ngppgn Posted June 20, 2018 Posted June 20, 2018 13 hours ago, zia said: I could, except I don't want to. I want to try and make these building something you want, while simultaneously leaving the threat of losing them. I personally like the challenge. Ah, fair enough, I read the previous posts as implying you wanted a way for buildings to persists but hadn't found want, as opposed to not being interested in it to start with. My bad.
zia Posted June 20, 2018 Author Posted June 20, 2018 9 hours ago, ngppgn said: Ah, fair enough, I read the previous posts as implying you wanted a way for buildings to persists but hadn't found want, as opposed to not being interested in it to start with. My bad. It not a problem! Thank you for the suggestion. Suggestions are always welcome!
lockeslylcrit Posted June 29, 2018 Posted June 29, 2018 Interspecies Marriage still requires Jade Dragon. You can take the decision without JD, but the character is permanently marked as unmarried and the courtier never arrives. This is caused by the has_dlc = "Jade Dragon" flag in dwse_lizard_events.txt under all marriage events except the randomizing spouse one. Prisoners are missing localization under dwseom.1000 due to the lack of save_global_event_target_as = dragon_mate in the prisoner option, leading to "Surely, , is with dragon egg now." Also, to prevent constant farming of dragon eggs for favor, why not set a cooldown of around 5-10 years before you can visit the dragon festival again or sending another ambassador? On that note, why not increase the amount of favor required for buying the more expensive stuff? I could fully train up three slaves and have more than enough to buy whatever I want by selling off them to the dragon emperor. All in all, this is my favorite DW submod. I really enjoy the fact you can get the exotic races without having to start as one. I am also amused, as a FFXIV player, by the many au ra portraits for the reptilians.
zia Posted June 30, 2018 Author Posted June 30, 2018 22 hours ago, lockeslylcrit said: Interspecies Marriage still requires Jade Dragon. You can take the decision without JD, but the character is permanently marked as unmarried and the courtier never arrives. This is caused by the has_dlc = "Jade Dragon" flag in dwse_lizard_events.txt under all marriage events except the randomizing spouse one. Prisoners are missing localization under dwseom.1000 due to the lack of save_global_event_target_as = dragon_mate in the prisoner option, leading to "Surely, , is with dragon egg now." Also, to prevent constant farming of dragon eggs for favor, why not set a cooldown of around 5-10 years before you can visit the dragon festival again or sending another ambassador? On that note, why not increase the amount of favor required for buying the more expensive stuff? I could fully train up three slaves and have more than enough to buy whatever I want by selling off them to the dragon emperor. All in all, this is my favorite DW submod. I really enjoy the fact you can get the exotic races without having to start as one. I am also amused, as a FFXIV player, by the many au ra portraits for the reptilians. ...Thank you for pointing out those errors... really feel dumb for missing them. They have been fixed and will be in the next version. As for the other ideas, I will think about implementing them. Definitely going to have to add a longer time frame, realized in my last game that the npcs... tend to abuse it a bit much. And I am sorry, however the next update may take a bit.. been distracted by Starbound lately.
lockeslylcrit Posted June 30, 2018 Posted June 30, 2018 7 hours ago, zia said: ...Thank you for pointing out those errors... really feel dumb for missing them. They have been fixed and will be in the next version. As for the other ideas, I will think about implementing them. Definitely going to have to add a longer time frame, realized in my last game that the npcs... tend to abuse it a bit much. And I am sorry, however the next update may take a bit.. been distracted by Starbound lately. I totally understand. I've dabbled in modding before and I know the pain of trying to find all the little errors.
TanookiTamaTachi Posted July 9, 2018 Posted July 9, 2018 So I've been playing with this for a while, and I found, not quite a bug, more like, unexpected behavior? I'm not 100% sure what you intended to do with it, but I don't think "sex_appeal_opinion" does what you think it does? When my female ruler returned from her trip to the forest, suddenly every straight man (and lesbian woman) in the world wanted to see her dead, including her council, court, and vassals. No wonder, as the "heavy with dragon egg" trait applied a ludicrous opinion penalty that would turn anyone into an enemy immediately. Similarly, the young dragon, once of age, was despised by any straight woman and gay man in the world, which seems not right.
zia Posted July 9, 2018 Author Posted July 9, 2018 5 hours ago, TanookiTamaTachi said: So I've been playing with this for a while, and I found, not quite a bug, more like, unexpected behavior? I'm not 100% sure what you intended to do with it, but I don't think "sex_appeal_opinion" does what you think it does? When my female ruler returned from her trip to the forest, suddenly every straight man (and lesbian woman) in the world wanted to see her dead, including her council, court, and vassals. No wonder, as the "heavy with dragon egg" trait applied a ludicrous opinion penalty that would turn anyone into an enemy immediately. Similarly, the young dragon, once of age, was despised by any straight woman and gay man in the world, which seems not right. It does exactly what I though it did... just need to tweak a few values. Its in there to prevent the ai from being stupid and trying to seduce the dragon. And for the dragon_pregnancy trait it is to stop your lovers from making you pregnant while the trait is active. (Because they technically can and I haven't found a better block) Gonna switch it to -30, slightly more than Eunuch in the next version.
TanookiTamaTachi Posted July 9, 2018 Posted July 9, 2018 Huh, well if you say so. I simply thought "(nearly) everyone in the world hates you" was a slightly out of place penalty, since it simply affects the opinion of the opposite sex and has nothing to do with any actual sexual or romantic relations. For preventing pregnancy, the fertility penalty *should* do that. (I say should, because Paradox's gonna Paradox, and who knows what checks other modders do...) AI seduction unfortunately only checks for hardcoded traits like ugly, eunuch, chaste or celibate to filter its targets...
zia Posted July 9, 2018 Author Posted July 9, 2018 3 hours ago, TanookiTamaTachi said: Huh, well if you say so. I simply thought "(nearly) everyone in the world hates you" was a slightly out of place penalty, since it simply affects the opinion of the opposite sex and has nothing to do with any actual sexual or romantic relations. For preventing pregnancy, the fertility penalty *should* do that. (I say should, because Paradox's gonna Paradox, and who knows what checks other modders do...) AI seduction unfortunately only checks for hardcoded traits like ugly, eunuch, chaste or celibate to filter its targets... Sorry if there was a misunderstanding, sex_appeal_opinion does exactly what I think it does, the value however is set WAAAAAYYYY to high. Which will be fixed in the next version (gonna try -30 right now, running tests at the moment)
Darknell Posted August 12, 2018 Posted August 12, 2018 I'm getting a lot of people leaving to the elder forest. I mean, A LOT of people.
bicobus Posted August 13, 2018 Posted August 13, 2018 23 hours ago, Darknell said: I'm getting a lot of people leaving to the elder forest. I mean, A LOT of people. There was an issue similar with vanilla if my memory isn't playing tricks, but has since been fixed. Might be worth re-investigating how the mechanic works.
zia Posted August 13, 2018 Author Posted August 13, 2018 On 8/12/2018 at 2:21 AM, Darknell said: I'm getting a lot of people leaving to the elder forest. I mean, A LOT of people. 14 hours ago, bicobus said: There was an issue similar with vanilla if my memory isn't playing tricks, but has since been fixed. Might be worth re-investigating how the mechanic works. There are only a few ways for people to leave for the forest: 1.) Sold, they could be sold as slaves or prisoners to the forest. (May need to tweak ai selling prisoners) 2.)Daughters that are sent as ambassadors have a chance to stay in the forest. 3.) Dragons without an owner will go to the forest. 4.) That's it. If you are seeing a lot leaving they may just be being sold. (Again I may tweak this) With that said, I probably wont release an update until Holy Fury comes out. While I have been playing CK2 off an on, I have kind of lost interest in modding for the time being. Once Holy Fury is out, that may change.
rallyelgen Posted August 19, 2018 Posted August 19, 2018 Hi. Just a couple of errors to fix... the following in the error.txt file: [portraittype.cpp:157]: No effect file defined for portrait type 'DWSE_PORTRAIT_static_1' [persistent.cpp:40]: Error: "Malformed token: .1, near line: 42" in file: "common/traits/dwse_traits.txt" [persistent.cpp:40]: Error: "Malformed token: .1, near line: 32" in file: "common/buildings/dwse_building.txt" [persistent.cpp:40]: Error: "Unexpected token: allowed_to_target_suzerains, near line: 29" in file: "common/cb_types/000_dwse_cb_types.txt" [persistent.cpp:40]: Error: "Undefined modifier type! token: spouse_opinion, near line: 3" in file: "common/artifacts/dwse_artifacts.txt" [persistent.cpp:40]: Error: "Unexpected token: always, near line: 36" in file: "common/offmap_powers/dwse_offmap_powers.txt" [persistent.cpp:40]: Error: "Unexpected token: always, near line: 39" in file: "common/offmap_powers/dwse_offmap_powers.txt" [persistent.cpp:40]: Error: "Unexpected token: always, near line: 42" in file: "common/offmap_powers/dwse_offmap_powers.txt" [persistent.cpp:40]: Error: "Unexpected token: always, near line: 48" in file: "common/offmap_powers/dwse_offmap_powers.txt" [event.cpp:1213]: Non-existent image for event picture 'GFX_evt_carriage_escorted_by_guards'. dwse.2000 [eventmanager.cpp:221]: Event #3900500 is missing a title in events/dwse_offmap_events.txt [eventmanager.cpp:221]: Event #3900501 is missing a title in events/dwse_offmap_events.txt [eventmanager.cpp:221]: Event #3900700 is missing a title in events/dwse_offmap_events.txt [eventmanager.cpp:221]: Event #3900800 is missing a title in events/dwse_offmap_events.txt [eventmanager.cpp:221]: Event #3900801 is missing a title in events/dwse_offmap_events.txt [eventmanager.cpp:221]: Event #3900900 is missing a title in events/dwse_offmap_events.txt [event.cpp:1213]: Non-existent image for event picture 'gfx_evt_battle_scene'. dwseom.1100 [effect.cpp:935]: Unknown effect-type: "trait" at [effect.cpp:935]: Unknown effect-type: "is_adult" at [effect.cpp:935]: Unknown effect-type: "is_alive" at [effect.cpp:935]: Unknown effect-type: "trait" at [effect.cpp:935]: Unknown effect-type: "is_adult" at [effect.cpp:935]: Unknown effect-type: "is_alive" at [effect.cpp:935]: Unknown effect-type: "trait" at [effect.cpp:935]: Unknown effect-type: "is_adult" at [effect.cpp:935]: Unknown effect-type: "is_alive" at [effect.cpp:935]: Unknown effect-type: "trait" at [effect.cpp:935]: Unknown effect-type: "is_adult" at [effect.cpp:935]: Unknown effect-type: "is_alive" at [effect.cpp:935]: Unknown effect-type: "how_scope_change" at [effect.cpp:935]: Unknown effect-type: "how_scope_change" at [effect.cpp:935]: Unknown effect-type: "how_scope_change" at [effect.cpp:935]: Unknown effect-type: "trait" at [effect.cpp:935]: Unknown effect-type: "artifact_type" at While the effect.cpp:995 could be referring too something entirely different... The others seem too specifically point too dwse or "Dark world serpent edition" Thanks and sorry for such an boring post, but i hope i do not post errors at the wrong place...
zia Posted August 19, 2018 Author Posted August 19, 2018 11 hours ago, rallyelgen said: Hi. Just a couple of errors to fix... the following in the error.txt file: [portraittype.cpp:157]: No effect file defined for portrait type 'DWSE_PORTRAIT_static_1' [persistent.cpp:40]: Error: "Malformed token: .1, near line: 42" in file: "common/traits/dwse_traits.txt" [persistent.cpp:40]: Error: "Malformed token: .1, near line: 32" in file: "common/buildings/dwse_building.txt" [persistent.cpp:40]: Error: "Unexpected token: allowed_to_target_suzerains, near line: 29" in file: "common/cb_types/000_dwse_cb_types.txt" [persistent.cpp:40]: Error: "Undefined modifier type! token: spouse_opinion, near line: 3" in file: "common/artifacts/dwse_artifacts.txt" [persistent.cpp:40]: Error: "Unexpected token: always, near line: 36" in file: "common/offmap_powers/dwse_offmap_powers.txt" [persistent.cpp:40]: Error: "Unexpected token: always, near line: 39" in file: "common/offmap_powers/dwse_offmap_powers.txt" [persistent.cpp:40]: Error: "Unexpected token: always, near line: 42" in file: "common/offmap_powers/dwse_offmap_powers.txt" [persistent.cpp:40]: Error: "Unexpected token: always, near line: 48" in file: "common/offmap_powers/dwse_offmap_powers.txt" [event.cpp:1213]: Non-existent image for event picture 'GFX_evt_carriage_escorted_by_guards'. dwse.2000 [eventmanager.cpp:221]: Event #3900500 is missing a title in events/dwse_offmap_events.txt [eventmanager.cpp:221]: Event #3900501 is missing a title in events/dwse_offmap_events.txt [eventmanager.cpp:221]: Event #3900700 is missing a title in events/dwse_offmap_events.txt [eventmanager.cpp:221]: Event #3900800 is missing a title in events/dwse_offmap_events.txt [eventmanager.cpp:221]: Event #3900801 is missing a title in events/dwse_offmap_events.txt [eventmanager.cpp:221]: Event #3900900 is missing a title in events/dwse_offmap_events.txt [event.cpp:1213]: Non-existent image for event picture 'gfx_evt_battle_scene'. dwseom.1100 [effect.cpp:935]: Unknown effect-type: "trait" at [effect.cpp:935]: Unknown effect-type: "is_adult" at [effect.cpp:935]: Unknown effect-type: "is_alive" at [effect.cpp:935]: Unknown effect-type: "trait" at [effect.cpp:935]: Unknown effect-type: "is_adult" at [effect.cpp:935]: Unknown effect-type: "is_alive" at [effect.cpp:935]: Unknown effect-type: "trait" at [effect.cpp:935]: Unknown effect-type: "is_adult" at [effect.cpp:935]: Unknown effect-type: "is_alive" at [effect.cpp:935]: Unknown effect-type: "trait" at [effect.cpp:935]: Unknown effect-type: "is_adult" at [effect.cpp:935]: Unknown effect-type: "is_alive" at [effect.cpp:935]: Unknown effect-type: "how_scope_change" at [effect.cpp:935]: Unknown effect-type: "how_scope_change" at [effect.cpp:935]: Unknown effect-type: "how_scope_change" at [effect.cpp:935]: Unknown effect-type: "trait" at [effect.cpp:935]: Unknown effect-type: "artifact_type" at While the effect.cpp:995 could be referring too something entirely different... The others seem too specifically point too dwse or "Dark world serpent edition" Thanks and sorry for such an boring post, but i hope i do not post errors at the wrong place... Thank you for pointing those errors out, I have already fixed some of them. [portraittype.cpp:157]: No effect file defined for portrait type 'DWSE_PORTRAIT_static_1' - I missed a line. Has been corrected. persistent.cpp:40]: Error: "Malformed token: . - I have no freaking idea what is causing theses, but they don't seem to effect game play at all. (Currently looking into this error) [persistent.cpp:40]: Error: "Unexpected token: allowed_to_target_suzerains and [persistent.cpp:40]: Error: "Undefined modifier type! token: spouse_opinion- This should not be an error, it is an actual thing per the wiki and it works as intended, ignore the error for now. Still looking into it however. [persistent.cpp:40]: Error: "Unexpected token: always, - my goof, has been corrected. [event.cpp:1213]: Non-existent image for event picture 'GFX_evt_carriage_escorted_by_guards'. and [event.cpp:1213]: Non-existent image for event picture 'gfx_evt_battle_scene'.- image is from base game, may have been renamed currently testing to see if they still appear in game. [effect.cpp:935]: Unknown effect-type: -No idea ¯\_(ツ)_/¯
PolySoup Posted October 4, 2018 Posted October 4, 2018 On 8/20/2018 at 6:07 AM, zia said: [effect.cpp:935]: Unknown effect-type: -No idea ¯\_(ツ)_/¯ This is caused by a typo in dwse_offmap_events.txt at lines 242, 275, and 287. You have "how_scope_change = no" instead of "show_scope_change = no". Not sure about the Unexpected token: allowed_to_target_suzerains, but I did find a reference to it in the 2.8.0 changelog so maybe it is not a thing anymore. - Made the tributary system moddable and modular. You can now add new tributary types defining: - when and if the tributary relation breaks - what CBs the tributaries can use against their suzerain - The allowed_to_target_suzerains CB parameter no longer has any effect, as the above replaces it - if tributaries can unite together against their suzerain - if tributaries can fight against each other - if the suzerain can call their tributaries to arms, and if the tributaries are forced to join - if the tributaries can call their suzerain to their defense, and if the suzerain is forced to join - how much of what is paid by the tributary to the suzerain - What icon to use for the diplomatic relation - What modifiers to give the tributary
zia Posted October 4, 2018 Author Posted October 4, 2018 6 hours ago, PolySoup said: This is caused by a typo in dwse_offmap_events.txt at lines 242, 275, and 287. You have "how_scope_change = no" instead of "show_scope_change = no". Not sure about the Unexpected token: allowed_to_target_suzerains, but I did find a reference to it in the 2.8.0 changelog so maybe it is not a thing anymore. - Made the tributary system moddable and modular. You can now add new tributary types defining: - when and if the tributary relation breaks - what CBs the tributaries can use against their suzerain - The allowed_to_target_suzerains CB parameter no longer has any effect, as the above replaces it - if tributaries can unite together against their suzerain - if tributaries can fight against each other - if the suzerain can call their tributaries to arms, and if the tributaries are forced to join - if the tributaries can call their suzerain to their defense, and if the suzerain is forced to join - how much of what is paid by the tributary to the suzerain - What icon to use for the diplomatic relation - What modifiers to give the tributary Thank you for pointing those out!
veedanya Posted October 7, 2018 Posted October 7, 2018 I have some recommendations in regards to dragon eggs and laying: I suspect the -500 attraction modifier when affected is allowing the AI to poach high quality courtiers from the host's court (since how much they like their ruler plays a large role in if they're willing to defect). Additionally, from a in-game perspective, it doesn't really feel right to have courtiers hate you on the same level as if you tortured and killed their family -- then go back to being best pals with you once the egg is laid. If it is so revolting, shouldn't the hate linger much longer than only while you're pregnant (e.g., add a character modifier)? Or inversely, if it's not such a big deal, they shouldn't treat you like you murdered their family while you're pregnant (e.g., make the penalty a lot less severe). Additionally, the incapable attribute it inflicts is ends up breaking long-term focus mission chains, since being rendered incapable automatically removes the focus. I don't know if there's a more elegant way of preventing this other than simply preventing the trait from inflicting incapable. Maybe consider just making the trait a negative health attribute (like infirm?) which will prevent the player from performing actions requiring physical fitness. Possibly with a stacking, permanent (or long-lasting character modifier) very small reduction in health and fertility due to the strain it puts on the body? One last thing. The eggs can be sold to the Chinese empire for 5000 favour, which is an absolutely massive amount that normally takes decades if not over a century to obtain normally. I'd consider nerfing their value a bit, or else make them unsellable. Or else maybe greatly increase the duration of the egg laying length (along with the permanent health/fertility loss), to make it require a lot more sacrifice to earn.
zia Posted October 8, 2018 Author Posted October 8, 2018 9 hours ago, veedanya said: I have some recommendations in regards to dragon eggs and laying: I suspect the -500 attraction modifier when affected is allowing the AI to poach high quality courtiers from the host's court (since how much they like their ruler plays a large role in if they're willing to defect). Additionally, from a in-game perspective, it doesn't really feel right to have courtiers hate you on the same level as if you tortured and killed their family -- then go back to being best pals with you once the egg is laid. If it is so revolting, shouldn't the hate linger much longer than only while you're pregnant (e.g., add a character modifier)? Or inversely, if it's not such a big deal, they shouldn't treat you like you murdered their family while you're pregnant (e.g., make the penalty a lot less severe). Additionally, the incapable attribute it inflicts is ends up breaking long-term focus mission chains, since being rendered incapable automatically removes the focus. I don't know if there's a more elegant way of preventing this other than simply preventing the trait from inflicting incapable. Maybe consider just making the trait a negative health attribute (like infirm?) which will prevent the player from performing actions requiring physical fitness. Possibly with a stacking, permanent (or long-lasting character modifier) very small reduction in health and fertility due to the strain it puts on the body? One last thing. The eggs can be sold to the Chinese empire for 5000 favour, which is an absolutely massive amount that normally takes decades if not over a century to obtain normally. I'd consider nerfing their value a bit, or else make them unsellable. Or else maybe greatly increase the duration of the egg laying length (along with the permanent health/fertility loss), to make it require a lot more sacrifice to earn. 1. -500 attraction is in place to prevent pregnancy (same with fertility modifier) I am working on fixing it, or I may have already fixed it. I cant remember right now. 2. Incapable is staying. Dragons are large beasts and so are their eggs. It would be almost impossible to move or at least very difficult. I may add a second stage to the pregnancy however to limit the time frame more. Secondly this is part of the price for trying to get a dragon egg. They are free money wise, instead they cost time. Also this help prevent normal pregnancy from occurring. 3. This is getting fixed, thinking a time limit on how often or lowering the amount. Don't know which yet. 4. As you can see pregnancy is an issue, in the vanilla game even eunuchs can have kids. (EXTREMELY RARELY). I am trying to prevent normal pregnancy and dragon pregnancy from overlapping. If you know a better way, please let me know.
lockeslylcrit Posted October 8, 2018 Posted October 8, 2018 When I played with the festival mechanic, I was the Empress of the Byzantine Empire. -500 attraction modifier in a mainly male-dominated empire = game over. I didn't stand a chance with the rampaging hordes of rebelling vassals. I removed the attraction penalty and it works fine now. You may be worried about characters having kids, but the -10000% fertility works for what it does, and it's only for six months. Maybe drop that down to 3 or 2? Egg laying is a MUCH shorter time period than live gestation. Just increase the hatching period to compensate.
zia Posted October 18, 2018 Author Posted October 18, 2018 55 minutes ago, ShawnnieLove said: is there going to be a update soon? Possibly, but unlikely until Holy Fury comes out. I am still working on this off and on. I have fixed a few bugs, and tried, again, to increase compatibility with other mods that add dragons. Every time I try and update the culture everything breaks, so dragon culture may be removed and replaced with traits instead (THEY WILL STILL HAVE PORTRAITS). It is an annoying and painful process. I have a few new Ideas for events as well, it just comes down to being able to code it (I lack motivation, sorry I am lazy) and then writing it.. which I am horrible at. And lastly, due to Dewguru's absence this past month I have also debated about yanking the requirements for darkworld. Though that will also be a long and painful process. (May be best to remake this from the ground up if that happens)
lockeslylcrit Posted October 18, 2018 Posted October 18, 2018 17 minutes ago, zia said: Possibly, but unlikely until Holy Fury comes out. I am still working on this off and on. I have fixed a few bugs, and tried, again, to increase compatibility with other mods that add dragons. Every time I try and update the culture everything breaks, so dragon culture may be removed and replaced with traits instead (THEY WILL STILL HAVE PORTRAITS). It is an annoying and painful process. I have a few new Ideas for events as well, it just comes down to being able to code it (I lack motivation, sorry I am lazy) and then writing it.. which I am horrible at. And lastly, due to Dewguru's absence this past month I have also debated about yanking the requirements for darkworld. Though that will also be a long and painful process. (May be best to remake this from the ground up if that happens) Modding cultures is a headache and a half. I've only now just got my own mod just where I want it, using cultures for names only and traits for portraits. Trust me when I say I feel your pain. You may not know it, but I used your mod as a base for the House Irae empire in Dark World Tweaks, seeing what works, what doesn't, what would be improved, etc. I've looked through your code so much that I know it inside and out. The only DW requirements are the offmap slave decisions which give you an exotic race. Completely removing DW from the requirements would still give you exotic slaves, but they just wont have the race traits or portraits. Same with the normal slaves. Simply moving the branded_slave trait over to DWSE would suffice until you figure something out for the exotics. Having a gamerule trigger would allow you to preserve your code for those who do have DW, while not messing up those who use DWSE as a standalone.
zia Posted October 18, 2018 Author Posted October 18, 2018 4 hours ago, lockeslylcrit said: Modding cultures is a headache and a half. I've only now just got my own mod just where I want it, using cultures for names only and traits for portraits. Trust me when I say I feel your pain. You may not know it, but I used your mod as a base for the House Irae empire in Dark World Tweaks, seeing what works, what doesn't, what would be improved, etc. I've looked through your code so much that I know it inside and out. The only DW requirements are the offmap slave decisions which give you an exotic race. Completely removing DW from the requirements would still give you exotic slaves, but they just wont have the race traits or portraits. Same with the normal slaves. Simply moving the branded_slave trait over to DWSE would suffice until you figure something out for the exotics. Having a gamerule trigger would allow you to preserve your code for those who do have DW, while not messing up those who use DWSE as a standalone. This is actually very helpful, thank you! I will see what I can do... I promise nothing as every time I try and change this mod something catastrophic code wise explodes. Still I must say.. culture modding is evil... EVIL. Portraits are so much easier.
lockeslylcrit Posted October 18, 2018 Posted October 18, 2018 40 minutes ago, zia said: This is actually very helpful, thank you! I will see what I can do... I promise nothing as every time I try and change this mod something catastrophic code wise explodes. Still I must say.. culture modding is evil... EVIL. Portraits are so much easier. As far as the gamerule or global flag trigger goes, something like this: dwse_offer_slave = { blahblahblah stuff goes here from_potential = { mercenary = no holy_order = no is_landed = yes } blahblahblah stuff goes here third_party_potential = { show_only_failed_conditions = yes FROMFROM = { show_scope_change = no is_adult = yes trait = branded_slave blahblahblah stuff goes here } Can be simply made into two separate decisions. dwse_offer_slave = { # DW Compatible from_potential = { mercenary = no holy_order = no is_landed = yes has_global_flag = Dark_World_Reborn_Present } blahblahblah stuff goes here and is unchanged } dwse_offer_slave2 = { # Serpent Expansion standalone from_potential = { mercenary = no holy_order = no is_landed = yes NOT = { has_global_flag = Dark_World_Reborn_Present } } blahblahblah stuff goes here third_party_potential = { show_only_failed_conditions = yes FROMFROM = { show_scope_change = no is_adult = yes is_prisoner = yes # A replacement for the DW branded_slave trait }
dudedude123 Posted November 10, 2018 Posted November 10, 2018 Man, the Addition of Playable Dragons in Holy Fury is going to be a boon for this mod.
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