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


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Posted

Any time a new trait gets added to a mod, old traits will be messed with -- it doesn't store character traits by name, but instead by number.  The new 'Fairy' trait introduced obviously bumped/shuffled the other traits along.  It's always recommended that when a mod upgrades to a new version, you start a new game.

Posted

I updated the core module and my immortal character was no longer immortal and became a branded slave and her children were immortal. Is this a bug or a feature of updating?

 

It's the result of the update. when I mentioned the update and it's contents, I also shared the warning about the save game not being compatible, which is normal whenever you have a new trait added.

 

Small update. Warning - Core has a new trait, which means it isn't save game compatible.

 

Posted

sweet. since i play with werewolf every game, im excited about this update. do the fairies randomly get generated, or is there a limited amount of them? do they spawn as rulers of a realm?

 

Posted

sweet. since i play with werewolf every game, im excited about this update. do the fairies randomly get generated, or is there a limited amount of them? do they spawn as rulers of a realm?

 

The fairy trait was solely added for Maleficent so far, although I've considered extending the Fairy in a Bottle event once it returns in Court and Commerce to potentially result in the fairy being eligible to join a court.

 

Plus, as I proceed, it's now in place for me if I decide to use it more often.

Posted

 

 The fairy trait was solely added for Maleficent so far, 

Ooooo! Sleeping beauty? There are so many ways to make this a truly "Dark World".

 

Edit:

 

I checked the new portraits and dang. Going all out?

 

Side note. Do you plan on going with the Disney ages or just going with whatever?

Posted

i think he will go with 16 unless it makes no sense at all. (as in old witch and young princess both being 16)

 

and i recomend to read the events/DWFairyTales.txt, some of the comments on the generation of NPCs are just hilarious

Posted

 

 

 The fairy trait was solely added for Maleficent so far, 

Ooooo! Sleeping beauty? There are so many ways to make this a truly "Dark World".

 

Edit:

 

I checked the new portraits and dang. Going all out?

 

Side note. Do you plan on going with the Disney ages or just going with whatever?

 

 

For the most part going with CK2 adult age in most cases (16).

Posted

found a bug? maybe?

 

starting on 769 as byzantine empire allowed the visit stables decision right form the start, no event from the marshall having an idea, it was there when i went to select the campaign style.

 

 

Additionally, when completing the corruption path of beaty n beast, when its time to decide on how to hunt the beast, if you choose to take her with you, and in the next event where you options are to kidnap her to hunt the beast or to honeytrap the beast, choosing any of the latter two, loops the encounter, as in you finish of the beast, wait a couple months visit again, and belle is still telling you to go after the beast.

 

everything is up to date,

 

lilith 1.32

core 1.39

court commerce 1.36

fairytales 1.36

remedy 1.35

 

 

edit: tried to look through the event chain to hunt the bug for myself, but got lost halfways the three times i had the patience to try.

 

Posted

 

 

 

 The fairy trait was solely added for Maleficent so far, 

Ooooo! Sleeping beauty? There are so many ways to make this a truly "Dark World".

 

Edit:

 

I checked the new portraits and dang. Going all out?

 

Side note. Do you plan on going with the Disney ages or just going with whatever?

 

 

For the most part going with CK2 adult age in most cases (16).

 

 

Question. How are you handling Ariel? Is there a way to mod it where she's restricted to nations connected to the coast or is she just gonna wander on in land?

 

Follow up question. These are all going to be exclusive to choices by rulers correct? I noticed that they all spawned in my game and married a bunch of dudes.

Posted

 

 

 

 

 The fairy trait was solely added for Maleficent so far, 

Ooooo! Sleeping beauty? There are so many ways to make this a truly "Dark World".

 

Edit:

 

I checked the new portraits and dang. Going all out?

 

Side note. Do you plan on going with the Disney ages or just going with whatever?

 

 

For the most part going with CK2 adult age in most cases (16).

 

 

Question. How are you handling Ariel? Is there a way to mod it where she's restricted to nations connected to the coast or is she just gonna wander on in land?

 

Follow up question. These are all going to be exclusive to choices by rulers correct? I noticed that they all spawned in my game and married a bunch of dudes.

 

 

he said that hes first going to implement majority of what he wants, before putting them in fitting area's.

 

Posted

 

 

 

 

 

 The fairy trait was solely added for Maleficent so far, 

Ooooo! Sleeping beauty? There are so many ways to make this a truly "Dark World".

 

Edit:

 

I checked the new portraits and dang. Going all out?

 

Side note. Do you plan on going with the Disney ages or just going with whatever?

 

 

For the most part going with CK2 adult age in most cases (16).

 

 

Question. How are you handling Ariel? Is there a way to mod it where she's restricted to nations connected to the coast or is she just gonna wander on in land?

 

Follow up question. These are all going to be exclusive to choices by rulers correct? I noticed that they all spawned in my game and married a bunch of dudes.

 

 

he said that hes first going to implement majority of what he wants, before putting them in fitting area's.

 

 

 

Ah, missed that part. My bad.

Posted

 

 

 

 

Question. How are you handling Ariel? Is there a way to mod it where she's restricted to nations connected to the coast or is she just gonna wander on in land?

 

Follow up question. These are all going to be exclusive to choices by rulers correct? I noticed that they all spawned in my game and married a bunch of dudes.

 

 

he said that hes first going to implement majority of what he wants, before putting them in fitting area's.

 

 

 

Ah, missed that part. My bad.

 

 

Soulcleave is correct - however, I did put the requirement that Ariel is supposed to only spawn to someone who is considered to be a seafarer or a merchant republic, since those both seem like they'd likely be near the coast. Actually trying to go with a coast specifically isn't a character condition, where the other two are, so I admittedly went with the easy road instead of trying to do a location scope within a character command, as those can be a pain, if they even work at all.

 

Posted

found a bug? maybe?

 

starting on 769 as byzantine empire allowed the visit stables decision right form the start, no event from the marshall having an idea, it was there when i went to select the campaign style.

 

 

Additionally, when completing the corruption path of beaty n beast, when its time to decide on how to hunt the beast, if you choose to take her with you, and in the next event where you options are to kidnap her to hunt the beast or to honeytrap the beast, choosing any of the latter two, loops the encounter, as in you finish of the beast, wait a couple months visit again, and belle is still telling you to go after the beast.

 

everything is up to date,

 

lilith 1.32

core 1.39

court commerce 1.36

fairytales 1.36

remedy 1.35

 

 

edit: tried to look through the event chain to hunt the bug for myself, but got lost halfways the three times i had the patience to try.

 

No idea about the stable part. The stable decision has the requirement of a global flag being in place, which is set in the Marshall's morale idea event. Unless CK2 managed to somehow not clear its global flags from your previous session, I don't see how it could be there.

 

Question on your corruption path, as it splits in two mini-paths, did you have the event where you walk in on Belle giving her father a foot job? Asking just so I know which one to focus on.

 

Edit: if you didn't see it, then the event is supposed to be you tell Belle that you're taking her, she pleads for you to reconsider, and then you either stick to your guns and have her stuffed in a wagon, or you opt instead to pursue the Beast directly. Stuffing her in the wagon is supposed to doom the village and prevent you from ever being able to visit it again. So if you do the option that's basically kidnapping her, then you shouldn't even be seeing the Visit Village decision any longer. Which is a global flag setting, so if you're already experiencing wonky global flag issues, the error you're seeing could be related.

 

Edit 2: The only thing I can think to recommend if you're having odd global issues is to take a look in the directory where your mods are, go up a level to the Crusader Kings 2 directory and then look in the logs folder, and then the error.log file. When I run my sessions, my error.log file is clean. If you've entries in there, and some of them look related to one of the mods, then I'd recommend deleting that specific mod entirely and then installing it clean.

Posted

I think it was the not sharing belle, so no father footjob.

 

but i could be wrong as i did test almost all possible paths (im sure i missed some combinations).

 

 

have you thought about doing an event for the court jester in the stables? it was the first thing that came to mind when i first saw it, to be more precise my thought was: mmm, harley would sure enjoy that, or at least i would seeing it.

but to me it really makes sense, the court jester is usually expected to do things no one with self respect would do.

Posted

Hmm.

The combination of the condition checks "has_landed_title" and "port" does not work?

If the script language is anything close to what I've learned ages ago something like has_landed_title = { port = YES } should™ do the trick.

Posted

So I noticed a minor (Completely inconsequential) commenting error in the DWFairyTales.txt file. In event 90 (the seeding event), the first two to be seeded are "Grimhilt" and "Aurora", but the listed events related to character spawn list grimhilt as being sleeping beauty's evil step mother (when she was supposed to be the evil queen from snow white), and 4 (labelled aurora in event 90) is actually snow white. Again, I doubt this is any sort of problem for the mod itself, as it appears to be mainly related to comments, not actual programming. But I thought it should be mentioned, as event 90 specifically lists "Aurora" twice in comments, once for the grimhilt part and once for the maleficent part. Other comment errors i've noticed: Ariel (little mermaid based on character trait comments) is listed as being handled later by the snow queen event, and snow white being handled by the sleeping beauty event. This is not even remotely close to being a priority, as comments have no bearing on actual programming. I imagine it could wait til after your next pass through the FairyTales mod to even bear consideration. Still, I thought it should be something mentioned for your later passes.

Posted

 

 

 

 

 

Question. How are you handling Ariel? Is there a way to mod it where she's restricted to nations connected to the coast or is she just gonna wander on in land?

 

Follow up question. These are all going to be exclusive to choices by rulers correct? I noticed that they all spawned in my game and married a bunch of dudes.

 

 

he said that hes first going to implement majority of what he wants, before putting them in fitting area's.

 

 

 

Ah, missed that part. My bad.

 

 

Soulcleave is correct - however, I did put the requirement that Ariel is supposed to only spawn to someone who is considered to be a seafarer or a merchant republic, since those both seem like they'd likely be near the coast. Actually trying to go with a coast specifically isn't a character condition, where the other two are, so I admittedly went with the easy road instead of trying to do a location scope within a character command, as those can be a pain, if they even work at all.

 

 

 

You could fiddle with the events so they only fire for specific culture groups.

 

Like Elsa and Anna events would only trigger if the ruler is a North Germanic culture.

 

Jasmine would fire for rulers in the Iranian culture group.

 

Although if we did this for all the princesses it would leave a ton of culture groups out of luck.

 

However there's also Rejected Disney Princesses. Which list historical and mythical "princesses" from around the world. Currently they have possible characters to cover every single culture group in the game. Be it for the nomadic cultures, Indian, or West and East African. In fact it list so many that you could have multiples for each culture group.

 

Covering all would probably take a lot of time. Though if you cut routes down from 5, like Beauty and the Beast, to maybe 2 with one being good and the other being a corruptive dick it'd be a substantially lighter workload.

Posted

Hmm.

The combination of the condition checks "has_landed_title" and "port" does not work?

If the script language is anything close to what I've learned ages ago something like has_landed_title = { port = YES } should™ do the trick.

 

There are a number of things that seem like they should do the trick, yet don't. :)

 

Besides, assuming the wiki is accurate, has_landed_title wants either a bool or title. So I've no idea if passing a character condition that is expecting a yes/no, a province condition with a yes/no would give you the desired result. I know that in many cases when you attempt to cross types like that, that it often doesn't work as intended.

 

I also took a look through all the decisions and the merchant republic related events in the normal game and couldn't find where it was used like you mention.

Posted

 

 

You could fiddle with the events so they only fire for specific culture groups.

 

Like Elsa and Anna events would only trigger if the ruler is a North Germanic culture.

 

Jasmine would fire for rulers in the Iranian culture group.

 

Although if we did this for all the princesses it would leave a ton of culture groups out of luck.

 

However there's also Rejected Disney Princesses. Which list historical and mythical "princesses" from around the world. Currently they have possible characters to cover every single culture group in the game. Be it for the nomadic cultures, Indian, or West and East African. In fact it list so many that you could have multiples for each culture group.

 

Covering all would probably take a lot of time. Though if you cut routes down from 5, like Beauty and the Beast, to maybe 2 with one being good and the other being a corruptive dick it'd be a substantially lighter workload.

 

 

Worrying about culture is what I said I was going to put off until later, as handling spawns locations by culture takes it into the not mod friendly category, as you've some major mods that have overhauled their cultures from what I understand (AGoT for example).

 

So, while I do at some point plan on exploring that path, it'll be later when things are more stable and things like mod compatibility patches can more readily be created without potentially having to constantly tweak them as I make regular changes.

Posted

 

Hmm.

The combination of the condition checks "has_landed_title" and "port" does not work?

If the script language is anything close to what I've learned ages ago something like has_landed_title = { port = YES } should™ do the trick.

 

There are a number of things that seem like they should do the trick, yet don't. :)

 

Besides, assuming the wiki is accurate, has_landed_title wants either a bool or title. So I've no idea if passing a character condition that is expecting a yes/no, a province condition with a yes/no would give you the desired result. I know that in many cases when you attempt to cross types like that, that it often doesn't work as intended.

 

I also took a look through all the decisions and the merchant republic related events in the normal game and couldn't find where it was used like you mention.

 

Yes the port check should return a bool and by that give the has_landed_title check what it wants.

It should not matter if one is a provincial condition and one a titular condition as the check itself is for TRUE or FALSE. Only hardship would be to somehow making sure it would check the province the title is for and not a random one or return false from the start.

 

And by the way this is an indirect programming approach, the developer has implemented checks he needs to do directly so you won't find this in the official decisions and events.

Posted

Yo, encountering a bug with the seeding event. I started searching on january 31 and found 2 snow whites, 2 ariels, and 2 grimhilts. I can only assume that the event ran twice, but I have no idea how I would check that in order to help out. March 5th, spotted two jasmines in the search window. Given that's two seperate spawn dates in the seeding event, I can only assume that that is the case.

 

Edit: So I let it go through to the final seeding, it doubled up on all of them. It's throwing them in random locations seperate from the second of themselves, and the spawns where they occur with another character (snow and grim, aurora and maleficent), they end up (I assume as intended) in the same court as the other character. Or in other words, snow and grim ended up spawning in ulster for one set, and the other set was in norway somewhere. Aurora and Maleficent spawned once in tyrconnell, and the other set spawned in bavaria. Anna and Elsa ended up spawning one part in a hindu based mercenary group, and the other set in Panda Raj. I'll check the error log and see if it noticed anything.

Posted

 

 

Hmm.

The combination of the condition checks "has_landed_title" and "port" does not work?

If the script language is anything close to what I've learned ages ago something like has_landed_title = { port = YES } should™ do the trick.

 

There are a number of things that seem like they should do the trick, yet don't. :)

 

Besides, assuming the wiki is accurate, has_landed_title wants either a bool or title. So I've no idea if passing a character condition that is expecting a yes/no, a province condition with a yes/no would give you the desired result. I know that in many cases when you attempt to cross types like that, that it often doesn't work as intended.

 

I also took a look through all the decisions and the merchant republic related events in the normal game and couldn't find where it was used like you mention.

 

Yes the port check should return a bool and by that give the has_landed_title check what it wants.

It should not matter if one is a provincial condition and one a titular condition as the check itself is for TRUE or FALSE. Only hardship would be to somehow making sure it would check the province the title is for and not a random one or return false from the start.

 

And by the way this is an indirect programming approach, the developer has implemented checks he needs to do directly so you won't find this in the official decisions and events.

 

 

We could talk all day about how something 'should' work in CK2 scripting. Much like many of us have spoken and taken different stabs at being able to verify if a building has been built anywhere within your realm, that everyone can then visit if they wanted to. There are a number of ways that it seems like you should be able to make such a thing work, yet none of them work fully as we were trying to achieve.

 

It may work, and it may not. I honestly don't know either way.

Yo, encountering a bug with the seeding event. I started searching on january 31 and found 2 snow whites, 2 ariels, and 2 grimhilts. I can only assume that the event ran twice, but I have no idea how I would check that in order to help out. March 5th, spotted two jasmines in the search window. Given that's two seperate spawn dates in the seeding event, I can only assume that that is the case.

 

Edit: So I let it go through to the final seeding, it doubled up on all of them. It's throwing them in random locations seperate from the second of themselves, and the spawns where they occur with another character (snow and grim, aurora and maleficent), they end up (I assume as intended) in the same court as the other character. Or in other words, snow and grim ended up spawning in ulster for one set, and the other set was in norway somewhere. Aurora and Maleficent spawned once in tyrconnell, and the other set spawned in bavaria. Anna and Elsa ended up spawning one part in a hindu based mercenary group, and the other set in Panda Raj. I'll check the error log and see if it noticed anything.

 

They should appear over the span of two months, starting day 30 and ending day 60, with 1-2 every 5 days in that range. I don't see how it'd duplicate, as it's triggered for just the player on start-up. Unless start-up is somehow triggering twice for the player, and if so, I can look at putting a flag check to keep it from double running.

Posted

In regards to the Fairy Tale mod, how long does it usually take to be able to visit Beauty's Village? Because in my last play through the option never appeared. :/

 

I've actually had it curiously devoid for a generation or two.  It takes time for the initial event to fire sometimes.  If it already has then be sure to check the intrigue menu.

Posted

 

 

 

 

 

 

Hmm.

The combination of the condition checks "has_landed_title" and "port" does not work?

If the script language is anything close to what I've learned ages ago something like has_landed_title = { port = YES } should™ do the trick.

 

There are a number of things that seem like they should do the trick, yet don't. :)

 

Besides, assuming the wiki is accurate, has_landed_title wants either a bool or title. So I've no idea if passing a character condition that is expecting a yes/no, a province condition with a yes/no would give you the desired result. I know that in many cases when you attempt to cross types like that, that it often doesn't work as intended.

 

I also took a look through all the decisions and the merchant republic related events in the normal game and couldn't find where it was used like you mention.

 

Yes the port check should return a bool and by that give the has_landed_title check what it wants.

It should not matter if one is a provincial condition and one a titular condition as the check itself is for TRUE or FALSE. Only hardship would be to somehow making sure it would check the province the title is for and not a random one or return false from the start.

 

And by the way this is an indirect programming approach, the developer has implemented checks he needs to do directly so you won't find this in the official decisions and events.

 

 

We could talk all day about how something 'should' work in CK2 scripting. Much like many of us have spoken and taken different stabs at being able to verify if a building has been built anywhere within your realm, that everyone can then visit if they wanted to. There are a number of ways that it seems like you should be able to make such a thing work, yet none of them work fully as we were trying to achieve.

 

It may work, and it may not. I honestly don't know either way.


Yo, encountering a bug with the seeding event. I started searching on january 31 and found 2 snow whites, 2 ariels, and 2 grimhilts. I can only assume that the event ran twice, but I have no idea how I would check that in order to help out. March 5th, spotted two jasmines in the search window. Given that's two seperate spawn dates in the seeding event, I can only assume that that is the case.

 

Edit: So I let it go through to the final seeding, it doubled up on all of them. It's throwing them in random locations seperate from the second of themselves, and the spawns where they occur with another character (snow and grim, aurora and maleficent), they end up (I assume as intended) in the same court as the other character. Or in other words, snow and grim ended up spawning in ulster for one set, and the other set was in norway somewhere. Aurora and Maleficent spawned once in tyrconnell, and the other set spawned in bavaria. Anna and Elsa ended up spawning one part in a hindu based mercenary group, and the other set in Panda Raj. I'll check the error log and see if it noticed anything.

 

They should appear over the span of two months, starting day 30 and ending day 60, with 1-2 every 5 days in that range. I don't see how it'd duplicate, as it's triggered for just the player on start-up. Unless start-up is somehow triggering twice for the player, and if so, I can look at putting a flag check to keep it from double running.

 

 

 

 

I did not mean "should" as in "it would be nice if it behaves that way, but it does not so let's request that" I did mean "should" as in "if someone does this and that if all behaves normally and without divergence it will result in this and that".

 

Sadly in more than one occasion the Clausewitz Engine does not interpret the files in the same way as an event programmer intended. Mostly that's not because of programming errors but because of the very simplistic scipting language.

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