Jack Archer Posted June 5, 2016 Posted June 5, 2016 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. trying to get rid of overstock it seems
shadow1234 Posted June 5, 2016 Posted June 5, 2016 Just asking, did anyone ever encountered performance issues? Because after 100-150 years of playing my game starts to lag and freezes for few seconds like every 20 ingame days. I'm not using anything besides DW and Christianity. Anyone knows what might cause that? And no, I don't have wooden PC, 8GB of ram and Intel Core i5 2500k is enough to handle this game... I think...
Feylamia Posted June 5, 2016 Posted June 5, 2016 Hello, is there a way to get the Lilithian faith from before into the mods? I liked it much, since it was very good for female rulers. Maybe add some code from old mods into new one?
genericlogin Posted June 5, 2016 Posted June 5, 2016 Just asking, did anyone ever encountered performance issues? Because after 100-150 years of playing my game starts to lag and freezes for few seconds like every 20 ingame days. I'm not using anything besides DW and Christianity. Anyone knows what might cause that? And no, I don't have wooden PC, 8GB of ram and Intel Core i5 2500k is enough to handle this game... I think... Having a really huge court can cause performance problems. That's why there's a mechanism in the engine that's supposed to trigger an epidemic whenever you have more than a certain number of courtiers (75 by default).
shadow1234 Posted June 5, 2016 Posted June 5, 2016 Just asking, did anyone ever encountered performance issues? Because after 100-150 years of playing my game starts to lag and freezes for few seconds like every 20 ingame days. I'm not using anything besides DW and Christianity. Anyone knows what might cause that? And no, I don't have wooden PC, 8GB of ram and Intel Core i5 2500k is enough to handle this game... I think... Having a really huge court can cause performance problems. That's why there's a mechanism in the engine that's supposed to trigger an epidemic whenever you have more than a certain number of courtiers (75 by default). I've just checked and I have about 130 courtiers (probably due to inheritance of the whole kingdom), so is it possible that this mechanism does not trigger for some reason?
Ravenmane Posted June 5, 2016 Posted June 5, 2016 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.trying to get rid of overstock it seems It can do that sometimes. It goes all RNG on what part happens while the caravan lingers. Had it go right to the leave event once. Shame really since I was all set to stockpile my court with infatuated future vassals.
genericlogin Posted June 5, 2016 Posted June 5, 2016 Just asking, did anyone ever encountered performance issues? Because after 100-150 years of playing my game starts to lag and freezes for few seconds like every 20 ingame days. I'm not using anything besides DW and Christianity. Anyone knows what might cause that? And no, I don't have wooden PC, 8GB of ram and Intel Core i5 2500k is enough to handle this game... I think... Having a really huge court can cause performance problems. That's why there's a mechanism in the engine that's supposed to trigger an epidemic whenever you have more than a certain number of courtiers (75 by default). I've just checked and I have about 130 courtiers (probably due to inheritance of the whole kingdom), so is it possible that this mechanism does not trigger for some reason? I haven't played the new version of Dark World enough to tell, but it could definitely fail to trigger in the 1.25 version that was updated to work with current CK2 versions. I couldn't see why that was happening, but I had over 1,200 courtiers before I gave up on trying to play any further.
Synadria Posted June 5, 2016 Posted June 5, 2016 I hate to seem obnoxious, but I really am struggling here. How do I get this to work with 2.4.5? I'm using Core and Futa only. I got it to start up, but...I can't help but feel like something is broken so far. Like in Ruler Designer, all I had all these "portrait 1 - 120" traits. Am I missing something?
dewguru Posted June 5, 2016 Author Posted June 5, 2016 I hate to seem obnoxious, but I really am struggling here. How do I get this to work with 2.4.5? I'm using Core and Futa only. I got it to start up, but...I can't help but feel like something is broken so far. Like in Ruler Designer, all I had all these "portrait 1 - 120" traits. Am I missing something? Just so you're aware, I don't help folks trying to make it compatible with older versions of CK2. My only advice is to get the latest patch (2.5.2 doesn't require the newest DLC). The portrait traits are for custom npc's. If you're messing with them in ruler designer, it's entirely on you. Also, while the Traits are in the Core mod, they're useless without the DW ReMeDy mod.
Ravenmane Posted June 6, 2016 Posted June 6, 2016 Mey's portrait seems to have fallen through the cracks last time the portraits got updated or it calls up the wrong portrait.
Viva-la-Muerte Posted June 6, 2016 Posted June 6, 2016 any_realm_title = { OR = { owner = { de_facto_liege = ROOT } owner = { ROOT } } has_building = {} } This is my suggestion for the alchemist scope. I haven't tested it yet 'cause I'm lazy; I'll try to do it soon. And here's the updated shrine decision, with a choice to dedicate it to the character's dead father. IMO another choice should be added, otherwise the first event choice is rather useless if one's father isn't dead. japanese culture.zip
dewguru Posted June 6, 2016 Author Posted June 6, 2016 Mey's portrait seems to have fallen through the cracks last time the portraits got updated or it calls up the wrong portrait. Mey isn't in Reborn. It looks like you're trying to use the old patch with Reborn.
YiffMeister Posted June 6, 2016 Posted June 6, 2016 any_realm_title = { OR = { owner = { de_facto_liege = ROOT } owner = { ROOT } } has_building = {} } This is my suggestion for the alchemist scope. I haven't tested it yet 'cause I'm lazy; I'll try to do it soon. And here's the updated shrine decision, with a choice to dedicate it to the character's dead father. IMO another choice should be added, otherwise the first event choice is rather useless if one's father isn't dead. japanese culture.zip That might work. I'll make a decision to test it.
Viva-la-Muerte Posted June 6, 2016 Posted June 6, 2016 Tweaked the condition/scope/whatever a little and tested it, now it seems to work. any_realm_title = { AND = { has_building = dw_alchemist_shop_1 OR = { owner = { de_facto_liege = ROOT } owner = { ROOT } } } } Also, localisation file in the shrine module is .txt instead of .csv, causing it to be somewhat broken.
dewguru Posted June 6, 2016 Author Posted June 6, 2016 Tweaked the condition/scope/whatever a little and tested it, now it seems to work. any_realm_title = { AND = { has_building = dw_alchemist_shop_1 OR = { owner = { de_facto_liege = ROOT } owner = { ROOT } } } } Also, localisation file in the shrine module is .txt instead of .csv, causing it to be somewhat broken. As it's posted above broke things when I tested it. Changing owner = { ROOT } to just owner = ROOT resolved part of the issue. Then I was running into an issue where having that in the potential check was preventing the items in the allow check to display on the intrigue menu (the items that show if you meet the requirements or not). Even if I included the above code in the allow block with everything else, it was jacking up everything displayed after it. So I ran Validator, and if it is accurately assessing it, the owner check is considered invalid in that scope, so only the liege check may be triggering properly. So I removed owner = ROOT entirely (and the AND, which isn't needed, and the OR - rendered unnecessary by removing owner = ROOT) and then everything began displaying as it should. So it worked, but there is a problem with it. Based on what is there, it should only trigger for a liege. Several buildings are meant to also allow for members of the court to also visit them (such as a commander visiting the armory where they may buy a weapon or armor to augment themselves). So in the end, I'm still better off I believe just going with the old capital_scope and adjusting buildings that are visited to be based in locations that are also used as capitals (castle, tribal, etc.).
soulcleave Posted June 6, 2016 Posted June 6, 2016 Mey's portrait seems to have fallen through the cracks last time the portraits got updated or it calls up the wrong portrait. Mey isn't in Reborn. It looks like you're trying to use the old patch with Reborn. idk, i removed the patch and she still popped up, i could also get her manually with this code, taken directly from the futa event log. # .220 Special Futa Mey created for the player's court narrative_event = { id = DWFuta.220 desc = "DWFuta220" picture = futa_mey_normal title = dw_futa_special_mey is_triggered_only = yes # Triggered from .210 option = { name = "DWFuta220A" create_character = { random_traits = no dynasty = NONE female = yes name = Mey age = 18 religion = ROOT culture = ROOT health = 5.6 trait = futa trait = fair trait = genius trait = underhanded_rogue trait = dick_huge trait = tits_large trait = hedonist trait = lustful trait = brave trait = gregarious trait = cynical trait = portrait21 attributes = { diplomacy = 5 intrigue = 5 stewardship = 5 martial = 5 learning = 5 } } new_character = { set_character_flag = special_chancellor # Allows her to be set as a chancellor even though she's a woman set_character_flag = special_spymaster # Allows her to be set as a spy master even though she's a woman set_character_flag = special_treasurer # Allows her to be set as a treasurer even though she's a woman set_character_flag = special_marshal # Allows her to be set as a marshal even though she's a woman set_character_flag = special_spiritual # Allows her to be set as a spiritual leader even though she's a woman set_character_flag = dw_boobs_checked set_character_flag = dw_junk_checked set_character_flag = dw_special_npc_mey if = { # For Christianity mod compatibility, to prevent a second set of tits getting assigned later limit = { has_global_flag = christ_enabled } set_character_flag = nada_checked } } set_global_flag = dw_created_npc_mey }
dewguru Posted June 6, 2016 Author Posted June 6, 2016 Mey's portrait seems to have fallen through the cracks last time the portraits got updated or it calls up the wrong portrait. Mey isn't in Reborn. It looks like you're trying to use the old patch with Reborn. idk, i removed the patch and she still popped up, i could also get her manually with this code, taken directly from the futa event log. Heh. Well hell. You're right. It's funny, having created it, I've never triggered it in any of my play tests afterwards. And when I cleaned up the custom portraits, I removed what I had for her because I had forgotten all about that as last time she was a hunter in the old 1.25 pre-Reborn version of Dark World. I suppose I'll need to fix that.
Ravenmane Posted June 6, 2016 Posted June 6, 2016 Mey's portrait seems to have fallen through the cracks last time the portraits got updated or it calls up the wrong portrait. Mey isn't in Reborn. It looks like you're trying to use the old patch with Reborn. Not using a patch, she's in DWFuta, but her portrait isn't lining up anymore. I'm pretty sure she worked in version of 1.30 for the portrait pack but no longer exists as portrait 21 in 1.31 which is what she's currently assigned to. Edit: Well glad it's all uncovered now. She tends to be the first or second one that ends up triggered for me.
dewguru Posted June 6, 2016 Author Posted June 6, 2016 Mey's portrait seems to have fallen through the cracks last time the portraits got updated or it calls up the wrong portrait. Mey isn't in Reborn. It looks like you're trying to use the old patch with Reborn. Not using a patch, she's in DWFuta, but her portrait isn't lining up anymore. I'm pretty sure she worked in version of 1.30 for the portrait pack but no longer exists as portrait 21 in 1.31 which is what she's currently assigned to. Edit: Well glad it's all uncovered now. She tends to be the first or second one that ends up triggered for me. Somehow I end up with the dwarf option being the most frequent. :\
dewguru Posted June 6, 2016 Author Posted June 6, 2016 Updates will be hitting tonight. Uncertain how many exactly, but here's the first. v1.36 (Dark World Core) - Tweak on how on_adulthood events are handled due to the recent CK2 update (thanks genericlogin for bringing the change to my attention) - Added an event modifier to support DW Court and Commerce - Added a new on_action - on_birth check that kills the child and disassociates the child from the parents - presently used by the Alchemy shop (morning after potion called Serpent's Purge) and may be used by other mods down the road. (not fully tested)
soulcleave Posted June 6, 2016 Posted June 6, 2016 Updates will be hitting tonight. Uncertain how many exactly, but here's the first. v1.36 (Dark World Core) - Tweak on how on_adulthood events are handled due to the recent CK2 update (thanks genericlogin for bringing the change to my attention) - Added an event modifier to support DW Court and Commerce - Added a new on_action - on_birth check that kills the child and disassociates the child from the parents - presently used by the Alchemy shop (morning after potion called Serpent's Purge) and may be used by other mods down the road. (not fully tested) the potion is to bang people, but not get unfaithful lecher?
Viva-la-Muerte Posted June 6, 2016 Posted June 6, 2016 As it's posted above broke things when I tested it. Changing owner = { ROOT } to just owner = ROOT resolved part of the issue. Then I was running into an issue where having that in the potential check was preventing the items in the allow check to display on the intrigue menu (the items that show if you meet the requirements or not). Even if I included the above code in the allow block with everything else, it was jacking up everything displayed after it. So I ran Validator, and if it is accurately assessing it, the owner check is considered invalid in that scope, so only the liege check may be triggering properly. So I removed owner = ROOT entirely (and the AND, which isn't needed, and the OR - rendered unnecessary by removing owner = ROOT) and then everything began displaying as it should. So it worked, but there is a problem with it. Based on what is there, it should only trigger for a liege. Several buildings are meant to also allow for members of the court to also visit them (such as a commander visiting the armory where they may buy a weapon or armor to augment themselves). So in the end, I'm still better off I believe just going with the old capital_scope and adjusting buildings that are visited to be based in locations that are also used as capitals (castle, tribal, etc.). Making it work for a courtier would be a real pain, so I guess it would be way more simple to use the capital_scope. Either that, or using a province flag where such a shop is built, but I don't even know how such a thing would be possible. There's no on_action for building completiion, as far as I know. Still, I'm pretty happy that we've been able to work through this one. It could come in handy later.
dewguru Posted June 6, 2016 Author Posted June 6, 2016 As it's posted above broke things when I tested it. Changing owner = { ROOT } to just owner = ROOT resolved part of the issue. Then I was running into an issue where having that in the potential check was preventing the items in the allow check to display on the intrigue menu (the items that show if you meet the requirements or not). Even if I included the above code in the allow block with everything else, it was jacking up everything displayed after it. So I ran Validator, and if it is accurately assessing it, the owner check is considered invalid in that scope, so only the liege check may be triggering properly. So I removed owner = ROOT entirely (and the AND, which isn't needed, and the OR - rendered unnecessary by removing owner = ROOT) and then everything began displaying as it should. So it worked, but there is a problem with it. Based on what is there, it should only trigger for a liege. Several buildings are meant to also allow for members of the court to also visit them (such as a commander visiting the armory where they may buy a weapon or armor to augment themselves). So in the end, I'm still better off I believe just going with the old capital_scope and adjusting buildings that are visited to be based in locations that are also used as capitals (castle, tribal, etc.). Making it work for a courtier would be a real pain, so I guess it would be way more simple to use the capital_scope. Either that, or using a province flag where such a shop is built, but I don't even know how such a thing would be possible. There's no on_action for building completiion, as far as I know. Still, I'm pretty happy that we've been able to work through this one. It could come in handy later. Yes I agree that it may indeed come in useful down the road. I may end up leaving it in for the buying potion option, along with the capital scope - so it'll be in the mod and I can use or trim it based on future building interactions.
Alexsis Posted June 6, 2016 Posted June 6, 2016 I hate to seem obnoxious, but I really am struggling here. How do I get this to work with 2.4.5? I'm using Core and Futa only. I got it to start up, but...I can't help but feel like something is broken so far. Like in Ruler Designer, all I had all these "portrait 1 - 120" traits. Am I missing something? If you're going to use an old game version I'd recommend just using the old DarkWorld v1.25 mod (before he split it up, can be found in its own thread on this forum). Post CK2 v2.5 there seem to have been a lot of changes in the base game that makes it hard to have backwards compatible mods. Not saying you couldn't do it if you're really determined and know what you're doing, but it would certainly be much easier to just use an older version of the mod. Those portraits traits are called by the ReMeDy Custom Portraits mod to provide different pictures for various characters/other traits. Without this mod those traits don't have any functional use.
Charli Posted June 6, 2016 Posted June 6, 2016 Mey's portrait seems to have fallen through the cracks last time the portraits got updated or it calls up the wrong portrait. Mey isn't in Reborn. It looks like you're trying to use the old patch with Reborn. Not using a patch, she's in DWFuta, but her portrait isn't lining up anymore. I'm pretty sure she worked in version of 1.30 for the portrait pack but no longer exists as portrait 21 in 1.31 which is what she's currently assigned to. Edit: Well glad it's all uncovered now. She tends to be the first or second one that ends up triggered for me. Somehow I end up with the dwarf option being the most frequent. :\ I have the same problem
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