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


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Posted

haha found it!!! i found the hidden brothel!!! there was only 1 brothel in ALL the EMPIRE (with a size of 743) and it totally destoyed everything T.T  bwahahahahahahahahaha

 

i do propose that ruler gets trait lunatic if anyone in the realm builds a brothel!! it DOES make sense, i nearly lost my sanity there.

 

speaking of lunatic...

 

there is an event where you do outlaw prostitution, so any plans on making it work with DW? it would be a nice touch, albeit overly complicated and too much work.

 

Bwahahahahaha i FOUND IT!!!!! BWAHAHAHAHAHAHAHAHA

 

 

 

edit: if you do make the lunatic event of outlawing prostitution affect prostitution in DW, know that i will go lunatic half of the time, just so i can build brothels everywhere and then ban them from my realm.

 

edit2: shame, the lunatic event doesnt have such lunatic law, i think im going to make it so.

 

Does the lunatic event use a flag? If so, I can set the brothels to not work if the ruler has the flag.

 

Guys I have a problem, when I play this mod with kings of vices and slaves, new traits like tentacle, assassin start showing up. Previously these traits do not show up, am i missing something. 

 

If you had a save game with Kings of Vices and Slaves, and then you added Dark World to it, then that is what messed up everything.

 

You CANNOT add a new mod that includes traits to a save game, without that mod totally jacking up everything.

 

So it would also be the same, if you had a save with Dark World, then added the Kings of Vices and Slaves to it, assuming that mod has some traits, it would in turn create trait havoc.

 

Your only option to not have a trait mess would be to start a fresh game with the mods.

Posted

 

 

 

 

how does one add the werewolf bitch modifier to another character besides there own via console commands?

 

You can't. The only one who can is Fenris. However Dew is updating Creatures of the Night soon so you probably won't have to wait long.

 

 

Technically, this answer is both true and false. There is a work around to get it to work, and I just thought of a method that "Might" work, i'll test it later. The method I currently use is to either grant a county title to a female courtier that I want to have the modifier, then use the "charinfo" command to get said courtier's character ID, then use the "play <Character ID>" command to switch to that character, then enter the "event DWCore.1" command, which runs the DW campaign decision event. From there, I choose the options I want to apply (leading to werewolf futas with the werewolf bitch modifier..... i'm twisted, but i just like the thought of my wife having a ton of female lovers bearing her children), using multiple instances of the event command. Then, and this is the MOST IMPORTANT STEP, use the "Play <Character ID>" command to return to the original character, and use the "give_title <Province name> <Character ID>" command to return the county in question to my direct rule, as this (generally) results in the courtier returning to my court. (http://www.ckiiwiki.com/Provinces <---- this website is INVALUABLE for finding county names when the game has applied cultural name changes to counties.) Just remember that when you have finished modifying the courtier in the way you want, you use the play command to return to your original character BEFORE you use the give_title command, or else the game will instantly end. The only time this hasn't happened when I forgot is when the courtier was actually a member of my dynasty. I hope this helps.

 

Edit: so the method I thought might work does not, or at least i've not seen successful results, but I highly doubt it does work, so I won't bother mentioning it.

 

thanks for the help unfortunately this doesn't work for me everytime i have tried it all i get is a message box with the letter A in it and thats it can;t do anything else afterwards (running ck2 with all dlc except conclave and the military units) but thanks for letting me know about the play command i have taken to using it to change character and starting the dark world choice from the intrigue menu to get the werewolf bitch modifier then switch back and just adding the werewolf trait to my main character through the command console 

 

 

Fascinating. Are you sure you entered the event command correctly as I put it in up there? If so, my suggestions start with validate your installation of CK2 via the steam verify tool. (Open properties, go to the local files tab, and choose Verify integrity of game cache). It won't take very long, and any missing or damaged files in the primary game folder will be fixed. If this doesn't work, then the next problem is what mods you're using. If you're not using the most recent version of the DWCore and sub mods, I don't know if that might cause problems. If that's not the issue, then the next one is how other mods are interacting with your installation. Not having Conclave might have an effect, but don't quote me. Verifying will take the least amount of time, then open a new game and try this method again. If it doesn't work, then open the game with only the DW Reborn Mods active and try again. If that doesn't work, then reinstall your DW Reborn mods, and try again. If it still fails to work, then the problem is likely the missing dlc, which is absolutely necessary for Dewguru to know. If there are any steps others would try to perform before giving up entirely, please say so. This whole thing, not counting download times, could probably be finished in 30 minutes. If you absolutely want to get this to work, it's worth trying. Again, it's not entirely necessary though since your method, while shorter and less convoluted, also works. But it's only usable on one target by that concept. Either way, good luck!

 

have done all of the above still only get the letter A in the box and can't do anything else afterwards might be the missing dlc will buy it when i get paid and will let you know if it works then thanks for all your help 

Posted

Dew in case you didn't see it.

 

Hey Dew. Since you mentioned interest in Orc specific events, I thought of a fast way to make Orcs get in the game rather than just summoning one at a time through Lilith or Mage magic.

It could be turned into a horde event similar to Mongols and Aztecs. Portal to wherever they're summoned from opens up and they invade Earth, potentially taking over a Duchy or Kingdom. Bam, we now have 20-30 Orc NPCs. After that there could be a yearly pulse that has a random Orc spawn in the player's and/or A.I's court.

 

Posted

Updates posted:

 

Change Log:
v1.40 (Dark World Core)
- Corrected some old tax modifiers that were incorrect, no real impact on presently used mods
- New modifiers for supporting DW Creatures of Night mod
- Werewolves on becoming adults are checked to see if they already have a hunting cool down, those that do not obtain the whispers modifier (which will force an uncontrolled hunt event if the werewolf doesn't voluntarily perform one)
- Some more tweaking of opinion ratings
v1.34 (DW Creatures of Night)
- Some new werewolf hunt events, original and some based on code contributed by Rustiyeti several months ago that has been modified to fit into the current Dark World Reborn version
- Werewolves (excluding Fenris) are checked annually to see if they haven't properly subdued the call of the beast within, those who haven't will get a random event as it seeks to be quelled or consume the werewolf
- Flagged the Werewolf hunt decision as high priority so it'll prompt a player when they may go hunting
v1.37 (DW Fairy Tales)
- Added a flag to keep the princesses from spawning after every save game load. :)
v1.37 (DW Court and Commerce Mod)
- Fixed a localization entry error that was causing some confusion in the stable visit
- Added a pretrigger to ensure the Marshall Morale Building event (that allows the Stable Visit) can only be received by the player
v1.36 (Dark World ReMeDy Custom Portraits)
- Added a character used by DW Creatures of Night


 

Dew in case you didn't see it.

 

Hey Dew. Since you mentioned interest in Orc specific events, I thought of a fast way to make Orcs get in the game rather than just summoning one at a time through Lilith or Mage magic.

It could be turned into a horde event similar to Mongols and Aztecs. Portal to wherever they're summoned from opens up and they invade Earth, potentially taking over a Duchy or Kingdom. Bam, we now have 20-30 Orc NPCs. After that there could be a yearly pulse that has a random Orc spawn in the player's and/or A.I's court.

 

 

I saw it, find the idea interesting, but am unlikely to use it. Flooding a game world with that many orcs at once would almost be worthy of its own mod, as that kind of influx built into one of the other primary race based mods could lead to a mess. And right now I'm not that interested in adding another mod.

Posted

Yes guys, you are right, continuing an old save game does mess up traits, only way to fix is go back to vanilla save and start game with both mods active same time. By the way does anyone know any mod that allow better chance of capture prisoners after siege ? I notice in every late game scenario, imprisonment after siege just dry up like virgins.   

Posted

Updates posted:

 

Change Log:

v1.40 (Dark World Core)

- Corrected some old tax modifiers that were incorrect, no real impact on presently used mods

- New modifiers for supporting DW Creatures of Night mod

- Werewolves on becoming adults are checked to see if they already have a hunting cool down, those that do not obtain the whispers modifier (which will force an uncontrolled hunt event if the werewolf doesn't voluntarily perform one)

- Some more tweaking of opinion ratings

v1.34 (DW Creatures of Night)

- Some new werewolf hunt events, original and some based on code contributed by Rustiyeti several months ago that has been modified to fit into the current Dark World Reborn version

- Werewolves (excluding Fenris) are checked annually to see if they haven't properly subdued the call of the beast within, those who haven't will get a random event as it seeks to be quelled or consume the werewolf

- Flagged the Werewolf hunt decision as high priority so it'll prompt a player when they may go hunting

v1.37 (DW Fairy Tales)

- Added a flag to keep the princesses from spawning after every save game load. :)

v1.37 (DW Court and Commerce Mod)

- Fixed a localization entry error that was causing some confusion in the stable visit

- Added a pretrigger to ensure the Marshall Morale Building event (that allows the Stable Visit) can only be received by the player

v1.36 (Dark World ReMeDy Custom Portraits)

- Added a character used by DW Creatures of Night

 

Dew in case you didn't see it.

 

Hey Dew. Since you mentioned interest in Orc specific events, I thought of a fast way to make Orcs get in the game rather than just summoning one at a time through Lilith or Mage magic.

 

It could be turned into a horde event similar to Mongols and Aztecs. Portal to wherever they're summoned from opens up and they invade Earth, potentially taking over a Duchy or Kingdom. Bam, we now have 20-30 Orc NPCs. After that there could be a yearly pulse that has a random Orc spawn in the player's and/or A.I's court.

 

 

I saw it, find the idea interesting, but am unlikely to use it. Flooding a game world with that many orcs at once would almost be worthy of its own mod, as that kind of influx built into one of the other primary race based mods could lead to a mess. And right now I'm not that interested in adding another mod.

 

Thanks for the new Werewolf stuff Boss, it's most welcome, one minor problem however, from what I've been able to tell beast Whispers doesn't start out active on the player when they go wolf (not sure about kids and Fenris) so you can't hunt, which means you can't get the cool down, which means you can't get the beast whispers back, eyeballing the events I couldn't see anything else which would give you them, I did get the Elf event procing fairly often even if it wasn't needed /laugh

 

still thanks for your hard work

Posted

 

Updates posted:

 

Change Log:

v1.40 (Dark World Core)

- Corrected some old tax modifiers that were incorrect, no real impact on presently used mods

- New modifiers for supporting DW Creatures of Night mod

- Werewolves on becoming adults are checked to see if they already have a hunting cool down, those that do not obtain the whispers modifier (which will force an uncontrolled hunt event if the werewolf doesn't voluntarily perform one)

- Some more tweaking of opinion ratings

v1.34 (DW Creatures of Night)

- Some new werewolf hunt events, original and some based on code contributed by Rustiyeti several months ago that has been modified to fit into the current Dark World Reborn version

- Werewolves (excluding Fenris) are checked annually to see if they haven't properly subdued the call of the beast within, those who haven't will get a random event as it seeks to be quelled or consume the werewolf

- Flagged the Werewolf hunt decision as high priority so it'll prompt a player when they may go hunting

v1.37 (DW Fairy Tales)

- Added a flag to keep the princesses from spawning after every save game load. :)

v1.37 (DW Court and Commerce Mod)

- Fixed a localization entry error that was causing some confusion in the stable visit

- Added a pretrigger to ensure the Marshall Morale Building event (that allows the Stable Visit) can only be received by the player

v1.36 (Dark World ReMeDy Custom Portraits)

- Added a character used by DW Creatures of Night

 

Dew in case you didn't see it.

 

Hey Dew. Since you mentioned interest in Orc specific events, I thought of a fast way to make Orcs get in the game rather than just summoning one at a time through Lilith or Mage magic.

 

It could be turned into a horde event similar to Mongols and Aztecs. Portal to wherever they're summoned from opens up and they invade Earth, potentially taking over a Duchy or Kingdom. Bam, we now have 20-30 Orc NPCs. After that there could be a yearly pulse that has a random Orc spawn in the player's and/or A.I's court.

 

 

I saw it, find the idea interesting, but am unlikely to use it. Flooding a game world with that many orcs at once would almost be worthy of its own mod, as that kind of influx built into one of the other primary race based mods could lead to a mess. And right now I'm not that interested in adding another mod.

 

Thanks for the new Werewolf stuff Boss, it's most welcome, one minor problem however, from what I've been able to tell beast Whispers doesn't start out active on the player when they go wolf (not sure about kids and Fenris) so you can't hunt, which means you can't get the cool down, which means you can't get the beast whispers back, eyeballing the events I couldn't see anything else which would give you them, I did get the Elf event procing fairly often even if it wasn't needed /laugh

 

still thanks for your hard work

 

 

Bah. I'll get a fix posted.

 

Posted

Hey Dew, I think there might be an issue in the flags in the Fairy Tales submod, or where ever the flags are. "The Beast Attacks" decision isn't properly becoming unusable after it's been done. I ended up using him to assassinate just about every male member of the Karling and Isauros Dynasties before he ended up dying in a single day. He's only supposed to assassinate one target, right?

Posted

I think I might've found something but I'm unable to replicate the "bug". So the Player Character (werewolf) and his two werewolf sons were leading troops in my game. They were crushing everything because of their ridiculous martial stats and traits, and one day, during a battle, they killed each other. The two sons, who were commanders in the PC's army, were slain by PC (or his army) during battle. Their portrait indicates their death did not come at the hands of the enemy but at the hands of my PC. The PC was the first generation werewolf and thus did not have the whisper modifier (like AlexnChaos said :) ), but after that battle, the PC would periodically get "enchanted dance" (DWWerewolf.5000) event even though he did have access to hunt option (no DWWereWolf.2000 or DWWereWolf.2030 on my end at least).

Posted

So, as far as killing your sons, I think there's an event that does this in the vanilla game. Not sure what is required to make it occur, and it's been a while since I saw it, so I can't be certain if it was from vanilla or might have been in this.

Posted

I figured out how to fix the bug regarding the whispers not showing up properly, though it only works as a stop gap til the next patch fixes it. Open the command console, run command "event DWWerewolf.99". It'll give you the whispers modifier, so you can instantly hunt. If you want your children to run the event as well, put in the command as follows "event DWWerewolf.99 <character ID>". Use "Charinfo" to find the character ID to put in at the end of the event command, and it'll give them the whispers modifier as well. Good luck in your hunts!

 

Note: I do not know if this will fix the elf dance occuring randomly.

Posted

Uploaded a fix for the hunt decision not showing up.

 

v1.34a (DW Creatures of Night)
    - Boneheaded error on my part has been changed to show the hunt decision as long as the character doesn't have the cooldown modifier.
 

Posted

Hey Dew, I think there might be an issue in the flags in the Fairy Tales submod, or where ever the flags are. "The Beast Attacks" decision isn't properly becoming unusable after it's been done. I ended up using him to assassinate just about every male member of the Karling and Isauros Dynasties before he ended up dying in a single day. He's only supposed to assassinate one target, right?

 

Yes, that's the idea.

 

And I think I see the issue. I was checking the target to see if they had the flag instead of the person targeting them. I'll patch it the next C&C release.

Am I reading this wrong or are female werewolves just completely unable to dominate?

 

I don't believe there is an event that triggers for them specifically yet.

Posted

So, as far as killing your sons, I think there's an event that does this in the vanilla game. Not sure what is required to make it occur, and it's been a while since I saw it, so I can't be certain if it was from vanilla or might have been in this.

 

Get the Old Assassination mod for the whole "kill your children because you need to fix that problem" thing.  I don't exactly remember when they got rid of it in the first place.

Posted

I think the 'death in battle' thing may be a simple but long-standing bug in the core game.  If a character dies in battle against an army or flank that doesn't have a leader, the game doesn't know who to say they died in battle against -- and so it defaults back to you.

Posted

I keep having a bug that occurs when you spend the night with a women. the events that triggers is one between two men, and not male/female. This happens on and off, sometimes it will, sometimes it won't. I don't have the futa mod installed so i doubt that it's a feature.

Posted

I think the 'death in battle' thing may be a simple but long-standing bug in the core game.  If a character dies in battle against an army or flank that doesn't have a leader, the game doesn't know who to say they died in battle against -- and so it defaults back to you.

Aw, that might be the case. After loading the save today, the "death in battle" now shows the proper killers. 

Posted

How many Succubus Spells are in Reborn ... was it 4?

Cure Lovers Pox, Heal minor Injuries (i.e. Ill), heal major Injuries (i.e. wounded, maimed) and ... that's it or did I forget one?

 

There's no spell like "Grant Immortality" or "Summon Portal" in the game and there are no ressources apart from a piety cost like in "ye olde times".

Could explain why you do not find those spells and are not able to harvest your lovers ...

Posted

How many Succubus Spells are in Reborn ... was it 4?

Cure Lovers Pox, Heal minor Injuries (i.e. Ill), heal major Injuries (i.e. wounded, maimed) and ... that's it or did I forget one?

 

There's no spell like "Grant Immortality" or "Summon Portal" in the game and there are no ressources apart from a piety cost like in "ye olde times".

Could explain why you do not find those spells and are not able to harvest your lovers ...

I think there also is beautify self. (Don't know for sure, it's been a long time since I've played as a child of Lilith.

Posted

How many Succubus Spells are in Reborn ... was it 4?

Cure Lovers Pox, Heal minor Injuries (i.e. Ill), heal major Injuries (i.e. wounded, maimed) and ... that's it or did I forget one?

 

There's no spell like "Grant Immortality" or "Summon Portal" in the game and there are no ressources apart from a piety cost like in "ye olde times".

Could explain why you do not find those spells and are not able to harvest your lovers ...

 

Would it be hard to add them from original mod into reborn? I have little skill in modding crusaders kings, but I could try cannibalize some old assets from original dark world into reborn, perhaps.

Posted

The spells currently in DW:R are Lover pox purge (gets rid of lover's pox), Major heal self (Looking at the code, it removes infirm and incapable, not wounded or maimed), and Beautify self (removes various bad congenital traits, adds fair/bombshell). Immortality is given via the blood moon rituals. Heal minor and the heal major kreist mentions are not from DW:R. As for adding them, you'd have to modify a minimum of 2 files in the children of lilith mod, the events file and the decisions file, and any future updates Dewguru makes might cause complications with your submod. If you decide to do so anyways, I wish you luck.

 

Edit: I forgot to mention where to find the spells. They're all self targetting, so you right click on yourself to make the decision to use one of them. Hope that helps!

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