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[mod] [CK2] Dark World: Reborn - Updated 13APR2024


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No, none of the religion aspects were added in the first part at least.

can i get a full list of what was added in children of lilith besides blood moon ritual?

 

 

Not comprehensive by any means, and just from what I've seen in game and looking through the files, but mostly so far it looks like the blood moon ritual, the associated succubus/incubus development levels and traits, the ability to purge lover's pox, and immortality as an option on reaching level 5.

 

Notable things not included:

-No way to off yourself.

-No other spells/magic.

-No summoning of other succubi/incubi/others.

-No Lilithian or other religion change options.

-No Claire or associated events.

-No dreams for successor characters, they either inherit the trait or don't.

 

Note though that Dewguru has said this is hardly the final version, just the initial. So follow the advice of the Hitchhiker's Guide, and "Don't Panic". :)

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Just wanted to say I'm still alive, but life hasn't been cooperating in terms of giving me free time to work on the mod. Or rather, what little free time I have, I'm so burnt out that I'm not in the mood to stare at pseudo-code.

 

Things probably won't return to a semi-normal state for me until next week. so my apologies as I know there is the need to release a patch for the Children of Lilith mod.

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Just wanted to say I'm still alive, but life hasn't been cooperating in terms of giving me free time to work on the mod. Or rather, what little free time I have, I'm so burnt out that I'm not in the mood to stare at pseudo-code.

 

Things probably won't return to a semi-normal state for me until next week. so my apologies as I know there is the need to release a patch for the Children of Lilith mod.

 

That's ok I'm happy as long as i get dev updates on whats going on take your time if you need it.

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I am not sure if it is already fixed but this fixes Blood Moon Prisoner Sacrifice.

# .1030 Blood Moon Celebration begins
narrative_event = {
	id = DWLilith.1030
	desc = "DWLilith1030"
	picture = lilith_blood_moon_prison_cell
	title = dw_lilith_blood_moon_title
	
	is_triggered_only = yes # .1001 / .1005
	
	option = { # Let's sacrifice some prisoners
		trigger = { # We only show this if we've prisoners that qualify for sacrifice
			any_courtier = {
				prisoner = yes
				host = { character = ROOT }
				NOT = { has_character_modifier = dw_slave_training } # We don't want to accidentally grab one of our slaves
			}
		}
		hidden_tooltip = { set_variable = { which = "dw_blood_moon_sacrifices" value = 0 } }
		name = "DWLilith1030A"
		narrative_event = { id = DWLilith.1031 }
		custom_tooltip = { text = dw_blood_moon_celebration_begins }
	}
	option = { # Lets kill us some peasants
		name = "DWLilith1030B"
		narrative_event = { id = DWLilith.1049 }
		custom_tooltip = { text = dw_blood_moon_celebration_begins }
	}
}
# .1031 We've prisoners to sacrifice
narrative_event = {
	id = DWLilith.1031
	desc = "DWLilith1031"
	picture = lilith_blood_moon_prison_cell
	title = dw_lilith_blood_moon_title
	
	is_triggered_only = yes # .1030 / .1041
	
	immediate = { # If this works as intended, we can give the host some options as to who they sacrifice
		if = { # If we don't already have a prisoner that is the 1st selection AND Neither the 2nd or 3rd then select one.
			limit = {
				any_courtier = {
					prisoner = yes # Needs to be a prisoner
					host = { character = ROOT } # Needs to not be the host - just in case
					NOT = { has_character_modifier = dw_slave_training } # We don't want to accidentally grab one of our slaves
					NOT = { has_character_flag = dw_spared_sacrifice } # We don't choose someone we already spared
					is_alive = yes
				}
			}
			random_courtier = { # Selecting first prisoner at random
				limit = { 
					prisoner = yes # Needs to be a prisoner
					host = { character = ROOT } # Needs to not be the host - just in case
					NOT = { has_character_modifier = dw_slave_training } # We don't want to accidentally grab one of our slaves
					NOT = { has_character_flag = dw_spared_sacrifice } # We don't choose someone we already spared
					is_alive = yes
				}
				save_event_target_as = dw_blood_moon_sacrifice_1
				set_character_flag = dw_blood_moon_sacrifice
			}
		}
		if = { # Do we have another eligible prisoner?
			limit = {
				any_courtier = {
					prisoner = yes # Needs to be a prisoner
					host = { character = ROOT } # Needs to not be the host - just in case
					NOT = { has_character_modifier = dw_slave_training } # We don't want to accidentally grab one of our slaves
					NOT = { has_character_flag = dw_blood_moon_sacrifice }
					NOT = { has_character_flag = dw_spared_sacrifice } # We don't choose someone we already spared
					is_alive = yes
				}
			}
			random_courtier = { # Selecting second prisoner at random
				limit = { 
					prisoner = yes # Needs to be a prisoner
					host = { character = ROOT } # Needs to not be the host - just in case
					NOT = { has_character_modifier = dw_slave_training } # We don't want to accidentally grab one of our slaves
					NOT = { has_character_flag = dw_blood_moon_sacrifice }
					NOT = { has_character_flag = dw_spared_sacrifice } # We don't choose someone we already spared
					is_alive = yes
				}
				save_event_target_as = dw_blood_moon_sacrifice_2
				set_character_flag = dw_blood_moon_sacrifice
			}
		}
		if = { # Do we have another eligible prisoner?
			limit = {
				any_courtier = {
					prisoner = yes # Needs to be a prisoner
					host = { character = ROOT } # Needs to not be the host - just in case
					NOT = { has_character_modifier = dw_slave_training } # We don't want to accidentally grab one of our slaves
					NOT = { has_character_flag = dw_blood_moon_sacrifice }
					NOT = { has_character_flag = dw_spared_sacrifice } # We don't choose someone we already spared
					is_alive = yes
				}
			}
			random_courtier = { # Selecting second prisoner at random
				limit = { 
					prisoner = yes # Needs to be a prisoner
					host = { character = ROOT } # Needs to not be the host - just in case
					NOT = { has_character_modifier = dw_slave_training } # We don't want to accidentally grab one of our slaves
					NOT = { has_character_flag = dw_blood_moon_sacrifice }
					NOT = { has_character_flag = dw_spared_sacrifice } # We don't choose someone we already spared
					is_alive = yes
				}
				save_event_target_as = dw_blood_moon_sacrifice_3
				set_character_flag = dw_blood_moon_sacrifice
			}
		}
	}
	
	option = { # We sacrifice prisoner #1
		trigger = {
			event_target:dw_blood_moon_sacrifice_1 = { prisoner = yes } # A check to ensure we've someone in our event target
		}
		name = "DWLilith1031A"
		event_target:dw_blood_moon_sacrifice_1 = { 
			character_event = { id = DWLilith.1039 } # Target gets the "Oh Shit I've been selected message."
			character_event = { id = DWLilith.1040 } # Bounce before the sacrifice or not check
			clr_character_flag = dw_blood_moon_sacrifice
		}
		hidden_tooltip = {
			clr_event_target = dw_blood_moon_sacrifice_1
			event_target:dw_blood_moon_sacrifice_2 = {
				clr_character_flag = dw_blood_moon_sacrifice
			}
			clr_event_target = dw_blood_moon_sacrifice_2
			event_target:dw_blood_moon_sacrifice_3 = { 
				clr_character_flag = dw_blood_moon_sacrifice
			}
			clr_event_target = dw_blood_moon_sacrifice_3
		}
	}
	option = { # We sacrifice prisoner #2
		trigger = {
			event_target:dw_blood_moon_sacrifice_2 = { prisoner = yes } # A check to ensure we've someone in our event target
		}
		name = "DWLilith1031B"
		event_target:dw_blood_moon_sacrifice_2 = { 
			character_event = { id = DWLilith.1039 } # Target gets the "Oh Shit I've been selected message."
			character_event = { id = DWLilith.1040 } # Bounce before the sacrifice or not check
			clr_character_flag = dw_blood_moon_sacrifice
		}
		hidden_tooltip = {
			clr_event_target = dw_blood_moon_sacrifice_2
			event_target:dw_blood_moon_sacrifice_1 = {
				clr_character_flag = dw_blood_moon_sacrifice
			}
			clr_event_target = dw_blood_moon_sacrifice_1
			event_target:dw_blood_moon_sacrifice_3 = { 
				clr_character_flag = dw_blood_moon_sacrifice
			}
			clr_event_target = dw_blood_moon_sacrifice_3
		}
	}
	option = { # We sacrifice prisoner #3
		trigger = {
			event_target:dw_blood_moon_sacrifice_3 = { prisoner = yes } # A check to ensure we've someone in our event target
		}
		name = "DWLilith1031C"
		event_target:dw_blood_moon_sacrifice_3 = { 
			character_event = { id = DWLilith.1039 } # Target gets the "Oh Shit I've been selected message."
			character_event = { id = DWLilith.1040 } # Bounce before the sacrifice or not check
			clr_character_flag = dw_blood_moon_sacrifice
		}
		hidden_tooltip = {
			clr_event_target = dw_blood_moon_sacrifice_3
			event_target:dw_blood_moon_sacrifice_2 = {
				clr_character_flag = dw_blood_moon_sacrifice
			}
			clr_event_target = dw_blood_moon_sacrifice_2
			event_target:dw_blood_moon_sacrifice_1 = { 
				clr_character_flag = dw_blood_moon_sacrifice
			}
			clr_event_target = dw_blood_moon_sacrifice_1
		}
	}
	option = { # Let's go with some common peasants after all
		name = "DWLilith1031D"
		narrative_event = { id = DWLilith.1049 }
		custom_tooltip = { text = dw_blood_moon_celebration_begins }
	}
}
# .1039 Simple message for the target of a sacrifice. Ideally to never be seen by a player unless they're very unlucky (Sacrifice / Event Target)
character_event = {
	id = DWLilith.1039
	desc = "DWLilith1039"
	picture = lilith_blood_moon_prison_cell
	is_triggered_only = yes # Triggered from .1031
	option = { # I am DOOMED!
		name = "DWLilith1039A"
	}
}
# .1040 Routing for final Sacrifice or not event (hidden routing event - Sacrifice / Event Target)
character_event = {
	id = DWLilith.1040
	hide_window = yes # Nothing to see here
	is_triggered_only = yes # Triggered by .1031
	immediate = {
		# Right now there is only one sacrifice option, a generic one. Future ones may include family members, spouse, etc.
		host = { narrative_event = { id = DWLilith.1041 }} # Generic sacrifice yes/no event
	}
}
# .1041 Generic Sacrifice decision event
narrative_event = {
	id = DWLilith.1041
	desc = "DWLilith1041"
	picture = lilith_blood_moon_prison_cell
	title = dw_lilith_blood_moon_title
	
	is_triggered_only = yes # Triggered by .1040
	
	option = { # Sacrifice them
		name = "DWLilith1041A"
		piety = 50
		FROM = {
			death = {
				death_reason = death_sacrificed
				killer = ROOT
			}
		}
		hidden_tooltip = { change_variable = { which = "dw_blood_moon_sacrifices" value = 1 } }
		if = { # Do we have more folks we can sacrifice?
			limit = {
				any_courtier = {
					prisoner = yes # Needs to be a prisoner
					host = { character = ROOT } # Needs to not be the host - just in case
					NOT = { has_character_modifier = dw_slave_training } # We don't want to accidentally grab one of our slaves
					NOT = { has_character_flag = dw_spared_sacrifice } # We don't choose someone we already spared
					is_alive = yes
				}
				NOT = { check_variable = { which = "dw_blood_moon_sacrifices" value = 3 } }
			}
			narrative_event = { id = DWLilith.1031 } # Then let's swing back through and select someone else!
			break = yes # This takes us out of the option block
		}
		# If we hit here, we have no one left to sacrifice and it's time to get on with the blood bath and celebration.
		character_event = { id = DWLilith.1050 }
		set_variable = { which = "dw_blood_moon_sacrifices" value = 0 }
	}
	option = { # Spare them
		name = "DWLilith1041B"
		piety = -100 # Lilith is disappointed in being teased
		FROM = { 
			set_character_flag = dw_spared_sacrifice
			character_event = { id = DWLilith.1099 days = 45 } # Flag clean-up
			opinion = {
				modifier = dw_spared_life
				who = ROOT
			}
		}
		hidden_tooltip = { change_variable = { which = "dw_blood_moon_sacrifices" value = 1 } }
		if = { # Do we have more folks we can sacrifice?
			limit = {
				any_courtier = {
					prisoner = yes # Needs to be a prisoner
					host = { character = ROOT } # Needs to not be the host - just in case
					NOT = { has_character_modifier = dw_slave_training } # We don't want to accidentally grab one of our slaves
					NOT = { has_character_flag = dw_spared_sacrifice } # We don't choose someone we already spared
					is_alive = yes
				}
				NOT = { check_variable = { which = "dw_blood_moon_sacrifices" value = 3 } }
			}
			narrative_event = { id = DWLilith.1031 } # Then let's swing back through and select someone else!
			break = yes # This takes us out of the option block
		}
		# If we hit here, we have no one left to sacrifice and it's time to get on with the blood bath and celebration.
		character_event = { id = DWLilith.1050 }
		set_variable = { which = "dw_blood_moon_sacrifices" value = 0 }
	}
}
# .1049 Sacrificing some local commoners instead of prisoners
narrative_event = {
	id = DWLilith.1049
	desc = "DWLilith1049"
	picture = lilith_blood_moon_prison_cell
	title = dw_lilith_blood_moon_title
	
	is_triggered_only = yes # Triggered by .1030 / .1031
	
	option = { # Onto the blood bath and celebration
		name = "DWLilith1049A"
		piety = 25
		character_event = { id = DWLilith.1050 }
		add_character_modifier = { name = dw_lilith_peasant_sacrifice duration = 360 }
                hidden_tooltip = { set_variable = { which = "dw_blood_moon_sacrifices" value = 0 } }
	}
}
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Black Yoru plz post the link, or PM the link plz.

 

The Problem is, that the Content belongs to Dewguru. The Submod does work with DW Reborn, but since its all the Content of 1.25 in one Sub-Mod, it´s completly against the Sense of Splitting the Mod up.... Also, It will most likely be incompatible with all coming Sub-Mods... Thereby I wont give it to anybody until I know that Dewguru agrees with it.

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I seem to remember reading that he is ok with people expanding on his mod if they give him credit such as with rea_jak's add-on mod.

 

Black Yoru plz post the link, or PM the link plz.

 

The Problem is, that the Content belongs to Dewguru. The Submod does work with DW Reborn, but since its all the Content of 1.25 in one Sub-Mod, it´s completly against the Sense of Splitting the Mod up.... Also, It will most likely be incompatible with all coming Sub-Mods... Thereby I wont give it to anybody until I know that Dewguru agrees with it.

 

 

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Black Yoru plz post the link, or PM the link plz.

 

The Problem is, that the Content belongs to Dewguru. The Submod does work with DW Reborn, but since its all the Content of 1.25 in one Sub-Mod, it´s completly against the Sense of Splitting the Mod up.... Also, It will most likely be incompatible with all coming Sub-Mods... Thereby I wont give it to anybody until I know that Dewguru agrees with it.

 

 

I hope that DewGuru agree with him. DW 1.25 contains a lot of interesting events

 

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	spriteType = {
		name = "GFX_settlement_city_indiangfx"
		texturefile = "gfx\\interface\\placeholder_city_indian.tga"
		noOfFrames = 1
		norefcount = yes
	}
	
	spriteType = {
		name = "GFX_settlement_city_southindiangfx"
		texturefile = "gfx\\interface\\placeholder_city_indian.tga"
		noOfFrames = 1
		norefcount = yes
	}
	
	spriteType = {
		name = "GFX_settlement_city_ottergfx"
		texturefile = "gfx\\interface\\placeholder_city_mongol.tga"
		noOfFrames = 1
		norefcount = yes
	}

This is an example of the declaration of sprites for the buildings (castle, temple, city, etc) used in ck2.

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May I ask what exactly caused this recreation of the mod? Is it just to split the parts up, or did anything badly break with a recent update?

 

Because I tried the old DW version and am now scared of trying the newest CK version

 

Ck's newest patch change quite a few things and broke most mods. So that's part of it but it was stated that the recreation was to make it modular so you can use what you like and leave the rest. For instance I enjoy the vamp/ww but am not a huge fan of the succubus/incubus stuff. With this form I can enjoy the parts I would actually play.

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