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


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Posted

Okay, after having a good hard look at what's there already, I started with enhancing the enslaving mechanics a bit. For now, it's just some design work on things like scripted events for simple things like enslaving, freeing, transferring ownership, finding a random slaver, finding a random slave and so on. Stuff you need all the time.

 

Example for the enslaving one (it needs a few more sanity checks, I guess, for example for excluding dead characters, but that's enough to see the basic idea):

# Event targets required: slave, owner
st_enslave = {
    # Don't enslave yourself
    if = { limit = { event_target:slave = { character = event_target:owner } } break = yes }
    # Slaves can't enslave
    if = { limit = { event_target:owner = { has_character_flag = st_owned_slave } } break = yes }
    
    event_target:slave = {
        set_character_flag = st_owned_slave
        set_character_flag = st_owned_by_@event_target:owner
    }
    event_target:owner = {
        set_character_flag = st_slave_owner
        set_character_flag = st_owning_@event_target:slave
    }
    log = "[slave.GetBestName] becomes slave of [owner.GetBestName]."
}

Usage as an effect in a targeted decision to enslave someone, for example (reverse ROOT and FROM if it's a targeted decision to become someone's slave):

effect = {
    ROOT = { save_event_target_as = slave }
    FROM = { save_event_target_as = owner }
    st_enslave = yes
}

The dynamic flags st_owned_by_(ID) and st_owning_(ID) will then be used to keep track of who is owned by whom exactly.

 

I'll get back to you guys when the sub-mod is done and adds actual gameplay content, I guess.

Posted

Okay, after having a good hard look at what's there already, I started with enhancing the enslaving mechanics a bit. For now, it's just some design work on things like scripted events for simple things like enslaving, freeing, transferring ownership, finding a random slaver, finding a random slave and so on. Stuff you need all the time.

 

Example for the enslaving one (it needs a few more sanity checks, I guess, for example for excluding dead characters, but that's enough to see the basic idea):

# Event targets required: slave, owner
st_enslave = {
    # Don't enslave yourself
    if = { limit = { event_target:slave = { character = event_target:owner } } break = yes }
    # Slaves can't enslave
    if = { limit = { event_target:owner = { has_character_flag = st_owned_slave } } break = yes }
    
    event_target:slave = {
        set_character_flag = st_owned_slave
        set_character_flag = st_owned_by_@event_target:owner
    }
    event_target:owner = {
        set_character_flag = st_slave_owner
        set_character_flag = st_owning_@event_target:slave
    }
    log = "[slave.GetBestName] becomes slave of [owner.GetBestName]."
}

Usage as an effect in a targeted decision to enslave someone, for example (reverse ROOT and FROM if it's a targeted decision to become someone's slave):

effect = {
    ROOT = { save_event_target_as = slave }
    FROM = { save_event_target_as = owner }
    st_enslave = yes
}

The dynamic flags st_owned_by_(ID) and st_owning_(ID) will then be used to keep track of who is owned by whom exactly.

 

I'll get back to you guys when the sub-mod is done and adds actual gameplay content, I guess.

 

Wait, what? Why is it only now and on this forum that I learn about dynamic flags‽

All the hacky nonsense I've had to do in its place…

Looks like I'm rewriting half my personal mods and writing a couple of others that I wanted to write but had no way to…

 

EDIT: Seriously, it's not mentioned in the changelog or the wiki.

Posted

 

Was mentionedin the "captain's log" at paradoxplaza, and shouls also be in the changelogs for one of the three latest major patches (2.3, 2.4or 2.5) I think.

 

 

 

Okay, after having a good hard look at what's there already, I started with enhancing the enslaving mechanics a bit. For now, it's just some design work on things like scripted events for simple things like enslaving, freeing, transferring ownership, finding a random slaver, finding a random slave and so on. Stuff you need all the time.

 

Example for the enslaving one (it needs a few more sanity checks, I guess, for example for excluding dead characters, but that's enough to see the basic idea):

# Event targets required: slave, owner
st_enslave = {
    # Don't enslave yourself
    if = { limit = { event_target:slave = { character = event_target:owner } } break = yes }
    # Slaves can't enslave
    if = { limit = { event_target:owner = { has_character_flag = st_owned_slave } } break = yes }
    
    event_target:slave = {
        set_character_flag = st_owned_slave
        set_character_flag = st_owned_by_@event_target:owner
    }
    event_target:owner = {
        set_character_flag = st_slave_owner
        set_character_flag = st_owning_@event_target:slave
    }
    log = "[slave.GetBestName] becomes slave of [owner.GetBestName]."
}
Usage as an effect in a targeted decision to enslave someone, for example (reverse ROOT and FROM if it's a targeted decision to become someone's slave):
effect = {
    ROOT = { save_event_target_as = slave }
    FROM = { save_event_target_as = owner }
    st_enslave = yes
}
The dynamic flags st_owned_by_(ID) and st_owning_(ID) will then be used to keep track of who is owned by whom exactly.

 

I'll get back to you guys when the sub-mod is done and adds actual gameplay content, I guess.

Wait, what? Why is it only now and on this forum that I learn about dynamic flags‽

All the hacky nonsense I've had to do in its place…

Looks like I'm rewriting half my personal mods and writing a couple of others that I wanted to write but had no way to…

 

EDIT: Seriously, it's not mentioned in the changelog or the wiki.

Posted

Just a heads up, I can confirm Reaper's Due will break my portrait pack due to the integration of masks, eyepatches, etc. I'm working on updating it now. Will finish it later tonight on my end, but it's up to Dew when to carry those changes over.

The changes are fairly simple, thankfully. The big one for me is going through each and every cultural file and correcting the layers, but all Dew would have to do is copy my files over, so no problems there.

Posted

Thank you very much for your awesome and hard work remedy! I hope it goes relatively quickly and easily! But not so quickly that you hit a hard wall and break your nose.... figuratively of course..... 

Posted

Hey guys. Sorry for bothering you, but i have some issues with game. 
First of all, I have all DLCs, version 2.5.2 and no other mods than DW mods. 

1. Succubus bugs. With my custom female byzantine vassal ruler i had issues. Big ones. She didnt get chance to establish lilithian faith, not at all. Even in final succubi form she cant cast spells. Such succubi seduction or summoning ritual / summon tentacle beast.

 

2. Building problem. Even with exotic emporeum and assassins guild on rank 2 still cant as female go shopping. Theres no option in intrigue. Also... cant hire assassins.

 

3. Maybe im wrong, but... wasnt there in mode option to sent your spymaster for kidnaping characters?

 

Please, what is wrong?

Posted

As has been said before, Dark World Reborn is still incomplete.  Dewguru is working on it, but not all the content from the pre-Reborn version is in yet.  He hasn't programmed in the Lilithian faith, or most succubus abilities, or most building abilities.  They're all coming as he gets a chance to work on it.

 

There's ways to get the pre-Reborn version working, which has those things, but I'm not sure if they still function with the latest patch.

Posted

Hey guys. Sorry for bothering you, but i have some issues with game. 

First of all, I have all DLCs, version 2.5.2 and no other mods than DW mods. 

 

1. Succubus bugs. With my custom female byzantine vassal ruler i had issues. Big ones. She didnt get chance to establish lilithian faith, not at all. Even in final succubi form she cant cast spells. Such succubi seduction or summoning ritual / summon tentacle beast.

 

2. Building problem. Even with exotic emporeum and assassins guild on rank 2 still cant as female go shopping. Theres no option in intrigue. Also... cant hire assassins.

 

3. Maybe im wrong, but... wasnt there in mode option to sent your spymaster for kidnaping characters?

 

Please, what is wrong?

 

Oh now I remember. I forgot about the Assassins.

 

As has been said before, Dark World Reborn is still incomplete.  Dewguru is working on it, but not all the content from the pre-Reborn version is in yet.  He hasn't programmed in the Lilithian faith, or most succubus abilities, or most building abilities.  They're all coming as he gets a chance to work on it.

 

There's ways to get the pre-Reborn version working, which has those things, but I'm not sure if they still function with the latest patch.

Also what this guy said.

 

Though if you're desperate, you could download the older version and frankenstein it to work with the current version. It takes A LOT of work and you'll have to reedit something every time Dew updates one of the modules. Though its still doable. I stopped doing this when prostitution was added back in so I have no idea how to update it with current versions off the top of my head..

Posted

Aaaaaah, now i get it :D. I thought 1.4 was final version for Conclave. 
Im not desperate, just confused. You know, i had plans.

I was going to create dynasty of tentacle-kin vassals, orc vassals and sacrfice every single Karling for Lilith :D.

Buuuuut, if it isnt complete, it would be better to wait. Especially because Reapers due came out.

 

Thanks for info, guys. 

Btw, Kidnaping solved. It was in Christianity mod.

Posted

I had no problems thus far with the new DLC and Dark World.

The only 'slight' inconvenience was the missing portraits of ethiopian culture leaders possibly due to the new visual DLC.

 

It is possible some things "behind the scenes" behave weirdly and/or problems surface in later stages of the game. For instance I do not know for sure if there is a bug when an epidemic hits with this mod on or not, but I suspect there is no issue there.

Posted

Hey guys. Sorry for bothering you, but i have some issues with game.

First of all, I have all DLCs, version 2.5.2 and no other mods than DW mods.

 

1. Succubus bugs. With my custom female byzantine vassal ruler i had issues. Big ones. She didnt get chance to establish lilithian faith, not at all. Even in final succubi form she cant cast spells. Such succubi seduction or summoning ritual / summon tentacle beast.

 

2. Building problem. Even with exotic emporeum and assassins guild on rank 2 still cant as female go shopping. Theres no option in intrigue. Also... cant hire assassins.

 

 

Please, what is wrong?

Define all DW files, did you Include rebuild or the base version?

Posted

Dat Ripper's Due dlc doe.

I'm having a very annoying bug with it; for some reason pagan tribes are getting events that should only trigger for nomads. wierd.

 

Also, dew. I may or may not request (pretty pls) that you insert a snippet of code that I added into one of your events for my Otterly sexy mod. I'm starting to get tired of having to add that shit in every time there's an update.

FYI I might release my personal mod into the public dildo repository that is Loverslab once I finish enough for me to be like fuckit lets upload dis biach

Posted

Nope. No rebuild one. Only reborn files.

So... I have to add rebuild files to reborn ones?

OK that just narrows down the issues to "just wait a bit, dew is still expanding everything bit by bit to get back to the previous progress."

Posted

As far as I'm aware, Lilith dosen't incorporate a Religion file at this Point, so of course you can't get that going. You have to wait for an update, or do it yourself.

As for shopping, I can do it as an event, as soon as I have a clothing Shop in my main province.

Posted

The Clothing Shop you do mean is not from Dark World.

The only working Shop in Dark World is the Alchemy Shop, and even this with a comparably meager display.

Each and every other shop does neither have items nor events.

Posted

Will this update be 2.6.1 compatible?

 

lol it would kind of be a waste of time if it wasn't, since everyone else has moved onto the latest patch, obviously.

 

Posted

I have played the 2.6.1 plus Reaper's Due dlc with my own mod and Dew's. I found no issues with Dew's mods (Core + Court and Commerce).

I don't really see why there would be any problems since most of the changes were on laws and the addition of hospitals.

However, some problems with traits may occur. (I have seen some weird traits showing up in the Ruler Designer. It could be a CK2 bug but it's worth checking out)

Posted

Hey Dew regarding the Lilith update. Is this the one with the religion or are you just adding spells? I remember you mentioning that you'd leave a version up that wouldn't include the religion, but I'm just wondering if that would mean that we also wouldn't get the spells.

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