Jump to content

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


Recommended Posts

Posted
18 minutes ago, dewguru said:

Doing some pre-release testing and I've noticed a whole slew of CK2 errors in the error.log. With most of them spammed issues regarding 00_minor_titles.txt file.

 

Anyone else seeing it as well?

 

If not, I'll validate my CK2 install through Steam. And if that doesn't fix it, I'll assume I've got some oddity in the mod causing the issue.

 

I've noticed every time I load a save game, nearly all my commanders are removed from command positions in armies. I never reported it since I assumed it was a mod conflict rather than your mod. But maybe it's not?

Posted
19 hours ago, veedanya said:

 

I've noticed every time I load a save game, nearly all my commanders are removed from command positions in armies. I never reported it since I assumed it was a mod conflict rather than your mod. But maybe it's not?

When I tested things last, prior to 2.8, there wasn't a bunch of 00_minor_titles.txt errors bloating the error log file. So I was curious if it was something from the new release. This morning I did a mod-free play test and the result is another log file filled with the same issues. Below are two of them. The line numbers vary throughout the log file - but the rest of the message repeats, so it looks like 2.8/Jade Dragon has created a bug that they'll address I'm guessing in a future update.

 

[triggerimplementation.cpp:9776]: Script Assert! assert: "!"Invalid Character!"", type: "none", location: " file: common/minor_titles/00_minor_titles.txt line: 52"
[triggerimplementation.cpp:11622]: Script Assert! assert: "Scope.GetCharacter()->IsValid() && "Wrong Scope in trigger CHasRegentTrigger"", type: "none", location: " file: common/minor_titles/00_minor_titles.txt line: 53"

 

Posted
5 hours ago, dewguru said:

When I tested things last, prior to 2.8, there wasn't a bunch of 00_minor_titles.txt errors bloating the error log file. So I was curious if it was something from the new release. This morning I did a mod-free play test and the result is another log file filled with the same issues. Below are two of them. The line numbers vary throughout the log file - but the rest of the message repeats, so it looks like 2.8/Jade Dragon has created a bug that they'll address I'm guessing in a future update.

 

[triggerimplementation.cpp:9776]: Script Assert! assert: "!"Invalid Character!"", type: "none", location: " file: common/minor_titles/00_minor_titles.txt line: 52"
[triggerimplementation.cpp:11622]: Script Assert! assert: "Scope.GetCharacter()->IsValid() && "Wrong Scope in trigger CHasRegentTrigger"", type: "none", location: " file: common/minor_titles/00_minor_titles.txt line: 53"

 

Well, that blows. I've been touching up my personal submod (tentative name: Ahri Breeding Project), but I need to wait for your next release to make sure things don't get broken or conflict with each other.

Posted

Hey dew, are you open to code submissions, or do you only work solo?

 

I'm used to working on group mods/projects with others, so whenever I skim through the mods code, I find myself rewriting the incomplete or placeholder sections with more complex code. But it's a shame not to share improvements with others, or at least offer them for your mod to help reduce your "To Do" list.

 

If you're not interested, that's okay. I can always spin it off into its own submod.

 

Here's a sample of some of the things I've been tweaking. Right now I'm tinkering with dynamic systems for bordello job pay:

 

Spoiler

      


### TEST example for dynamic whoring income overhaul
### This module appears to function properly upon running, but it still needs to be run over with a fine-tooth comb to make sure each sub-section is working as intended

### Factors affecting whoring pay
### Whore expertise
        if = { limit = { trait = cheap_whore }
            wealth = +1
        }
        if = { limit = { trait = experienced_whore }
            wealth = +2
        }
        if = { limit = { trait = exclusive_whore }
            wealth = +3
        }
        ### Social skills
        if = { ## Less likely to object if being ripped off by establishment or customers
            limit = { 
                OR = {
                    trait = content
                    trait = craven
                    trait = shy
                    trait = trusting #naive, easy to take advantage of
                    trait = honest
                }
            }
            wealth = -1
        }
        if = { ## more manipulative, and better at haggling
            limit = { 
                OR = {
                    trait = deceitful
                    trait = gregarious
                    trait = quick
                    trait = genius
                }
            }
            wealth = +0.5
        }
        if = { limit = { trait = hedonist } ## experts on pleasure
            wealth = +1
        }
        if = {     ## experts on charm, or have entertainer skills
            limit = { 
                OR = {
                    trait = socializer
                    trait = schemer
                    trait = poet
                    trait = gamer
                }
            }
            wealth = +0.5
        }
        ### Attraction
        if = { limit = { trait = fair }
            wealth = +1
        }
        if = { limit = { trait = bombshell }
            wealth = +1.5
        }
        if = { 
            limit = { 
                OR = {
                    trait = seducer
                    trait = seductress
                }
            }
            wealth = +1
        }
        if = { limit = { trait = virgin }
            wealth = +15 ## you only get it once per character, so big bonus
        }
        if = {  ## noteworthy figure or famous deeds
            limit = { 
                OR = {
                    trait = adventurer
                    trait = crusader
                    trait = mujahid
                    trait = valhalla_bound
                    trait = ukkos_shield
                    trait = nyames_shield
                    trait = peruns_chosen
                    trait = romuvas_own
                    trait = ares_own
                    trait = tengri_warrior
                    trait = shaddai
                    trait = gondi_shahansha
                    trait = eagle_warrior
                    trait = sun_warrior
                    trait = viking
                    trait = ravager
                    trait = shieldmaiden
                }
            }
            wealth = +1
        }
        if = {  ## very famous
            limit = { 
                OR = {
                    trait = born_in_the_purple
                    trait = augustus
                    trait = saoshyant
                    trait = saoshyant_descendant
                    trait = mirza
                    trait = sayyid
                    trait = seaking
                    trait = sea_queen
                }
            }
            wealth = +4
        }
        ### Disfigurement
        if = { limit = { trait = scarred }
            wealth = -0.5 ## Getting scarred is a very common event, shouldn't have steep penalty
        }
        if = { 
            limit = { 
                OR = {
                    trait = one_eyed
                    trait = harelip
                }
            }
            wealth = -1
        }
        if = { 
            limit = { 
                OR = {
                    trait = stutter
                    trait = lisp
                }
            }
            wealth = -1
        }
        if = { limit = { trait = dwarf }
            wealth = 1 ## because why not?
        }    
        if = { 
            limit = { 
                OR = {
                    trait = one_handed
                    trait = one_legged
                    trait = ugly
                }
            }
            wealth = -2
        }
        if = { 
            limit = { 
                OR = {
                    trait = disfigured
                    trait = inbred
                }
            }
            wealth = -3
        }
        ### Sexual stamina
        if = { limit = { trait = strong }
            wealth = +0.5
        }
        if = { limit = { trait = robust }
            wealth = +0.5
        }
        if = { limit = { trait = weak }
            wealth = -0.5
        }
        if = { limit = { trait = feeble }
            wealth = -0.5
        }
        ### personal combat skill also suggests fitness
        if = { limit = { combat_rating = 3 }
            wealth = +0.3
        }
        if = { limit = { combat_rating = 5  }
            wealth = +0.3
        }
        if = { limit = { combat_rating = 7  }
            wealth = +0.3
        }
        if = { limit = { combat_rating = 9  }
            wealth = +0.3
        }
        
        ### Health
        if = {
            limit = {
                OR = {
                    trait = incapable
                    trait = ill
                    trait = maimed
                    trait = infirm
                    trait = pneumonic
                    trait = syphilitic
                    trait = leper
                    trait = gout
                    trait = food_poisoning
                    trait = dysentry
                    trait = rabies
                    trait = has_tuberculosis
                    trait = has_typhoid_fever
                    trait = has_typhus
                    trait = has_bubonic_plague
                    trait = has_measles
                    trait = has_small_pox
                    trait = has_aztec_disease
                    trait = mangled
                    trait = severely_injured
                }
            }
            wealth = -10 ## Drives away customers of other whores too
        } ##Should move this to whoring decision pre-reqs instead

        ### Sexual Parts. futas only checked for dick size, 
        ### to prevent them from earning both dick and boob bonus
		### Need to make more detailed system for them in future
        if = { 
            limit = {
                is_female = yes 
                    if = { trait = tiny_tits }
                        wealth = +0.2
                    }
                    if = { trait = small_tits }
                        wealth = +0.4
                    }
                    if = { trait = regular_tits }
                        wealth = +0.6
                    }
                    if = { trait = big_tits }
                        wealth = +0.8
                    }
                    if = { trait = huge_tits }
                        wealth = +1.0
                    }
                    if = { trait = enormous_tits }
                        wealth = +1.2
                    }
                    if = { trait = gigantic_tits }
                        wealth = +1.5
                    }
                }
            }
        if = { 
            limit = {
                is_female = no 
                    if = { trait = dick_tiny }
                        wealth = +0.2
                    }
                    if = { trait = dick_small }
                        wealth = +0.4
                    }
                    if = { trait = dick_average }
                        wealth = +0.6
                    }
                    if = { trait = dick_large }
                        wealth = +0.8
                    }
                    if = { trait = dick_huge }
                        wealth = +1.0
                    }
                    if = { trait = dick_horse }
                        wealth = +1.2
                    }
                }
            }
        }    ### Races    
        if = { limit = { trait = tentacle }
            wealth = -4    ## very few customers for hated race
        }
        if = { ## semi-exotic races
            limit = {
                OR = {
                    trait = elf
                    trait = orc
                    trait = werewolf
                    trait = neko
                    trait = vampire
                }
            }
            wealth = +0.5
        } 
        if = { ## exotic races
            limit = {
                OR = {

                    trait = angel
                    trait = lilith
                    trait = incubus
                    trait = kitsune
                }
            }
            wealth = +1.5
            
        }
    }
}

 

 

Dark World Reborb has so many different traits that it seems almost a waste not to integrate them into sexual events, right? So I took a shot at it.

 

I also have a different section of improved code for pull out chance during prostitution events. Then I might take a shot at other alternative outcomes for whoring events (disease, physical injury, theft, bonuses, etc). Because right now it's just free money with nil risk, which seems kind of bland.

Posted
2 hours ago, veedanya said:

Hey dew, are you open to code submissions, or do you only work solo?

 

I'm used to working on group mods/projects with others, so whenever I skim through the mods code, I find myself rewriting the incomplete or placeholder sections with more complex code. But it's a shame not to share improvements with others, or at least offer them for your mod to help reduce your "To Do" list.

 

If you're not interested, that's okay. I can always spin it off into its own submod.

 

Here's a sample of some of the things I've been tweaking. Right now I'm tinkering with dynamic systems for bordello job pay:

 

  Reveal hidden contents

      



### TEST example for dynamic whoring income overhaul
### This module appears to function properly upon running, but it still needs to be run over with a fine-tooth comb to make sure each sub-section is working as intended

### Factors affecting whoring pay
### Whore expertise
        if = { limit = { trait = cheap_whore }
            wealth = +1
        }
        if = { limit = { trait = experienced_whore }
            wealth = +2
        }
        if = { limit = { trait = exclusive_whore }
            wealth = +3
        }
        ### Social skills
        if = { ## Less likely to object if being ripped off by establishment or customers
            limit = { 
                OR = {
                    trait = content
                    trait = craven
                    trait = shy
                    trait = trusting #naive, easy to take advantage of
                    trait = honest
                }
            }
            wealth = -1
        }
        if = { ## more manipulative, and better at haggling
            limit = { 
                OR = {
                    trait = deceitful
                    trait = gregarious
                    trait = quick
                    trait = genius
                }
            }
            wealth = +0.5
        }
        if = { limit = { trait = hedonist } ## experts on pleasure
            wealth = +1
        }
        if = {     ## experts on charm, or have entertainer skills
            limit = { 
                OR = {
                    trait = socializer
                    trait = schemer
                    trait = poet
                    trait = gamer
                }
            }
            wealth = +0.5
        }
        ### Attraction
        if = { limit = { trait = fair }
            wealth = +1
        }
        if = { limit = { trait = bombshell }
            wealth = +1.5
        }
        if = { 
            limit = { 
                OR = {
                    trait = seducer
                    trait = seductress
                }
            }
            wealth = +1
        }
        if = { limit = { trait = virgin }
            wealth = +15 ## you only get it once per character, so big bonus
        }
        if = {  ## noteworthy figure or famous deeds
            limit = { 
                OR = {
                    trait = adventurer
                    trait = crusader
                    trait = mujahid
                    trait = valhalla_bound
                    trait = ukkos_shield
                    trait = nyames_shield
                    trait = peruns_chosen
                    trait = romuvas_own
                    trait = ares_own
                    trait = tengri_warrior
                    trait = shaddai
                    trait = gondi_shahansha
                    trait = eagle_warrior
                    trait = sun_warrior
                    trait = viking
                    trait = ravager
                    trait = shieldmaiden
                }
            }
            wealth = +1
        }
        if = {  ## very famous
            limit = { 
                OR = {
                    trait = born_in_the_purple
                    trait = augustus
                    trait = saoshyant
                    trait = saoshyant_descendant
                    trait = mirza
                    trait = sayyid
                    trait = seaking
                    trait = sea_queen
                }
            }
            wealth = +4
        }
        ### Disfigurement
        if = { limit = { trait = scarred }
            wealth = -0.5 ## Getting scarred is a very common event, shouldn't have steep penalty
        }
        if = { 
            limit = { 
                OR = {
                    trait = one_eyed
                    trait = harelip
                }
            }
            wealth = -1
        }
        if = { 
            limit = { 
                OR = {
                    trait = stutter
                    trait = lisp
                }
            }
            wealth = -1
        }
        if = { limit = { trait = dwarf }
            wealth = 1 ## because why not?
        }    
        if = { 
            limit = { 
                OR = {
                    trait = one_handed
                    trait = one_legged
                    trait = ugly
                }
            }
            wealth = -2
        }
        if = { 
            limit = { 
                OR = {
                    trait = disfigured
                    trait = inbred
                }
            }
            wealth = -3
        }
        ### Sexual stamina
        if = { limit = { trait = strong }
            wealth = +0.5
        }
        if = { limit = { trait = robust }
            wealth = +0.5
        }
        if = { limit = { trait = weak }
            wealth = -0.5
        }
        if = { limit = { trait = feeble }
            wealth = -0.5
        }
        ### personal combat skill also suggests fitness
        if = { limit = { combat_rating = 3 }
            wealth = +0.3
        }
        if = { limit = { combat_rating = 5  }
            wealth = +0.3
        }
        if = { limit = { combat_rating = 7  }
            wealth = +0.3
        }
        if = { limit = { combat_rating = 9  }
            wealth = +0.3
        }
        
        ### Health
        if = {
            limit = {
                OR = {
                    trait = incapable
                    trait = ill
                    trait = maimed
                    trait = infirm
                    trait = pneumonic
                    trait = syphilitic
                    trait = leper
                    trait = gout
                    trait = food_poisoning
                    trait = dysentry
                    trait = rabies
                    trait = has_tuberculosis
                    trait = has_typhoid_fever
                    trait = has_typhus
                    trait = has_bubonic_plague
                    trait = has_measles
                    trait = has_small_pox
                    trait = has_aztec_disease
                    trait = mangled
                    trait = severely_injured
                }
            }
            wealth = -10 ## Drives away customers of other whores too
        } ##Should move this to whoring decision pre-reqs instead

        ### Sexual Parts. futas only checked for dick size, 
        ### to prevent them from earning both dick and boob bonus
		### Need to make more detailed system for them in future
        if = { 
            limit = {
                is_female = yes 
                    if = { trait = tiny_tits }
                        wealth = +0.2
                    }
                    if = { trait = small_tits }
                        wealth = +0.4
                    }
                    if = { trait = regular_tits }
                        wealth = +0.6
                    }
                    if = { trait = big_tits }
                        wealth = +0.8
                    }
                    if = { trait = huge_tits }
                        wealth = +1.0
                    }
                    if = { trait = enormous_tits }
                        wealth = +1.2
                    }
                    if = { trait = gigantic_tits }
                        wealth = +1.5
                    }
                }
            }
        if = { 
            limit = {
                is_female = no 
                    if = { trait = dick_tiny }
                        wealth = +0.2
                    }
                    if = { trait = dick_small }
                        wealth = +0.4
                    }
                    if = { trait = dick_average }
                        wealth = +0.6
                    }
                    if = { trait = dick_large }
                        wealth = +0.8
                    }
                    if = { trait = dick_huge }
                        wealth = +1.0
                    }
                    if = { trait = dick_horse }
                        wealth = +1.2
                    }
                }
            }
        }    ### Races    
        if = { limit = { trait = tentacle }
            wealth = -4    ## very few customers for hated race
        }
        if = { ## semi-exotic races
            limit = {
                OR = {
                    trait = elf
                    trait = orc
                    trait = werewolf
                    trait = neko
                    trait = vampire
                }
            }
            wealth = +0.5
        } 
        if = { ## exotic races
            limit = {
                OR = {

                    trait = angel
                    trait = lilith
                    trait = incubus
                    trait = kitsune
                }
            }
            wealth = +1.5
            
        }
    }
}

 

 

Dark World Reborb has so many different traits that it seems almost a waste not to integrate them into sexual events, right? So I took a shot at it.

 

I also have a different section of improved code for pull out chance during prostitution events. Then I might take a shot at other alternative outcomes for whoring events (disease, physical injury, theft, bonuses, etc). Because right now it's just free money with nil risk, which seems kind of bland.

It depends on the code offering to be honest.

 

As long as it doesn't stray from the overall feeling of what I'm trying to do, then there's a fair chance I'd include it. There have been several folks that offered things that I didn't use, and things that I have.

 

If I'd use something like the cost overhaul, it'd need to be scaled differently, for you've the chance for crazy sums of money being generated. I already feel that the mod is generous (with some folks saying I'm too generous). I shouldn't be able to fully fund an improvement after a week of whoring, and I disagree with some of your trait impacts (such as honest somehow resulting in being willing to be taken advantage of - when someone who is honest has issues with those in the game that aren't honest - so I don't think they'd just accept being cheated).

 

But conceptually, I'm cool with plugging in a whoring payout overhaul. I'd put it in as a scripted_effect and that'd allow it to be used in other events outside of the whore house easily as well.

Posted
10 hours ago, OmegaHeaven said:

Well, that blows. I've been touching up my personal submod (tentative name: Ahri Breeding Project), but I need to wait for your next release to make sure things don't get broken or conflict with each other.

Oh, if it runs with Dark World Reborn today, it'll run with what gets released next. It really is just a tiny update.

Posted

Given the scale of the games economy, a lowborn whore should earn something like .01 ducat.  Perhaps up to .1 for an extremely skilled lowborn whore with multiple ideal traits.  Even that's kind of ridiculously high, but it would serve as an appropriate token fee.

 

For nobles they could have a few possibilities:

Secret whoring which pays based on skills and traits - the same as normal whoring.  Which is mostly a just a "have sex" button.  If you have sufficiently corrupt and hedonistic traits it could give you a minor positive mood.  There is always a chance that your whoring is revealed.

Noble whoring (struggling with a good name).  Sell your body to a select and wealthy clientele.  Basically this would let you sell your body (and prestige) for gold.

Public whoring.  All are welcome!  Increases army morale and lowers unrest.  Lowers prestige (and piety dependent on religion).  Can damage the moral authority of religions within your demense. (depending on the religion)  Obviously hurting moral authority would upset certain people.  Risk of epidemic.

And possibly...

Sacred whoring.  Lets you turn prestige into piety - obviously this would require an appropriate religion.

 

Just ideas (and ideas are cheap).  Whoring is not really my fetish so this isn't even a suggestion or a request per se.

Posted

It's looking good for getting a release out tomorrow night. Just a little more tweaking and another test.

 

Present change log for the next release (note - I say again - the societies are bare bones and likely boring, I only recommend folks consider using the societies in the update if they want to be testers and provide some feedback):

 

v1.57 (Dark World Reborn)
    - Tweaked the mage trait to keep the bonuses from being too powerful when combined with benefits from The Wizards secret society.
    - Added The Wizards College secret society, where a learned, open minded individual could potentially become a mage if they advance high enough within its ranks.
    - The the Chosen of Lilith secret society, where a person of intrigue can find others who share the same appreciate and admiration for the demon/first wife of Adam.
    - A number of various changes to support the society addition including on_action entries, new minor title, etc.
    - Fixed an issue where an event was reusing option text instead of showing the proper text (thanks to Hairdevill for reporting it).
    - Added the no_court_invites character flag to Fenris and Vlad, as that flag is supposed to help keep someone in the desired court (a new character flag in CK2 2.8) This will hopefully keep them from going to China.

 

Posted

May I ask what features will the new societies have this release, in terms of powers, missions and flavour events? Mind, I'm fine if the answer is e.g. "no missions and only one and the same power for all the ranks" but I'd rather know beforehand, specially given that the scripts surrounding the other society mods I've seen can get a bit convoluted and hard to follow by oneself.

 

Also, would you be keen on sharing ehat ideas do you have in store for further iterations on the societies? It'd be nice to know for submodders, and I guess also to inform and filter the things folks here might suggest.

Posted
8 hours ago, dewguru said:

It depends on the code offering to be honest.

 

As long as it doesn't stray from the overall feeling of what I'm trying to do, then there's a fair chance I'd include it. There have been several folks that offered things that I didn't use, and things that I have.

 

If I'd use something like the cost overhaul, it'd need to be scaled differently, for you've the chance for crazy sums of money being generated. I already feel that the mod is generous (with some folks saying I'm too generous). I shouldn't be able to fully fund an improvement after a week of whoring, and I disagree with some of your trait impacts (such as honest somehow resulting in being willing to be taken advantage of - when someone who is honest has issues with those in the game that aren't honest - so I don't think they'd just accept being cheated).

 

But conceptually, I'm cool with plugging in a whoring payout overhaul. I'd put it in as a scripted_effect and that'd allow it to be used in other events outside of the whore house easily as well.

 

I'm not really overly protective of any code I offer. I realize this is your mod first and foremost, so I will not be offended if you add, modify, or delete entire sections without consulting me first. Or even taking parts of it for use in other areas of the game. So if you feel something is unbalanced or doesn't fit, go ahead and change it without hesitation. You have full license here. 

 

What I posted earlier was just a sample, I'll send you "real" more polished stuff once I do a lot more tests and checking for conflicts.

 

 

Posted
6 hours ago, wwweeeiii said:

Any experience with DW with HIP? CK2+ has not been updated to the latest version of the game yet.

I play HIP + something like 7 different LoversLab mods. It works fine. Though to be safe I edited HIP's name (in the .mod file) by adding some "Z"s in front of it, so it always loads last (and overwrites conflicting code) due to the alphabetical load order CK2 uses.

Posted
1 hour ago, ngppgn said:

May I ask what features will the new societies have this release, in terms of powers, missions and flavour events? Mind, I'm fine if the answer is e.g. "no missions and only one and the same power for all the ranks" but I'd rather know beforehand, specially given that the scripts surrounding the other society mods I've seen can get a bit convoluted and hard to follow by oneself.

 

Also, would you be keen on sharing ehat ideas do you have in store for further iterations on the societies? It'd be nice to know for submodders, and I guess also to inform and filter the things folks here might suggest.

Concepts for future societies in Dark World Reborn:

Likely:

  • Red Riding Sisterhood  (female monster hunters)
  • The Masquerade (vampire society)
  • The Pack Council (werewolf society) - Fenris would be the leader

Might happen:

  • Sons of Adam (a Christian secret society that works against the Chosen of Lilith)
  • Some kind of Assassin society - but only if I can't successfully just add things to the existing one.
  • The Collectors (humans who hunt down supernatural beings, as the greatest kinds of trophies - and sometimes to try and steal their power)

Every now and then I think of another, but the above are those that get repeated use of my mental faculties.

 

Regarding Features/Events that are going to be in what I release, here it is at the moment:

Wizard's College:

  • Obtaining membership
  • No powers at rank 1
  • Option to become (obtain the trait) a mage 'Power' at rank 2
  • No powers at rank 3
  • Option to write an Arcane Theory tome (artifact creation) at rank 4
  • Random missions: Find an apprentice, Build a laboratory

Chosen of Lilith:

  • Obtaining membership
  • No powers at rank 1
  • No powers at rank 2
  • Option to invite a society member to court 'Power' at rank 3
  • No powers at rank 4
  • Random missions: Sacrifice someone, Unholy Impregnation

And I can see why dissecting society code is often all over the place, because that's largely how Paradox's was. Figuring things out was a lot of hunting around, and several times I just removed stuff to get around an error - only to later find another piece stuck in a corner (figuratively speaking of course).

 

As they are, it's extremely hard to advance in them - as you're not gaining the society currency fast enough due to the lack of missions. Which is one reason I'm not recommend folks mess with them just yet, unless they're interested in seeing if what is there, does work.

 

I've already got my next update planned for after this release. It's going to be some events for a variety of things, and some more things there for the societies to make them actually usable.

Posted
38 minutes ago, veedanya said:

 

I'm not really overly protective of any code I offer. I realize this is your mod first and foremost, so I will not be offended if you add, modify, or delete entire sections without consulting me first. Or even taking parts of it for use in other areas of the game. So if you feel something is unbalanced or doesn't fit, go ahead and change it without hesitation. You have full license here. 

 

What I posted earlier was just a sample, I'll send you "real" more polished stuff once I do a lot more tests and checking for conflicts.

 

 

Sounds good. By all means then - shoot things my way. When I include it, I'll highlight your contribution on the main page and in the change log as well.

Posted
2 hours ago, dewguru said:

Concepts for future societies in Dark World Reborn:

Likely:

  • Red Riding Sisterhood  (female monster hunters)
  • The Masquerade (vampire society)
  • The Pack Council (werewolf society) - Fenris would be the leader

Might happen:

  • Sons of Adam (a Christian secret society that works against the Chosen of Lilith)
  • Some kind of Assassin society - but only if I can't successfully just add things to the existing one.
  • The Collectors (humans who hunt down supernatural beings, as the greatest kinds of trophies - and sometimes to try and steal their power)

Every now and then I think of another, but the above are those that get repeated use of my mental faculties.

 

Regarding Features/Events that are going to be in what I release, here it is at the moment:

Wizard's College:

  • Obtaining membership
  • No powers at rank 1
  • Option to become (obtain the trait) a mage 'Power' at rank 2
  • No powers at rank 3
  • Option to write an Arcane Theory tome (artifact creation) at rank 4
  • Random missions: Find an apprentice, Build a laboratory

Chosen of Lilith:

  • Obtaining membership
  • No powers at rank 1
  • No powers at rank 2
  • Option to invite a society member to court 'Power' at rank 3
  • No powers at rank 4
  • Random missions: Sacrifice someone, Unholy Impregnation

And I can see why dissecting society code is often all over the place, because that's largely how Paradox's was. Figuring things out was a lot of hunting around, and several times I just removed stuff to get around an error - only to later find another piece stuck in a corner (figuratively speaking of course).

 

As they are, it's extremely hard to advance in them - as you're not gaining the society currency fast enough due to the lack of missions. Which is one reason I'm not recommend folks mess with them just yet, unless they're interested in seeing if what is there, does work.

 

I've already got my next update planned for after this release. It's going to be some events for a variety of things, and some more things there for the societies to make them actually usable.

Thank you very much!

Posted

So working on the whoring payout, I've come across a minor issue: having a single scripted event neglects changing pay for different encounter types. Now while you could simply manually write in a pay bonus at the end of every brothel event, a better idea came to me.

 

I believe it may be possible to steamline events outcomes creating a modular set of events covering each encounter type. It's similar to how you redirect creampies to the scripted event for pregnancy calculations, rather than manually write out fertility calculations at the end of every event.

 

For example, say we create a DWCore scripted event for non-consensual encounters, which rolls to a die for determining the odds of health damage and developing antisocial traits (shy, paranoid, craven, etc). Then at the end of any rape encounters you just order the scripted event to run the rape calculation to figure out the effects of the encounter, rather than writing the calculation in manually for each event as is done now. We could also have a similar scripted event to calculate large insertion damage. And so on. And you can mix and match them (like running the both the rape and large insertion calculations for a encounter involving a rapist with a large dick).

 

You could even go a step further and be used for fetish development: assign character a character variable for each fetish type, and have encounters add points based on their intensity in the fetish. You could then have a scripted event which decides the chances of the fetish manifesting as a trait. Or maybe add a counter for sexual experience, so we don't have every courtier that develops the lustful trait automatically becoming a full time whore the week after getting the trait. Instead, they have to build up to becoming a whore.

 

Anyway, I bring this all up because I don't want to overstep my bounds and rewrite aspects of the game you would rather leave untampered. If you prefer we keep to the existing system of writing outcomes at the end of events, I can keep to that and just improve bordello code. But if you do want to try a modular outcome system, I can write the basic scripts for you if you'd like, so it won't increase your workload any.

Posted

Minor update for the slave selling event. Changes:

 

- Halved existing price modifiers, to offset addition of new modifiers.

- Symptoms greatly reduce selling price. (Large gamble to invest in a slave that might die soon after)

- Illness prevents selling of slave full stop. (Disease spreading to other slaves is a far larger risk than reward, even if the slave was given for free)

- Bonus for having strong/robust, and none of their opposites. Inverse is also true.

- Bonus for having bombshell, attractive. 

- Malus of varying magnitude for deformities, amputations, disfigurements, etc.

- Bonus for having at least one obedience trait (content, trusting, humble, diligent)

- Malus for having at least one rebellious trait (stubborn, proud, wroth, deceitful, ambitious)

- Optimized code (instead of having "does not have mindbroken" in every section, I just moved it to the prereqs to enable selling the slave, so it only has to appear once in this section)

 

P.S., if I were you, I'd update the localization text for this event to mention the above, so players have an idea what helps or hinders slave price.

 

Spoiler


# Slave Training: Branding 700 - 799
#.700 Prisoner bounce for branding (Prisoner - hidden)
character_event = {
	id = DWSlavery.700
	is_triggered_only = yes # Triggered via targeted decision
	hide_window = yes # Nothing to see here
	immediate = {
		save_event_target_as = dw_slave_target
		host = { narrative_event = { id = DWSlavery.701 }}
	}
}
#.701 Slaver decides to brand or not (host)
narrative_event = {
	id = DWSlavery.701
	desc = "DWSlavery701"
	picture = slavery_branding
	title = dw_slave_branding_target
	is_triggered_only = yes # Triggered from .700
	option = {
		name = "DWSlavery701A" #Yes, time for a little branding
		FROM = { 
			add_trait = branded_slave 
			abdicate = yes #If the person is landed, it should pass onto their heirs.
		}
	}
	option = {
		name = "DWSlavery701B" #Nah, not yet
	}
}
### Selling of Slaves: 800 - 899
# .800 Slave set as event_target (slave - hidden)
character_event = {
	id = DWSlavery.800
	is_triggered_only = yes # Triggered by targeted decision
	hide_window = yes # Nothing to see here
	immediate = {
		save_event_target_as = dw_slave_target
		host = { narrative_event = { id = DWSlavery.801 }}
	}
}
# .801 Slaver (player or host) decides to sell or not
narrative_event = {
	id = DWSlavery.801
	desc = "DWSlavery801"
	picture = slavery_female_sale1
	title = dw_slave_sale_target
	is_triggered_only = yes # Triggered by .800
	immediate = {
		random_independent_ruler = {
			limit = {
				is_within_diplo_range = ROOT
				NOT = { 
					OR = { 
						character = ROOT 
						has_disease = yes 
						event_target:dw_slave_target = { has_character_modifier = dw_slave_broken }
					} 
				}					
			} ## No one will invest in slaves that could die soon after
			save_event_target_as = dw_slave_buyer
		}		
	}
	option = {
		name = "DWSlavery801A" #Yes, Sold!
		if = {
			limit = {
				event_target:dw_slave_target = { has_character_modifier = dw_slave_pleasure_complete }
			}
			wealth = 4 # Second highest sale value
		}
		if = {
			limit = {
				event_target:dw_slave_target = { has_character_modifier = dw_slave_warrior_complete	}
			}
			wealth = 5 # Highest value
		}
		if = {
			limit = {
				event_target:dw_slave_target = { has_character_modifier = dw_slave_common_complete }
			}
			wealth = 1 # Lowest value next to broken slaves
		}
		if = {
			limit = {
				event_target:dw_slave_target = { has_character_modifier = dw_slave_skilled_complete	}
			}
			wealth = 2.5 # Moderate value
		}
		if = {
			limit = {
				event_target:dw_slave_target = { trait = virgin	}
			}
			wealth = 4 # Virgins have extra value, regardless of their training.
		}
		if = {
			limit = {
				event_target:dw_slave_target = { 
					OR = {
						martial = 10
						diplomacy = 10
						intrigue = 10
						learning = 10
						stewardship = 10
					}
				}
			}
			wealth = 3 # People who are considered highly skilled can pull in a higher value
		}
		if = { ### more value for more health traits
			limit = {
				event_target:dw_slave_target = { 
					OR = {
						trait = strong
						trait = robust
						AND = { NOT = { trait = weak } NOT = { trait = feeble } }
					}
				}
			}
			wealth = 3 # People who are considered highly skilled can pull in a higher value
		} 
		if = { ### physically inferior
			limit = {
				event_target:dw_slave_target = { 
					OR = {
						trait = weak
						trait = feeble
						AND = { NOT = { trait = strong } NOT = { trait = robust } }
					}
				}
			}
			wealth = -3 # People who are considered highly skilled can pull in a higher value
		} 
		### beauty
		if = { limit = { event_target:dw_slave_target = { trait = attractive } } }
			wealth = 3
		}
		### beauty
		if = { limit = { event_target:dw_slave_target = { trait = bombshell } } }
			wealth = 3
		}
		### high risk of a slave becoming much worse. large risk to buy them
		if = { 
			limit = { 
				event_target:dw_slave_target = { 
					has_any_symptom = yes
				} 
			} 
			wealth = -5
		}
		### low base
		### ugliness
		if = { 
			limit = { 
				event_target:dw_slave_target = { 
					trait = ugly 
					trait = scarred 
					trait = harelip
					trait = one_eyed
				} 
			} 
			wealth = -2
		}
		### deformity
		if = {
			limit = {
				event_target:dw_slave_target = { 
					OR = {
						trait = clubfooted
						trait = hunchback
						trait = inbred
						trait = disfigured
					}
				}
			}
			wealth = -3
		}
		### obedient
		if = {
			limit = {
				event_target:dw_slave_target = { 
					OR = {
						trait = content
						trait = trusting
						trait = humble
						trait = diligent
					}
				}
			}
			wealth = 2
		}
		### disobedient
		if = {
			limit = {
				event_target:dw_slave_target = { 
					OR = {
						trait = stubborn
						trait = proud
						trait = wroth
						trait = deceitful
						trait = ambitious
					}
				}
			}
			wealth = -2
		}
		event_target:dw_slave_target = {			
			move_character = event_target:dw_slave_buyer
			prisoner = no
			hidden_tooltip = { # Removing potential prison and training related flags and modifiers that may be hanging around
				clr_character_flag = asked_for_better_prison
				remove_character_modifier = dw_slave_training
				remove_character_modifier = house_arrest
				remove_character_modifier = the_oubliette
				remove_character_modifier = the_dungeon
			}
		}
	}
	option = {
		name = "DWSlavery801B" #Nah, not yet
	}
}

 

 

 

Posted
2 hours ago, veedanya said:

So working on the whoring payout, I've come across a minor issue: having a single scripted event neglects changing pay for different encounter types. Now while you could simply manually write in a pay bonus at the end of every brothel event, a better idea came to me.

 

I believe it may be possible to steamline events outcomes creating a modular set of events covering each encounter type. It's similar to how you redirect creampies to the scripted event for pregnancy calculations, rather than manually write out fertility calculations at the end of every event.

 

For example, say we create a DWCore scripted event for non-consensual encounters, which rolls to a die for determining the odds of health damage and developing antisocial traits (shy, paranoid, craven, etc). Then at the end of any rape encounters you just order the scripted event to run the rape calculation to figure out the effects of the encounter, rather than writing the calculation in manually for each event as is done now. We could also have a similar scripted event to calculate large insertion damage. And so on. And you can mix and match them (like running the both the rape and large insertion calculations for a encounter involving a rapist with a large dick).

 

You could even go a step further and be used for fetish development: assign character a character variable for each fetish type, and have encounters add points based on their intensity in the fetish. You could then have a scripted event which decides the chances of the fetish manifesting as a trait. Or maybe add a counter for sexual experience, so we don't have every courtier that develops the lustful trait automatically becoming a full time whore the week after getting the trait. Instead, they have to build up to becoming a whore.

 

Anyway, I bring this all up because I don't want to overstep my bounds and rewrite aspects of the game you would rather leave untampered. If you prefer we keep to the existing system of writing outcomes at the end of events, I can keep to that and just improve bordello code. But if you do want to try a modular outcome system, I can write the basic scripts for you if you'd like, so it won't increase your workload any.

We wouldn't use a special DWCore event for that. We'd use a scripted_effect that could be called by an event. This feature came about after I had already written the whoring events. I'd use what you put together to move it to the proper 'modular' type approach that you're thinking about, but instead of calling a specific event for a character, I'd just include a command like dw_calculate_whoring_pay = yes in the event, and it'll handle the calculations. We can even have scripted_effects use other scripted_effects and scripted_triggers as well. Best thing I can say if it doesn't make sense right now, is put together something and shot it to me (I recommend a PM so we don't flood the support thread with code), and I'll incorporate it and then share where in the files, and then it'll hopefully make a bit more sense.

 

Also - while I've considered additional fetish type traits, and things like size impact - I've decided that it would detract from what I want to focus on, and as such leave those kinds of things to the sub-mod options (which I believe one or two of them touch in some fashion). Not that it isn't subject to change in some fashion, as it does cross my mind every now and then to perhaps incorporate more than what's there right now.

 

Also - while it won't be in this release - I learned of another new item that 2.8 brought us. Now instead of trying to figure out some kind of ai calculation to keep them from spamming certain decisions every month - I can now add a condition called ai_check_interval and set to to something like 12 - which means an ai character who was eligible would only look at it once a year. So if we then set the ai_will_do at 10%, it means once a year they'll consider being a whore, and they'd only have a 10% chance of deciding to be one, instead of a 10% chance that executes multiple times a year that odds end in them becoming one very quickly.

 

Posted

Alright folks, 1.57 has been posted. Check out the change log - and once again - I recommend not messing with the new societies just yet, as they're very shallow in content.

Posted

Well, you sound like you know more than me, so I'll defer to you and keep on with lower-level stuff. I've got most of the brothel pricing done, and will move onto the whoring event outcomes next. Currently the "they didn't pull out when I asked" event doesn't even run a pregnancy roll, so just offers players a free method of license-to-imprison without any tyranny cost. That, and the fact everyone has the same chance of pulling out (whether they love you or hate you) has always bugged me, so I'll fix that at the same time.

 

Once I've balanced the two to my liking, I'll send it via PM as you requested.

 

2 hours ago, dewguru said:

Also - while it won't be in this release - I learned of another new item that 2.8 brought us. Now instead of trying to figure out some kind of ai calculation to keep them from spamming certain decisions every month - I can now add a condition called ai_check_interval and set to to something like 12 - which means an ai character who was eligible would only look at it once a year. So if we then set the ai_will_do at 10%, it means once a year they'll consider being a whore, and they'd only have a 10% chance of deciding to be one, instead of a 10% chance that executes multiple times a year that odds end in them becoming one very quickly.

 

 

THANK GOD. It was bash-head-on-desk frustrating to have vassals that spammed society abilities and skyrocketed their visibility to 90+ (bearing in mind, 15+ is already risky for being discovered). Especially with the Lucifer's and Lilith's Own societies, which get a chance of a negative trait mutation from each instance of ability use. I'd have awesome vassal characters turn into deformed mutants in less than a year. Especially when said event procs for lunatic, and they become completely useless as they try to murder everyone.

 

(Side note: please avoid using the same corruption mechanic as Lucifer's Own in any of your new societies. The AI's inability to understand the visibility mechanic means they all just get themselves burned at the stake or become lunatics eventually).

Posted

Perhaps the succubus/incubus advancement mechanics could be linked to the Lilith society? It was odd that you can just invite anyone from your court to a Blood Moon regardless of what religion they are; inviting fellow society members would make more sense. You could either make holding a Blood Moon be a society power, or have it give society currency and have separate level-up powers which cost some amount of currency.

 

Possibly also tie the succubus/incubus level directly to society level (it's possible to have more than 4 society levels), and make the succubus powers run off society currency instead of piety, though that would mean you have to stay a member of the society to use the powers, and I guess it would also either prevent non-*cubi from advancing in society levels, or allow them to get the powers without having the trait.

Posted
On 12/10/2017 at 4:41 AM, dewguru said:

I'll take a look at this.

 

Edit - took a look. I don't see where I still have the Tentacle Rape spell. It used to be a Succubus spell, but I removed it. I'm guessing you're using a sub-mod that added it back and that's where you should be taking this. Unless I'm totally looking in the wrong place in my mod - which is possible sometimes.

Yeah, sorry, my bad. This problem is in DWToska (in "\DWToska\decisions\DWT_tgtrape_decisions.txt" more precisely)

Posted
On 10/22/2017 at 10:43 AM, dewguru said:

After the above, I've been thinking of bringing back the old Dark World's feral werewolf event line, and a handful of single events - just to use some images I have.

Hey Dewguru, great work on the mod. Is this event line still coming at some point?

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...