YiffMeister Posted August 18, 2016 Posted August 18, 2016 Â Does anybody know how to create trade posts via code in ck2? I'm trying to make a decision that would in theory allow me to create trade posts in the capitals of my tributaries. Â Ideally, I would've preferred to just change the triggers for building it, but that doesn't seem possible. Beware that the create_trade_post command only works if you actually fullfil the conditions to creating the trade post in the first place (being under tp limit, owning the province if in the silk road or bbeing a coastal province if you're a republic, etc.). Â Â That'll do it. The whole reason I want this is because I want my mod to allow characters of a certain government type to be able to build forts/tps or some other settlement in foreign lands to allow the use of galleys. They're inland river people, so to speak, but the game doesn't allow you to raise galleys in counties with major rivers, so I'd have to this cheeky stuff. Maybe I can set the government type to have merchant republic behavior, but I'm not sure if I'd want that. Â
ngppgn Posted August 18, 2016 Posted August 18, 2016 Â Â Does anybody know how to create trade posts via code in ck2? I'm trying to make a decision that would in theory allow me to create trade posts in the capitals of my tributaries. Â Ideally, I would've preferred to just change the triggers for building it, but that doesn't seem possible. Beware that the create_trade_post command only works if you actually fullfil the conditions to creating the trade post in the first place (being under tp limit, owning the province if in the silk road or bbeing a coastal province if you're a republic, etc.). That'll do it. The whole reason I want this is because I want my mod to allow characters of a certain government type to be able to build forts/tps or some other settlement in foreign lands to allow the use of galleys. They're inland river people, so to speak, but the game doesn't allow you to raise galleys in counties with major rivers, so I'd have to this cheeky stuff. Maybe I can set the government type to have merchant republic behavior, but I'm not sure if I'd want that. As far as I know (could be wrong though) you cannot raise levies from special holdings (forts, tradeposts, hospitals) and that also include galleys. One thing you can do is a decision (or perhaps a settlement decision, if you fancy that more) that spawns a fleet - there is a vanilla decision where you can raise a fleet. You can take that as a template.
YiffMeister Posted August 19, 2016 Posted August 19, 2016 Â Â Â Does anybody know how to create trade posts via code in ck2? I'm trying to make a decision that would in theory allow me to create trade posts in the capitals of my tributaries. Â Ideally, I would've preferred to just change the triggers for building it, but that doesn't seem possible. Beware that the create_trade_post command only works if you actually fullfil the conditions to creating the trade post in the first place (being under tp limit, owning the province if in the silk road or bbeing a coastal province if you're a republic, etc.). That'll do it. The whole reason I want this is because I want my mod to allow characters of a certain government type to be able to build forts/tps or some other settlement in foreign lands to allow the use of galleys. They're inland river people, so to speak, but the game doesn't allow you to raise galleys in counties with major rivers, so I'd have to this cheeky stuff. Maybe I can set the government type to have merchant republic behavior, but I'm not sure if I'd want that. As far as I know (could be wrong though) you cannot raise levies from special holdings (forts, tradeposts, hospitals) and that also include galleys. One thing you can do is a decision (or perhaps a settlement decision, if you fancy that more) that spawns a fleet - there is a vanilla decision where you can raise a fleet. You can take that as a template. Â Â Hospitals aren't really a thing. Not yet, anyways. As far as I know, neither forts nor Tradeposts can raise levies/gallies mostly because there is no building or default value that gives them any troops or vessels that can be raised (forts and tradeposts only get Garrisons; no levies). That is probably the only limitation that I hope is in place. Regardless, my dreams to have an inland river otters mod has been crushed (not really). Â
ngppgn Posted August 19, 2016 Posted August 19, 2016 So, I was a bit bothered by the fact the portrait module is incopantible with essentialy every major overhaul or conversion, so I put myself at work at rendering at least some of the remarkable character portraits into standard CK2 graphical cultures. Â After a lot of CTD and bugtesting, and from my poor graphic abilities, I present you Harley (in the attached screenshot). Â Â Â Â Probably should make her less pale, the neck seems weird to me (what do you think?) and there is some technical issues with clothing (can't change them in ruler designed) but other than that is functional. Â I'll try to get the other characters in the Court and Commerce done in the similar fashion and release them as a submod, or if Dewguru wants, he can sue them in the main mod. The main virtue of these approach is being compatible with every combination of DLCs and most likely with any other mod that doesn't mess around with portrait layers and such.
TriggerBlade Posted August 19, 2016 Posted August 19, 2016 So, I was a bit bothered by the fact the portrait module is incopantible with essentialy every major overhaul or conversion, so I put myself at work at rendering at least some of the remarkable character portraits into standard CK2 graphical cultures. Â After a lot of CTD and bugtesting, and from my poor graphic abilities, I present you Harley (in the attached screenshot). Â Â Â Â Probably should make her less pale, the neck seems weird to me (what do you think?) and there is some technical issues with clothing (can't change them in ruler designed) but other than that is functional. Â I'll try to get the other characters in the Court and Commerce done in the similar fashion and release them as a submod, or if Dewguru wants, he can sue them in the main mod. The main virtue of these approach is being compatible with every combination of DLCs and most likely with any other mod that doesn't mess around with portrait layers and such. Â That's pretty impressive.
YiffMeister Posted August 20, 2016 Posted August 20, 2016 So, I was a bit bothered by the fact the portrait module is incopantible with essentialy every major overhaul or conversion, so I put myself at work at rendering at least some of the remarkable character portraits into standard CK2 graphical cultures. Â After a lot of CTD and bugtesting, and from my poor graphic abilities, I present you Harley (in the attached screenshot). Â Â Â Â Probably should make her less pale, the neck seems weird to me (what do you think?) and there is some technical issues with clothing (can't change them in ruler designed) but other than that is functional. Â I'll try to get the other characters in the Court and Commerce done in the similar fashion and release them as a submod, or if Dewguru wants, he can sue them in the main mod. The main virtue of these approach is being compatible with every combination of DLCs and most likely with any other mod that doesn't mess around with portrait layers and such. Â Meanwhile I'm stuck scratching my head over this broken ass code decisions = { otter_form_empire = { potential = { ai = no is_government_potential = otter_government religion = otterism_feminist } allow = { independent = yes real_tier = duke num_of_duke_titles = 2 religion_authority = 0.4 any_realm_title = { is_holy_site = ROOT } } effect = { hidden_tooltip = { activate_title = { title = k_otter_fem status = yes } } k_otter_fem = { grant_title = ROOT hidden_tooltip = { succession = gavelkind } } ROOT = { primary_title = { holder_scope = { any_title_under = { limit = { tier = DUKE kingdom = { has_holder = no } } any_direct_de_jure_vassal_title = { limit = { tier = COUNT NOT = { de_facto_liege = PREVPREVPREV } } any_neighboring_province = { limit = { NOT = { de_facto_liege = PREVPREVPREVPREV } kingdom = { any_de_jure_vassal_title = { title = PREVPREV } } } duchy = { PREVPREV = { de_jure_liege = PREV } } } } de_jure_liege = PREVPREV } any_title_under = { limit = { tier = COUNT location = { duchy = { kingdom = { has_holder = no } NOT = { de_jure_liege_or_above = PREVPREVPREVPREV } ROOT = { completely_controls = PREV } } } } location = { duchy = { de_jure_liege = PREVPREVPREVPREV } } } } } } } revoke_allowed = { always = no # Generic setting } ai_will_do = { factor = 0 # Zero chance the ai uses this } } } Also, you might consider NOT editing every single image so that they fit into the faces of the default CK2 portraits. You're gonna have a long bad time. Instead, make a Culture (along with the culturegfx) that contains every single of the current static portraits of the RemeDy pack on the 'cheeks' layer; This way, Dew can create every new character of his mod by giving it a dna or properties that match the specific cheek number. The only problem with that is Children; They'll inherit the graphical culture type and you'll eventually end up with clone Harleys and shit. Optimally, you'd want to have the culture group divided into smaller cultures that contain for example generic images and specific images (one containing generic werewolf images and another one containing Vladimir and Fenris, for example).
ngppgn Posted August 20, 2016 Posted August 20, 2016  So, I was a bit bothered by the fact the portrait module is incopantible with essentialy every major overhaul or conversion, so I put myself at work at rendering at least some of the remarkable character portraits into standard CK2 graphical cultures.  After a lot of CTD and bugtesting, and from my poor graphic abilities, I present you Harley (in the attached screenshot).     Probably should make her less pale, the neck seems weird to me (what do you think?) and there is some technical issues with clothing (can't change them in ruler designed) but other than that is functional.  I'll try to get the other characters in the Court and Commerce done in the similar fashion and release them as a submod, or if Dewguru wants, he can sue them in the main mod. The main virtue of these approach is being compatible with every combination of DLCs and most likely with any other mod that doesn't mess around with portrait layers and such.  Meanwhile I'm stuck scratching my head over this broken ass code decisions = { otter_form_empire = { potential = { ai = no is_government_potential = otter_government religion = otterism_feminist } allow = { independent = yes real_tier = duke num_of_duke_titles = 2 religion_authority = 0.4 any_realm_title = { is_holy_site = ROOT } } effect = { hidden_tooltip = { activate_title = { title = k_otter_fem status = yes } } k_otter_fem = { grant_title = ROOT hidden_tooltip = { succession = gavelkind } } ROOT = { primary_title = { holder_scope = { any_title_under = { limit = { tier = DUKE kingdom = { has_holder = no } } any_direct_de_jure_vassal_title = { limit = { tier = COUNT NOT = { de_facto_liege = PREVPREVPREV } } any_neighboring_province = { limit = { NOT = { de_facto_liege = PREVPREVPREVPREV } kingdom = { any_de_jure_vassal_title = { title = PREVPREV } } } duchy = { PREVPREV = { de_jure_liege = PREV } } } } de_jure_liege = PREVPREV } any_title_under = { limit = { tier = COUNT location = { duchy = { kingdom = { has_holder = no } NOT = { de_jure_liege_or_above = PREVPREVPREVPREV } ROOT = { completely_controls = PREV } } } } location = { duchy = { de_jure_liege = PREVPREVPREVPREV } } } } } } } revoke_allowed = { always = no # Generic setting } ai_will_do = { factor = 0 # Zero chance the ai uses this } } } Also, you might consider NOT editing every single image so that they fit into the faces of the default CK2 portraits. You're gonna have a long bad time. Instead, make a Culture (along with the culturegfx) that contains every single of the current static portraits of the RemeDy pack on the 'cheeks' layer; This way, Dew can create every new character of his mod by giving it a dna or properties that match the specific cheek number. The only problem with that is Children; They'll inherit the graphical culture type and you'll eventually end up with clone Harleys and shit. Optimally, you'd want to have the culture group divided into smaller cultures that contain for example generic images and specific images (one containing generic werewolf images and another one containing Vladimir and Fenris, for example).    I considered that. The problem wth that approach is that the game based in the actual culture of the character (the one that you can see in the ui) rather than on the graphical_culture (thus you would have say the Harley image with the hats and garbs from the game floating over it), so I would need to make at least one custom culture for the characters with custom portraits. That by itself would be no mayor problem -just a minor opinion  and tax malus due to cultural differences- but if any of these characters -say, Vladimir- ets landed, any of his courtiers will spawn with his culture, and therefore his portrait. THAT is a complication I don't know how to overcome.      So, I was a bit bothered by the fact the portrait module is incopantible with essentialy every major overhaul or conversion, so I put myself at work at rendering at least some of the remarkable character portraits into standard CK2 graphical cultures.  After a lot of CTD and bugtesting, and from my poor graphic abilities, I present you Harley (in the attached screenshot).     Probably should make her less pale, the neck seems weird to me (what do you think?) and there is some technical issues with clothing (can't change them in ruler designed) but other than that is functional.  I'll try to get the other characters in the Court and Commerce done in the similar fashion and release them as a submod, or if Dewguru wants, he can sue them in the main mod. The main virtue of these approach is being compatible with every combination of DLCs and most likely with any other mod that doesn't mess around with portrait layers and such.  That's pretty impressive.   Thanks!
YiffMeister Posted August 20, 2016 Posted August 20, 2016   So, I was a bit bothered by the fact the portrait module is incopantible with essentialy every major overhaul or conversion, so I put myself at work at rendering at least some of the remarkable character portraits into standard CK2 graphical cultures.  After a lot of CTD and bugtesting, and from my poor graphic abilities, I present you Harley (in the attached screenshot).     Probably should make her less pale, the neck seems weird to me (what do you think?) and there is some technical issues with clothing (can't change them in ruler designed) but other than that is functional.  I'll try to get the other characters in the Court and Commerce done in the similar fashion and release them as a submod, or if Dewguru wants, he can sue them in the main mod. The main virtue of these approach is being compatible with every combination of DLCs and most likely with any other mod that doesn't mess around with portrait layers and such.  Meanwhile I'm stuck scratching my head over this broken ass code decisions = { otter_form_empire = { potential = { ai = no is_government_potential = otter_government religion = otterism_feminist } allow = { independent = yes real_tier = duke num_of_duke_titles = 2 religion_authority = 0.4 any_realm_title = { is_holy_site = ROOT } } effect = { hidden_tooltip = { activate_title = { title = k_otter_fem status = yes } } k_otter_fem = { grant_title = ROOT hidden_tooltip = { succession = gavelkind } } ROOT = { primary_title = { holder_scope = { any_title_under = { limit = { tier = DUKE kingdom = { has_holder = no } } any_direct_de_jure_vassal_title = { limit = { tier = COUNT NOT = { de_facto_liege = PREVPREVPREV } } any_neighboring_province = { limit = { NOT = { de_facto_liege = PREVPREVPREVPREV } kingdom = { any_de_jure_vassal_title = { title = PREVPREV } } } duchy = { PREVPREV = { de_jure_liege = PREV } } } } de_jure_liege = PREVPREV } any_title_under = { limit = { tier = COUNT location = { duchy = { kingdom = { has_holder = no } NOT = { de_jure_liege_or_above = PREVPREVPREVPREV } ROOT = { completely_controls = PREV } } } } location = { duchy = { de_jure_liege = PREVPREVPREVPREV } } } } } } } revoke_allowed = { always = no # Generic setting } ai_will_do = { factor = 0 # Zero chance the ai uses this } } } Also, you might consider NOT editing every single image so that they fit into the faces of the default CK2 portraits. You're gonna have a long bad time. Instead, make a Culture (along with the culturegfx) that contains every single of the current static portraits of the RemeDy pack on the 'cheeks' layer; This way, Dew can create every new character of his mod by giving it a dna or properties that match the specific cheek number. The only problem with that is Children; They'll inherit the graphical culture type and you'll eventually end up with clone Harleys and shit. Optimally, you'd want to have the culture group divided into smaller cultures that contain for example generic images and specific images (one containing generic werewolf images and another one containing Vladimir and Fenris, for example).    I considered that. The problem wth that approach is that the game based in the actual culture of the character (the one that you can see in the ui) rather than on the graphical_culture (thus you would have say the Harley image with the hats and garbs from the game floating over it), so I would need to make at least one custom culture for the characters with custom portraits. That by itself would be no mayor problem -just a minor opinion  and tax malus due to cultural differences- but if any of these characters -say, Vladimir- ets landed, any of his courtiers will spawn with his culture, and therefore his portrait. THAT is a complication I don't know how to overcome.      So, I was a bit bothered by the fact the portrait module is incopantible with essentialy every major overhaul or conversion, so I put myself at work at rendering at least some of the remarkable character portraits into standard CK2 graphical cultures.  After a lot of CTD and bugtesting, and from my poor graphic abilities, I present you Harley (in the attached screenshot).     Probably should make her less pale, the neck seems weird to me (what do you think?) and there is some technical issues with clothing (can't change them in ruler designed) but other than that is functional.  I'll try to get the other characters in the Court and Commerce done in the similar fashion and release them as a submod, or if Dewguru wants, he can sue them in the main mod. The main virtue of these approach is being compatible with every combination of DLCs and most likely with any other mod that doesn't mess around with portrait layers and such.  That's pretty impressive.   Thanks!   Once upon a time... RemeDy lent me the portaits.gfx file of another mod. which I used for my Otter mod. Now I have my otter graphics on top of all the other bullshit except for imprisonment bars, player hue for multiplayer, and RemeDy's traits (That compatibility I added myself). Also, because I didn't want to mess with the hats and clothes and stuff layers, I instead created an 'empty' .dds file. It's as it sounds; a graphics file with fuck all in it. Then, in the Potraits.gfx I referenced all the 'otter clothes' to that. That way, my Otter ethnicity wouldn't have any clothes getting in the way. Only funny thing about it is when a human courtier converted to my culture they'd suddenly be naked. I can deal with that.  As for the problems with culture conversion. Immediate culture conversion won't be a problem, if you've referenced the graphics files to a 'body feature' like cheeks. When a character with a special culture has children, though, that's when you're gonna have trouble. I don't know if CK2 has any 'on birth' on action trigger, but apart from that possibility, is use Dew's event for boobs (the one that triggers on adulthood); and use that to change a child's graphical_culture (yes, you can change people's graphical cultures via code) from the special graphical culture back to whatever base you used for it.
JesusKreist Posted August 20, 2016 Posted August 20, 2016 Quoting posts in it's full length and glory while answering to a part of it. Ever thought of the possibilty to not inflate a thread by doing this? Ever discovered the spoiler tag?
YiffMeister Posted August 20, 2016 Posted August 20, 2016 Quoting posts in it's full length and glory while answering to a part of it. Ever thought of the possibilty to not inflate a thread by doing this? Ever discovered the spoiler tag?  Ever thought of the possibility of telling the rules to fuck off and just enjoy watching the forum burn?
Mythaltir Posted August 20, 2016 Posted August 20, 2016  Quoting posts in it's full length and glory while answering to a part of it. Ever thought of the possibilty to not inflate a thread by doing this? Ever discovered the spoiler tag?  Ever thought of the possibility of telling the rules to fuck off and just enjoy watching the forum burn?   the way he says it, comes of wrongly, but he does have a point, the spoiler tag is indeed useful when you quote big messages.
TriggerBlade Posted August 20, 2016 Posted August 20, 2016   Quoting posts in it's full length and glory while answering to a part of it. Ever thought of the possibilty to not inflate a thread by doing this? Ever discovered the spoiler tag?  Ever thought of the possibility of telling the rules to fuck off and just enjoy watching the forum burn?   the way he says it, comes of wrongly, but he does have a point, the spoiler tag is indeed useful when you quote big messages.   Everything he says comes off wrong, but yes this is a good point. The best thing to do is keep only the relevant part and insert something like [snip] as an indication that was cut. Or just quote the original post since people will get an alert either way. I was given an alert despite not being the one addressed.
YiffMeister Posted August 21, 2016 Posted August 21, 2016   Quoting posts in it's full length and glory while answering to a part of it. Ever thought of the possibilty to not inflate a thread by doing this? Ever discovered the spoiler tag?  Ever thought of the possibility of telling the rules to fuck off and just enjoy watching the forum burn?   the way he says it, comes of wrongly, but he does have a point, the spoiler tag is indeed useful when you quote big messages.   Like the master of sarcasm that I am, my own words may have come of wrongly as well. No hard feelings attached, I just like making dark jokes and being a dick in general. And yes, he's right. Deleting the unnecessary parts of quotes or tagging them up so they don't show up is useful in big quoted messages, but quite frankly I was just lazy to do it. I'll try to do it next time.  Kisses kisses, fucky fucky~ Â
anonymoustoyouall Posted August 22, 2016 Posted August 22, 2016 The mongols are split into two DLC. One is called "Horselord Content Pack" and includes cuman ethnicity (far east of the map, asian looking guys'n'gals) while the other is called "Mongol Faces" and includes the portrait for "the rest" of the mongol hordes i.e. the guys'n'gals originating farer than far east. If the portrait module shall change something that is not present this results in an empty portrait. Since that happens it is veeeeery likely you do not have a visual DLC which the module wants to change. Please read the readme to find out how you could solve that issue. Â NPC can choose to forgo immortality via decision in the DW Core Module. If the NPC is incapable s/he will shed the immortality, if s/he is older than 80 years there is a 5% chance (per day I think) s/he will do so. You can modify the simple .txt and change the values to your liking and even get rid of the decision if you want. Keep in mind immortality in CK2 is more of a curse than a boon as most age induced ailments are not prevented by immortality though. Â I have both packs, according to my launcher. Also, the NPCs losing immortality are far less than 80 years old (youngest was 16).
xanbalest Posted August 23, 2016 Posted August 23, 2016 I had the same thing happening (immortality ascension in AI characters). I think there are other things that also influence the decision to shed immortality. It might be due to the code that allows an npc to become immortal in the mod. The AI has a chance of choosing to be immortal due to certain AI behavior ranges like AI Greed and others (I think Rationality is part of it, but I'd have to look at the code again). I noticed that the ones who typically opted to rid themselves of immortality in my games didn't have one or more of the required behaviors in the right point range.
Khadir Posted August 23, 2016 Posted August 23, 2016 Well, I'm having lots of fun with those mods. Well done so far! A few small nitpicks, though: Â * The "Spend time with ..." option is way too annoying to use. You want to use it every time as soon as possible for the +5 global opinion modifier, but that means every damn month, which even at speed 3 is too often, really. It probably should have more narrative results, fewer mechanical ones. Â * Ancient vampires get +30 to intrigue. That seems ... excessive. Â * Shouldn't going to a brothel as a female ruler and having fun with female whores give you a chance at getting the "homosexual" trait, same as the male/male combination does? Probably just a missing trigger to DWCore.9200 from the right place in DWWhoring.12, to mirror the situation in DWWhoring.22. Â
dewguru Posted August 23, 2016 Author Posted August 23, 2016 Well, I'm having lots of fun with those mods. Well done so far! A few small nitpicks, though: Â * The "Spend time with ..." option is way too annoying to use. You want to use it every time as soon as possible for the +5 global opinion modifier, but that means every damn month, which even at speed 3 is too often, really. It probably should have more narrative results, fewer mechanical ones. Â * Ancient vampires get +30 to intrigue. That seems ... excessive. Â * Shouldn't going to a brothel as a female ruler and having fun with female whores give you a chance at getting the "homosexual" trait, same as the male/male combination does? Probably just a missing trigger to DWCore.9200 from the right place in DWWhoring.12, to mirror the situation in DWWhoring.22. Â Don't use the visits if they annoy you. Â +30 intrigue is definitely an error. Â Yes, and I thought they were checking, but in the end, not important enough for me to look into correcting at the moment.
Khadir Posted August 23, 2016 Posted August 23, 2016 The problem with "don't use visits" is that I hate it when I have to skip an obviously superior strategy. Â Anyway, I found one more little thing: The slave training needs to hook into on_released_from_prison. I once took a revolt leader as prisoner in battle and immediately put her to pleasure slave training. A few days later, the leader of my side enforced a win, which means she was released back into freedom and moved back to her court. Strangely enough, she continued to train herself, then upon finishing that, she ran through the three other slave training options, stopping just short of branding herself.
JesusKreist Posted August 23, 2016 Posted August 23, 2016 So ... err. Â You want the visit changed because it is too annoying but don't want the visit changed as it helps you? Â Â Â I do find +30 intrigue for an ancient vampire not _that_ much out of sense. For all intents and purposes there is only one ancient vampire and he is just that. Ancient. One of the oldest legends of vampires is the one from assyria and babylonia where Lilith is the mother of vampires. That would be more than 3000 years timeframe until the time of CK2. Even if we'd assume Vladimir is a "young" ancient vampire it would not totally be out of question he would have a very high sense for intrigue due to his age. If he'd had much lower intrigue that would mean a mere mortal could outsmart him. Unlikely to say the least.
Khadir Posted August 23, 2016 Posted August 23, 2016 You want the visit changed because it is too annoying but don't want the visit changed as it helps you? Â No, I just think that a game mechanic which relies on interrupting my other activities every so often (a month goes by fast in CK2 ....) to get the maximum benefit out of it, paired with the CK2 GUI (which, granted, the mod author can do nothing much about) is simply in dire need of a redesign. Â So, I would like the visit to change into something narrative-driven instead, so that doing so would get you different (semi-random) outcome every time and "repeat exactly ever 30 in-game days, forever" wouldn't be the optimal strategy. Â Example outcomes (can be combined): Â * Woman gets pregnant (unless both female) * You find proof of your spouse's infidelity in the bedroom * The AI character has "headache" and even if you force the sex, it's not enjoyable * Minor injury due to some more creative ideas * You totally miss an important meeting with a courier, vassal or foreign diplomat * STD transmission succesful Â
TriggerBlade Posted August 24, 2016 Posted August 24, 2016  You want the visit changed because it is too annoying but don't want the visit changed as it helps you?  No, I just think that a game mechanic which relies on interrupting my other activities every so often (a month goes by fast in CK2 ....) to get the maximum benefit out of it, paired with the CK2 GUI (which, granted, the mod author can do nothing much about) is simply in dire need of a redesign.  So, I would like the visit to change into something narrative-driven instead, so that doing so would get you different (semi-random) outcome every time and "repeat exactly ever 30 in-game days, forever" wouldn't be the optimal strategy.  Example outcomes (can be combined):  * Woman gets pregnant (unless both female) * You find proof of your spouse's infidelity in the bedroom * The AI character has "headache" and even if you force the sex, it's not enjoyable * Minor injury due to some more creative ideas * You totally miss an important meeting with a courier, vassal or foreign diplomat * STD transmission succesful   That all seems like it'd make it feel more dynamic(wouldn't mind spend time with scenes involving traps). Though that stuff sounds like it'd be deserving of its own update or one of those bonuses Dew adds when he's feeling motivated. I would(and I'm sure others) prefer he finish implementing the core things before fleshing things out to that level.  Like we still don't have arena content, vampire content, Lilith spells and religion, or the exotic emporium. After the core is implemented Dew would then flesh out placeholders, like alpha bitch and omega male content, and then that fantasy update with the orcs, elves, and other stuff he's hinted at. Then maybe Dew will get to adding a lot more variety. He's been saying for awhile that contextual stuff like culture specific events and the variation of stuff you mentioned would be the last thing to be implemented, if he wants to implement it at all.  Edit: Although Dew on multiple occasions says he's more than willing to support fan add-ons and edits. Like the now abandoned hentai add-on, and the still updated expanded slavery. I think he even has a Japanese culture thing this other guy and I worked on for when Nekos and Kitsune come into play.  So if you want to add all that yourself, make it and he'll link it in the description.  Â
Khadir Posted August 24, 2016 Posted August 24, 2016 Â Although Dew on multiple occasions says he's more than willing to support fan add-ons and edits. Like the now abandoned hentai add-on, and the still updated expanded slavery. I think he even has a Japanese culture thing this other guy and I worked on for when Nekos and Kitsune come into play. Â So if you want to add all that yourself, make it and he'll link it in the description. Â Â Â Â I'm thinking about adding the event chain myself, but my biggest problem is: How do I find out that the targeted decision dw_spend_time_with was chosen or event DWCore.100 fired, and for whom (without making it a daily event checking looking for all characters with the dw_visit_recovery flag set)? In general, triggering events without knowing and hard-coding the target event IDs in advance seems unnecessarily hard in CK2. Â ---------------- Â On another note, patch 2.6 brings quite a few new modding tools even for those of us who play without DLCs. Of particular interest to this mod: Â * Causes of death can now be customized (death by snoo snoo?) * Disease outbreaks sound interesting for simulating major magics, both positive (fairies?) and negative (necromancers?) * Traits can be "enatic" (inherited from mother to her daughters), possibly allowing something like "Succubus blood" to manifest itself in otherwise normal granddaughters, great-granddaughters and so on of succubi. * Traits can be hidden from everyone including the player for their own character (hidden = yes), hidden for everyone else (hidden_from_others = yes) and hidden from all but those with the same trait (same_trait_visibility = yes). The latter could work for vampires and similar "stealthy" monster types. Â --------------- Â Small edit: Â I'm working through the sub-mods and in the "Creatures of the Night" there is a small (though I guess not easy to trigger) bug in the "Vladimir escapes player's prison" event (DWNight.2007). The next event called clearly should be DWNight.2003 (back to scheming how to usurp power), but instead it's DWNight.1003 (Fenris' version of the event), meaning Vladimir disappears from prison, never to do anything much of note. Well, as much as someone with intrigue close to 40 can. I guess the player can then recruit him as their spymaster ... Â
dewguru Posted August 24, 2016 Author Posted August 24, 2016  You want the visit changed because it is too annoying but don't want the visit changed as it helps you?  No, I just think that a game mechanic which relies on interrupting my other activities every so often (a month goes by fast in CK2 ....) to get the maximum benefit out of it, paired with the CK2 GUI (which, granted, the mod author can do nothing much about) is simply in dire need of a redesign.  So, I would like the visit to change into something narrative-driven instead, so that doing so would get you different (semi-random) outcome every time and "repeat exactly ever 30 in-game days, forever" wouldn't be the optimal strategy.  Example outcomes (can be combined):  * Woman gets pregnant (unless both female) * You find proof of your spouse's infidelity in the bedroom * The AI character has "headache" and even if you force the sex, it's not enjoyable * Minor injury due to some more creative ideas * You totally miss an important meeting with a courier, vassal or foreign diplomat * STD transmission succesful   All I can say is that it isn't meant to interrupt your activities. It's meant solely as an option to fill the common complaint of "I've a lover or wife and it's up to the random event gods as to whether I can spend time with them or not."  Nothing more, nothing less. Like many parts, it'll probably be expanded upon slightly in the future (it's current component is already a slight improvement over the original), but the only way to ensure that it has everything you'd like to see, would be for you to roll up your sleeves and make it so.
dewguru Posted August 24, 2016 Author Posted August 24, 2016 Quick update, I'll be posting something this weekend. Time has still been limited, and the Children of Lilith's Kiss of Seduction will likely fail if you don't own the Way of Life DLC, as in order to avoid taking forever on my limited time, I'm opting to not make it completely independent at this point (which was the original goal). Â I may even post it prior to this weekend if I get a clean validation check and small play test done before then.
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