activation and only about that.

No stable is required for that.

 

Check out DWCourt.3100 in DWCourtandCommerce.txt.

 

 

It wasn't clear I needed a stable and as such the event would be worth nothing until I reformed and switched to a feudal system. I'm not even sure it is intended to rule out the pagans at all, given the content of dw_visit_stable.

Posted

 

 

 

Yes the event is working. The event does not check whether there is a stable somewhere, it checks whether you have a marshall once in 10 years.

 

Back to this, I do actually need stables which are not accessible as an unreformed tribal pagan. Once entered into the feudal system and the stable got built, I have now the option to visit the stables in my list of decisions.

 

Check out dw_visit_stable in the file dw_cc_decisions.txt

 

 

To visit the stable you need a stable, yes.

I was talking about the activation and only about that.

No stable is required for that.

 

Check out DWCourt.3100 in DWCourtandCommerce.txt.

 

 

It wasn't clear I needed a stable and as such the event would be worth nothing until I reformed and switched to a feudal system. I'm not even sure it is intended to rule out the pagans at all, given the content of dw_visit_stable.

 

My [Root.GetMarshalName], [dw_my_marshall.GetFirstName], brings me an idea regarding a means of building morale. We discuss the obvious benefits that having brothels provide the forces in being able to blow off steam, and right about when I think I'm about to hear a request for a new brothel, [dw_my_marshall.GetFirstName] surprises me by bringing up the idea of using the same concept to improve the morale of the horses. \n  I inquire about horse breeding, after all, that's already taking place, but that's not it at all. [dw_my_marshall.GetFirstName] is convinced that if we have women provide the same attention to horses, and allow then men to observe, that it should also help improve morale among the soldiers, and potentially even with the animals themselves.

I think this description is quite clear that you'd need a stable or a new building veeery close to a stable.

I'd guess "normal" visitors won't be thrilled to have horses waltzing around in a brothel.

Being tribal in CK2 is more or less a disadvantage in and off itself and reforming to feudal/merchant republic is adviseable to say the least.

Posted

 

I've attempted to use the search function to find references to where to download the 2.6.3 version, for usage of this mod with the Crusader Kings II map generator, but I have been unable to find any download of this mod for that version of the game.  Does one still exist, or will I need to brute force the current version to work on 2.6.3, like I had done during my successful attempt of a personal integration of this mod with the Historical Immersion Project?

 

Still haven't gotten an answer to this.  At least tell me what areas I need to mess with to backengineer the current version to work with 2.6.3.  I really want to see what happens when I toss this mod through the Random Map/History generator.

 

 

 

I don't know why you haven't been told, but no such version exists. Dew usually doesn't keep older versions up so you're gonna have to mess with the mod to get it to work or wait for the map generator to be updated.

Posted

Is there a way to stop the game from spawning the Fairy Tales princesses at the start of the game ?

 

Disable the content in the start up menu or go into the files and delete the spawn events.

Posted

Please someone continue my little mod about Vampires! I dont have time, and i am not good with events..

Drop and replace in decisions folder.

dw_tomo_decisions.txt

 

Drop and replace in events folder.

DWtomo.txt

 

All I did was fix the parse errors and clean up your event chain.

Your mod has some interesting event stills. You should try to finish it.

Use Grand Master Dewguru's work as a reference on how mods work.

Posted

 

Please someone continue my little mod about Vampires! I dont have time, and i am not good with events..

Drop and replace in decisions folder.

attachicon.gifdw_tomo_decisions.txt

 

Drop and replace in events folder.

attachicon.gifDWtomo.txt

 

All I did was fix the parse errors and clean up your event chain.

Your mod has some interesting event stills. You should try to finish it.

Use Grand Master Dewguru's work as a reference on how mods work.

 

Thanks hyperionandaren! I will try to continue this mod.. Fangs up :D

Posted

is Dewguru alright? He's been silent for a while

 

He's been quieter for longer periods of time. Though I'm guessing the current bout of quietness has to do with him losing a lot of progress on the next update, combined with real life obligations and an original game he's been developing that is actually being hosted on this website.

Posted

Hey I like to start "new games" from where I left off with my old games, is it possible to become the tentacle-kin besides starting as it in the features? Like the console command for the event you get from intrigue to actually become the monster? If so does anyone know the event or where I can find them? Thanks in advance!

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