Popular Post dewguru Posted February 5, 2016 Popular Post Share Posted February 5, 2016 View File [CK2] Dark World: Reborn - Updated 28MAR2024 Dark World Reborn Requires Crusader Kings 2. In my testing I used version 3.3.3 Part of the Succubus Seduction path uses the Way of Life DLC (you can just opt to not use the Kiss of Seduction if you don't have that DLC) Part of the Societies may call on content from the Monk and Mystics expansion. Mod: Dark World Reborn v1.94 Dark World Reborn-Drax70 - is the SAME as Dark World Reborn, save different a selection of different images and sounds (sound files are why it's a larger file size). DO NOT USE BOTH mod versions! Mod Installation: With the game getting so many new players since it went free to play, I've finally broken down and put together some installation instructions. So now folks can simply be referred to the front page of either the mod download or the support page. Spoiler NOTE: I use a program called 7-Zip for creating zipped files and extracting them. 7-Zip is a free, open source program. You can either search for it in your search engine of choice, or trust that I'm pointing you in the right direction with their home page: https://www.7-zip.org/ Additional note: I use Windows. I don't offer installation support for other platforms, because I can't replicate them. So hopefully you're familiar enough with your operating system if it isn't Windows, to figure things out. Common mistake Warning: Crusader Kings has two mod folders. The one that is located in the game's main files (your Steam game installation directory), IS NOT the location you want. In fact, the game tries to make that clear, as there is a file there that is even named: DontPutModsHere.txt Step 1: If it's your first time installing the mod, download the most recent version from this site (this site being lovers lab, where you're looking at these instructions. Sometimes I will leave a prior version up, especially if the latest version posted is a larger upgrade or not fully tested. Step 2: put the file you downloaded into your mod folder. Your mod folder most likely should be located in your Documents folders. For example: Documents\Paradox Interactive\Crusader Kings II\mod. If you don't have a mod folder there, create one. Now, if you've no other mods, it should look something like this. Step 3: Now extract the file contents into the folder. In using 7-Zip, I just have to right click on the file, hover over 7-Zip, and then I can select Extract Here. If you use a different extraction program, it should have a similar option. An example of what it would look like is below. Step 4: If you've done things correctly, in your mod folder, you should now have a folder called Dark World Reborn, and a file called Dark World Reborn.mod. You can now delete the original file you downloaded (in this example it is DarkWorldReborn_174.7z), or leave it there. Which ever is your preference. An example of what it would look like is below. Step 5: Now, start up your game. On the starting CK2 screen, you should notice two tabs. One for DLC, one for Mods. Click on the Mod tab and ensure that the Dark World Reborn mod is checked. Example image below. Step 6: After choosing your starting conditions (era, ruler), the game will start up and show the Game Rules. You can verify that the mod is being seen by scrolling down to the bottom of the rule section. As of these directions, there are 15 different Dark World Reborn related Game Rule options for you to fine tune the content you'd see. They don't all begin with Dark World, but they should all appear after the first block, which is shown in the screen shot example below. Step 7: Play and enjoy. Now, depending on what rules you selected, will impact what things you end up seeing. Some rules impact more content than others. Many things require you to actually build certain buildings in your capital before they become active, or events may expect a certain trait. So play and see what appears, and experiment with your rules to fine tune things if some content isn't to your liking. Compatibility: The goal of Dark World Reborn will to make it as compatible as possible with other mods, when it is reasonable. Make me aware of an issue and I'll see if it can be addressed. What is this mod: Dark World Reborn is intended to be an adult fantasy mod. If you're not interested in the fantasy elements, there is still other content in the mod - from buildings such as brothels and slave markets, to events such as spending time with your loved one. This game has numerous Game Rules that can be used to fine tune your play experience if something doesn't interest you. Setting: Man kind rules the Earth. The mod includes the potential to have non-human races. However, this mod doesn't introduce them in any large numbers. That is because mankind has driven the non-human races into near extinction. Those that survive are in hiding, living in the fringes of civilization. So outside of a pair of major NPC's that get seeded (Fenris the wolf, Vlad the vampire), other non-humans may or may not be encountered during game play. It is important to note that Mankind predated many of the races and outnumbered them when they appeared. The appearance of many races took place during a phenomena that sages sometimes refer to as The Crossing. For about a century, Earth and the world of the Fae had a convergence, where some of their natives crossed over. To most of the world, this convergence is nothing more than another fable, yet the genetic mark of those that crossed over remains. NOTE: Some other mods go heavier on the non-human races, seeding them throughout the world. Dark World Reborn strives to be mod friendly, so using DWR with those other mods should be fine. Game Rule - Dark World Campaign: One of the Dark World Reborn has a game rules is 'Dark World Campaigns'. It is important to realize that this is just a quick start way to get some traits (such as starting as a Vampire), along with a narrative to help create a mind set for play. You can totally ignore the narrative, it's just meant to help those interested with a role-playing angle. A few campaigns do include special events specific to that campaign. For example - Rise of the Pack where you start as a Werewolf, gives you a narrative of being tasked by Fenris with helping the werewolves achieve dominance over mankind. At some point after you start, you'll get an event unique to this campaign where he sends you some aid and a potential courtier. If you select a campaign, you'll need to trigger it manually. Look at the Decisions on the Intrigue menu for your campaign start. Note: If you do something like select the 'Rise of the Pack' Campaign, but turn off 'Classic Monsters' - you'll bork things up and not get your decision. Reason being, Werewolves are considered Classic Monster content. So don't defeat yourself. So why start with a campaign option? Some folks want to start as a Vampire. Due to randomization, if you don't start as one, it could be years into the game before the chance appeared, and then, it might result in death instead of being turned. Non-Human Races: Note: there are no 'True Bloods' in DWR. While mankind was successful in pushing non-humans to extinction, those non-human races live on via descendants that are part human/part non-human. It's one reason non-human races are able to largely hide, by passing off as normal humans, unless they do something that exposes their heritage. So it's a planet with a bunch of half-breeds if you want to get picky. Now, many of those half-breeds have been accepted over time. Especially those who don't have a history of violence against humans. Still, people in general still are wary of the weird, and while they may not be automatically hostile towards some, there may still be a negative opinion hit. Spoiler Symbiotes, Tentacle-kin: These beings are born from something not of this world. Worse, they can potentially infect a normal person. This infection can also go unrecognized, as these beings can withdraw to hide within their host, seeming human. Some are so powerful, they can even transform their host in some undesirable fashion. Therianthropes: Shapeshifters can be found in the tales told by just about every culture. These shapeshifters are also widely seen to be spirit related. What tends to be different between cultures is the type of animal that changes from a human to animal form. Some are also seen as being more benevolent while others seek to harm humanity. The following animal kin, are types of therianthropes in DWR. In DWR, these beings are viewed to have the ability to control their transformation and can range from human to a variety of hybrids to full animal. Wolf (Werewolves): In DWR, these are one of the most aggressive types of therianthropes. Wolves by nature don't come in regular direct conflict with mankind. However, the bonding of the wolf spirit with man has made a dangerous mix, as the darker side of man seems to bleed over and negatively influence the wolf spirit, often times making it more hostile than it would be naturally. Hyena: Hyena-kin have had periods of conflict with mankind, which gives many a bad name. They don't normally seek alpha type dominance like the Wolf, yet they like to take what's not theirs. Leading to raids when in packs. They never obtained the notoriety of the wolf, as hyena's also tend to in-fighting, clearly having a weaker pack/community structure when put under pressure. Dog: Rare. Seen as generally having a good relation with mankind. While people love dogs, dog-kin can face ridicule by many, and are pointed to as an example of avoiding bestiality. (Remember, in DWR, people are dicks, so being different will still equal negative opinions) Horse: (Centaurs are seen as a hybrid form) Like the dog description above. Cat: (Nekos) A very checkered history, as they've been both helpful and damaging. They're considered to be part of the non-violent non-human side, really only because they so rarely group together, when they're petty and vile, their damage is typically limited and focused. Fox: (Kitsune) Similar to the cat description above. Goat: (Satyr) Not really in good with a number of religious organizations, as some view them as demonic - thanks to anger and a smear campaign over women being seduced by a very virile Satyr. Religious denunciation aside, they're viewed as part of the non-violent group. Bear: Fearsome, yet largely solitary and keep to themselves unless provoked. Have risen against both the wolf and hyena in the past, so they're viewed in the non-violent towards humans side of the fence. Bull: (Minotaur) They're viewed as one of the violent factions, largely due to the destructive nature and mythos surrounding minotaurs. Truthfully, they're one of the lesser violent ones, but the rumors about them breed fear. Fish: (Mermaid, Mermen, Sharken) Viewed as non-violent, even those that are shark folk, although sailors may have a different view point. Folks on land, tend to romanticize them, while sailors are known to hunt them. Frog: Viewed as non-violent. Viewed to have come about via a curse by most. Leads to a lot of ladies kissing male Frog-kin hoping for a prince. Snake: Viewed as violent. Realistically they're no worse than the Cat or Fox, yet visually they freak people out, and there's that whole devil appearing as a snake in the Garden of Eden thing. Monkey: Viewed similar to the dog, although there are tales of them falling to corruption, only to then later redeem themselves. Tiger: (Rakshasa) Viewed as violent maneaters to many in the East. Since they're rarer elsewhere, the few examples of good are heavily obscured by the bad, leaving them as being seen as one of the violent non-human races. Spider: Viewed as violent. Looks alone freak out most, even more so than the Snake. Doesn't help that most stories involve them eating humans. Rabbit: Viewed as non-violent. Have a really nasty rumor about being overly promiscuous. Elephant: Viewed as non-violent, wise, and freaky looking. Platypi: Viewed as non-violent, un-wise, and freaky looking. Dragons: Said to be completely killed off, although it's said that in the past, some took human form, and as such, could have descendants with dragon blood just waiting to awaken. Due to the extreme dragon hunting efforts from the past, due to the towns razed by dragons, anyone who did have their blood awaken could be viewed as part of the violent non-human group. Demons: (Succubus, Incubus) The offspring of an unholy union. Most religions and as such, society in general view the offspring as being unredeemable. So they're automatically in the violent non-human side, while the truth has shown that many of these individuals are more lovers than fighters. Angels: Children from a divine union at some point. They're widely accepted, although there are instances of human purists, lumping in angel-kin among the non-humans and hunting them as well. Orc: Linked to the lands of the fae, these beings once crossed over and waged war in certain areas. Those that crossed over were wiped out, yet their raids and raping left their genetic mark. Those unfortunate enough to have this genetic mark appear, can find themselves grouped with the violent non-humans. Elf: Said to have originated from the land of the fae like the Orcs. They were fewer in number, yet appeared to aid mankind in defeating the orcs, and then returned back to the fae when done. While here, they did take the occasional human lover. Similar to angels in how they're widely accepted - yet in the right circumstance can still be hunted down by purists. Fae: (Fairies, brownies, gnomes) Those with fae blood, are more likely to be mistaken as having elf blood, largely because of how rare it was for these beings to procreate with humans. Mainly because of a difference in stature, yet in some instances, fae magic would allow a temporary transformation. And well, sex happened. Part of the non-violent side. Genie: It is said that all genies are actually cursed humans. Beings that sought power, and in finding it, have become trapped by it. The fact that it isn't passed genetically lends credence to it being a curse. Nymph: Believed to be different from the fae, as nymphs are said to be actual Earth spirits, and their appearance in lore predates stories that are associated with the convergence. The only non-human race that is also only passed from Mother to daughter. There are no males who are known to bear the Nymph traits. Viewed as non-violent. Vampire: They feed off of mankind, and as such, as viewed in the same vein as the parasitic symbiotes. Easily falling on the violent non-human side of things. Undead: (Ghoul, Reanimate - think Frankenstein, Lich) The dead are supposed to stay dead. Viewed as a violent non-human, especially since they're usually brought back to fight humans, or someone used unholy methods to create them. Non-Human Tolerance Law There are three stages. By default, any non-human race that is viewed as generally being a violent non-human species, can be arrested (via targeted decision). The law can be changed from the middle, to be completely tolerant (all non-humans are accepted), or to completely intolerant (all non-humans are criminal). Outside of the targeted decision to attempt to arrest someone, additional events may be influenced by the level of the law. For example - if your land sees all non-humans as criminals, then a non-human may opt to avoid your lands (thus preventing an event from firing). Heroes and Villains Content: Spoiler This portion of the mod adds NPCs and events related to Superheroes and Supervillains. Be a hero or villain Rulers have the ability to identify themselves as a hero or a villain (trait via Decision) Declare a Nemesis (via Targeted Decision - right clicking on the target's portrait) Recruit other heroes or villains like yourself. Requires a Lair or Hall to be built Due to only having 4 options, and one being a generic villain or hero, it will only list up to 3 named recruit options. Check back after hiring one of the 3 named and another name may then appear. Not every Heroes and Villains NPC in the game comes via recruitment. A number of them come through random events. New traits Some related to heroes and villains, such as Agile, Mind Control, or Resilience Some related to races, such as symbiotes, demon-kin, or therianthropes And a trio of age cheat traits for those wanting to use the Ruler Designer to build your own ruler Construct special buildings Lairs and Halls for use by any heroes or villains Great Inn - an investment to help your economy - additional game play interactions coming Wizard Tower - additional game play interactions coming Related Game Rule NPC Respawn - Off by default, if you want to see NPCs have a chance to reappear, then enable this. After all, heroes and villains are always coming back aren't they? Random Events Some related to heroes or villains you may have recruited Others meant to add variety to game play in general Potential nicknames for those who are heroic or villainous Numerous quality of life options such as being able to use a Targeted Decision to remove a custom portrait you don't like, or forbid a target from giving themselves one at all Special Thanks: - ReMeDy for the assistance on the Custom Portraits mod, and your time in answering both my questions and those of some other folks in the support thread. - Genericlogin for his Christianity mod that got me interested in modding for CK2 in the first place - Lockeslylcrit and the work that was done over the past year with DWF. - Drax70 for a variety of image resizing and event contributions. - Jim Raynor for some event contributions. - Aliris, RustiYeti, YiffMeister, ngppgn, JIBECaid01, Veedanya, Sybreal for code or icon art contributions. - ngppgn's work on making a larger event window (original resource: http://www.loverslab.com/topic/74137-bigger-events/) - Dem8840 for contributing some story and item ideas - Black Yoru, NeoSniper and others for various compatibility/patch mods that have helped others enjoy the mod. - Lover's Lab for having this environment. - Paradox for making CK2 so mod friendly and the continued support and content releases. Dark World Reborn Change Log History Change Log: v1.94 (Dark World Reborn) - NOTE: This update should be save game compatible - New Game Rule option for Respawns - changed Yes to Immediate and added a 10 Year option. Note: this for clearing a flag setting, so an event still needs to trigger to bring them back. - I felt that hero/villain content was firing too frequently on top of each other, so I scaled back some of the on_action triggers, and moved some content around that can be triggered via a decision (see more below) - New Events (primarily Villain related) - Visit your Lair or Hall (Hero / Villain content - available once a month) Contains a few new events, and a bulk of events from the former random hero/villain events. - Updated a couple small event artwork to a larger size - Set a number of random hero/villain events to no longer happen outside of the new Visit your Lair/Hall decision. v1.93 (Dark World Reborn) - NOTE: This update is compatible with Save Games created with DWR version 1.83 or later. Save games with earlier versions of DWR will break. - Modified the Bordello Improvement quest chain (after the initial event, future stages are handled by decision - to help handle things if the ruler dies mid-upgrade and to allow the player to advance when they have gold on hand) v1.92 (Dark World Reborn) - NOTE: This update is compatible with Save Games created with DWR version 1.83 or later. Save games with earlier versions of DWR will break. - New Event (related to below tweak) - Tweak: Demon and Vampire Seduction decisions will only be used by the ai every 2 years. Previously, demon seduction had no restriction and vampire seduction had a 6 month restriction. - Tweak: Not playing with Hero and Villain content will disable the associated buildings. v1.91 (Dark World Reborn) - NOTE: This update is compatible with Save Games created with DWR version 1.83 or later. Save games with earlier versions of DWR will break. - New Events - New Artifacts - Fix: Red Sonja will now stop adventuring when the arc completes - Fix: Those with breeding artifacts, such as the breeding collar, might get knocked up in the stable events - Fix: An option name string to show the correct localization in a Harley event - Fix: An error in a trigger that prevented Sorcey from being recruited - Fix: An error that could prevent the intended use of the Elder Blood potion. - Tweak: Elder Blood was set to be a 1 in 5 chance of making a vampire who drank it, an immortal. I improved the odds to a 1 in 4 chance. - Fix: A scope error that would make a pregancy for the player, when they were not the one receiving the seed. - Fix: An issue where some hero/villains with multiple images where being recognized for image swaps v1.90 (Dark World Reborn) - NOTE: This update is compatible with Save Games created with DWR version 1.83 or later. Save games with earlier versions of DWR will break. - New Events (The adventuring chains in the Grand Inn with Red Sonja are limited presently. This is clearly where I crashed at and instead of taking a week to add more variety, I just got it ready as is for release. I am looking at another update with more variety next update.) - New Drax70 provided Events - an handful of additional Beauty and the Beast content - The Drax70 version of the mod (uses some different images) - also now includes lewd sounds for some events. Thus why its also a larger file size. v1.89 (Dark World Reborn) - NOTE: Two different versions released. Dark World Reborn (images I prefer) and Dark World Reborn - Drax70 Version (images Drax70 donated) - NOTE: Both of the above versions are the exact same - with the only differnce being images used. Best way to summarize the difference may be I like drawings, Drax70 likes 3D models - Corrected an error where a random male gladiator could join with boobs (thx Drax70) - Corrected an error with a missing event picture (lilith_blood_moon_prison_cell) (thx Drax70) - Corrected an error in an interface file that was causing an event picture error (brothel_female_common_OptionsB) (thx Drax70) - Corrected an error in an event that caused an event picture error (brothel_female_common_OptionsA) (thx Drax70) - A handful of events, most related to Heroes and Villains content. - Some scripted effect changes to account for missing entries and additional npcs v1.88 (Dark World Reborn) - Removed the Wellspring offmap entity. It was an idea from years ago for magic that never got implemented and I went with an easier method. - Corrected an issue where the mana potion was not removed after use. (thx DrPill) - Corrected an incorrect ball image (thx Drax70) - Corrected an issue with a bad event_target on the event where a female commander may be ambushed. (thx Ensavil) - Corrected an issue with a description check and image check on a pair of Raynor provided events. (thx aMemorandum) Submitter dewguru Submitted 02/04/2016 Category Crusader Kings 2 Requires Crusader Kings 2 63 Link to comment
dewguru Posted February 5, 2016 Author Share Posted February 5, 2016 Dark World Mod Frequently Asked Questions (FAQ) Q: May I post your Dark World mod elsewhere - say like Steam Workshop or Nexus Mods?A: No. Don't do it. The content isn't appropriate for Steam Workshop, and I'm in no mood to get grief from some of the Nexus folks who harass authors regarding whether they approve of adult content or not. Q: May I make a sub-mod to your Dark World mod?A: I'm a big fan of folks taking the leap to make their own specialized content, and I'm honored when folks wish to build onto what I've done through their own mod that uses Dark World as a required mod. By all means - consider such requests approved. I'd just like to encourage you to shoot me a PM when you post it, as I'll add a link to it so others might be able to find and use it. Q: Can I borrow some of your code?A: As long as by 'borrow some of your code' it doesn't turn into copying most of the mod, and simply re-branding it to claim it as your own, then sure. Use what you want. I think I'm better than the average CK2 mod coder, but I don't think I'm the best here. So keep that in mind if you use parts for your own work. Q: What's coming next?A: I don't plan on adding any more Campaign start options. My focus now is on building out the content (finally). I've a few more things from my original Dark World mod that I'm adding, and I'll probably add another Rule option or two in order to help potentially filter out more content so folks fine tune what kind of things the game contains. Q: I'd like to make a mod that relies on yours, is that alright?A: I really enjoy seeing people make mods - even though I don't use much more than my own mod, it's still neat knowing that there is content out there that was shared that may fit just what someone else is looking for. So - by all means, make your mod and post it up here in Lovers Lab. My requests are simple - if you're using my mod as a requirement for yours, please post a link in your description where folks can easily find Dark World Reborn. If you keep your mod updated as well, I'll get around to adding a link to my page so folks who may be interested can find it as well. Q: Is this mod compatible with...A: In general, Dark World is very mod friendly, with the highest chances of complications coming from large overhaul mods or those that use a custom image system. Still, there is nothing wrong with asking, as users of Dark World Reborn also use it with a wide variety of other mods, and some folks have found methods to get it to work with other mods that aren't that friendly. Now, I myself won't address your question - as I simply don't use a lot of other mods, and for me to know for certain, I would have to locate and view the mod in question. I simply don't have the time, or desire to do that. However - there are folks that may be able to speak to it, and someone often does - so do indeed ask away. Just don't expect a response from me on it, be ready to answer questions about mod versions, and be patient if someone opts to try and help you. Q: Will you make a version that is compatible with...A: No. Feel free to ask if someone has edited it though to make a compatible version. While I won't make a special compatible version, others on occasion have. Q: I'm having a problem, which is...A: Unless you provide some basic information, such as what version of CK2 you are using, what mod(s) you're using (to include the mod version), and what your symptom is - then don't expect much in the way of a useful response. Also, don't sweat it if I don't directly answer your question. I don't frequent the thread as often as I used to, but other mod users tend to gladly offer assistance as long as the person asking provides details, and shows some patience. Q: I get blank event windows that I can't get rid of. A: I do my best to keep the mod current with the present patch version of CK2, and I've leveraged code approaches that I noticed - and that others have pointed out, that have come out with some of these patches. As such - if you're running a version of CK2 that is prior to the current version - you may experience oddities - with the blank event screen being the most common one. To correct it - you should upgrade to the most current version of CK2. The CK2 version does NOT mean you need their latest DLC. The only other times I've seen this problem arise, it was either due to another mod that was actually causing the issue - or in one instance the person had to have Steam validate their files and they reinstalled the mod (meaning something got corrupted somewhere on the file level). Q: I tried using the Dark World ReMeDy Custom Portrait mod and I'm not seeing the special images.A: If you're still using the Dark World ReMeDy Custom portrait mod, please stop. Thanks to a contribution by ngppgn, ReMeDy was able to post a version of his Custom Portrait mod that eliminates DLC requirements, and as such, I've fully incorporated the mod instead of having it as it's own stand alone mod. Q: The Dark World Reborn mod has futa's and traps, aren't they pretty much the same thing?A: I suppose a lot of it depends on your definition. I know that a lot of artwork or sites might refer to both almost interchangeably. For the purpose of the Dark World mod, a futanari is considered to be a female who also has a dick. A futanari can become pregnant if you get past their natural infertility. A trap meanwhile is a guy, who is typically pretty enough to pass as a woman, and in some cases a natural hormonal imbalance, or in the case of unnatural, magic or curses, has led to the growing of typically small breasts. But most importantly, trap's can't get pregnant because they don't have female reproductive parts (the only exception being if I build out the omega male aspect of the werewolf mod, but that part is unlikely to be soon). I know technically there are other variations regarding transgenders - and futanari are more fantastical than real representations of hermaphrodites, however, I'm only sticking with the above two for sake of simplicity. Q: What if I don't want to have some of the content - as some of it just isn't my thing?A: When you start a new campaign, you're prompted with the CK2 Game Rules screen. If you scroll down on that screen (I didn't realize it scrolled originally myself - so if you didn't realize it either - you're not alone), you should see the Dark World rule options all the way at the bottom. There you can choose to exclude certain categories of content. Obviously - mistakes can be made, so if you turned something off, yet it turned up anyway - let me know what turned up so I can look at correcting it. Q: Why are my traits all messed up after updating?A: Typically that is because an update included a new trait. When you start a game, CK2 assigned an id to the traits so it can tell what character has what trait, using that generated id number instead of the trait name. If you update a mod that has a new trait, and resume your save game, when the game rebuilds the trait id listing based on what you have, the new trait results in the traits no longer aligning with the id's, so a character that has an trait id of 111, which once was werewolf, could suddenly be branded_slave for example. So, if an update includes new traits - either don't update it until you've completed your saved game, or plan on starting a new game. Q: I've a question, can I Instant Message you?A: You sure can. However, I'm pretty bad with being timely in my replies - so it can be a week (or two) before I notice I've a message and respond. There are rare occasions when I don't respond - and that's usually because you're asking me something that can be found on the first two posts, and I don't want to reply and be an ass (because I can be one on occasion) - or I noticed that you also posted in the thread and got someone to answer your question. Q: Does someone know how to get this mod working with the AGOT Mod (or another large overhaul mod)?A: It's because AGOT mod overrides paths, and you need to ensure that Dark World gets loaded after. The way to do this is to add dependencies = { "A Game of Thrones" } to the .mod file. (thanks to fishface for answering this) Example in the spoiler tag. The below is how a modified Dark World Core.mod file would look like after the dependency is added. name = "Dark World Core v1.30"path = "mod/Dark World Core"user_dir = "Dark World Reborn Data" dependencies = { "A Game of Thrones" } 4 Link to comment
notacat3 Posted February 5, 2016 Share Posted February 5, 2016 I just got CK2 an hour ago, and was grabbing some mods. I saw Dark World and thought to myself how good it looked, and that I wish I knew how to separate the events from the supernatural stuff, at least for my first couple sessions. Then, like some kind of weird psychic/future teller, here you are doing this on the same day, less than an hour earlier. Can't wait! Link to comment
Beornwahl Posted February 5, 2016 Share Posted February 5, 2016 This sounds great! I'll sure add the events to my regular gameplay! Link to comment
balistaus Posted February 5, 2016 Share Posted February 5, 2016 Nice! can't wait for this version, hopefully you add the slavery events back for the slaves, descriptions and what not. I still using version 1.15 with a few tweak to my liking =p. Link to comment
Kraniumbrud Posted February 5, 2016 Share Posted February 5, 2016 this looks really good, you said some will be mod friendly, does this mean you will avoid religius triggers so we can use your great mod in AGOT and such? Link to comment
sidfu Posted February 5, 2016 Share Posted February 5, 2016 yeah sound good. hopely u can expand on the slavery and be more than the simple sell and the 1 for bodyguard. sucubbus relgion have a start for guys. Link to comment
dewguru Posted February 5, 2016 Author Share Posted February 5, 2016 this looks really good, you said some will be mod friendly, does this mean you will avoid religius triggers so we can use your great mod in AGOT and such? Yes. Some mods won't be. Such as the Succubus mod since it seems like the religion part is such a huge hit in it. But others have no reason to be. Such as the Random Events one. Link to comment
Kraniumbrud Posted February 6, 2016 Share Posted February 6, 2016 this looks really good, you said some will be mod friendly, does this mean you will avoid religius triggers so we can use your great mod in AGOT and such? Yes. Some mods won't be. Such as the Succubus mod since it seems like the religion part is such a huge hit in it. But others have no reason to be. Such as the Random Events one. thats fine, even if it is the largest part of the old mod Link to comment
Pantheress Posted February 6, 2016 Share Posted February 6, 2016 Being mostly interested in the content that's being cut(werewolf & vampire stuff), I can only admit that I'm a bit disappointed. However, it is your mod and your creation, so I'm not going to fault you for it. I do think splitting up a mod into several submods is a risky thing to do, though, especially if two mods happen to touch the same features/files and end up causing incompatibilities. Had that happen to me with a mod I made, and then tried to split up, in FO:NV. Link to comment
Aliris Posted February 6, 2016 Share Posted February 6, 2016 Well, you could do a succubus mod without the religious quest aspect. I certainly don't think any of the core mechanics really required it, after all - it was just something else to add on top of it, and an easy way for a succubus character to swap to a non-male preference inheritance law. But even in vanilla CK2, it's perfectly feasible to do that by provoking the Catharite or Messalian heresies and switching to them. Link to comment
dewguru Posted February 6, 2016 Author Share Posted February 6, 2016 Being mostly interested in the content that's being cut(werewolf & vampire stuff), I can only admit that I'm a bit disappointed. However, it is your mod and your creation, so I'm not going to fault you for it. I do think splitting up a mod into several submods is a risky thing to do, though, especially if two mods happen to touch the same features/files and end up causing incompatibilities. Had that happen to me with a mod I made, and then tried to split up, in FO:NV. They're not cut. They'll be their own options. If multiple files need to touch the same thing (such as traits) then that file should be in the Core (which traits are). The Core will be required. But then things that can create incompatibilities, like the religions, those will be self contained within the relevant topic. No other mod should be hitting them. For example, outside of the Lilith mod - there's no reason for any of the other mods to reference the Lilithian faiths, as they would only exist in the game world if you're including Succubi and Incubi. Well, you could do a succubus mod without the religious quest aspect. I certainly don't think any of the core mechanics really required it, after all - it was just something else to add on top of it, and an easy way for a succubus character to swap to a non-male preference inheritance law. But even in vanilla CK2, it's perfectly feasible to do that by provoking the Catharite or Messalian heresies and switching to them. I see no reason to remove it. It's proven beneficial so I'm not going to sweat it. Link to comment
Aliris Posted February 6, 2016 Share Posted February 6, 2016 Well, you could do a succubus mod without the religious quest aspect. I certainly don't think any of the core mechanics really required it, after all - it was just something else to add on top of it, and an easy way for a succubus character to swap to a non-male preference inheritance law. But even in vanilla CK2, it's perfectly feasible to do that by provoking the Catharite or Messalian heresies and switching to them. I see no reason to remove it. It's proven beneficial so I'm not going to sweat it. Fair enough! I'll certainly be willing to help however I can. Link to comment
Shepard Posted February 6, 2016 Share Posted February 6, 2016 thank you My new Favorite Link to comment
Armyguy Posted February 6, 2016 Share Posted February 6, 2016 Well i like what i see so far. I have liked my Dark World games so far and can't wait to see whats next for it. But i do have one question what if so one wants to make a wholly new component out side what you have done so far. Like undead not playing as one but like necromancers makeing zombies and what not that you have to deal with. Or playing as one to take rule by a army of the undead or useing a necromancer councilor to get a 2nd use out of rebels. Link to comment
Karsitheee Posted February 6, 2016 Share Posted February 6, 2016 Awesome, loving this mod and looking forward to the possibility of integrating it with something like CK2+, HIP, Elder Kings, etc. Always annoyed me that some of the reality and brutality of the time wasn't available in the game: slavery, rape, public humiliation, etc. The fantasy and paranormal elements are great also, hope they're expanded upon. I noticed references to kitsune, catgirls, angels, tentacles and orcs in the files that I don't think are used currently. Link to comment
ngppgn Posted February 6, 2016 Share Posted February 6, 2016 Orcs angels and tentacle were. Anyway, looking forwards to the release Link to comment
Yukinohki Posted February 6, 2016 Share Posted February 6, 2016 i really like the idea of splitting the mod, that would make using the Arglwydd mod together with other parts like the random events and maybe werewolfs without the lilithian religions possible for me Link to comment
dewguru Posted February 7, 2016 Author Share Posted February 7, 2016 Well i like what i see so far. I have liked my Dark World games so far and can't wait to see whats next for it. But i do have one question what if so one wants to make a wholly new component out side what you have done so far. Like undead not playing as one but like necromancers makeing zombies and what not that you have to deal with. Or playing as one to take rule by a army of the undead or useing a necromancer councilor to get a 2nd use out of rebels. If I'm tracking your question properly, if you're interested in sharing it with others, you'd have two options. Post it as it's own mod, where you could list Dark World as a requirement if it relies on any of the materials, or just post it up in the thread and if others test it and confirm it doesn't break anything, I could upload it with this as an extra option. Link to comment
Guest arbiter104 Posted February 7, 2016 Share Posted February 7, 2016 Most excellent Link to comment
dewguru Posted February 7, 2016 Author Share Posted February 7, 2016 For those who use Validator. A 2.5x friendly version was released today. Version 1.13. https://forum.paradoxplaza.com/forum/index.php?threads/the-validator-find-errors-quickly-and-with-minimal-pain.597480/ Note: you must be logged into the Paradox forums for the above link to properly take you to the intended location. Link to comment
Lily Sweets Posted February 7, 2016 Share Posted February 7, 2016 ay mang, if u need sum legit writers, i got u 2 Link to comment
ReMeDy Posted February 7, 2016 Share Posted February 7, 2016 ay mang, if u need sum legit writers, i got u lol oh boi Link to comment
Tyrranus Posted February 7, 2016 Share Posted February 7, 2016 Glad to hear the vampire and werewolf stuff arent cut. Should be interesting to see how this evolves now, esp as others begin to contribute modules to it Link to comment
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