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


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Posted

 

Hey guys. I have a question regarding this mod. I haven't read it on the notes yet so does it have slavery in this mod? Cause it looks almost identical to Dark World 1.25.

I've looked into the files, and I've not seen anything which looks like slavery. So my best guess would be, no slavery in the Rebuild (yet).

 

Hey is there a way you can make a patch for this that allows the special character pictures with the After the End mod. It doesn't work with the mod.

 

Have you tried adding dependencies = { "After the End" } to the .mod file ? It works for AGOT, so maybe it could do the job fine for After the End.

 

 

Yeah unfortunately it does not work.

Posted

This weekend so far should have updates for the following mods:

 

Dark World Core

Dark World Children of Lilith
Dark World Court and Commerce
Dark World Fairy Tales
 

Saturday or Sunday release time frame.

 

Biggest update of the bunch is probably the Court and Commerce which has the option to visit the Alchemist shop (city) or Mystic Hut (tribal). I'll try to post what the current change log looks like tonight, since that will likely be its completed state and I'll just have a bit of testing to do.

Posted

This weekend so far should have updates for the following mods:

 

Dark World Core

Dark World Children of Lilith

Dark World Court and Commerce

Dark World Fairy Tales

 

Saturday or Sunday release time frame.

 

Biggest update of the bunch is probably the Court and Commerce which has the option to visit the Alchemist shop (city) or Mystic Hut (tribal). I'll try to post what the current change log looks like tonight, since that will likely be its completed state and I'll just have a bit of testing to do.

Are there plans for any post beast killing Bell/Gaston content once you finish the other routes? Or do you plan on moving onto a different fairytale? If the second one, any ideas for what's to come?

Posted

 

This weekend so far should have updates for the following mods:

 

Dark World Core

Dark World Children of Lilith

Dark World Court and Commerce

Dark World Fairy Tales

 

Saturday or Sunday release time frame.

 

Biggest update of the bunch is probably the Court and Commerce which has the option to visit the Alchemist shop (city) or Mystic Hut (tribal). I'll try to post what the current change log looks like tonight, since that will likely be its completed state and I'll just have a bit of testing to do.

Are there plans for any post beast killing Bell/Gaston content once you finish the other routes? Or do you plan on moving onto a different fairytale? If the second one, any ideas for what's to come?

 

 

Well if you take Belle or Gaston as your lover or spouse, you've the special targeted decision that allows you to 'visit' them.

 

Outside of that, I do plan on having the village still be available to be visited, with things that you can see after the Beast has been slain (for example, if you've dealt with the Beast and go to the village to hunt, you've a 50-50 chance on events that are seen, one of which isn't available prior to the beast being defeated.

 

I may add some additional things, as I've ideas, but I'll probably branch out to the next fairy tale. I also will probably take a different approach, going with only one path, so there is a start and finish, and then add more paths and side branches with updates.

 

As for what I'm looking at next, I'm not 100% certain, but I've a rough idea. :)

Posted

Bah, I've failed at every idea I came up with to enable a ruler to recognize what his vassals had built.

 

I can scope to vassals and have successful checks on a number of items, just not the has_building command.

 

So, you'll need to build the relevant buildings in your capital.

Posted

Bah, I've failed at every idea I came up with to enable a ruler to recognize what his vassals had built.

 

I can scope to vassals and have successful checks on a number of items, just not the has_building command.

 

So, you'll need to build the relevant buildings in your capital.

 

maybe im just being stupid, but you tried

any_vassal = {
	any_demesne_title ={
		capital_holding = {
			has_building = {}
		}
	}
}

only checks direct vassal's counties, not baronies but should work

Posted

I was wondering if it's possible to fire off the meeting Belle event manually through the console. Is it?

 

Also, do the buildings actually do something right now besides giving modifiers, or do the events still need to be implemented?

Posted

 

 

This weekend so far should have updates for the following mods:

 

Dark World Core

Dark World Children of Lilith

Dark World Court and Commerce

Dark World Fairy Tales

 

Saturday or Sunday release time frame.

 

Biggest update of the bunch is probably the Court and Commerce which has the option to visit the Alchemist shop (city) or Mystic Hut (tribal). I'll try to post what the current change log looks like tonight, since that will likely be its completed state and I'll just have a bit of testing to do.

Are there plans for any post beast killing Bell/Gaston content once you finish the other routes? Or do you plan on moving onto a different fairytale? If the second one, any ideas for what's to come?

 

 

Well if you take Belle or Gaston as your lover or spouse, you've the special targeted decision that allows you to 'visit' them.

 

Outside of that, I do plan on having the village still be available to be visited, with things that you can see after the Beast has been slain (for example, if you've dealt with the Beast and go to the village to hunt, you've a 50-50 chance on events that are seen, one of which isn't available prior to the beast being defeated.

 

I may add some additional things, as I've ideas, but I'll probably branch out to the next fairy tale. I also will probably take a different approach, going with only one path, so there is a start and finish, and then add more paths and side branches with updates.

 

As for what I'm looking at next, I'm not 100% certain, but I've a rough idea. :)

 

I have a question about the whole lover/spouse thing. When I get them in my court, I've only noticed them become my lover. Am I doing something wrong or do I have to manually marry them?

 

Another thing that is probably an oversight, but there's an exploit to get unlimited Belles by simply visiting her once the beast is dead. You may want to add a modifier after you recruit her that prohibits you from choosing that option and thus getting one Belle as a wife and more as concubines.

 

Also on a final note. Can we get a hint for the next fairy tale or do you want to keep it a surprise?  ;)

Posted

Thanks for the great mod!

 

I'm trying to play it with HIP but the interface is all messed up (using HIP custom portraits and interface, and remedy portraits).

I deactivated remedy's portraits and the interface is back to normal but I won't hav the portraits in game..

Anyone knows how I can make the two mods work together?

Thanks in advance!!

 

(On a side note is there any other compatibility issues with HIP?)

Posted

 

I have a question about the whole lover/spouse thing. When I get them in my court, I've only noticed them become my lover. Am I doing something wrong or do I have to manually marry them?

 

Another thing that is probably an oversight, but there's an exploit to get unlimited Belles by simply visiting her once the beast is dead. You may want to add a modifier after you recruit her that prohibits you from choosing that option and thus getting one Belle as a wife and more as concubines.

 

Also on a final note. Can we get a hint for the next fairy tale or do you want to keep it a surprise?  ;)

 

 

You have to manually marry them. Since as a ruler, you're able to marry anyone you choose in your court, you're in control of the option to have them as a lover or spouse.

 

The Belle exploit was brought up by someone already and the fix is what's coming in the next patch.

 

Keeping it a surprise. Mainly because right now I think I know, but I'm very prone to changing my mind.

Thanks for the great mod!

 

I'm trying to play it with HIP but the interface is all messed up (using HIP custom portraits and interface, and remedy portraits).

I deactivated remedy's portraits and the interface is back to normal but I won't hav the portraits in game..

Anyone knows how I can make the two mods work together?

Thanks in advance!!

 

(On a side note is there any other compatibility issues with HIP?)

 

I believe someone who was a HIP user pointed out several small headaches, things like certain icons being sized differently or off center, but event wise I believe it worked. It was just UI issues caused by changes HIPS incorporated.

 

But that was many months ago, and I don't use HIPS, so I've nothing more that I can really add.

I was wondering if it's possible to fire off the meeting Belle event manually through the console. Is it?

 

Also, do the buildings actually do something right now besides giving modifiers, or do the events still need to be implemented?

 

Yes. :)

 

The patch that will be released (tomorrow since my testing resulted in head to desk pounding) adds the first building interaction type functionality.

Posted

 

Bah, I've failed at every idea I came up with to enable a ruler to recognize what his vassals had built.

 

I can scope to vassals and have successful checks on a number of items, just not the has_building command.

 

So, you'll need to build the relevant buildings in your capital.

 

maybe im just being stupid, but you tried

any_vassal = {
	any_demesne_title ={
		capital_holding = {
			has_building = {}
		}
	}
}

only checks direct vassal's counties, not baronies but should work

 

 

Bah. No luck. I didn't go with the any_demesne_title, I tried any_demense_province in my initial testing. So I gave your recommendation a try.

 

At first I thought it would work, but then I ran into the same issue I kept facing.

 

For some reason, the game chooses ONE location. Basically ignoring the any_vassal, and treating it more like random_vassal instead.

 

For the test, I went with the most recent time period, choose King Edward III, as he has money and a lot of vassals in England.

 

I built an Alchemist Shop in London, yet it doesn't recognize it, as CK2 interpreted the above to only wanting to recognize the city of Lancaster. Oh, and I did advance a couple months, just in case it was an issue where the check only updates on monthly roll-over, no luck.

 

Screen shot below:

post-9623-0-55097800-1465061399_thumb.jpg

Posted

well, the other option would be to do it AGOT style. having you command an army and go to the place where the building is.

location = {
	county = { 
		capital_holding = { has_building = ....}
	}
}

this one im sure works, i've been using it for a few submods for AGOT.

 

and it even allows you to go to a foreign country to do so. so you may not need to have the building yourself at all.

Posted

well, the other option would be to do it AGOT style. having you command an army and go to the place where the building is.

location = {
	county = { 
		capital_holding = { has_building = ....}
	}
}

this one im sure works, i've been using it for a few submods for AGOT.

 

and it even allows you to go to a foreign country to do so. so you may not need to have the building yourself at all.

 

There are a lot of things that are blocked by you being out and about in command of troops, and it seems like overkill, just to go and do some shopping.

 

I've another idea though that I'm going to try. I appreciate the recommendations, if anything, it was something I hadn't tried yet and it gave raise to more ideas.

 

Posted

 

well, the other option would be to do it AGOT style. having you command an army and go to the place where the building is.

location = {
	county = { 
		capital_holding = { has_building = ....}
	}
}

this one im sure works, i've been using it for a few submods for AGOT.

 

and it even allows you to go to a foreign country to do so. so you may not need to have the building yourself at all.

 

There are a lot of things that are blocked by you being out and about in command of troops, and it seems like overkill, just to go and do some shopping.

 

I've another idea though that I'm going to try. I appreciate the recommendations, if anything, it was something I hadn't tried yet and it gave raise to more ideas.

 

 

 

I'm not sure what you're trying to do, but.

any_vassal | Scopes to all direct vassals of a character or title. Does not include courtiers. To scope to all vassals (direct or not) consider using any_realm_character. 

any_realm_character works like any_vassal, except it includes indirect vassal and also courtiers; any_realm_lord might also work.

perhaps:

any_realm_lord = {

 any_landed_title = {

  has_building = { WORSHIPTITS_HUT }

 }

}

of course, the wiki does warn that the scope : any_landed_title : is cpu heavy. Hopefully, if this works, the scope will be limited only to the landed titles owned by these vassals. if not, there's also : any_demesne_title : , which does seem to work from a character scope, according to the wiki.

Posted

What event does the "mother_crying.dds" link to? I can't find it.

 

A child dying from mixed birth. Vampires and Werewolves are unable to mate together and the results is the death of the child. I've no idea if I still have an event for it or not, but I'm pretty certain that was the image I was going to use for it originally. I just may have canned the event though.

 

 

I'm not sure what you're trying to do, but.

any_vassal | Scopes to all direct vassals of a character or title. Does not include courtiers. To scope to all vassals (direct or not) consider using any_realm_character. 

any_realm_character works like any_vassal, except it includes indirect vassal and also courtiers; any_realm_lord might also work.

perhaps:

any_realm_lord = {

 any_landed_title = {

  has_building = { WORSHIPTITS_HUT }

 }

}

of course, the wiki does warn that the scope : any_landed_title : is cpu heavy. Hopefully, if this works, the scope will be limited only to the landed titles owned by these vassals. if not, there's also : any_demesne_title : , which does seem to work from a character scope, according to the wiki.

 

 

I don't see that working either, and I'm not even going to try it as the intent isn't for your person to be in England and potentially travel to India to go potion shopping, which if we're scoping to any_realm_lord to try and validate something, would go beyond your boundaries. The idea is finding someplace within your realm and going shopping there. The only scope with has_building checks that I've been able to get to work, is the player's own capital.

 

I can scope to vassals and hit things, but as soon as a has_building check is thrown in, it either doesn't trigger (even when conditions are met) or it randomly selects a location - even when any_x is used instead of random_x.

 

Posted

 

What event does the "mother_crying.dds" link to? I can't find it.

 

A child dying from mixed birth. Vampires and Werewolves are unable to mate together and the results is the death of the child. I've no idea if I still have an event for it or not, but I'm pretty certain that was the image I was going to use for it originally. I just may have canned the event though.

 

 

I'm not sure what you're trying to do, but.

any_vassal | Scopes to all direct vassals of a character or title. Does not include courtiers. To scope to all vassals (direct or not) consider using any_realm_character. 

any_realm_character works like any_vassal, except it includes indirect vassal and also courtiers; any_realm_lord might also work.

perhaps:

any_realm_lord = {

 any_landed_title = {

  has_building = { WORSHIPTITS_HUT }

 }

}

of course, the wiki does warn that the scope : any_landed_title : is cpu heavy. Hopefully, if this works, the scope will be limited only to the landed titles owned by these vassals. if not, there's also : any_demesne_title : , which does seem to work from a character scope, according to the wiki.

 

 

I don't see that working either, and I'm not even going to try it as the intent isn't for your person to be in England and potentially travel to India to go potion shopping, which if we're scoping to any_realm_lord to try and validate something, would go beyond your boundaries. The idea is finding someplace within your realm and going shopping there. The only scope with has_building checks that I've been able to get to work, is the player's own capital.

 

I can scope to vassals and hit things, but as soon as a has_building check is thrown in, it either doesn't trigger (even when conditions are met) or it randomly selects a location - even when any_x is used instead of random_x.

 

 

 

To clear things out: The any_realm_lord does not return all the lords from all the realms; official wiki description :

 

any_realm_lord ✓ Scopes to all landed characters within the current character's realm. It doesn't include the liege of the realm.

this means, that the any_realm_lord scope goes after ALL landed characters within the current character's realm. Now, this does mean that if you're a vassal of a realm, you'd be able to shop about pretty much anywhere in the realm, with the exception of your liege. If you're the liege however, you're unrestricted and can visit anywhere within you realm.

If you can send me the code; something that I could work with in-game, I could help you solve it tomorrow.

Posted

 

well, the other option would be to do it AGOT style. having you command an army and go to the place where the building is.

location = {
	county = { 
		capital_holding = { has_building = ....}
	}
}

this one im sure works, i've been using it for a few submods for AGOT.

 

and it even allows you to go to a foreign country to do so. so you may not need to have the building yourself at all.

 

There are a lot of things that are blocked by you being out and about in command of troops, and it seems like overkill, just to go and do some shopping.

 

I've another idea though that I'm going to try. I appreciate the recommendations, if anything, it was something I hadn't tried yet and it gave raise to more ideas.

 

 

 

Just as a comment on realism... Way back in the day it wasn't too uncommon for people to make trips to the big city once in a while to procure items they needed. So if you happen to live out in the boonies (kinda like the farmer going to market?), even if you're a noble, it wouldn't be too uncommon to spend a few days/weeks going to visit the closest large city/capital once in a while.

 

Unrelated:

I haven't played CK2 in a while (since before you split up the mods) and don't have the most recent expansion (running 2.4.1). Whenever I start a game, some event in the Dark World Creatures of the Night v1.32 is popping up within the first couple days of the game (event doesn't appear with all other mods running but this one), but it is completely blank with no options to choose and leaves me stuck. Any idea where I can find this event in the files to disable/edit it to work? With the old mod setup I'd assume it would be the event to choose your starting conditions, but even pre-emptively activating the option out of intrigue doesn't prevent this event from appearing.

Posted

 

 

Just as a comment on realism... Way back in the day it wasn't too uncommon for people to make trips to the big city once in a while to procure items they needed. So if you happen to live out in the boonies (kinda like the farmer going to market?), even if you're a noble, it wouldn't be too uncommon to spend a few days/weeks going to visit the closest large city/capital once in a while.

 

Unrelated:

I haven't played CK2 in a while (since before you split up the mods) and don't have the most recent expansion (running 2.4.1). Whenever I start a game, some event in the Dark World Creatures of the Night v1.32 is popping up within the first couple days of the game (event doesn't appear with all other mods running but this one), but it is completely blank with no options to choose and leaves me stuck. Any idea where I can find this event in the files to disable/edit it to work? With the old mod setup I'd assume it would be the event to choose your starting conditions, but even pre-emptively activating the option out of intrigue doesn't prevent this event from appearing.

 

 

You don't need the most recent DLC, however, you do need to have the most current patched version (at least 2.5.2, although they're currently up to 2.5.2.2). What you're experiencing so far has been resolved in every instance by ensuring the game had the most current patch.

 

Regarding realism - not certain what your point is, as I'm not aware of a ruler ever having had to muster their army, just to do some shopping.

Posted

Alright, just to ensure I tried everything, I gave the last two suggestions from Darkimana and Yiffmeister a try. The results are the same. It doesn't work.
 
Once again, using the most modern time period, I went with Edward the III. In the same province where his capital is, there is a city called London. I built the Alchemist shop in London (screen shot below to confirm it). However, the decision, after allowing for two months to pass, still resulted in the decision not recognizing the building (also in a screen shot below).
 
So, I'm going to go with just having the buildings in the capital. If anyone else has a recommendation - I ask that you please test it out first, and show that you're seeing a specific building within a city (not a capital, as I can hit buildings in a capital), otherwise I'll ignore it as I've wasted enough time. In all, I'd estimate that I've sunk close to six hours into it, and I'm done. So done that I'm going to get lost in some other shit tomorrow. No promises that things get released tomorrow. It may be next weekend.
 
I do appreciate the recommendations and everything. From what I can see, regardless of what the wiki says, it just isn't happening.
 
Here's the code snip so the two most recommendations can be seen (since the location => county one totally didn't want to work at all).

			OR = {
				any_realm_lord = {
					any_landed_title = {
						has_building = dw_alchemist_shop_1
					}
				}
				location = {
					county = { 
						capital_holding = { 
							has_building = dw_alchemist_shop_1 
						}
					}
				}			
			}

Edit: Attaching images is giving me an error, and I'm not in the mood to fight with it.

Edit 2: Here we go, finally. :)

 

post-9623-0-98868000-1465136416_thumb.jpgpost-9623-0-87214400-1465136455_thumb.jpg

Posted

Note - the attachments are spitting out errors and when I tried to edit the post it returned a database error. So I'm calling it a night.

Posted

Ok thanks, I figured it was version related.

 

As for realism, there are 2 ways it could play out. Do you really think a ruler is going to visit a foreign power without a few troops as an escort? Since you can take troops through neutral countries (just don't get supplies) it wouldn't be hard to travel there in command of a small party of troops.

 

Alternatively it could be a... rather violent shopping trip (raid). Only issue with this is that not everyone can raid and the realistic OPness of not paying for all those shopping goods you just stole :) (awkward non-realistic game balancing ensues).

 

 

Also, wasn't just you. I tried to access the page earlier and I was getting that database error too.

Posted

Small note - if it isn't obvious, I was raging last night at CK2, and then LL as it's database issues reared their head in trying to post. Not angry with anyone, in case I came across as snappy. It's just that with everything done, it really seems like several different approaches should work, yet they don't. So it was all frustration that arises from code not doing what it seems like code should be doing.

 

If I don't get the updates posted tonight, it'll probably be tomorrow. I do still need to distract myself, as the 'fun' of CK2 modding was dampened by wrestling with it.

Posted

Out of curiosity, anyone getting the recursive caravan visit?

 

I had a caravan that offered me dwarfs and futas for 20 times in a row. That caravan just won't leave.

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