JesusKreist Posted January 30, 2017 Posted January 30, 2017 Will there be a way to leave out stuff in the combined mod? Eg: I prefer to play without futanari content. You may be forgiven to not have found that as it is a minor sentence burried by multiple comments. [snip] Regarding how folks will be able to pick and choose their tastes, I'm simply going to expand the intrigue decision used for the campaign start. I'm also going to begin expanding on the start options, giving folks the chance to tap into some of those rare or unused traits that I've got sitting around in the mod. [/snip] That pretty much means: All is present but only things the player wants is going to be active. When it is an intrigue decision you can cheat ONE person in the world to be a futanari, fairy, vampire, whateveryouwantandisinthemod while generally have that part of the mod deactivated.
PraetorSylvor Posted January 30, 2017 Posted January 30, 2017 [snip] Regarding how folks will be able to pick and choose their tastes, I'm simply going to expand the intrigue decision used for the campaign start. I'm also going to begin expanding on the start options, giving folks the chance to tap into some of those rare or unused traits that I've got sitting around in the mod. [/snip] That pretty much means: All is present but only things the player wants is going to be active. When it is an intrigue decision you can cheat ONE person in the world to be a futanari, fairy, vampire, whateveryouwantandisinthemod while generally have that part of the mod deactivated. Ah, yes, I missed that part. Sorry, should've seen that. My bad!
Jerzul Posted January 31, 2017 Posted January 31, 2017 Make sure your characters are getting the "dw_boobs_checked" character flag or that can happen. If this is from characters in your history file, you can do something like this: 612.12.12 = { birth = yes effect = { set_character_flag = dw_boobs_checked } } Thanks! That worked!
dewguru Posted February 1, 2017 Author Posted February 1, 2017 Will there be a way to leave out stuff in the combined mod? Eg: I prefer to play without futanari content. I see where JesusKreist already provided an answer, but allow me to expand on it. The intention will be to allow folks to filter out certain kinds of content, I should mention that I may miss some instances. So let's say when you're asked if you want to include the Futa/Trap content or not, if you choose no and then later see an event that includes it - please post about it so that I can then make a point to include a flag check for that event. Because the way it should work, is you'll have an option to say Yes to the content, Yes + x trait, or No. It will ask for interest these content types: Heaven and Hell (Succubus, Incubus, Angel content) Classic Monsters (Werebeasts, Vampires) Gender Bending (Futa, Trap) Fae (Elves, Orcs, Fairies) Far East (Neko, Kitsune) I may add more later, like a yes or no to slavery or the fairy tales, but for now I'm going to focus on the above options. Note: Fairy Tale content will be impacted by the above decisions. For example, no evil fairy god mother would spawn if the Fae content isn't activated.
bjc4yw Posted February 1, 2017 Posted February 1, 2017 The intention will be to allow folks to filter out certain kinds of content, I should mention that I may miss some instances. So let's say when you're asked if you want to include the Futa/Trap content or not, if you choose no and then later see an event that includes it - please post about it so that I can then make a point to include a flag check for that event. Because the way it should work, is you'll have an option to say Yes to the content, Yes + x trait, or No. It will ask for interest these content types: Heaven and Hell (Succubus, Incubus, Angel content) Classic Monsters (Werebeasts, Vampires) Gender Bending (Futa, Trap) Fae (Elves, Orcs, Fairies) Far East (Neko, Kitsune) I may add more later, like a yes or no to slavery or the fairy tales, but for now I'm going to focus on the above options. Note: Fairy Tale content will be impacted by the above decisions. For example, no evil fairy god mother would spawn if the Fae content isn't activated. It might be cleaner to do this using game_rules rather than setting flags by decision.
dewguru Posted February 1, 2017 Author Posted February 1, 2017 It might be cleaner to do this using game_rules rather than setting flags by decision. In what reading I've done, it wouldn't be any less code I'd have to write - in fact it would be the opposite for every time I'd have to check for it, for example, has_global_flag = dw_far_east versus has_game_rule = { name = dw_far_east value = yes } And I'm not seeing where there would be an advantage one way or another, outside of simply including it in the initial game rule screen versus an intrigue decision. Although it would help with things over time I suppose, so instead of having to go through a 10 page decision process, you could just scroll and click right out of the gate. I'll keep it in mind, but right now the initial decision part is done.
Nixea Posted February 2, 2017 Posted February 2, 2017 So, is there any way to run two different content bits in one character? Let's say I wanted to make a succubus trap for instance (and fire up events for both), how could I do that if the campaign selector vanishes after picking either? Could it be done with console commands instead?
JesusKreist Posted February 2, 2017 Posted February 2, 2017 So, is there any way to run two different content bits in one character? Let's say I wanted to make a succubus trap for instance (and fire up events for both), how could I do that if the campaign selector vanishes after picking either? Could it be done with console commands instead? You should have read some more then. In the current version there simply is no lilithian religion yet, the blood moon event is an intrigue event as before and there is no way apart from the starting event or cheating to become a succubus, incubus, werewolf or vampire. And also: yes. You can normally acquire one trait via the starting event. Succubus, werewolf, vampire OR futanari. To have a combination you'd need to either cheat the trait by name or start the event again (event DWCore.1)
Nixea Posted February 2, 2017 Posted February 2, 2017 So, is there any way to run two different content bits in one character? Let's say I wanted to make a succubus trap for instance (and fire up events for both), how could I do that if the campaign selector vanishes after picking either? Could it be done with console commands instead? You should have read some more then. In the current version there simply is no lilithian religion yet, the blood moon event is an intrigue event as before and there is no way apart from the starting event or cheating to become a succubus, incubus, werewolf or vampire. And also: yes. You can normally acquire one trait via the starting event. Succubus, werewolf, vampire OR futanari. To have a combination you'd need to either cheat the trait by name or start the event again (event DWCore.1) Thanks, I've been a bit out of the loop and just recently returned to CK2 so I couldn't remember much about this version, nor what is from this one or the original outdated mod. So messing with traits shouldn't be (too) catastrophic then? I'd like to have Harley as a lover while being immortal, which is kind of bothersome if she keeps being a hussy and spamming kids, so I thought I'd make her an ancient vampire to make sure she's infertile.
dewguru Posted February 4, 2017 Author Posted February 4, 2017 Still looking good for the initial consolidated version of Dark World Reborn to be released this weekend. I'm presently doing some play testing and barring any major headaches, I should be able to post something up before Monday.
dewguru Posted February 4, 2017 Author Posted February 4, 2017 Here's the present change log. v1.44 (Dark World Reborn) - Core no more. Mod renamed to Dark World Reborn as it has fully merged everything save the Dark World ReMeDy's Custom Portrait mod. - Overhauled the campaign event that can be triggered in the Intrigue menu. - Reworked the Tits traits, adding another size at the top of the scale. This vastly helps compatibility with the Christianity mod, which in turn will be adding another breast size on the lower end of the scale to match Dark World. - Added more scripted_triggers for decisions - Added a character flag check to improve compatibility with Noxbestia's Darkest Perversions mod. - Content options are handled via Game Rules, to include the option to start some different campaign options that will then be seen as Intrigue decisions. One big thing to notice is that as I tested the new Campaign Decision I made, I felt it could be a pain in the ass, since it was sitting at a six event pages and I was thinking about adding more. So the more I thought about it, the less I liked going that route every time it started (especially since I rarely save games - I usually play until I stop, then start anew). So I've made the content options as Game Rules, with everything selected to be on by default. So folks can just toggle something off at start-up, and not have to worry about 6+ event pages just to get things rolling. So, a quick shout-out to bjc4yw for planting the seed in considering it recently. And I think that someone mentioned it in the past as well, so, if it was you, thanks. I'll post a couple images later from my play test as well.
dewguru Posted February 4, 2017 Author Posted February 4, 2017 The image below is where you'll be able to set content to be active or inactive. It's the Game Rules screen that shows up when you start a new game. It'll be part of the Dark World Reborn v1.44 that gets released later this weekend. Now, the Game Rules don't seem to allow if/then logic check between them based on what other rules are selected, so for example, you could choose the Campaign Content of "Child of Lilith" (which is the dream start), but at the same time you could opt to turn off Heaven and Hell content. The Game Rules won't see that as invalid, and you'll end up wondering where your content is. What's the difference between a Campaign start and Content? Campaign is a specific event arc that sets the stage for some game start story telling. The one that is presently there is the Child of Lilith campaign start where you meet Lilith in the Dream realm, and learn that you're either a Succubus or Incubus (depending on your gender). A campaign isn't required to still see content. For example, you could opt to not be a Child of Lilith (campaign choice), yet still wish for Succubus, Incubus, Angel type content to appear in your game. So you'd leave the Dark World Campaign field at None and leave the Dark World Heaven and Hell Content at its default of Yes.
Jarod-Cain Posted February 4, 2017 Posted February 4, 2017 Fantastic, I'll have to pull this and test it out. As usual thanks for the hard work dewguru.
NoxBestia Posted February 4, 2017 Posted February 4, 2017 I am looking forward to this, but it is probably going to cause me some new challenges with Darkest Perversions. Ah well. That is the life of a sub-mod. EDIT: I am very glad you are going with rules rather than the decision chain. I love the flexibility they add, and mixing them with scripted triggers can make it even easier than a global flag since scripted triggers can simply be yes or no (e.g., watersports_on = no rather than NOT = { has_global_flag = nox_watersports_kink_allowed } or NOT = { has_game_rule = { name = nox_kink_watersports value = on } }).
dewguru Posted February 4, 2017 Author Posted February 4, 2017 I am looking forward to this, but it is probably going to cause me some new challenges with Darkest Perversions. Ah well. That is the life of a sub-mod. Yeah, that's why I'm going to leave up the old individual files for a bit, so I can give sub-mod authors a chance to make any necessary updates for compatibility. On the other hand, I'm hoping it may also inspire some more ideas with folks in creating more mods. The work like your Dark Perversions and some of the other new mods is really nice to see.
dewguru Posted February 4, 2017 Author Posted February 4, 2017 Quick thing about the Campaign options. The Campaign options are more simple back story and trait awarding at this point. For example, choosing the Rise of the Pack campaign game rule, gives you a decision called Meet with Fenris, where you then get a simple event like what is shown in the image below, plus the applicable trait - and in some instances (like a werewolf), you may also receive a random image for your ruler. So right now it's more thought shaping background, than an actual chain of special campaign events. Down the road though, I'd like to expand on it, such as with the Rise of the Pack one, to have it when Fenris takes control of his own country, that he meets back with your ruler and you've the option of establishing an alliance with him or declaring your intention to usurp him, thus instead gaining him as a rival. Right now there is just the Child of Lilith and Rise of the Pack, but I'm probably going to add in one or two more before I actually release it. Also, there is a Dark World Bonus Trait addition to the Game Rules that I added since the last image post. It'll give the player some options for adding some traits outside of the campaign selection. Right now there is only the Gender Bender bonus trait option, but with it, if you also selected say Child of Lilith, it would then allow you to start off as a Futa Succubus or an Incubus Trap once you activated the applicable decisions.
NoxBestia Posted February 4, 2017 Posted February 4, 2017 I am looking forward to this, but it is probably going to cause me some new challenges with Darkest Perversions. Ah well. That is the life of a sub-mod. Yeah, that's why I'm going to leave up the old individual files for a bit, so I can give sub-mod authors a chance to make any necessary updates for compatibility. On the other hand, I'm hoping it may also inspire some more ideas with folks in creating more mods. The work like your Dark Perversions and some of the other new mods is really nice to see. *blush* Thank you. I am already multiple weeks behind on releasing v0.03 alpha, but as soon as I have it ready and zipped for upload, I'll probably install your newest version and test out compatibility. I'd love to upload 0.03 alpha already working with your newest release! Oh, I did have to finally cave in and overwrite one of your files. I have an event chain where a male player needs an option to go and buy a potion to replace his stolen penis. I wanted to use your alchemist especially since he'll need the enlargement potions afterwards, so I had to make a modified dw_cc_decisions.txt and then have it call two replacement events instead of DWCourt.200 and DWCourt.201. Works slick as a whistle though, and still uses your unmodified localization text for everything but the new content. It isn't quite as elegant as having you add a flag to your decision, but I didn't want to ask you for another change until I at least have a couple more alpha versions released. Prior to this event, I had male players able to perform at the moral building stables and a male version of "Procreo" (from DWToska) all without having to modify files or have duplicate decisions show up.
dewguru Posted February 6, 2017 Author Posted February 6, 2017 I didn't get quite everything in that I wanted to, but it appears to be stable, so I figured I could at least release what I've got so folks with sub-mods can begin looking at what they may need to change (hopefully very little outside of their .mod file pointing to the new Reborn file). I've some things I'd still like to work in, so there's a good chance I'll update the mod again over the next week.
JesusKreist Posted February 6, 2017 Posted February 6, 2017 I am in the process of trying the new merged Reborn. First impression: Nice! It seems only the dependancy in the .mod file need to be updated for submods. At least I do not encounter any bugs in my current game with Toska, Expanded Slavery, Darkest Perversions and Mercenary Commander.
Mr_Treason Posted February 7, 2017 Posted February 7, 2017 I just loaded up Reborn. FUN! I really enjoy the game rules approach. It freshens things up and puts content that you want to see right in front of you more efficiently I think.Updated Mercenary Commander for it just now.
psy_reaver Posted February 7, 2017 Posted February 7, 2017 Ok, soo core mod is no longer needed. Any other mods not needed?
Mr_Treason Posted February 7, 2017 Posted February 7, 2017 All you need at this point is Dark World Reborn and Dark Worlds Remedy Custom Portraits (Which is optional if you want the custom portraits, but also highly recommended.) *Edit to correct text because of stupid phone.
Yukimura6666 Posted February 7, 2017 Posted February 7, 2017 so the new Dark Wolrd Reborn isent showing up in the launcher but it exist in the mod folder so pls help
JesusKreist Posted February 7, 2017 Posted February 7, 2017 If you have dumped the folder and the .mod file into C:\Users\USERNAME\Documents\Paradox Interactive\Crusader Kings II\mod it will show up in the game launcher. If it does not show up you messed something up. For instance dumped the whole 7z archive into said folder or extracted the content into a new subfolder.
sidfu Posted February 7, 2017 Posted February 7, 2017 right now the pic pack just causes everyone to have number pics. even changed the req to th enew name and still same.
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