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


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Posted

Ninja.. just look at the files.

 

check in common/traits/ for the trait file for DW

 

I was going through the files.  But with absolutely no knowledge of how to mods link together, I had to go through every single file one by one.

Posted

Futa is the fourth option for females in the DWCore campaign decision event. Type in "event DWCore.1" for yourself, the last option, assuming futa mod is enabled, is futa for females, trap for males.

 

Before the update, I could change the defines.lua directly. I changed the stewardship multiplier for demesne to 20.00 and it multiplied my stewardship bonus by 20 in regards to how many titles I could Directly Own. i've tried it about a dozen times and it's not working for me. That was the closest I came to creating a mod, but never did. Guess if I want to have that available as an option, I need to make the mod now myself..... well, an impolite four letter word for fornication.....

Posted

the other option for adding futa trait to a character WITHOUT doing the campaign choice event is open command console, type in "add_trait futa (Character ID)", press enter. Voila..... note, it's trap for males, adding futa to a male may cause bugginess, haven't tried it. 

Posted

okay, I think I found the issue. Not positive since I can't look at it directly without unzipping the mod file (not the .mod) for the newest mod on my list, but the mod has it's own defines.lua. So I gotta open it up and take a look I guess.....


yep... the new mod has a duplicate defines.lua, with the necessary parts changed to allow what the mod allows..... I'm glad I looked there first before I started trying to create a mod that probably wouldn't have worked..... fewer keyboards destroyed in the process I think.....

Posted

You're the real MVP, xanbalest.  Thank you so much :heart:

 

On a separate but related note, I decided to go browsing through the workshop to see what other overhaul/enhancement mods I could find and I found these two which look absolutely awesome;

 

Fantasy! by JordanDoes

Mythos by Stanley Yelnats IV  (Both of those usernames are links).

 

I don't want to activate them yet because they seem complex enough that they probably have conflicts with the dark world stuff.  SO, the question is; can anyone tell me if these will conflict, either with DW or each other?  If they will, would it be relatively easy to make DW compatible with them, or to incorporate some or all of their features into DW?

 

The issue with Fantasy! is that while it won't crash your game, it is outdated with the new map. So cultures, religions, and traits added by that mod won't translate well and the conversion doesn't work properly.

 

The issue with Mythos is that it also has Vampires, Werewolves, and Monster Slayers. So it can be conflicting with the events of both mods if you have CotN activated. A quick fix is to go into the traits of one of the mods and completely delete the double. This isn't a perfect fix since for some reason some of the events won't fire for reasons I don't understand. I can't find a fix because the modder of Mythos never named events or put notes so you can't tell which event is which unless you manually test each one. Mythos also bugs up Norse portraits.

 

Out of the two I'd only consider Mythos playable, since it is fun to work with. I've been considering modding slavery expanded to include dragons and giants from Mythos to be supported.

Posted

 

You're the real MVP, xanbalest.  Thank you so much :heart:

 

On a separate but related note, I decided to go browsing through the workshop to see what other overhaul/enhancement mods I could find and I found these two which look absolutely awesome;

 

Fantasy! by JordanDoes

Mythos by Stanley Yelnats IV  (Both of those usernames are links).

 

I don't want to activate them yet because they seem complex enough that they probably have conflicts with the dark world stuff.  SO, the question is; can anyone tell me if these will conflict, either with DW or each other?  If they will, would it be relatively easy to make DW compatible with them, or to incorporate some or all of their features into DW?

 

The issue with Fantasy! is that while it won't crash your game, it is outdated with the new map. So cultures, religions, and traits added by that mod won't translate well and the conversion doesn't work properly.

 

The issue with Mythos is that it also has Vampires, Werewolves, and Monster Slayers. So it can be conflicting with the events of both mods if you have CotN activated. A quick fix is to go into the traits of one of the mods and completely delete the double. This isn't a perfect fix since for some reason some of the events won't fire for reasons I don't understand. I can't find a fix because the modder of Mythos never named events or put notes so you can't tell which event is which unless you manually test each one. Mythos also bugs up Norse portraits.

 

Out of the two I'd only consider Mythos playable, since it is fun to work with. I've been considering modding slavery expanded to include dragons and giants from Mythos to be supported.

 

 

Thanks for the explanation; I might try tweaking those mods like you suggested.

 

Given how much those individual mods offer, I would respectfully request from dewguru and co that an updated compatibility mod or something similar be added to DW once all the core functions like lilithian religion and so forth are implemented and cleaned.

 

Is the issue with fantasy that there are mechanical crunch issues with implementing all those traits, or is it just a fluff thing?

Posted

@ninja - well i wasnt meaning for you to have to know how mods link together. .but i meant to literally look at the mod files.. and the folder structure. at the very least just by going by the folder names you have a slight idea what you might find in there. Then.. granted.. reading those files and understanding is another thing.. but starting off with trait files and looking how those are formatted, then some of the other stuff in the whole common directory inside the main games files.. can help with understanding.  but /common/traits/dw_traits.txt is the file you wanted and that defines what the traits themselves are and the actual "internal name" for what the trait is.  Using the command Xana posted earlier.. you can do that right in game to any character.  And bombshell is bombshell.. but like one of the vanilla ones.. Attractive.. is internally known as "fair" in the engine.. if you go poke around the core game files it can be very enlightening given some time.

 

and @ xana.. btw.. if you edit the demense size like you stated.. those defines work for you and all the AI as well.  To modify your demense size and not doing it for all the AI at the same time, is a locked to only player religion and/or culture.. like what i made for myself, plus a bunch of other edits that really if i wanted to could take over the entire gameworld inside of probably 100 years.. but.. whats the fun with that when you can screw with the AI at the same time? ;)

Posted

Coretex, the main reason I do the defines the way I do is simply for the auto-balancing effect. Sure, I can control however many titles I like, from barony to empire, directly, but so can the AI. Some tiny part of me views this as being a fair trade off. Then I tie up that part, put it in a burlap sack, and viciously beat it with a baseball bat by adding traits that boost my stewardship by insane amounts, followed by using the add_stewardship command to put my base stewardship at 100, leaving me with like 137 or so in that stat. :P But I should remember to not boost it by more than 10..... I put in 50, with gavelkind, I have like a max demesne over 8000 -_-' I think that's like ten times the number of actual titles that are actually in the game >.>

Guest arbiter104
Posted

Just a quick question but is it possible to change the size of body parts once started?

Go to C:\Users\YourName\Documents\Paradox Interactive\Crusader Kings II\mod\Dark World Core\common\traits and open the file there to find the trait names, like "werewolf_ancient" for example. Then in-game, you can use the commands "remove_trait example_trait" then "add_trait example_trait2" to remove what you don't want and replace it with something else. 

Posted

Just a quick question but is it possible to change the size of body parts once started?

 

 

 

Just a quick question but is it possible to change the size of body parts once started?

Go to C:\Users\YourName\Documents\Paradox Interactive\Crusader Kings II\mod\Dark World Core\common\traits and open the file there to find the trait names, like "werewolf_ancient" for example. Then in-game, you can use the commands "remove_trait example_trait" then "add_trait example_trait2" to remove what you don't want and replace it with something else. 

 

 

 

Thanks, just the info i needed.

If you just want bod parts to be larger you can skip all this and just build an alchemist shop and buy potions to enlarge... Now that I think about it, maybe potions that shrink would be a good idea too. Maybe work it in as a humiliation for the new DLC.

Posted

@ xana - Ah.. okay.. that method works too.. although my total demense size is... around 2k something.. not 8.. but yea thats a way to do it ;)   I ignore that whole "no more than 100" stat business.. i so far have not seen any negative going over 100.. but... somehow i miffed something one time and went over ...i think it was 250... and the stat reset down to double digits.  I think Paradox kinda screwed up and used an old 255 total possible value variable.. thats like dos game days.. come on paradox ;)  but So yea.. if thats a thing.. i can see not going TOO high.  

Still.. if you want to see what making your own full religion and culture is like.. 1) check out the Harem Kings mod and just check out its files.. but 2.. i can show you what i did to base off that and expand on that mod plus throw a bunch of little stuff in.  I did get a small update posted to that mod for 2.5.2 - so whats available to download wont work for 2.6 nor has all of my own personal edits in.. but it can give you an idea if you are interested. 

 

 

Posted

eh, kinda, but I'm not looking to make a game breaker mod. The thing I do works, and I'm not going to mess with too many mods beyond eugenics, DW:R, and maybe one or two others which also don't have defines. The only other thing i'd want to change about my defines would be to implement the marriage at younger ages due to the fact that that was literally a thing in the middle ages, people getting married as young as 12, for political reasons, but honestly, i'm kinda squeamish about that concept myself, so changing something merely for the AI to benefit is kinda..... well, it'd balance the overkill stats. But then i'd have to look at every person I try to marry to make sure they're actually 16. Thanks for the offer though. As for your total demense size being different, I'm not sure, but I think you might have a lower value in the multiplier than 50. Either that, or your spouse/steward/both suck as far as stewardship bonus to you goes. As for the other, I've never managed to get my numbers above 150, and I spammed tons of traits and upped my base stat to 100, and couldn't go above that. My state stewardship this time around with wife and steward added in is 271, so yeah..... After a certain amount of boost to the base stat though, it resets to 0 or something, i think trying to boost the base stat over 160ish did it last I checked. Similar things happen with the cash command if you try to go too far over 10 million, or prestige over 2 million, and piety over 1 million..... 

Posted

eh, kinda, but I'm not looking to make a game breaker mod. The thing I do works, and I'm not going to mess with too many mods beyond eugenics, DW:R, and maybe one or two others which also don't have defines. The only other thing i'd want to change about my defines would be to implement the marriage at younger ages due to the fact that that was literally a thing in the middle ages, people getting married as young as 12, for political reasons, but honestly, i'm kinda squeamish about that concept myself, so changing something merely for the AI to benefit is kinda..... well, it'd balance the overkill stats. But then i'd have to look at every person I try to marry to make sure they're actually 16. Thanks for the offer though. As for your total demense size being different, I'm not sure, but I think you might have a lower value in the multiplier than 50. Either that, or your spouse/steward/both suck as far as stewardship bonus to you goes. As for the other, I've never managed to get my numbers above 150, and I spammed tons of traits and upped my base stat to 100, and couldn't go above that. My state stewardship this time around with wife and steward added in is 271, so yeah..... After a certain amount of boost to the base stat though, it resets to 0 or something, i think trying to boost the base stat over 160ish did it last I checked. Similar things happen with the cash command if you try to go too far over 10 million, or prestige over 2 million, and piety over 1 million..... 

 

On the topic of Eugenics, pfried put out a new version a couple days ago if you didn't already get it.

Posted

awesome mod !

I love the function "spend time with".

 

Why not "play with" function with any hot girl outside court who has 90+ opinion with self.

and a defloration counter each time we deflorate a virgin girl !

it can lead to bonus stats in diplomacy for example and negative opinion toward church, and possibly achievement like "master pervert"

 

xanbalest

common/defines.lua

you can change easily age of marriage and portrait there, no need mod.

 

 

 

 

Posted

I have three questions becaus 78 pages... a bit too much to read :).

 

1. What do I need to install?

2. Does it change the map (because I made a map of my own and added a new religion, a new dynasty and some other things)?

3. Is this gay-friendly (whatever that may mean to you :))?

Posted

1. Basic understanding on how to open a compressed file and how to extract the content to the mod folder.

2. No.

3. Not unfriendly per se but it has no content in that regard whatsoever.

Posted

1. Basic understanding on how to open a compressed file and how to extract the content to the mod folder.

2. No.

3. Not unfriendly per se but it has no content in that regard whatsoever.

 

3 isn't ENTIRELY true. There is male/male content, but I haven't really gone hunting for it. The visiting brothel male decision is in place. male on gaston event exists to my knowledge. There's probably a spend time with male/male event, but I haven't really had the situation occur where I could check. There isn't a LOT of homosexual content, but there is SOME. But the large part of the content is male/female, female/female, futa/female, futa/futa, and futa/male (Very slim amount). So yeah, it's not what i'd call "Gay-unfriendly".

Posted

Should have communicated better I guess.

 

Yes there is content that is available for every thinkable combination of gender but there is no specific content only for gay which is not for "straight" couples.

Posted

It's fine, unfortunately i'm the kind of personality to be a stickler for the accurate statement. I apologize if that's aggravating or annoying. But yeah, that is true, most/all sexual options currently in the sub-mods have multi-gender/orientation support. Omega males aren't quite in yet though, and i'm sure some are hoping for that soon.

Guest arbiter104
Posted

any news on dewguru?

dewguru is kill

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