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


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Posted

Wohoh! nice your back, sorry life being tough, though :(

 

Thanks. I don't know if I'd call it tough necessarily. It's not bad, just a variety of events that have eaten up most of my free time. I view it more as weathering the storm than an all hands on deck type alert.

 

Also - I can't properly express how glad I am to finally have posted some updated items. Hopefully more will follow.

Posted

Life can hit hard when you're not expecting it.  Hang in there -- ride out this rough patch however you need to.  We'll be patient, and all the more appreciative when you finally have the time and inspiration you need.

Posted

So I spent my few free hours a week playing the new Deus Ex and FO4 Nuka World DLC.

Oh, how was that? Did you enjoy it? I'm envious, I haven't got a chance to use nuka world or finish Deus Ex yet. Also glad to see you're back.

Posted

 

So I spent my few free hours a week playing the new Deus Ex and FO4 Nuka World DLC.

Oh, how was that? Did you enjoy it? I'm envious, I haven't got a chance to use nuka world or finish Deus Ex yet. Also glad to see you're back.

 

 

I think Nuka World needs a fresh play through. It seems like it'd be more satisfying if I hadn't already established settlements all over the entire Commonwealth. Although you can still take them over as a raider (if you take that path), and it's fun heavily fortifying one and then attacking it. The new map itself was fun, although I wish it had the ability to build on the raider settlements there once taken over, and I also wish I could opt to off/eradicate part of the raider factions and still be on good terms with the one or two that I like. But all in all it was a neat little change of pace that I believe has a lot of mod potential.

 

I've not finished the new Deus Ex yet. I usually only pick it up when I know I'll have more than an hour uninterrupted. And since I haven't beaten it yet, I'm not really certain how far along I am. If you enjoyed the last one, I think you'll enjoy this one as well.

Posted

 

I think Nuka World needs a fresh play through. It seems like it'd be more satisfying if I hadn't already established settlements all over the entire Commonwealth. Although you can still take them over as a raider (if you take that path), and it's fun heavily fortifying one and then attacking it. The new map itself was fun, although I wish it had the ability to build on the raider settlements there once taken over, and I also wish I could opt to off/eradicate part of the raider factions and still be on good terms with the one or two that I like. But all in all it was a neat little change of pace that I believe has a lot of mod potential.

 

I've not finished the new Deus Ex yet. I usually only pick it up when I know I'll have more than an hour uninterrupted. And since I haven't beaten it yet, I'm not really certain how far along I am. If you enjoyed the last one, I think you'll enjoy this one as well.

 

 

Dew, just a real quick question: any plans on handling DW's Immortal trait and the one presented in The Reaper's Due?  Just wondering since DW's version overrides TRD's version.

Posted

It's great to hear from you again, Dew. I'm sorry that you had a massive loss of work. I'm sure that some of the new things that came in/are coming in didn't/won't help, but I think that's the downside to modding for a game actively being patched by the developer. I'm just amazed that people keep up with, and sometimes even get ahead on the development of mods. Good luck in your endeavors. I'm going to take a minor break from CK2. I started making vassals in one of my latest playthroughs and suddenly, four of them declared prepared invasions of kingdoms, one of them ON THE FAR SIDE OF THE BLOODY MAP, AND WON! Ireland and a whole kingdom in bloody india. Talk about a headache trying to consolidate the realm after that, I was like "Well, NORMALLY this would be great, if it were closer. But a certain wife ended up being a tiny bit ambitious, didn't she?".

Posted

 

 

I think Nuka World needs a fresh play through. It seems like it'd be more satisfying if I hadn't already established settlements all over the entire Commonwealth. Although you can still take them over as a raider (if you take that path), and it's fun heavily fortifying one and then attacking it. The new map itself was fun, although I wish it had the ability to build on the raider settlements there once taken over, and I also wish I could opt to off/eradicate part of the raider factions and still be on good terms with the one or two that I like. But all in all it was a neat little change of pace that I believe has a lot of mod potential.

 

I've not finished the new Deus Ex yet. I usually only pick it up when I know I'll have more than an hour uninterrupted. And since I haven't beaten it yet, I'm not really certain how far along I am. If you enjoyed the last one, I think you'll enjoy this one as well.

 

 

Dew, just a real quick question: any plans on handling DW's Immortal trait and the one presented in The Reaper's Due?  Just wondering since DW's version overrides TRD's version.

 

 

The new Core file I uploaded today removes the Dark World's version. Since it has the same trait name and was causing a direct overwrite, I just removed the Dark World one.

 

And just in case it was missed since I didn't post a change log like normal in the thread here's what was uploaded a couple hours ago:

 

v1.41 (Dark World Core)

- New opinion modifiers for supporting DW CoL.

- Fixed an error on intrigue bonus given to ancient vampires

- Added another requirement for whether or not the ai sheds their immortality. They won't begin checking to remove it until they're 60, unless they become incapable first.

- A number of changes to support the updated Dark World Remedy Custom Portraits mod and the current CK2 version (2.6x).

v1.37 (Dark World ReMeDy Custom Portraits)

- Added some images for support of Children of Lilith

- Updated to be compatible with the latest CKII release and Remedy's updated Custom Portrait template

Posted

 

 

 

I think Nuka World needs a fresh play through. It seems like it'd be more satisfying if I hadn't already established settlements all over the entire Commonwealth. Although you can still take them over as a raider (if you take that path), and it's fun heavily fortifying one and then attacking it. The new map itself was fun, although I wish it had the ability to build on the raider settlements there once taken over, and I also wish I could opt to off/eradicate part of the raider factions and still be on good terms with the one or two that I like. But all in all it was a neat little change of pace that I believe has a lot of mod potential.

 

I've not finished the new Deus Ex yet. I usually only pick it up when I know I'll have more than an hour uninterrupted. And since I haven't beaten it yet, I'm not really certain how far along I am. If you enjoyed the last one, I think you'll enjoy this one as well.

 

 

Dew, just a real quick question: any plans on handling DW's Immortal trait and the one presented in The Reaper's Due?  Just wondering since DW's version overrides TRD's version.

 

 

The new Core file I uploaded today removes the Dark World's version. Since it has the same trait name and was causing a direct overwrite, I just removed the Dark World one.

 

And just in case it was missed since I didn't post a change log like normal in the thread here's what was uploaded a couple hours ago:

 

v1.41 (Dark World Core)

- New opinion modifiers for supporting DW CoL.

- Fixed an error on intrigue bonus given to ancient vampires

- Added another requirement for whether or not the ai sheds their immortality. They won't begin checking to remove it until they're 60, unless they become incapable first.

- A number of changes to support the updated Dark World Remedy Custom Portraits mod and the current CK2 version (2.6x).

v1.37 (Dark World ReMeDy Custom Portraits)

- Added some images for support of Children of Lilith

- Updated to be compatible with the latest CKII release and Remedy's updated Custom Portrait template

 

 

Thanks, I guess I was just a little blind when I was looking for it.

Posted

Is new version compatible with TRD?

Can ai become immortal? I had immortal succubus vassal, but she aged and died.

 

I've not actually played the new DLC in any kind of detail yet. Just enough to ensure things start, and I'm using the latest Validator that checks for compliancy with the new DLC as well. The only things that have been updated so far that I'd consider properly vetted are the new Core and ReMeDy Custom Portraits. I've not gone through all the others yet.

 

Regarding immortality though, a vassal can opt to waive their immortality, and I believe the new DLC may involve an event that gets rid of it as well. So I'd ensure they still had the trait when they passed before trying to figure out what's going on. And even then, if they're still aging and dying with the trait still present, I'm not up to speed enough yet to really put a good guess as to why.

Posted

It's great to hear from you again, Dew. I'm sorry that you had a massive loss of work. I'm sure that some of the new things that came in/are coming in didn't/won't help, but I think that's the downside to modding for a game actively being patched by the developer. I'm just amazed that people keep up with, and sometimes even get ahead on the development of mods. Good luck in your endeavors. I'm going to take a minor break from CK2. I started making vassals in one of my latest playthroughs and suddenly, four of them declared prepared invasions of kingdoms, one of them ON THE FAR SIDE OF THE BLOODY MAP, AND WON! Ireland and a whole kingdom in bloody india. Talk about a headache trying to consolidate the realm after that, I was like "Well, NORMALLY this would be great, if it were closer. But a certain wife ended up being a tiny bit ambitious, didn't she?".

 

Weird invasions like that are a quirk of the base game. In my playtest game for Conclave (I played all the way through a full campaign), the Pope kept declaring crusades on the far eastern edge of the map. I finished the game controlling Tibet because I'd vassalized the holy order that did all the work. I later imported that game into EU4 where my Tibetan territory led to the amusing yet horrifying realization that I'd accidentally westernized Ming in the 16th century.

Posted

 

 

So I spent my few free hours a week playing the new Deus Ex and FO4 Nuka World DLC.

Oh, how was that? Did you enjoy it? I'm envious, I haven't got a chance to use nuka world or finish Deus Ex yet. Also glad to see you're back.

 

 

I think Nuka World needs a fresh play through. It seems like it'd be more satisfying if I hadn't already established settlements all over the entire Commonwealth. Although you can still take them over as a raider (if you take that path), and it's fun heavily fortifying one and then attacking it. The new map itself was fun, although I wish it had the ability to build on the raider settlements there once taken over, and I also wish I could opt to off/eradicate part of the raider factions and still be on good terms with the one or two that I like. But all in all it was a neat little change of pace that I believe has a lot of mod potential.

 

I've not finished the new Deus Ex yet. I usually only pick it up when I know I'll have more than an hour uninterrupted. And since I haven't beaten it yet, I'm not really certain how far along I am. If you enjoyed the last one, I think you'll enjoy this one as well.

 

 

Yeah, I enjoyed what I played so far of Deus Ex, just got to get the time.

Posted

Is there any way to force characters with the "trap" trait to use a female portrait instead of a male one? It's a little jarring to see people who are supposed to pass as feminine rocking bushy beards.

 

Also, is there any way to have multiple "playthrough styles", such that futas, succubi, and vampires are all in the same playthrough?

Posted

Is there any way to force characters with the "trap" trait to use a female portrait instead of a male one? It's a little jarring to see people who are supposed to pass as feminine rocking bushy beards.

 

Also, is there any way to have multiple "playthrough styles", such that futas, succubi, and vampires are all in the same playthrough?

 

For your first question; no.

What I do is that I edit the event that spawns a futa to add one of the female faces from the portrait mod. I personally use portrait 8.

 

For your second question; kinda.

 

"event DWCore.1" brings up the choice again. However there isn't a way to naturally use it. Eventually there will be enough events to have each impact your game enough that using only one will give you enough stuff to keep yourself busy.

Posted

I am thinking about writing a submod for this, mythical and exotic creatures. Rare and powerful individuals that live in the game and cause DW type events, they will be landless but i'll need to alter some of the death triggers to keep them alive, or just keep having them reborn (which I always have trouble with coding). Altering the death triggers and illness triggers is my only concern, compatibility etc.

There might also be a pious path, so you can hunt them down and eliminate them, or fall prey, monster hunting :D

Anyway I am only thinking about it at this stage, not committing, maybe I could just pick 2 characters at first and get them solidly done, or see how it turns out with just a minor mod to start.

Posted

I am thinking about writing a submod for this, mythical and exotic creatures. Rare and powerful individuals that live in the game and cause DW type events, they will be landless but i'll need to alter some of the death triggers to keep them alive, or just keep having them reborn (which I always have trouble with coding). Altering the death triggers and illness triggers is my only concern, compatibility etc.

 

There might also be a pious path, so you can hunt them down and eliminate them, or fall prey, monster hunting :D

Anyway I am only thinking about it at this stage, not committing, maybe I could just pick 2 characters at first and get them solidly done, or see how it turns out with just a minor mod to start.

 

If you're intending this to be in the same fashion as Fenris and Vladimir then that sounds kinda cool. There are plenty of mythological beings that could be fun. Maybe a Centaur that makes the Stable scenes more interesting or a mummy to liberate Egypt.

 

As for just general stuff. There's plans for that down the line. Maybe if it's well programmed enough, you could ask Dew to integrate it into the main mod.

Posted

 

I am thinking about writing a submod for this, mythical and exotic creatures. Rare and powerful individuals that live in the game and cause DW type events, they will be landless but i'll need to alter some of the death triggers to keep them alive, or just keep having them reborn (which I always have trouble with coding). Altering the death triggers and illness triggers is my only concern, compatibility etc.

 

There might also be a pious path, so you can hunt them down and eliminate them, or fall prey, monster hunting :D

Anyway I am only thinking about it at this stage, not committing, maybe I could just pick 2 characters at first and get them solidly done, or see how it turns out with just a minor mod to start.

 

If you're intending this to be in the same fashion as Fenris and Vladimir then that sounds kinda cool. There are plenty of mythological beings that could be fun. Maybe a Centaur that makes the Stable scenes more interesting or a mummy to liberate Egypt.

 

As for just general stuff. There's plans for that down the line. Maybe if it's well programmed enough, you could ask Dew to integrate it into the main mod.

 

 

Almost. At first I was thinking landless titles that sit around to fire off events, or be taken down by event chains.

 

I am thinking of grouping types of characters up to be plug and play, so maybe one set appeals or doesn't appeal. You could have fantasy, real life, demonic, anime etc all as separate small mods. That is jumping ahead however, if I stick with two characters at first and they work, i'll be happy.

 

Don't know if you ever saw the warhammer mod where they have all those rare characters sitting around, easter eggs almost, enjoyed that aspect of their mod a lot.

Posted

I am thinking about writing a submod for this, mythical and exotic creatures. Rare and powerful individuals that live in the game and cause DW type events, they will be landless but i'll need to alter some of the death triggers to keep them alive, or just keep having them reborn (which I always have trouble with coding). Altering the death triggers and illness triggers is my only concern, compatibility etc.

 

There might also be a pious path, so you can hunt them down and eliminate them, or fall prey, monster hunting :D

Anyway I am only thinking about it at this stage, not committing, maybe I could just pick 2 characters at first and get them solidly done, or see how it turns out with just a minor mod to start.

What problem do you have with "respawning" characters? Or is checking wether they are alive that's problematic to you?

Posted

Using all the latest on 2.6.1, is there a reason i am not actually increasing in 'power' as a succubus? I get the 'seductress' event *every* blood moon, and no actual abilities or increase.

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