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


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Posted

Here's my personal set up for Dark World Reborn.

 

I gave everyone cultures and religions that made sense, changed names and portraits to match Marvel 1602 and DC Dark Knights.

 

Made a Tameranian culture as well as a Kryptonian Culture and two religions. I just made them Catholic heresies so I didn't have to mess with holysites and other issues like that. Might do more with it later. All of this will make things a little difficult because of potential culture and religious clashing but I like the challenge.

 

Altered some dynasties and added new ones.

 

I also fixed some minor things that didn't really matter.

 

Hel will be Loki's daughter. If you get Loki first.

X-23 will be Wolverine's daughter. If you get Wolverine first.

 

Added the historical flag to characters Dew missed. I streamlined the trait sorting, mostly.

 

Some localization won't match up with some things, specifically renames, but that will be a focus of another update if I bother keeping with it.

 

Added compatibility with Ala's body mod.

 

I'm not making it its own page as it has some stuff from other authors and it's not an actual add-on. You'll find a Dark World Reborn folder. Just drag, drop, and override.

Dark World Add-On.rar

Posted
11 hours ago, TriggerBlade said:

I'll get to it.

Though you have Darkseid listed as a chick and Storm is given a dick instead of breasts.

 

*Facepalm*

Posted

I updated to the last version and it stopped working with faerun, I have the traits when creating a character and the buildings but I receive no events, and the mod decisions are not there. 

Is this solvable? The mods worked normally in the previous version, and it is working with vanilla. 

Even the image replacer mod, Plutocene Imagepack, doesn't work anymore 

 

image.png.1b43d5830a785338f03457dae4ea8880.png

Posted
53 minutes ago, EniesLobby777 said:

I updated to the last version and it stopped working with faerun, I have the traits when creating a character and the buildings but I receive no events, and the mod decisions are not there. 

Is this solvable? The mods worked normally in the previous version, and it is working with vanilla. 

Even the image replacer mod, Plutocene Imagepack, doesn't work anymore 

 

 

If you start a new game, when the game rules appear, are the Dark World Reborn ones showing up?

 

Also, if Faerun is a complete overhaul, you may need to update the .mod file for Dark World Reborn similar to what is shown in the 2nd post on this thread (last item in the FAQ that talks about setting a dependency for DWR to ensure it's loaded after the overhaul).

Posted
5 hours ago, EniesLobby777 said:

Another question if you don't mind, About the Plutocene Imagepack not replacing the original ones is there anyway to fix it?

 

Plutocene's Imagepack should be loading after DWR, as I believe it lists DWR as a dependency. If you're not seeing the images with it enabled, then it could be the same situation and you may need to include the Faerun mod as a dependency as well. It might not make sense, since DWR is a dependency, but it could need both. Over the years, I've seen a number of things in CK2 that didn't work the way you'd expect them.

Posted
3 hours ago, SanzeninHayate32 said:

i'm having problem with event's text being too long for the event window to show, is it possible that the "Bigger Interface" mod caused it? then again, idet that mod works to begin with tbh

 

 

If you're using the Bigger Interface mod, it might be causing a conflict, as DWR has a customized version of it incorporated.

 

I used to think it could have been screen resolution related, however, I dropped my resolution from 3840 x 2160  to 1920 x 1080 and I'm still able to view all of the text. I also flipped between Fullscreen and Windowed. I'm unable to reproduce the issue you and TriggerBlade have shown.

Posted
On 7/1/2024 at 11:02 AM, dewguru said:

 

If you're using the Bigger Interface mod, it might be causing a conflict, as DWR has a customized version of it incorporated.

 

I used to think it could have been screen resolution related, however, I dropped my resolution from 3840 x 2160  to 1920 x 1080 and I'm still able to view all of the text. I also flipped between Fullscreen and Windowed. I'm unable to reproduce the issue you and TriggerBlade have shown.

yeah, it was the interface mod that caused it, and yeah, idk why but the first time i boot into the game, everything looks really small and blurry for some reason, hence the reason i'm using Bigger Interface mod, idk what i did but the resolution is good now.

 

btw, which game rule or religion features enable same sex marriage/betrothal? still new to the game and i'm having quite a hard time finding them ngl

Posted
2 hours ago, SanzeninHayate32 said:

yeah, it was the interface mod that caused it, and yeah, idk why but the first time i boot into the game, everything looks really small and blurry for some reason, hence the reason i'm using Bigger Interface mod, idk what i did but the resolution is good now.

 

btw, which game rule or religion features enable same sex marriage/betrothal? still new to the game and i'm having quite a hard time finding them ngl

 

I've no rules for such a thing. That may be another mod.

Posted

I had that issue where the text ran off the bottom of the window.  What caused it for me was the EctoBukkake's adventure's mod since it changes the text window to the custom one with the flower/vine borders around it.   Disabled that mod and it was fixed. 

Posted

May be the wrong place to post, but Luxuria Fantasia is apparently inactive so I didn't think of anywhere else to post.

If this is the wrong place, feel free to delete or move it.

I'm using Dark World and Luxuria Fantasia with AGOT mod and so far both mods work beautifully with the AGOT mod and submods for the most part.

One annoying problem is that Luxuria messes with the AGOT house sigils and the fact that random titles will shuffle around too.

I've played Dark World with AGOT mod for years and it's never had that problem. So I'm certain its Luxuria.

I can live with just playing Dark World with AGOT as I have previously, but playing both mods adds so many "opportunities" for roleplay and enriches the experience. So does anyone have a hotfix for the Luxuria house sigil/title shuffle issue or any tips on how to manually fix or work around?

Posted
On 7/9/2024 at 11:30 PM, SanzeninHayate32 said:

Oh, and is LL mods compatible with Multiplayer? I'm planning to play the game with the boys in the future

 

I've not tried using DWR in multiplayer, however, I want to say others have mentioned using it. Best I can recommend is giving it a try. The only potential issue - is many events are written for the player. So if say you one of the other players triggers an event - like "Spend Time With" on you, you wouldn't see anything, as the event assumes the other party is an ai. There are some events that the ai can use against the player, so if a player used one of those you'd see something, but they are rare.

 

I'd strongly suggest an agreement that no one is allowed to become an Evocation Mage (via the Wizards Tower), as it givers players a truly broken spell.

 

3 hours ago, WarLordXII said:

May be the wrong place to post, but Luxuria Fantasia is apparently inactive so I didn't think of anywhere else to post.

If this is the wrong place, feel free to delete or move it.

I'm using Dark World and Luxuria Fantasia with AGOT mod and so far both mods work beautifully with the AGOT mod and submods for the most part.

One annoying problem is that Luxuria messes with the AGOT house sigils and the fact that random titles will shuffle around too.

I've played Dark World with AGOT mod for years and it's never had that problem. So I'm certain its Luxuria.

I can live with just playing Dark World with AGOT as I have previously, but playing both mods adds so many "opportunities" for roleplay and enriches the experience. So does anyone have a hotfix for the Luxuria house sigil/title shuffle issue or any tips on how to manually fix or work around?

 

I don't mind questions being asked like this, as long as the discussion thread doesn't turn into a full on Luxuria support thread. I myself haven't used Luxuria outside of some compatibility testing years ago, and I've never played the AGOT mod, so I fear I don't have any advice on the matter.

Posted
On 7/11/2024 at 7:55 PM, WarLordXII said:

May be the wrong place to post, but Luxuria Fantasia is apparently inactive so I didn't think of anywhere else to post.

If this is the wrong place, feel free to delete or move it.

I'm using Dark World and Luxuria Fantasia with AGOT mod and so far both mods work beautifully with the AGOT mod and submods for the most part.

One annoying problem is that Luxuria messes with the AGOT house sigils and the fact that random titles will shuffle around too.

I've played Dark World with AGOT mod for years and it's never had that problem. So I'm certain its Luxuria.

I can live with just playing Dark World with AGOT as I have previously, but playing both mods adds so many "opportunities" for roleplay and enriches the experience. So does anyone have a hotfix for the Luxuria house sigil/title shuffle issue or any tips on how to manually fix or work around?

Hi, I dont use the Agot mod but I use Hip and christianty mod wich are very complex overhauls, dont know how I made it work, but you should probably put the luxuria mod with a dark world dependency, and the dark world mod with the overhaul dependency (your Agot) Hope it helps.

Posted

Is there any chance of getting portraits and functionality for the other 'therianthrope' subspecies, especially the "bull-kin,' aka Minotaurs? I kinda miss having all those other races.

They've been dormant in the mod for a long time and don't seem to inherit via genetics properly either.

Posted

Hi @Dewguru! Long time no see!

 

I recently came back to CK2, because I am sort of fed up of the lackluster gameplay of Ck3. And I was pleasantly surprised to see DWR being actively maintained and updated. A godsend really!

 

I have a suggestion though.

 

I play with vanilla DWR options, only with Fantasy characters turned on. As it stands, the events for introducing various fantasy characters are firing so quickly, that in a single ruler's lifetime I have to see all these chars come and pass. Similarly the ball event fires a bit too frequently, I would like MTTH around 10 years at least, considering how powerful it can get.

 

Again these are simply matters of taste, but less event spam will allow the mod to complement the vanilla gmae better.

 

A game rule to increase the MTTH of DWR Events would be fantastic.

 

Again, thank you for continuing with the mod. It really adds a lot to vanilla CK2. Cheers and Best wishes!

 

Posted
On 7/15/2024 at 11:32 AM, jim raynor said:

Hi @Dewguru! Long time no see!

 

I recently came back to CK2, because I am sort of fed up of the lackluster gameplay of Ck3. And I was pleasantly surprised to see DWR being actively maintained and updated. A godsend really!

 

I have a suggestion though.

 

I play with vanilla DWR options, only with Fantasy characters turned on. As it stands, the events for introducing various fantasy characters are firing so quickly, that in a single ruler's lifetime I have to see all these chars come and pass. Similarly the ball event fires a bit too frequently, I would like MTTH around 10 years at least, considering how powerful it can get.

 

Again these are simply matters of taste, but less event spam will allow the mod to complement the vanilla gmae better.

 

A game rule to increase the MTTH of DWR Events would be fantastic.

 

Again, thank you for continuing with the mod. It really adds a lot to vanilla CK2. Cheers and Best wishes!

 

 

I hear you.

 

Since I play with everything enabled, I'm not getting the same events flooding me and the character spread for me is close to satisfactory. That said, I can see where a trimmed configuration would be different, and while it's close to where I want it myself, it isn't quite there yet. So - I agree that adjustments can be made.

 

I've an update planned for the end of the month that will include some more random encounters. More random encounters will help increase the variety. This is my preferred approach, but I recognize that it by itself isn't enough.

 

The last handful of updates had me tweaking things within the on_action file, and I've more work to do there still.

  • 2 weeks later...
Posted
On 7/26/2024 at 6:03 PM, Pantheress said:

I seem to remember something about multiple concurrent pregnancies if you were a demon or a werewolf. Is that right?

 

While that did take place for a period in this mod, it was due to a bug on how pregnancies were being handled, and it was corrected after several glorious months of severe chaos in the courts.

 

I don't know if another mod did what you're looking for on purpose, but perhaps someone else can speak to it.

Posted

Does anyone play using the Children of Lilith society, and if so - have you ever received the Demonic Impregnation quest - and if you did, did it work?

 

I'm asking because I was looking to add a new event or two for the society and in getting familiar with how quests and their associated events work - it looks like the demonic impregnation is missing the end events for the Children of Lilith.

Posted
On 7/29/2024 at 1:47 PM, dewguru said:

 

While that did take place for a period in this mod, it was due to a bug on how pregnancies were being handled, and it was corrected after several glorious months of severe chaos in the courts.

 

I don't know if another mod did what you're looking for on purpose, but perhaps someone else can speak to it.

Upon a bit of digging, it appears it was a feature from NoxBestia's version of DW.
It did end up completely overflowing your court and dynasty tree eventually, which is a shame, as I rather liked the theme. :D

 

Anyway, CK3 was a disappointment.
I'm so happy to see you're still working on this. ^^

Posted (edited)

Might be another week or two before the next update hits. I was hoping it'd be last weekend or the coming one, but I'm still working in a few things and then I should probably test it as well.

 

The next update will recommend a new game. Mainly because I got angry with an inconsistency in part of my naming convention for opinion modifiers, so I went and changed a bunch. So any save game would have those opinions borked until they expired. That isn't really game breaking, but it could mess with some things, thus the new game recommendation.

 

I'll post a current status Change Log this weekend so you can at least see what's in store for the next update.

Edited by dewguru
Posted
1 hour ago, Pantheress said:

Anyway, CK3 was a disappointment.
I'm so happy to see you're still working on this. ^^

 

Yeah, I agree. I finally had to admit that I wasn't interested in playing CK3, and no mods were going to change my mind. I made a small mod to see how somethings were handled, and I kept meaning to add more events to release it, and just couldn't find the motivation - since it wasn't as fun as CK2 for me. So after a long while, I started CK2 up again. Saw something in my mod I wanted to tweak, and now it's been about six or seven months that I've been posting updates.

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