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


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Posted

 

 

Regarding making all the portrait types opposites of each other - I've no desire to even cut and paste some 519 traits as opposites, 520 times.

 

And the Alter Appearance spell isn't an error as you've described it. If you go to use the spell a second time - and you already have the trait - then you should see a new option that appears which you'd need to use first - which is removing the custom portrait. Removing the custom portrait option costs no piety - so if you're low, you can remove it and still have piety left to then cast and select your new one. Based on your explanation - it sounds like you're not using the remove option, and are just attempting to add a new one on top of it.

 

I just did a test of the Alter Appearance spell for an Incubus, and I was able to successfully cast it to alter my appearance. Then cast it to remove the customization (at no cost - so it's a free action to remove). And then cast it again to apply a new appearance.

 

attachicon.gifremove_portrait.jpg

 

 

Fair enough, I just supposed the last option was to get out of the menu without doing changes and didn't even look at it  :lol: .

 

As for the event itself, may I suggest an alternative approach? I think it'd be a bit more flexible and robust, and I can code it myself if you like the idea:

1-Create a scripted effect that removes all custom portraits from a character, possibly at the cost of piety.

2-Create a separate self-targeted decision to remove all custom portraits.

3-Modify the events to alter appearance. All options to apply a new portrait apply the new removal effect before.

4-In the succubus change appearance event, the last option is repurposed to exit the event without making any changes.

 

 

 

Are you certain that Harley or the Joker still have the Court Jester title? The only time I've seen the Hire a Court Jester decision reappear is when the minor title somehow gets switched off for them (which is very easy apparently, especially if you give them another position - and I believe I've seen where marriage removed it on Harley).

 

The decision is just supposed to check if the minor title is in use or not. So if you really wanted to, you could 'farm' jesters by hiring one, then removing the title, then doing the event again. As to why I wouldn't 'fix' that - it comes down player control.

 

In other words, it's an individuals decision if they wish to exploit it, or simply correct/ignore the option. (By correct I mean they reassign the Court Jester title within the game).

 

 

Well, I just hired Harley while paused, checked the decision window, and the decision was still there, greyed out. 

What I mean, in code terms, is that 

			NOT = {
				any_courtier = {
					has_minor_title = title_court_jester
				}
			}

be moved from allow to potential, and be modified like this:

			NOT = {
				any_courtier = {
					has_minor_title = title_court_jester
                                        trait = portrait1
                                        trait = portrait2
				}
			}

(I think these are the traits for harley and the joker). This would make it so that the decision is not sitting unclickable in the tab when you already have a harley or joker working for you. Just a little QoL improvement. I could even send you the modified file if you wish so.

 

Ah, another matter I'd like to point out: You usually use "duplicated events", that is, a male-based event and an entirely different female-based event which only modifies picture and localisation (e.g. the neko campaign start event). A better approach in terms of memory usage is to use a single event, and modify picture and localisation using two desc = {} blocks. Again, I can do so myself and send you the result if you wish so.

Posted

 

Ah, another matter I'd like to point out: You usually use "duplicated events", that is, a male-based event and an entirely different female-based event which only modifies picture and localisation (e.g. the neko campaign start event). A better approach in terms of memory usage is to use a single event, and modify picture and localisation using two desc = {} blocks. Again, I can do so myself and send you the result if you wish so.

 

 

I've never seen it where an event could be built to allow for different portraits - outside of using culture based event images.

 

I'm aware that there is the capability to do multiple descriptions for an event, yet that doesn't usually meet my need, since it's the images I'm looking at.

 

If you can truly do this, then that means I've either missed a recent patch note that provides the functionality - or you've figured out something that I've seen people searching for ever since I first began modding CK2 (which isn't that long, just shy of two years I guess).

 

So, by all means share that if you've got it figured out.

 

Also - we've (me and folks earlier in this thread) have found where moving things into potential block on a decision can result in the code simply being ignored. The same code - located in either the potential or the allow block have resulted in completely different out comes. So I'm not inclined to move something, especially when the issue is that you don't want to see it at all, as opposed to it being there and simply greyed out.

 

That's the kind of thing where if you don't like how it works, I'd recommend tweaking that part yourself. Other folks tweak different parts of the mod to fit their individual tastes on a regular basis.

Posted

in the readme for the portraits, it says to delete any DLC you dont have but it lists "Early Western Clothing Pack" twice.

 

 

portraits_saxon.gfx - Early Western Clothing Pack <<<<<<<<<<<<<<<<<<<<<<
portraits_southern.gfx - Iberian Portraits
portraits_southindian.gfx - Paradox forum gift for registering
portraits_turkish.gfx - Turkish Portraits
portraits_ugric.gfx - Conclave Content Pack
portraits_westafrican.gfx - Reaper's Due Content Pack
portraits_western_early.gfx - Early Western Clothing Pack  <<<<<<<<<<<<<<<<<<

 

I have all DLC including the paradox registration DLC and portraits still appear as numbers.

 

Any suggestions?

Posted

in the readme for the portraits, it says to delete any DLC you dont have but it lists "Early Western Clothing Pack" twice.

 

 

portraits_saxon.gfx - Early Western Clothing Pack <<<<<<<<<<<<<<<<<<<<<<

portraits_southern.gfx - Iberian Portraits

portraits_southindian.gfx - Paradox forum gift for registering

portraits_turkish.gfx - Turkish Portraits

portraits_ugric.gfx - Conclave Content Pack

portraits_westafrican.gfx - Reaper's Due Content Pack

portraits_western_early.gfx - Early Western Clothing Pack  <<<<<<<<<<<<<<<<<<

 

I have all DLC including the paradox registration DLC and portraits still appear as numbers.

 

Any suggestions?

 

It lists "Early Western Clothing Pack" twice, because both the portrait_saxon.gfx and the portraits_western_early.gfx are impacted. So if you don't have that Clothing Pack, you'll want to delete both of those files. In other words - it's accurate as listed.

 

Please confirm that you're running the latest version of CK2, and that you've got the Dark World ReMeDy Custom Portraits mod checked in your mod loading screen.

Posted

 

 

Ah, another matter I'd like to point out: You usually use "duplicated events", that is, a male-based event and an entirely different female-based event which only modifies picture and localisation (e.g. the neko campaign start event). A better approach in terms of memory usage is to use a single event, and modify picture and localisation using two desc = {} blocks. Again, I can do so myself and send you the result if you wish so.

 

 

I've never seen it where an event could be built to allow for different portraits - outside of using culture based event images.

 

I'm aware that there is the capability to do multiple descriptions for an event, yet that doesn't usually meet my need, since it's the images I'm looking at.

 

If you can truly do this, then that means I've either missed a recent patch note that provides the functionality - or you've figured out something that I've seen people searching for ever since I first began modding CK2 (which isn't that long, just shy of two years I guess).

 

So, by all means share that if you've got it figured out.

 

Also - we've (me and folks earlier in this thread) have found where moving things into potential block on a decision can result in the code simply being ignored. The same code - located in either the potential or the allow block have resulted in completely different out comes. So I'm not inclined to move something, especially when the issue is that you don't want to see it at all, as opposed to it being there and simply greyed out.

 

That's the kind of thing where if you don't like how it works, I'd recommend tweaking that part yourself. Other folks tweak different parts of the mod to fit their individual tastes on a regular basis.

 

 

I'm not understanding you on the first part. What do you mean by "portraits" in the first line? The event pictures? Or the portraits of characters that appear in the event? If it's the event pictures, that can be modified. For example, replace the text in events/DWNeko.txt with this:

### This file contains events specific to the Neko portion of the Dark World mod

namespace = DWNeko

# .10 The blood line resurfaces
narrative_event = {
	id = DWNeko.10
	is_triggered_only = yes # Triggered by Decision
	title = dw_neko_start_title	
	trigger = {
		has_far_east_content = yes # Content check
	}
	desc = {
		trigger = {
			is_female = no
		}
		text = DWNeko11
		picture = neko_start2
	}
	desc = {
		trigger = {
			is_female = yes
		}
		text = DWNeko15
		picture = neko_start1
	}
	option = { # Meow
		name = DWNeko11A
		trigger = {
			is_female = no
		}
		add_trait = neko
		random_list = {
			## Male Neko images 485 - 488, 490 - 494
			10 = {
				add_trait = portrait485
				add_trait = one_eyed # While it's not clearly obvious - the image has an eye-patch over the left eye.
			}
			20 = { 
				add_trait = portrait486 
			}
			20 = { 
				add_trait = portrait487
			}
			20 = { 
				add_trait = portrait488
			}
			10 = { 
				add_trait = portrait490
				add_trait = fair # I'm adding the fair here, as it's a very feminine look (based on a trap neko)
			}
			10 = { 
				add_trait = portrait491
				add_trait = fair # As opposed to the feminine influence for the previous entry, this time it's due to a greater than normal (for a neko) supernatural allure
			}
			20 = { 
				add_trait = portrait492
			}
			20 = { 
				add_trait = portrait493
			}
			20 = { 
				add_trait = portrait494
			}
		}
	}
	option = { # Meow
		name = DWNeko15A
		trigger = {
			is_female = yes
		}
		add_trait = neko
		random_list = {
			## Female Neko images 469 - 472 474 - 483
			20 = { 
				add_trait = portrait469
			}
			20 = { 
				add_trait = portrait470
			}
			20 = { 
				add_trait = portrait471
			}
			20 = { 
				add_trait = portrait472 
			}
			10 = { 
				add_trait = portrait474
				add_trait = scarred
			}
			20 = { 
				add_trait = portrait475
			}
			20 = { 
				add_trait = portrait476
			}
			20 = { 
				add_trait = portrait477
			}
			20 = { 
				add_trait = portrait478
			}
			10 = { 
				add_trait = portrait479
				add_trait = heterochromia
			}
			20 = { 
				add_trait = portrait480
			}
			10 = { 
				add_trait = portrait481
				add_trait = heterochromia
			}
			20 = { 
				add_trait = portrait482
			}
			20 = { 
				add_trait = portrait483
			}
		}
	}
}

You'll see that running the event as man and as a woman shows different descriptions and pictures.

 

As for the hire jester decision, I respect your position. But, you mention than sometimes having some triggers in the potential can break things up? Do you have an example of that? If true, it should be reported as a bug -if you can give me an example code which is repeatable I can poke a dev about it.

 

Anyway, back to the neko event, may I suggest putting the random_list within a hidden_tooltip, or in the immediate block of the event? That option tooltip looks kinda messy, showing all the options of getting traits the player doesn't really care about. 

Posted

 

in the readme for the portraits, it says to delete any DLC you dont have but it lists "Early Western Clothing Pack" twice.

 

 

portraits_saxon.gfx - Early Western Clothing Pack <<<<<<<<<<<<<<<<<<<<<<

portraits_southern.gfx - Iberian Portraits

portraits_southindian.gfx - Paradox forum gift for registering

portraits_turkish.gfx - Turkish Portraits

portraits_ugric.gfx - Conclave Content Pack

portraits_westafrican.gfx - Reaper's Due Content Pack

portraits_western_early.gfx - Early Western Clothing Pack  <<<<<<<<<<<<<<<<<<

 

I have all DLC including the paradox registration DLC and portraits still appear as numbers.

 

Any suggestions?

 

It lists "Early Western Clothing Pack" twice, because both the portrait_saxon.gfx and the portraits_western_early.gfx are impacted. So if you don't have that Clothing Pack, you'll want to delete both of those files. In other words - it's accurate as listed.

 

Please confirm that you're running the latest version of CK2, and that you've got the Dark World ReMeDy Custom Portraits mod checked in your mod loading screen.

 

 

I am running CK2 version 2.6.3 (VNFM) with all DLC enabled and the custom portraits are indeed checked in the mod loading screen.

 

Posted

 

 

in the readme for the portraits, it says to delete any DLC you dont have but it lists "Early Western Clothing Pack" twice.

 

 

portraits_saxon.gfx - Early Western Clothing Pack <<<<<<<<<<<<<<<<<<<<<<

portraits_southern.gfx - Iberian Portraits

portraits_southindian.gfx - Paradox forum gift for registering

portraits_turkish.gfx - Turkish Portraits

portraits_ugric.gfx - Conclave Content Pack

portraits_westafrican.gfx - Reaper's Due Content Pack

portraits_western_early.gfx - Early Western Clothing Pack  <<<<<<<<<<<<<<<<<<

 

I have all DLC including the paradox registration DLC and portraits still appear as numbers.

 

Any suggestions?

 

It lists "Early Western Clothing Pack" twice, because both the portrait_saxon.gfx and the portraits_western_early.gfx are impacted. So if you don't have that Clothing Pack, you'll want to delete both of those files. In other words - it's accurate as listed.

 

Please confirm that you're running the latest version of CK2, and that you've got the Dark World ReMeDy Custom Portraits mod checked in your mod loading screen.

 

 

I am running CK2 version 2.6.3 (VNFM) with all DLC enabled and the custom portraits are indeed checked in the mod loading screen.

 

 

 

Which portrait isn't showing up? Can you give me a specific?

 

Posted

 

I'm not understanding you on the first part. What do you mean by "portraits" in the first line? The event pictures? Or the portraits of characters that appear in the event? If it's the event pictures, that can be modified. For example, replace the text in events/DWNeko.txt with this:

### This file contains events specific to the Neko portion of the Dark World mod

namespace = DWNeko

# .10 The blood line resurfaces
narrative_event = {
	id = DWNeko.10
	is_triggered_only = yes # Triggered by Decision
	title = dw_neko_start_title	
	trigger = {
		has_far_east_content = yes # Content check
	}
	desc = {
		trigger = {
			is_female = no
		}
		text = DWNeko11
		picture = neko_start2
	}
	desc = {
		trigger = {
			is_female = yes
		}
		text = DWNeko15
		picture = neko_start1
	}

You'll see that running the event as man and as a woman shows different descriptions and pictures.

 

As for the hire jester decision, I respect your position. But, you mention than sometimes having some triggers in the potential can break things up? Do you have an example of that? If true, it should be reported as a bug -if you can give me an example code which is repeatable I can poke a dev about it.

 

Anyway, back to the neko event, may I suggest putting the random_list within a hidden_tooltip, or in the immediate block of the event? That option tooltip looks kinda messy, showing all the options of getting traits the player doesn't really care about. 

 

 

You're right, I was meaning event picture instead of portrait. And I've not seen it work before in the tests that I did, and I've communicated with others who were attempting and failing at achieving it as well, but alas what you provided did work (even though Validator bitches about it).

 

I appreciate that, as it'll go a long way in reducing some event chains.

 

Regarding having some triggers in the potential field - you'd have to dig through the decision files to find the one where I mention having moved it out of the potential field because it wasn't working as intended. I don't recall which one it was, and it's honestly not that important to me to invest any more time on it.

 

You can also suggest it - but that doesn't mean I'm going to do it. In fact, I'm not, because it doesn't bother me and it's more typing on something that I see as a non-issue. My focus right now is content. If I had all of the content in that I was wanting - then I'd worry more about making things look prettier.

 

If it helps - your example will help me shape future events, which will be less typing, which will mean getting more content in, which means I may someday hit the point where I opt to clean up the little things that you see as so important.

Posted

 

 

I'm not understanding you on the first part. What do you mean by "portraits" in the first line? The event pictures? Or the portraits of characters that appear in the event? If it's the event pictures, that can be modified. For example, replace the text in events/DWNeko.txt with this:

### This file contains events specific to the Neko portion of the Dark World mod

namespace = DWNeko

# .10 The blood line resurfaces
narrative_event = {
	id = DWNeko.10
	is_triggered_only = yes # Triggered by Decision
	title = dw_neko_start_title	
	trigger = {
		has_far_east_content = yes # Content check
	}
	desc = {
		trigger = {
			is_female = no
		}
		text = DWNeko11
		picture = neko_start2
	}
	desc = {
		trigger = {
			is_female = yes
		}
		text = DWNeko15
		picture = neko_start1
	}

You'll see that running the event as man and as a woman shows different descriptions and pictures.

 

As for the hire jester decision, I respect your position. But, you mention than sometimes having some triggers in the potential can break things up? Do you have an example of that? If true, it should be reported as a bug -if you can give me an example code which is repeatable I can poke a dev about it.

 

Anyway, back to the neko event, may I suggest putting the random_list within a hidden_tooltip, or in the immediate block of the event? That option tooltip looks kinda messy, showing all the options of getting traits the player doesn't really care about. 

 

 

You're right, I was meaning event picture instead of portrait. And I've not seen it work before in the tests that I did, and I've communicated with others who were attempting and failing at achieving it as well, but alas what you provided did work (even though Validator bitches about it).

 

I appreciate that, as it'll go a long way in reducing some event chains.

 

Regarding having some triggers in the potential field - you'd have to dig through the decision files to find the one where I mention having moved it out of the potential field because it wasn't working as intended. I don't recall which one it was, and it's honestly not that important to me to invest any more time on it.

 

You can also suggest it - but that doesn't mean I'm going to do it. In fact, I'm not, because it doesn't bother me and it's more typing on something that I see as a non-issue. My focus right now is content. If I had all of the content in that I was wanting - then I'd worry more about making things look prettier.

 

If it helps - your example will help me shape future events, which will be less typing, which will mean getting more content in, which means I may someday hit the point where I opt to clean up the little things that you see as so important.

 

I use this technique a lot.  To keep the validator form bitching about it have a "generic or placeholder" picture entry in the normal place of the event.  The description will then overwrite it.   :)

 

I have one that is a bit more complex.  I have a scripted effect that randomly generates 1 of 4 different flags, then when a certain event runs, the description that fires is keyed to that flag, thus randomly giving you 1 of 4 different pictures for the same event.   :)

Posted

There needs to be a place for advanced tricks like this that aren't spelled out in the wiki.  For instance, I found one that allows me to directly reference any character by their character number.  This is very useful for say adding ancestors to a historical character.  AGOT uses it for a totally different purpose that is pretty cool.  I know I have found a few others but I didn't record them and now I don't remember them.

 

Posted

There needs to be a place for advanced tricks like this that aren't spelled out in the wiki.  For instance, I found one that allows me to directly reference any character by their character number.  This is very useful for say adding ancestors to a historical character.  AGOT uses it for a totally different purpose that is pretty cool.  I know I have found a few others but I didn't record them and now I don't remember them.

 

Yeah, something like that would be handy. (Even more so would be updating the wiki, but who has time for that hahah...).

Posted

Whenever I try to play this mod there are no new settings in the settings menu at the start of a game, and after about 22 days of in game time, a whole bunch of blank event windows open up, permanently pausing the game and making it unplayable. Before the single main file update, it used to be that I could disable the fairy tale and werewolf mods and this wouldn't happen anymore, but now that it's all one file this happens no matter what. The portrait mod has never seemed to work either. I think I have the most recent version of all of the mods, and I've tried disabling all my other mods or only playing with my other mods and it's definitely Dark World Reborn that's causing this problem.

Posted

 

 

 

I'm not understanding you on the first part. What do you mean by "portraits" in the first line? The event pictures? Or the portraits of characters that appear in the event? If it's the event pictures, that can be modified. For example, replace the text in events/DWNeko.txt with this:

### This file contains events specific to the Neko portion of the Dark World mod

namespace = DWNeko

# .10 The blood line resurfaces
narrative_event = {
	id = DWNeko.10
	is_triggered_only = yes # Triggered by Decision
	title = dw_neko_start_title	
	trigger = {
		has_far_east_content = yes # Content check
	}
	desc = {
		trigger = {
			is_female = no
		}
		text = DWNeko11
		picture = neko_start2
	}
	desc = {
		trigger = {
			is_female = yes
		}
		text = DWNeko15
		picture = neko_start1
	}

You'll see that running the event as man and as a woman shows different descriptions and pictures.

 

As for the hire jester decision, I respect your position. But, you mention than sometimes having some triggers in the potential can break things up? Do you have an example of that? If true, it should be reported as a bug -if you can give me an example code which is repeatable I can poke a dev about it.

 

Anyway, back to the neko event, may I suggest putting the random_list within a hidden_tooltip, or in the immediate block of the event? That option tooltip looks kinda messy, showing all the options of getting traits the player doesn't really care about. 

 

 

You're right, I was meaning event picture instead of portrait. And I've not seen it work before in the tests that I did, and I've communicated with others who were attempting and failing at achieving it as well, but alas what you provided did work (even though Validator bitches about it).

 

I appreciate that, as it'll go a long way in reducing some event chains.

 

Regarding having some triggers in the potential field - you'd have to dig through the decision files to find the one where I mention having moved it out of the potential field because it wasn't working as intended. I don't recall which one it was, and it's honestly not that important to me to invest any more time on it.

 

You can also suggest it - but that doesn't mean I'm going to do it. In fact, I'm not, because it doesn't bother me and it's more typing on something that I see as a non-issue. My focus right now is content. If I had all of the content in that I was wanting - then I'd worry more about making things look prettier.

 

If it helps - your example will help me shape future events, which will be less typing, which will mean getting more content in, which means I may someday hit the point where I opt to clean up the little things that you see as so important.

 

I use this technique a lot.  To keep the validator form bitching about it have a "generic or placeholder" picture entry in the normal place of the event.  The description will then overwrite it.   :)

 

I have one that is a bit more complex.  I have a scripted effect that randomly generates 1 of 4 different flags, then when a certain event runs, the description that fires is keyed to that flag, thus randomly giving you 1 of 4 different pictures for the same event.   :)

 

 

All of you folks being so fancy smancy. :)

 

The last update included a scripted_effects folder, but with a blank text file. This next release is going to include my first entries into it. I just finished add_random_orc_portrait - which shows what campaign content I'm adding the next release.

 

It's cool to see things that are achievable now that weren't when I first began. Things like scripted_effects weren't an option - it was added in one of the patches associated with Horse Lords, and when I figured out how to do something, I usually just focused on it instead of seeing what new options were available with every release. Just like how initially I used 'bounce' events. It was the same way the vanilla game handled things because event_target wasn't what it is now, but then its functionality was improved, and you could call them in localization, and someone pointed me to the change log that mentioned part of it.

 

The only reason I even thought about scripted_effects this weekend was I came across the folder in the game directory and looked at what it held, then thought - 'Oh yeah, I remember ReMeDy mentioning we could do this now.' The neko stuff was already done, which is why the orc stuff is the first that will take advantage of it.

Posted

 

There needs to be a place for advanced tricks like this that aren't spelled out in the wiki. For instance, I found one that allows me to directly reference any character by their character number. This is very useful for say adding ancestors to a historical character. AGOT uses it for a totally different purpose that is pretty cool. I know I have found a few others but I didn't record them and now I don't remember them.

Yeah, something like that would be handy. (Even more so would be updating the wiki, but who has time for that hahah...).

Maybe we should start something like that in the forums here just for us? I'm new enough to coding the game that I have zero tricks to share. But I'm an avid reader! ;)

Posted

Whenever I try to play this mod there are no new settings in the settings menu at the start of a game, and after about 22 days of in game time, a whole bunch of blank event windows open up, permanently pausing the game and making it unplayable. Before the single main file update, it used to be that I could disable the fairy tale and werewolf mods and this wouldn't happen anymore, but now that it's all one file this happens no matter what. The portrait mod has never seemed to work either. I think I have the most recent version of all of the mods, and I've tried disabling all my other mods or only playing with my other mods and it's definitely Dark World Reborn that's causing this problem.

 

If your game doesn't display a Game Rules menu after you first start a new game, then it makes me believe that you're not running the current version of CK2.

 

If you're seeing the Game Rules menu, and after scrolling all the way to the bottom (I personally didn't realize that the window scrolled at first), if you're not seeing the Dark World specific Game Rules, then that tells me you've installed the mod wrong.

 

And by 'most recent version of all the mods' - that should mean you ONLY have two mods installed and activated. Dark World Reborn 1.45 and Dark World ReMeDy Custom Portraits 1.39.

 

If you still have Dark World Core, Children of Lilith, Creatures of Night, Fairy Tales, Futa, and Court and Commerce, then you should delete those directories.

Posted

 

Whenever I try to play this mod there are no new settings in the settings menu at the start of a game, and after about 22 days of in game time, a whole bunch of blank event windows open up, permanently pausing the game and making it unplayable. Before the single main file update, it used to be that I could disable the fairy tale and werewolf mods and this wouldn't happen anymore, but now that it's all one file this happens no matter what. The portrait mod has never seemed to work either. I think I have the most recent version of all of the mods, and I've tried disabling all my other mods or only playing with my other mods and it's definitely Dark World Reborn that's causing this problem.

 

If your game doesn't display a Game Rules menu after you first start a new game, then it makes me believe that you're not running the current version of CK2.

 

If you're seeing the Game Rules menu, and after scrolling all the way to the bottom (I personally didn't realize that the window scrolled at first), if you're not seeing the Dark World specific Game Rules, then that tells me you've installed the mod wrong.

 

And by 'most recent version of all the mods' - that should mean you ONLY have two mods installed and activated. Dark World Reborn 1.45 and Dark World ReMeDy Custom Portraits 1.39.

 

If you still have Dark World Core, Children of Lilith, Creatures of Night, Fairy Tales, Futa, and Court and Commerce, then you should delete those directories.

 

The game rules menu displays, but there's no Dark World options in it.

I have the two mod files you specified and no others.

I believe the mods are installed correctly, the folders and .mod files are in the mod folder in the documents folder, and all the dark world features I can try in the first 22 days of a game seem to work just fine.

 

Posted

 

 

Whenever I try to play this mod there are no new settings in the settings menu at the start of a game, and after about 22 days of in game time, a whole bunch of blank event windows open up, permanently pausing the game and making it unplayable. Before the single main file update, it used to be that I could disable the fairy tale and werewolf mods and this wouldn't happen anymore, but now that it's all one file this happens no matter what. The portrait mod has never seemed to work either. I think I have the most recent version of all of the mods, and I've tried disabling all my other mods or only playing with my other mods and it's definitely Dark World Reborn that's causing this problem.

 

If your game doesn't display a Game Rules menu after you first start a new game, then it makes me believe that you're not running the current version of CK2.

 

If you're seeing the Game Rules menu, and after scrolling all the way to the bottom (I personally didn't realize that the window scrolled at first), if you're not seeing the Dark World specific Game Rules, then that tells me you've installed the mod wrong.

 

And by 'most recent version of all the mods' - that should mean you ONLY have two mods installed and activated. Dark World Reborn 1.45 and Dark World ReMeDy Custom Portraits 1.39.

 

If you still have Dark World Core, Children of Lilith, Creatures of Night, Fairy Tales, Futa, and Court and Commerce, then you should delete those directories.

 

The game rules menu displays, but there's no Dark World options in it.

I have the two mod files you specified and no others.

I believe the mods are installed correctly, the folders and .mod files are in the mod folder in the documents folder, and all the dark world features I can try in the first 22 days of a game seem to work just fine.

 

 

 

Have you tried validating your game files through Steam?

 

While admittedly rare, they do get corrupted sometimes and validating them has fixed things for some folks.

 

I really have no other idea as to why it wouldn't be working if it's installed correctly.

 

Posted

 

<--snip-->

 

All of you folks being so fancy smancy. :)

 

<--snip-->

 

I have one event with 22 different descriptions that can come up, and that is without an image randomizer.  A four image randomizer would require that updated to 88 different "desc =" entries in that one event.  So that one probably wont get a randomizer.  :P

Posted

 

 

<--snip-->

 

All of you folks being so fancy smancy. :)

 

<--snip-->

 

I have one event with 22 different descriptions that can come up, and that is without an image randomizer.  A four image randomizer would require that updated to 88 different "desc =" entries in that one event.  So that one probably wont get a randomizer.   :P

 

There's where you start creating little programs to write CK2 code for you  ;)

Posted

I started a new game with this mod, and after I played for like 300 years in game, the game begins to get really slow, does anyone have any idea on the cause?

btw, I saw the werewolf event appeared, but vampires never appeared

Posted

I started a new game with this mod, and after I played for like 300 years in game, the game begins to get really slow, does anyone have any idea on the cause?

btw, I saw the werewolf event appeared, but vampires never appeared

 

Was this in a single sitting?  I ask because even vanilla CK2 will get slow if you play too long without saving, quitting and starting the game back up.  I experienced that multiple times getting the 7 century achievement in ironman with no mods allowed.

Posted

 

 

 

hi all, is there someone that know how to make a compatibility patch whit the mod ancient religions?

Thanck you.

 

You shouldn't need one, DW doesn't change any vanilla files, so they shouldn't conflict. Or do you want to integrate the content of one into the other?

 

i thinck that DW breack the script of vestalis

 

 

Break how? On a quick glance I don't see anything that would conflict.

 

 

no sorry i thinked that was DW, in realty is ancient religions tahat has problem whit the latest version of ck2

Posted

How do I make ReMeDy Custom Portraits work with AGOT mod? I did look for some answers on this, none of the solutions worked for me. 

 

1) You need to break dependency by moving followed files from DWR to ReMeDy Custom Portraits.

 

\common\traits\dw_remedy_portrait_traits.txt

\interface\remedy_portrait_traits.gfx

\common\defines\property_slot_increase_define.lua

\localisation\dw_remedy_traits.csv

 

2) Remove dependency in .mod file.

 

Now you have independent mod!

Posted

 

 

As for the hire jester decision, I respect your position. But, you mention than sometimes having some triggers in the potential can break things up? Do you have an example of that? If true, it should be reported as a bug -if you can give me an example code which is repeatable I can poke a dev about it.

 

 

Based on some of the comments I've seen made by devs I'm pretty sure it's not actually a bug, it's just that "potential" is solely a user interface function. It doesn't get called at ALL by the AI as far as any testing I've been able to work up has revealed, so nothing in potential will limit an AI from using it.

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