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


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Posted

I can confirm that the latest version of the fairy tale sub mod does indeed give you infinate belles for your court after dealing with the beast.

 

Let me try this again and see if the site or my browser is going to crap out on me again.

 

The issue turns out to be that I've not uploaded the latest patch yet. DW Fairy Tales 1.34 presently addresses only the multiple Belle issue. Since that didn't really seem game breaking (because a player can opt not to exploit it), I've been holding off posting it until I add more to it. So, my bad on thinking I already posted it. I knew I addressed it, I just didn't realize I was holding it still. Apologies for any confusion.

Is there an ETA on the new update? Just wondering if it's soon enough to be worth pushing back my next playthrough.

 

Nothing solid. There's a fair chance that I'll post up something on Saturday or Sunday, but I can't say it'll be the major update, which would be the DW Court and Commerce mod which has gotten most of my attention this week.

Posted

 

Quick bug report for fairy tales. After dealing with the beast, you can spawn infinite belles by visiting the cobbler and choosing the option to visit her.

 

What version of Fairy Tales are you running?

 

I'm asking because the last release should have addressed that.

 

 

1.33

Posted

As said before the A.I. is not supposed to use the decision which fires the event in the first place. It has gotten two "NOPE!" for them written in it.

You either have a corrupt game or a conflicting mod.

I do not see how it could be fixed. Write a third "NOPE!" into the decision?

Posted

Was the infinite Harley thing ever fixed? Because the AI spawns hundreds of them.

I checked the files of both reborn and rebuild and both seemed to be programmed with something preventing them from being used by the AI so I have no idea how they keep spawning. I mean the plague fail safe keeps kicking in across the map.

 

It's not just Harley either. Joker and the regular one spawn as well. I just can't access how many regular Jesters there are due to looking normal.

Posted

 

Was the infinite Harley thing ever fixed? Because the AI spawns hundreds of them.

I checked the files of both reborn and rebuild and both seemed to be programmed with something preventing them from being used by the AI so I have no idea how they keep spawning. I mean the plague fail safe keeps kicking in across the map.

 

It's not just Harley either. Joker and the regular one spawn as well. I just can't access how many regular Jesters there are due to looking normal.

 

I had this problem too, but 2 updates ago fixed it.

Posted

 

 

Was the infinite Harley thing ever fixed? Because the AI spawns hundreds of them.

I checked the files of both reborn and rebuild and both seemed to be programmed with something preventing them from being used by the AI so I have no idea how they keep spawning. I mean the plague fail safe keeps kicking in across the map.

 

It's not just Harley either. Joker and the regular one spawn as well. I just can't access how many regular Jesters there are due to looking normal.

 

I had this problem too, but 2 updates ago fixed it.

 

I make sure to reinstall all mods when an update comes out. Even those that haven't been updated just to be safe.

 

I also make sure to HEAVILY edit rebuild for my playthroughs that I use it for to ensure that there are no redundancies.

Posted

 

 

 

 

 

    # Player decision to seek out a Court Jester
    dw_hire_jester = {
        is_high_prio = yes
        potential = {
            ai = no
            NOT = { has_character_flag = dw_jester_shopping }
            OR = {
                is_feudal = yes
                is_tribal = yes
            }
            primary_title = {
                OR = {
                    tier = king
                    tier = emperor
                }
            }
        }
        allow = {
            prisoner = no
            has_regent = no
            NOT = {
                any_courtier = {
                    has_minor_title = title_court_jester
                }
            }
        }
        effect = {
            set_character_flag = dw_jester_shopping
            narrative_event = { id = DWCourt.1000 }
        }
        revoke_allowed = {
            always = no # Generic setting
        }
        ai_will_do = {
            factor = 0 # Zero chance the ai uses this

        }
    }
}
 

 

 

 

 

 

 

 

# .1000 Player seeks a Court Jester

narrative_event = {
id = DWCourt.1000
desc = "DWCourt1000"
picture = court_jester_tired
title = dw_wanted_court_jester
is_triggered_only = yes # Triggered by decision
option = { # Just grab a local with a sense of humor
name = "DWCourt1000A"
narrative_event = { id = DWCourt.1001 days = 2 }
}
option = { # Let's put a small fee out there for some talent
trigger = {
wealth = 5
}
name = "DWCourt1000B"
wealth = -5
random_list = {
25 = { # Joker
modifier = {
factor = 0 # If there is already a Joker in the world, we don't want this to be an option
any_rival = {
has_character_flag = dw_npc_joker
}
}
narrative_event = { id = DWCourt.1003 days = 2 }
}
75 = { # Dwarf Jester
narrative_event = { id = DWCourt.1005 days = 2 }
}
}
}
option = { # Hire one of those professional Italian comedians, a Harlequin I believe they're called
trigger = {
wealth = 10
}
name = "DWCourt1000C"
wealth = -10
narrative_event = { id = DWCourt.1006 days = 2 } # Enter Harley Quinn
}
option = { # Wait, never mind
name = "DWCourt1000D"
}
}

 

 

 

 

See what I meant?

The only entity which is allowed to execute the decision is the player.

And the only way the event fires is through the decision.

If for some inexplicable reason you end up with hundreds of harleys and jokers because the AI is spawning them something with either your CK2 is wrong or you are having a conflicting mod.

"It is the mods fault. Fix it!!!!" is the very last thing which comes to mind in this case.

Posted

 

 

 

 

 

    # Player decision to seek out a Court Jester

    dw_hire_jester = {

        is_high_prio = yes

        potential = {

            ai = no

            NOT = { has_character_flag = dw_jester_shopping }

            OR = {

                is_feudal = yes

                is_tribal = yes

            }

            primary_title = {

                OR = {

                    tier = king

                    tier = emperor

                }

            }

        }

        allow = {

            prisoner = no

            has_regent = no

            NOT = {

                any_courtier = {

                    has_minor_title = title_court_jester

                }

            }

        }

        effect = {

            set_character_flag = dw_jester_shopping

            narrative_event = { id = DWCourt.1000 }

        }

        revoke_allowed = {

            always = no # Generic setting

        }

        ai_will_do = {

            factor = 0 # Zero chance the ai uses this

        }

    }

}

 

 

 

 

 

 

 

 

# .1000 Player seeks a Court Jester

narrative_event = {
id = DWCourt.1000
desc = "DWCourt1000"
picture = court_jester_tired
title = dw_wanted_court_jester
is_triggered_only = yes # Triggered by decision
option = { # Just grab a local with a sense of humor
name = "DWCourt1000A"
narrative_event = { id = DWCourt.1001 days = 2 }
}
option = { # Let's put a small fee out there for some talent
trigger = {
wealth = 5
}
name = "DWCourt1000B"
wealth = -5
random_list = {
25 = { # Joker
modifier = {
factor = 0 # If there is already a Joker in the world, we don't want this to be an option
any_rival = {
has_character_flag = dw_npc_joker
}
}
narrative_event = { id = DWCourt.1003 days = 2 }
}
75 = { # Dwarf Jester
narrative_event = { id = DWCourt.1005 days = 2 }
}
}
}
option = { # Hire one of those professional Italian comedians, a Harlequin I believe they're called
trigger = {
wealth = 10
}
name = "DWCourt1000C"
wealth = -10
narrative_event = { id = DWCourt.1006 days = 2 } # Enter Harley Quinn
}
option = { # Wait, never mind
name = "DWCourt1000D"
}
}

 

 

 

 

See what I meant?

The only entity which is allowed to execute the decision is the player.

And the only way the event fires is through the decision.

If for some inexplicable reason you end up with hundreds of harleys and jokers because the AI is spawning them something with either your CK2 is wrong or you are having a conflicting mod.

"It is the mods fault. Fix it!!!!" is the very last thing which comes to mind in this case.

I'm not saying it's automatically the mods fault. It's entirely possible that I'm missing something. Though I've double checked and I have no idea how they are spawning.

Posted

 

 

 

 

 

 

    # Player decision to seek out a Court Jester

    dw_hire_jester = {

        is_high_prio = yes

        potential = {

            ai = no

            NOT = { has_character_flag = dw_jester_shopping }

            OR = {

                is_feudal = yes

                is_tribal = yes

            }

            primary_title = {

                OR = {

                    tier = king

                    tier = emperor

                }

            }

        }

        allow = {

            prisoner = no

            has_regent = no

            NOT = {

                any_courtier = {

                    has_minor_title = title_court_jester

                }

            }

        }

        effect = {

            set_character_flag = dw_jester_shopping

            narrative_event = { id = DWCourt.1000 }

        }

        revoke_allowed = {

            always = no # Generic setting

        }

        ai_will_do = {

            factor = 0 # Zero chance the ai uses this

        }

    }

}

 

 

 

 

 

 

 

 

# .1000 Player seeks a Court Jester

narrative_event = {
id = DWCourt.1000
desc = "DWCourt1000"
picture = court_jester_tired
title = dw_wanted_court_jester
is_triggered_only = yes # Triggered by decision
option = { # Just grab a local with a sense of humor
name = "DWCourt1000A"
narrative_event = { id = DWCourt.1001 days = 2 }
}
option = { # Let's put a small fee out there for some talent
trigger = {
wealth = 5
}
name = "DWCourt1000B"
wealth = -5
random_list = {
25 = { # Joker
modifier = {
factor = 0 # If there is already a Joker in the world, we don't want this to be an option
any_rival = {
has_character_flag = dw_npc_joker
}
}
narrative_event = { id = DWCourt.1003 days = 2 }
}
75 = { # Dwarf Jester
narrative_event = { id = DWCourt.1005 days = 2 }
}
}
}
option = { # Hire one of those professional Italian comedians, a Harlequin I believe they're called
trigger = {
wealth = 10
}
name = "DWCourt1000C"
wealth = -10
narrative_event = { id = DWCourt.1006 days = 2 } # Enter Harley Quinn
}
option = { # Wait, never mind
name = "DWCourt1000D"
}
}

 

 

 

 

See what I meant?

The only entity which is allowed to execute the decision is the player.

And the only way the event fires is through the decision.

If for some inexplicable reason you end up with hundreds of harleys and jokers because the AI is spawning them something with either your CK2 is wrong or you are having a conflicting mod.

"It is the mods fault. Fix it!!!!" is the very last thing which comes to mind in this case.

I'm not saying it's automatically the mods fault. It's entirely possible that I'm missing something. Though I've double checked and I have no idea how they are spawning.

 

 

Without knowing how your installation is, or how you "HEAVILY edit rebuild," there is little else that can really be offered.

 

Sometimes things make no sense and folks have had to blow out their mod folder, verify their installation via Steam, and then reapply the mods before everything seemed to resolve itself.

 

I've not played longer than probably 30 years in a stretch recently - as I've been testing more than playing for enjoyment, but so far I've not run into a single occurrence where the ai was running the jester event from what I could tell. There was only one Harley and no Jokers in the game world when I checked.

 

Edit: for clarification purposes - the one Harley in the game world was mine.

Posted

I think I've got the latest updates ready to post. However, it's late and I'm going to wait until tomorrow to go over things one more time before I start packaging things and posting them.

Posted

can some one please explain to me how to do a dependency  to allow dark world reborn to run with AGOT mod in the most basic simplest way since i have no experince editing mods or fiddling with game files 

(my version of crusader kings is 2.5.2.2- dark world reborn mod is the latest version and AGOT mod is the lastest version as well)

Posted

can some one please explain to me how to do a dependency  to allow dark world reborn to run with AGOT mod in the most basic simplest way since i have no experince editing mods or fiddling with game files 

 

(my version of crusader kings is 2.5.2.2- dark world reborn mod is the latest version and AGOT mod is the lastest version as well)

 

 

Dark World Mod Frequently Asked Questions (FAQ)

...

  

Q: Does someone know how to get this mod working with the AGOT Mod?

A: It's because AGOT mod overrides paths, and you need to ensure that Dark World gets loaded after. The way to do this is to add dependencies = { "A Game of Thrones" } to the .mod file. (thanks to fishface for answering this) Example in the spoiler tag.

 

 

The below is how a modified Dark World Core.mod file would look like after the dependency is added.

 

name = "Dark World Core v1.30"

path = "mod/Dark World Core"

user_dir = "Dark World Reborn Data"

dependencies = { "A Game of Thrones" }

 

 

 

Do you require directions on how to open the .mod file with a text editor of your choice? 

Posted

Heads-up, I went ahead and decided to add more, and the result will be updates that aren't save file compatible. I've added another trait, which has a high chance for reordering trait values in save files and creating havoc.

Posted

I'm noticing a trend. Will all unique characters be getting their own personalized "spend time with" option? Mey, Gastan, and Belle have them and I assume you're going to expand on Joker and Harley.

PS. Will monster slayers be returning at some point?

Posted

I'm noticing a trend. Will all unique characters be getting their own personalized "spend time with" option? Mey, Gastan, and Belle have them and I assume you're going to expand on Joker and Harley.

 

PS. Will monster slayers be returning at some point?

 

Not all of them. I'd like to do it for most of them though. Harley and Joker, as well as the two that are coming out with the next Court and Commerce update don't have their own yet, but it's on the list of things to do.

 

Monster slayers will be returning at some point.

Posted

Updates posted. Change log for the 4 updates is below.

 

v1.37 (Dark World Core)
    - Added a trait used by the latest DW Court and Commerce update
    - Added some modifiers for Whoring events from DW Court and Commerce - one which can lead to potential imprisonment if a customer attempts to 'assault or dilute' the dynasty line by cumming inside a female ruler - against her command, this can also be seen as being hypocritical if a female ruler is whoring herself, resulting in a negative opinion on herself as well.

 

v1.35 (DW Court and Commerce Mod)
    - Visit the Wizard's Tower (if you built one in your castle) - Very basic right now, only offers the chance to add a couple young mages to your court presently
    - Slavery and Whoring return (Tweaked from how it worked in some respects to the old DW 1.25 mod.
    - Some more build tweaks and a few new buildings (castle, tribal, nomad, city)
    - Targeted decision to collect the money from any pleasure slaves that you have who are also working as whores.

 

v1.34 (Dark World ReMeDy Custom Portraits)
    - Added Hermione (portrait5), Sorcey (portrait6), Frog (portrait7) used by DW Court and Commerce mod

 

v1.34 (DW Fairy Tales)
    - Fixed a bad flag check that would have allowed the player to recycle the Belle visits after adding her to your court - giving the potential for many Belles.

Posted

Updates posted. Change log for the 4 updates is below.

 

v1.37 (Dark World Core)

    - Added a trait used by the latest DW Court and Commerce update

    - Added some modifiers for Whoring events from DW Court and Commerce - one which can lead to potential imprisonment if a customer attempts to 'assault or dilute' the dynasty line by cumming inside a female ruler - against her command, this can also be seen as being hypocritical if a female ruler is whoring herself, resulting in a negative opinion on herself as well.

 

v1.35 (DW Court and Commerce Mod)

    - Visit the Wizard's Tower (if you built one in your castle) - Very basic right now, only offers the chance to add a couple young mages to your court presently

    - Slavery and Whoring return (Tweaked from how it worked in some respects to the old DW 1.25 mod.

    - Some more build tweaks and a few new buildings (castle, tribal, nomad, city)

    - Targeted decision to collect the money from any pleasure slaves that you have who are also working as whores.

 

v1.34 (Dark World ReMeDy Custom Portraits)

    - Added Hermione (portrait5), Sorcey (portrait6), Frog (portrait7) used by DW Court and Commerce mod

 

v1.34 (DW Fairy Tales)

    - Fixed a bad flag check that would have allowed the player to recycle the Belle visits after adding her to your court - giving the potential for many Belles.

Hermoine eh? this mod is starting to become really amazing. guess that solves the ancient problem of "what am i going to play"

Posted

Updates posted. Change log for the 4 updates is below.

 

v1.37 (Dark World Core)

    - Added a trait used by the latest DW Court and Commerce update

    - Added some modifiers for Whoring events from DW Court and Commerce - one which can lead to potential imprisonment if a customer attempts to 'assault or dilute' the dynasty line by cumming inside a female ruler - against her command, this can also be seen as being hypocritical if a female ruler is whoring herself, resulting in a negative opinion on herself as well.

 

v1.35 (DW Court and Commerce Mod)

    - Visit the Wizard's Tower (if you built one in your castle) - Very basic right now, only offers the chance to add a couple young mages to your court presently

    - Slavery and Whoring return (Tweaked from how it worked in some respects to the old DW 1.25 mod.

    - Some more build tweaks and a few new buildings (castle, tribal, nomad, city)

    - Targeted decision to collect the money from any pleasure slaves that you have who are also working as whores.

 

v1.34 (Dark World ReMeDy Custom Portraits)

    - Added Hermione (portrait5), Sorcey (portrait6), Frog (portrait7) used by DW Court and Commerce mod

 

v1.34 (DW Fairy Tales)

    - Fixed a bad flag check that would have allowed the player to recycle the Belle visits after adding her to your court - giving the potential for many Belles.

I love the new update!

 

Though something happened. Only a single day passed by and Hermione became a "cheap whore" and got knocked up by my father. I think adding "chaste" to her would be a good idea. Seeing as Sorcey already has lustful it'd both be more fitting and balanced.

Posted

 

I love the new update!

 

Though something happened. Only a single day passed by and Hermione became a "cheap whore" and got knocked up by my father. I think adding "chaste" to her would be a good idea. Seeing as Sorcey already has lustful it'd both be more fitting and balanced.

 

 

Hrm, I'll take a look. Hermione's ai_rationality should have been high enough to keep her out of working the brothel.

 

Interesting, using the charinfo cheat, I found that when an NPC is spawned in, their ai_x ratings aren't immediately set, and sure enough, Hermione went and worked the brothel before her ai_rationality rating was there to stop her.

 

So I got her and held off how a bit before building the Bordello, and sure enough, after about six months her ai_x ratings showed up, and after building the brothel, she's keeping away from it as intended as the years roll on.

 

I shall have to ponder things, as I really don't want to undo all of the ai_x work that I've invested so far, as I still think it's the best overall way of handling decisions.

Posted

 

can some one please explain to me how to do a dependency  to allow dark world reborn to run with AGOT mod in the most basic simplest way since i have no experince editing mods or fiddling with game files 

 

(my version of crusader kings is 2.5.2.2- dark world reborn mod is the latest version and AGOT mod is the lastest version as well)

 

 

Dark World Mod Frequently Asked Questions (FAQ)

...

  

Q: Does someone know how to get this mod working with the AGOT Mod?

A: It's because AGOT mod overrides paths, and you need to ensure that Dark World gets loaded after. The way to do this is to add dependencies = { "A Game of Thrones" } to the .mod file. (thanks to fishface for answering this) Example in the spoiler tag.

 

 

The below is how a modified Dark World Core.mod file would look like after the dependency is added.

 

name = "Dark World Core v1.30"

path = "mod/Dark World Core"

user_dir = "Dark World Reborn Data"

dependencies = { "A Game of Thrones" }

 

 

 

Do you require directions on how to open the .mod file with a text editor of your choice? 

 

yes please as i still don;t understand what i am meant to do

i also read dewguru post before posting asking for help and couldn't make any sense of it

Posted

i have the lvl 3 alchemist building in one of MY cities(not capital, but mine, not vassals) and theres no decision to go potion shopping, am i doing something wrong or is it a bug?

Posted

i have the lvl 3 alchemist building in one of MY cities(not capital, but mine, not vassals) and theres no decision to go potion shopping, am i doing something wrong or is it a bug?

 

It needs to be your capital.

Posted

 

i have the lvl 3 alchemist building in one of MY cities(not capital, but mine, not vassals) and theres no decision to go potion shopping, am i doing something wrong or is it a bug?

 

It needs to be your capital.

 

 

rip

 

Posted

 

 

I love the new update!

 

Though something happened. Only a single day passed by and Hermione became a "cheap whore" and got knocked up by my father. I think adding "chaste" to her would be a good idea. Seeing as Sorcey already has lustful it'd both be more fitting and balanced.

 

 

Hrm, I'll take a look. Hermione's ai_rationality should have been high enough to keep her out of working the brothel.

 

Interesting, using the charinfo cheat, I found that when an NPC is spawned in, their ai_x ratings aren't immediately set, and sure enough, Hermione went and worked the brothel before her ai_rationality rating was there to stop her.

 

So I got her and held off how a bit before building the Bordello, and sure enough, after about six months her ai_x ratings showed up, and after building the brothel, she's keeping away from it as intended as the years roll on.

 

I shall have to ponder things, as I really don't want to undo all of the ai_x work that I've invested so far, as I still think it's the best overall way of handling decisions.

 

Attach traits to it as well? Surely chaste, celibate, and Nun/Monk can can be used to prevent it. I mean I gave her the chaste trait and that seemed to solve it on my end.

 

PS. Futa brothel workers all use "he" pronouns. No big to me, but IDK if it is one to you.

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