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


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Posted

 

 

I poked around and noticed the Neko and Kitsune traits, yet no Japanese culture to go along with it despite your notes(which I love that you include) that specifically mention they're Japanese in origin.

I'm not even sure if it's possible to force a trait onto a culture, but here's the code for it if you want to shave like a minute off your programming time for whenever you get around to programming Neko and Kitsune events.

 

I tested it and it works with Vanilla, CK2, the Mythos mod, the Assassin's Creed mod, DW Rebuild, a frankenstein of current Dark World and Rebuild, and all of those combined. Odd choices, but those are my most played mods so I wanted to make sure it doesn't conflict. Which it doesn't.

 

The only thing it relies on is the mongol graphics pack which is sadly the closest to Japanese we're gonna get with ethnicity.

 

I was planning on linking a Runestone like decision to it, but like rename it to "Shrine" or something. Sadly I can't find any guide that shows anything relating to Runestones, nor can I find a guide showing how to program an event like that from scratch.

 

Use it, alter it, ignore it entirely. I just thought I'd share since I'm making all the Nekos and Kitsunes I spawn this culture.

 

PS. Do you plan on making Orc specific events? If not I may make that my next learning experience.

 

 

 

 

Did you mean to attach something? I'm not seeing something if you did.

 

And since the orient isn't really represented in the game, I was looking more at including them at some point via a traveling merchant style event.

 

 

My bad. Here it is.

japanese_culture.txt

 

Also I figured that a string of events could add the trait+culture. Like when the traveling merchant comes, just make an NPC with it.

 

I'd write that up, but I'd need to know what sub-mod you want it to be connected to.

Posted

Would it be possible so make update packs or something? So you dont have to download the new updates one by one, but its all in one .rar file? so you can chooe to download all the updates at once, or just the ones you want?

Posted

Would it be possible so make update packs or something? So you dont have to download the new updates one by one, but its all in one .rar file? so you can chooe to download all the updates at once, or just the ones you want?

That would double the amount of files. It's easier to just download the new file and replace the old. It won't break your game, and if it does Dew will make that very clear in the change log.

Posted

 

Would it be possible so make update packs or something? So you dont have to download the new updates one by one, but its all in one .rar file? so you can chooe to download all the updates at once, or just the ones you want?

That would double the amount of files. It's easier to just download the new file and replace the old. It won't break your game, and if it does Dew will make that very clear in the change log.

 

 

 

One reason why things are split up is because some folks expressed an interest in one part and not another. For example, no futa or werewolves.

 

Others obviously would like them all. I did agree that later, once things are much more stable, that I'd strongly consider combining things into a single mod instead of the individual mods.

 

I'm not at that point yet, and I don't have the desire to effectively update multiple mods (the stand alone and the combined one), and I'd rather not upload more files than I already am.

 

So, at some point possibly, just not now.

Posted

 

 

Would it be possible so make update packs or something? So you dont have to download the new updates one by one, but its all in one .rar file? so you can chooe to download all the updates at once, or just the ones you want?

That would double the amount of files. It's easier to just download the new file and replace the old. It won't break your game, and if it does Dew will make that very clear in the change log.

 

 

 

One reason why things are split up is because some folks expressed an interest in one part and not another. For example, no futa or werewolves.

 

Others obviously would like them all. I did agree that later, once things are much more stable, that I'd strongly consider combining things into a single mod instead of the individual mods.

 

I'm not at that point yet, and I don't have the desire to effectively update multiple mods (the stand alone and the combined one), and I'd rather not upload more files than I already am.

 

So, at some point possibly, just not now.

 

 

Alright. though i didnt mean to put it all in one mod, just put the updates themself in a pack and put that up for a week or so, so  the people who follow can download and extract the ones they want in one go. Another thing is, im an aspiring fantasy writer and if you ever need a spell checker/assistance writing non erotic event, feel free to hit me up(for free). no offense if you dont take up the offer ofcourse, just wanted t offer some assistance in my fav mod.

 

PS: yeah i know im not entirely grammatically/spelling correct because this is all unoffical, friendly banter :P

 

 

Posted

There's a typo in the Gaston creation event. His character name is set to "Garson".
 

I was planning on linking a Runestone like decision to it, but like rename it to "Shrine" or something. Sadly I can't find any guide that shows anything relating to Runestones, nor can I find a guide showing how to program an event like that from scratch.


You don't have to start from scratch, you've got the vanilla event.

Go into your game folder, then events/oldgods_runestone_events.txt
Don't alter the file in the folder, copypaste it elsewhere. It's not as commented as the Dark World code, but there are still sufficient comments to be able to do some nice cargo cult programming from it. Just don't forget to add the decision to start the event and the localisation.

Be warned though, it's a big event chain, and going through it may be rather time-consuming. I would recommend doing a simplified version where the shrine is dedicated to a kami (from a small list of kamis) rather than a trait or a deceased family member. Maybe I'll do something like that tomorrow if I've time.
 

One reason why things are split up is because some folks expressed an interest in one part and not another. For example, no futa or werewolves.


I agree with this sentiment. Splitting the mod allow for improved convenience in disabling unwanted parts. I personally don't want to use the Children of Lilith module, and I'm pretty happy to be able to do so in an user-friendly fashion.

Posted

There's a typo in the Gaston creation event. His character name is set to "Garson".

 

 

Good catch. Gaston was able to be obtained ever since the original release if done correctly. It's sort of funny that it took this long to come up.

 

I've updated it and it'll be in the update released next weekend.

Posted

I found a bug relating to belle. Went through the story, gave her the love book(diplomacy one), went on a walk and said feelings all that matter, regadless of e being ruler, then sent spymaster to find info on how to lift the curse, and now i am in an endless loop where im killing the beast(did it 4 times already, first i did the martial one, picked beastslayer title, then archers.)

 

EDIT: Selene showed up, but her portrait wasnt working(portrait 9). does she have one or do i have to add a personal one? she the killed me for being a werewolf :\(though pretty sure thats intended)

EDIT2: just realised i accidently turned the rebuild mod on.

Posted

Started a new game to try a new path for belle, gave kama sutra, on the next visit cobbler says that dewGURU hasnt finished the story. is it it a bug or is this path not finished, if os, what paths are?

Posted

New update before I log off for the night.

 

v1.32 (DW Fairy Tales)
    - Gaston's name was incorrect on the event that adds him to your court. This has been corrected.
    - Wasn't clearing a flag which was causing a loop effect.

Posted

Started a new game to try a new path for belle, gave kama sutra, on the next visit cobbler says that dewGURU hasnt finished the story. is it it a bug or is this path not finished, if os, what paths are?

 

That's the corruption path. It's not done. Look back a page or two for details, as I'm not in the mood to type them all again.

Posted

New update before I log off for the night.

 

v1.32 (DW Fairy Tales)

    - Gaston's name was incorrect on the event that adds him to your court. This has been corrected.

    - Wasn't clearing a flag which was causing a loop effect.

 

This is the loop event i was talking about?

 

 

Started a new game to try a new path for belle, gave kama sutra, on the next visit cobbler says that dewGURU hasnt finished the story. is it it a bug or is this path not finished, if os, what paths are?

 

That's the corruption path. It's not done. Look back a page or two for details, as I'm not in the mood to type them all again.

 

 

I see now, reread, at first i thought you meant that those were the paths complete. the complete ones now are gastons one the affection one?

Posted

So, where exactly does the romance questline for Belle stop?

 

 

I can't do anything after I've slain the beast, just walk around town and get congratulated. No sign of Belle...

 

Posted

So, where exactly does the romance questline for Belle stop?

 

 

I can't do anything after I've slain the beast, just walk around town and get congratulated. No sign of Belle...

 

 

running into the same issue. thought the affection part was finished?

 

Posted

 

So, where exactly does the romance questline for Belle stop?

 

 

I can't do anything after I've slain the beast, just walk around town and get congratulated. No sign of Belle...

 

 

running into the same issue. thought the affection part was finished?

 

 

 

Bah. I see the issue. I'll get a fix posted tonight. I'm missing an entire event apparently, as the only way to reclaim Belle is via a specific action that isn't the main Affection path.

Posted

First, i wanted to thank you for your mod that made me discover Crusader Kings 2. So thanks for the hard work, sir !
 
Secondly, it's odd that in a game that depicts the medieval age, there is no slavery. I found recently a slavery mod that was inspired by CK2 Expanded and thought that maybe you'd be interested to include some of it's events/actions in yours.

 

Both of mods work together of course but it messes up my traits in my save files and i thought it would maybe be better to include it in your mod since it fits the theme :) !

Posted

First, i wanted to thank you for your mod that made me discover Crusader Kings 2. So thanks for the hard work, sir !

 

Secondly, it's odd that in a game that depicts the medieval age, there is no slavery. I found recently a slavery mod that was inspired by CK2 Expanded and thought that maybe you'd be interested to include some of it's events/actions in yours.

 

Both of mods work together of course but it messes up my traits in my save files and i thought it would maybe be better to include it in your mod since it fits the theme :) !

 

If you're not the owner of the content you posted, then please don't post it and recommend that I use it.

Posted

There's a typo in the Gaston creation event. His character name is set to "Garson".

 

I was planning on linking a Runestone like decision to it, but like rename it to "Shrine" or something. Sadly I can't find any guide that shows anything relating to Runestones, nor can I find a guide showing how to program an event like that from scratch.

You don't have to start from scratch, you've got the vanilla event.

 

Go into your game folder, then events/oldgods_runestone_events.txt

Don't alter the file in the folder, copypaste it elsewhere. It's not as commented as the Dark World code, but there are still sufficient comments to be able to do some nice cargo cult programming from it. Just don't forget to add the decision to start the event and the localisation.

 

Be warned though, it's a big event chain, and going through it may be rather time-consuming. I would recommend doing a simplified version where the shrine is dedicated to a kami (from a small list of kamis) rather than a trait or a deceased family member. Maybe I'll do something like that tomorrow if I've time.

 

One reason why things are split up is because some folks expressed an interest in one part and not another. For example, no futa or werewolves.

I agree with this sentiment. Splitting the mod allow for improved convenience in disabling unwanted parts. I personally don't want to use the Children of Lilith module, and I'm pretty happy to be able to do so in an user-friendly fashion.

You're right it is long. IDK how I'd simplify this without breaking it horribly.  :-/ 

 

I'll at least poke at it. I might learn something.

Posted

Update posted

 

v1.33 (DW Fairy Tales)
    - There were two ways to get Belle once the Beast was dispatched. They were both actually side branches off the Affection path. This adds the missing final (main branch) affection tier for when the Beast is dispatched and Belle can then join the court.
 

Posted

So uh, do you have any plans to expand on the Slavery and the Lican parts of your mods or nah?

I'd really like to see some new stuff there.

He said he'd expand slavery. Including gladiator content.

Posted

I noticed a bug in Dark World Core. You're calling various events from on_adulthood (DWCore.10, .15, .20), but these events aren't working when called there because of a change that was introduced in 2.5. Now when the on_adulthood events trigger, the character is _not actually an adult yet_ for some bizarre reason. That means the events are called but then do nothing because the character fails the "is_adult = yes" trigger.j

 
I encountered this bug myself in Christianity Mod, and my fix was to create a new wrapper event that was called from on_adulthood and did nothing but trigger the real event a day latter. Here's what it looks like:
# Wrapper for nada.030 from on_adulthood. This is necessary because when
# nada.030 is called directly from on_adulthood the "is_adult = yes" trigger is
# not met as of the Conclave patch
character_event = {
    id = nada.29
    is_triggered_only = yes
    hide_window = yes
    only_women = yes
    
    trigger = {
NOT = {
has_character_flag = nada_checked
}
    }
    
    immediate = {
        character_event = { id = nada.030 days = 1 }
    }
}
 
Posted

 

First, i wanted to thank you for your mod that made me discover Crusader Kings 2. So thanks for the hard work, sir !

 

Secondly, it's odd that in a game that depicts the medieval age, there is no slavery. I found recently a slavery mod that was inspired by CK2 Expanded and thought that maybe you'd be interested to include some of it's events/actions in yours.

 

Both of mods work together of course but it messes up my traits in my save files and i thought it would maybe be better to include it in your mod since it fits the theme :) !

 

If you're not the owner of the content you posted, then please don't post it and recommend that I use it.

 

 

Sorry, I removed it. If it doesn't bother you, i can ask for his permission.

Posted

 

Sorry, I removed it. If it doesn't bother you, i can ask for his permission.

 

 

Well yea, of course you can ask for his permission. You don't need Dew to tell you that, lol. Hell, if you have the guy's permission, you could even release your work as a sub-mod, which Dew says he's alright with others doing.

Posted

 

I noticed a bug in Dark World Core. You're calling various events from on_adulthood (DWCore.10, .15, .20), but these events aren't working when called there because of a change that was introduced in 2.5. Now when the on_adulthood events trigger, the character is _not actually an adult yet_ for some bizarre reason. That means the events are called but then do nothing because the character fails the "is_adult = yes" trigger.j

 
I encountered this bug myself in Christianity Mod, and my fix was to create a new wrapper event that was called from on_adulthood and did nothing but trigger the real event a day latter. Here's what it looks like:
# Wrapper for nada.030 from on_adulthood. This is necessary because when
# nada.030 is called directly from on_adulthood the "is_adult = yes" trigger is
# not met as of the Conclave patch
character_event = {
    id = nada.29
    is_triggered_only = yes
    hide_window = yes
    only_women = yes
    
    trigger = {
NOT = {
has_character_flag = nada_checked
}
    }
    
    immediate = {
        character_event = { id = nada.030 days = 1 }
    }
}

 

 

Thanks for sharing that. I'll look to get it updated and handle it in a similar fashion.

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