Aliris Posted March 22, 2016 Posted March 22, 2016 No, none of the religion aspects were added in the first part at least. can i get a full list of what was added in children of lilith besides blood moon ritual? Not comprehensive by any means, and just from what I've seen in game and looking through the files, but mostly so far it looks like the blood moon ritual, the associated succubus/incubus development levels and traits, the ability to purge lover's pox, and immortality as an option on reaching level 5. Notable things not included: -No way to off yourself. -No other spells/magic. -No summoning of other succubi/incubi/others. -No Lilithian or other religion change options. -No Claire or associated events. -No dreams for successor characters, they either inherit the trait or don't. Note though that Dewguru has said this is hardly the final version, just the initial. So follow the advice of the Hitchhiker's Guide, and "Don't Panic".
redblue111 Posted March 22, 2016 Posted March 22, 2016 Will check this out again when Creatures of the Night hits but from what I know of your skills this whole project will be better than some of the CKII expansions proper.
Goleyour1952 Posted March 28, 2016 Posted March 28, 2016 Is anyone else getting CTDs when mousing over the seduction targeted decision?
coretex Posted March 28, 2016 Posted March 28, 2016 No... but iv heavily modded my game now .. but even prior... i wasnt.. sounds like a mod conflict.. probably too many mods with wol_seduction_events.txt or way_of_life_decisions.txt files.
rettret Posted March 28, 2016 Posted March 28, 2016 Looking at the files, it looks like futa can't impregnate girls with the spend time with decision? I'm not familiar at all with modding so I thought I'd ask.
dewguru Posted March 28, 2016 Author Posted March 28, 2016 Just wanted to say I'm still alive, but life hasn't been cooperating in terms of giving me free time to work on the mod. Or rather, what little free time I have, I'm so burnt out that I'm not in the mood to stare at pseudo-code. Things probably won't return to a semi-normal state for me until next week. so my apologies as I know there is the need to release a patch for the Children of Lilith mod.
Armyguy Posted March 28, 2016 Posted March 28, 2016 Just wanted to say I'm still alive, but life hasn't been cooperating in terms of giving me free time to work on the mod. Or rather, what little free time I have, I'm so burnt out that I'm not in the mood to stare at pseudo-code. Things probably won't return to a semi-normal state for me until next week. so my apologies as I know there is the need to release a patch for the Children of Lilith mod. That's ok I'm happy as long as i get dev updates on whats going on take your time if you need it.
Aliris Posted March 29, 2016 Posted March 29, 2016 Take your time - no need to rush or pressure yourself, we'll still be here.
Black Yoru Posted March 29, 2016 Posted March 29, 2016 I am not sure if it is already fixed but this fixes Blood Moon Prisoner Sacrifice. # .1030 Blood Moon Celebration begins narrative_event = { id = DWLilith.1030 desc = "DWLilith1030" picture = lilith_blood_moon_prison_cell title = dw_lilith_blood_moon_title is_triggered_only = yes # .1001 / .1005 option = { # Let's sacrifice some prisoners trigger = { # We only show this if we've prisoners that qualify for sacrifice any_courtier = { prisoner = yes host = { character = ROOT } NOT = { has_character_modifier = dw_slave_training } # We don't want to accidentally grab one of our slaves } } hidden_tooltip = { set_variable = { which = "dw_blood_moon_sacrifices" value = 0 } } name = "DWLilith1030A" narrative_event = { id = DWLilith.1031 } custom_tooltip = { text = dw_blood_moon_celebration_begins } } option = { # Lets kill us some peasants name = "DWLilith1030B" narrative_event = { id = DWLilith.1049 } custom_tooltip = { text = dw_blood_moon_celebration_begins } } } # .1031 We've prisoners to sacrifice narrative_event = { id = DWLilith.1031 desc = "DWLilith1031" picture = lilith_blood_moon_prison_cell title = dw_lilith_blood_moon_title is_triggered_only = yes # .1030 / .1041 immediate = { # If this works as intended, we can give the host some options as to who they sacrifice if = { # If we don't already have a prisoner that is the 1st selection AND Neither the 2nd or 3rd then select one. limit = { any_courtier = { prisoner = yes # Needs to be a prisoner host = { character = ROOT } # Needs to not be the host - just in case NOT = { has_character_modifier = dw_slave_training } # We don't want to accidentally grab one of our slaves NOT = { has_character_flag = dw_spared_sacrifice } # We don't choose someone we already spared is_alive = yes } } random_courtier = { # Selecting first prisoner at random limit = { prisoner = yes # Needs to be a prisoner host = { character = ROOT } # Needs to not be the host - just in case NOT = { has_character_modifier = dw_slave_training } # We don't want to accidentally grab one of our slaves NOT = { has_character_flag = dw_spared_sacrifice } # We don't choose someone we already spared is_alive = yes } save_event_target_as = dw_blood_moon_sacrifice_1 set_character_flag = dw_blood_moon_sacrifice } } if = { # Do we have another eligible prisoner? limit = { any_courtier = { prisoner = yes # Needs to be a prisoner host = { character = ROOT } # Needs to not be the host - just in case NOT = { has_character_modifier = dw_slave_training } # We don't want to accidentally grab one of our slaves NOT = { has_character_flag = dw_blood_moon_sacrifice } NOT = { has_character_flag = dw_spared_sacrifice } # We don't choose someone we already spared is_alive = yes } } random_courtier = { # Selecting second prisoner at random limit = { prisoner = yes # Needs to be a prisoner host = { character = ROOT } # Needs to not be the host - just in case NOT = { has_character_modifier = dw_slave_training } # We don't want to accidentally grab one of our slaves NOT = { has_character_flag = dw_blood_moon_sacrifice } NOT = { has_character_flag = dw_spared_sacrifice } # We don't choose someone we already spared is_alive = yes } save_event_target_as = dw_blood_moon_sacrifice_2 set_character_flag = dw_blood_moon_sacrifice } } if = { # Do we have another eligible prisoner? limit = { any_courtier = { prisoner = yes # Needs to be a prisoner host = { character = ROOT } # Needs to not be the host - just in case NOT = { has_character_modifier = dw_slave_training } # We don't want to accidentally grab one of our slaves NOT = { has_character_flag = dw_blood_moon_sacrifice } NOT = { has_character_flag = dw_spared_sacrifice } # We don't choose someone we already spared is_alive = yes } } random_courtier = { # Selecting second prisoner at random limit = { prisoner = yes # Needs to be a prisoner host = { character = ROOT } # Needs to not be the host - just in case NOT = { has_character_modifier = dw_slave_training } # We don't want to accidentally grab one of our slaves NOT = { has_character_flag = dw_blood_moon_sacrifice } NOT = { has_character_flag = dw_spared_sacrifice } # We don't choose someone we already spared is_alive = yes } save_event_target_as = dw_blood_moon_sacrifice_3 set_character_flag = dw_blood_moon_sacrifice } } } option = { # We sacrifice prisoner #1 trigger = { event_target:dw_blood_moon_sacrifice_1 = { prisoner = yes } # A check to ensure we've someone in our event target } name = "DWLilith1031A" event_target:dw_blood_moon_sacrifice_1 = { character_event = { id = DWLilith.1039 } # Target gets the "Oh Shit I've been selected message." character_event = { id = DWLilith.1040 } # Bounce before the sacrifice or not check clr_character_flag = dw_blood_moon_sacrifice } hidden_tooltip = { clr_event_target = dw_blood_moon_sacrifice_1 event_target:dw_blood_moon_sacrifice_2 = { clr_character_flag = dw_blood_moon_sacrifice } clr_event_target = dw_blood_moon_sacrifice_2 event_target:dw_blood_moon_sacrifice_3 = { clr_character_flag = dw_blood_moon_sacrifice } clr_event_target = dw_blood_moon_sacrifice_3 } } option = { # We sacrifice prisoner #2 trigger = { event_target:dw_blood_moon_sacrifice_2 = { prisoner = yes } # A check to ensure we've someone in our event target } name = "DWLilith1031B" event_target:dw_blood_moon_sacrifice_2 = { character_event = { id = DWLilith.1039 } # Target gets the "Oh Shit I've been selected message." character_event = { id = DWLilith.1040 } # Bounce before the sacrifice or not check clr_character_flag = dw_blood_moon_sacrifice } hidden_tooltip = { clr_event_target = dw_blood_moon_sacrifice_2 event_target:dw_blood_moon_sacrifice_1 = { clr_character_flag = dw_blood_moon_sacrifice } clr_event_target = dw_blood_moon_sacrifice_1 event_target:dw_blood_moon_sacrifice_3 = { clr_character_flag = dw_blood_moon_sacrifice } clr_event_target = dw_blood_moon_sacrifice_3 } } option = { # We sacrifice prisoner #3 trigger = { event_target:dw_blood_moon_sacrifice_3 = { prisoner = yes } # A check to ensure we've someone in our event target } name = "DWLilith1031C" event_target:dw_blood_moon_sacrifice_3 = { character_event = { id = DWLilith.1039 } # Target gets the "Oh Shit I've been selected message." character_event = { id = DWLilith.1040 } # Bounce before the sacrifice or not check clr_character_flag = dw_blood_moon_sacrifice } hidden_tooltip = { clr_event_target = dw_blood_moon_sacrifice_3 event_target:dw_blood_moon_sacrifice_2 = { clr_character_flag = dw_blood_moon_sacrifice } clr_event_target = dw_blood_moon_sacrifice_2 event_target:dw_blood_moon_sacrifice_1 = { clr_character_flag = dw_blood_moon_sacrifice } clr_event_target = dw_blood_moon_sacrifice_1 } } option = { # Let's go with some common peasants after all name = "DWLilith1031D" narrative_event = { id = DWLilith.1049 } custom_tooltip = { text = dw_blood_moon_celebration_begins } } } # .1039 Simple message for the target of a sacrifice. Ideally to never be seen by a player unless they're very unlucky (Sacrifice / Event Target) character_event = { id = DWLilith.1039 desc = "DWLilith1039" picture = lilith_blood_moon_prison_cell is_triggered_only = yes # Triggered from .1031 option = { # I am DOOMED! name = "DWLilith1039A" } } # .1040 Routing for final Sacrifice or not event (hidden routing event - Sacrifice / Event Target) character_event = { id = DWLilith.1040 hide_window = yes # Nothing to see here is_triggered_only = yes # Triggered by .1031 immediate = { # Right now there is only one sacrifice option, a generic one. Future ones may include family members, spouse, etc. host = { narrative_event = { id = DWLilith.1041 }} # Generic sacrifice yes/no event } } # .1041 Generic Sacrifice decision event narrative_event = { id = DWLilith.1041 desc = "DWLilith1041" picture = lilith_blood_moon_prison_cell title = dw_lilith_blood_moon_title is_triggered_only = yes # Triggered by .1040 option = { # Sacrifice them name = "DWLilith1041A" piety = 50 FROM = { death = { death_reason = death_sacrificed killer = ROOT } } hidden_tooltip = { change_variable = { which = "dw_blood_moon_sacrifices" value = 1 } } if = { # Do we have more folks we can sacrifice? limit = { any_courtier = { prisoner = yes # Needs to be a prisoner host = { character = ROOT } # Needs to not be the host - just in case NOT = { has_character_modifier = dw_slave_training } # We don't want to accidentally grab one of our slaves NOT = { has_character_flag = dw_spared_sacrifice } # We don't choose someone we already spared is_alive = yes } NOT = { check_variable = { which = "dw_blood_moon_sacrifices" value = 3 } } } narrative_event = { id = DWLilith.1031 } # Then let's swing back through and select someone else! break = yes # This takes us out of the option block } # If we hit here, we have no one left to sacrifice and it's time to get on with the blood bath and celebration. character_event = { id = DWLilith.1050 } set_variable = { which = "dw_blood_moon_sacrifices" value = 0 } } option = { # Spare them name = "DWLilith1041B" piety = -100 # Lilith is disappointed in being teased FROM = { set_character_flag = dw_spared_sacrifice character_event = { id = DWLilith.1099 days = 45 } # Flag clean-up opinion = { modifier = dw_spared_life who = ROOT } } hidden_tooltip = { change_variable = { which = "dw_blood_moon_sacrifices" value = 1 } } if = { # Do we have more folks we can sacrifice? limit = { any_courtier = { prisoner = yes # Needs to be a prisoner host = { character = ROOT } # Needs to not be the host - just in case NOT = { has_character_modifier = dw_slave_training } # We don't want to accidentally grab one of our slaves NOT = { has_character_flag = dw_spared_sacrifice } # We don't choose someone we already spared is_alive = yes } NOT = { check_variable = { which = "dw_blood_moon_sacrifices" value = 3 } } } narrative_event = { id = DWLilith.1031 } # Then let's swing back through and select someone else! break = yes # This takes us out of the option block } # If we hit here, we have no one left to sacrifice and it's time to get on with the blood bath and celebration. character_event = { id = DWLilith.1050 } set_variable = { which = "dw_blood_moon_sacrifices" value = 0 } } } # .1049 Sacrificing some local commoners instead of prisoners narrative_event = { id = DWLilith.1049 desc = "DWLilith1049" picture = lilith_blood_moon_prison_cell title = dw_lilith_blood_moon_title is_triggered_only = yes # Triggered by .1030 / .1031 option = { # Onto the blood bath and celebration name = "DWLilith1049A" piety = 25 character_event = { id = DWLilith.1050 } add_character_modifier = { name = dw_lilith_peasant_sacrifice duration = 360 } hidden_tooltip = { set_variable = { which = "dw_blood_moon_sacrifices" value = 0 } } } }
offnightmare Posted March 29, 2016 Posted March 29, 2016 Is the exotic emporium still in the mod? I don't seem to have the option to build it.
Black Yoru Posted March 29, 2016 Posted March 29, 2016 Is the exotic emporium still in the mod? I don't seem to have the option to build it. As far as I know the Buildings will come later on, either in a seperate Mod or in the DW Core Mod. But at the Moment they´re not in the mod.
Black Yoru Posted March 31, 2016 Posted March 31, 2016 This Morning I created a Sub-Mod that adds all the Content from 1.25 back in , so (@Dewguru ) if you´re ok with it I would like to share it in this Topic...
gofuckyersel Posted April 3, 2016 Posted April 3, 2016 I miss the random events that added flavour to your court. Any idea when they'll come back, Dewguru?
Black Yoru Posted April 4, 2016 Posted April 4, 2016 Black Yoru plz post the link, or PM the link plz. The Problem is, that the Content belongs to Dewguru. The Submod does work with DW Reborn, but since its all the Content of 1.25 in one Sub-Mod, it´s completly against the Sense of Splitting the Mod up.... Also, It will most likely be incompatible with all coming Sub-Mods... Thereby I wont give it to anybody until I know that Dewguru agrees with it.
criticaldamage Posted April 5, 2016 Posted April 5, 2016 I wonder if Dewguru is alright. I get the feeling that he's been way too busy these past few days/weeks. Hope he can get a break soon! (and an update for the futa/core of course but that's a minor thing haha)
Ravenmane Posted April 5, 2016 Posted April 5, 2016 Are vampires in this "Reborn" version?? Not yet, I suggest keeping up as this question has been asked a few times.
Soul41 Posted April 6, 2016 Posted April 6, 2016 Are vampires in this "Reborn" version?? Not yet, I suggest keeping up as this question has been asked a few times. Sorry for asking.. But please put Vampires again, the mod is good with them.
Drekiar Posted April 7, 2016 Posted April 7, 2016 I seem to remember reading that he is ok with people expanding on his mod if they give him credit such as with rea_jak's add-on mod. Black Yoru plz post the link, or PM the link plz. The Problem is, that the Content belongs to Dewguru. The Submod does work with DW Reborn, but since its all the Content of 1.25 in one Sub-Mod, it´s completly against the Sense of Splitting the Mod up.... Also, It will most likely be incompatible with all coming Sub-Mods... Thereby I wont give it to anybody until I know that Dewguru agrees with it.
PervBird Posted April 7, 2016 Posted April 7, 2016 May I ask what exactly caused this recreation of the mod? Is it just to split the parts up, or did anything badly break with a recent update? Because I tried the old DW version and am now scared of trying the newest CK version
Kfpfjk Posted April 7, 2016 Posted April 7, 2016 Black Yoru plz post the link, or PM the link plz. The Problem is, that the Content belongs to Dewguru. The Submod does work with DW Reborn, but since its all the Content of 1.25 in one Sub-Mod, it´s completly against the Sense of Splitting the Mod up.... Also, It will most likely be incompatible with all coming Sub-Mods... Thereby I wont give it to anybody until I know that Dewguru agrees with it. I hope that DewGuru agree with him. DW 1.25 contains a lot of interesting events
YiffMeister Posted April 7, 2016 Posted April 7, 2016 spriteType = { name = "GFX_settlement_city_indiangfx" texturefile = "gfx\\interface\\placeholder_city_indian.tga" noOfFrames = 1 norefcount = yes } spriteType = { name = "GFX_settlement_city_southindiangfx" texturefile = "gfx\\interface\\placeholder_city_indian.tga" noOfFrames = 1 norefcount = yes } spriteType = { name = "GFX_settlement_city_ottergfx" texturefile = "gfx\\interface\\placeholder_city_mongol.tga" noOfFrames = 1 norefcount = yes } This is an example of the declaration of sprites for the buildings (castle, temple, city, etc) used in ck2.
Drekiar Posted April 8, 2016 Posted April 8, 2016 May I ask what exactly caused this recreation of the mod? Is it just to split the parts up, or did anything badly break with a recent update? Because I tried the old DW version and am now scared of trying the newest CK version Ck's newest patch change quite a few things and broke most mods. So that's part of it but it was stated that the recreation was to make it modular so you can use what you like and leave the rest. For instance I enjoy the vamp/ww but am not a huge fan of the succubus/incubus stuff. With this form I can enjoy the parts I would actually play.
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