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[mod] [CK 2] Dark World - Serpent Expansion


zia

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Posted
6 hours ago, zia said:

While im happy to hear you liked it... unfortunately work and general laziness has taken most of my time. And yea... this mod is broken. It has been for awhile (Paradox broke it somehow, it was literally a clone of rivalry war.) But all this mod did was add a way to purchase slaves (Broken by DW update that changed the wait traits were given portraits) and the slave raid cb.. which has been broken for awhile. The actual enslaving/training and branding is part of Dark World: Reborn.

@zia Take heart,my friend for I think I have it all sorted for you.  I'm on my laptop which is running a stripped version with no major DLC so I wont call it a full test, but I am getting werewolf portraits on exotic slaves and was I able to use the CB to start a war.  After I get some sleep I'll put it on my main machine and give it a better test, then Ill send you the updated code.

Posted
1 hour ago, noxbestia said:

@zia Take heart,my friend for I think I have it all sorted for you.  I'm on my laptop which is running a stripped version with no major DLC so I wont call it a full test, but I am getting werewolf portraits on exotic slaves and was I able to use the CB to start a war.  After I get some sleep I'll put it on my main machine and give it a better test, then Ill send you the updated code.

I did some changes to the CB thing already, IIRC the script lacked a OR condition.

On 9/4/2017 at 10:32 AM, bicobus said:

Alright, this should fix the slave raid casus belli.

 

I think the condition should be further refined to exclude specific characters from declaring war, like a pacifist or if the target is too far away.

000_dwse_cb_types.txt

 

With that said, the slave raid CB is being overused by the AI and do not give a good reward for the risk.

Posted
7 hours ago, bicobus said:

I did some changes to the CB thing already, IIRC the script lacked a OR condition.

 

With that said, the slave raid CB is being overused by the AI and do not give a good reward for the risk.

Okay, your version of the CB was much cleaner than mine but was still missing an equal sign.  For some reason validator doesn't like "allowed_to_target_suzerains = no" which means it probably doesn't work and has been removed.  I confirmed this by running CK2 in debug mode and got the following error:

[persistent.cpp:40]: Error: "Unexpected token: allowed_to_target_suzerains, near line: 29" in file: "common/cb_types/000_dwse_cb_types.txt"

 

As for the rest, here are the major points I still remember after sleeping:

  1. changed all references of DWCore.8020 with DWCore.8010 (for portrait assignment)
  2. per @Aliris above, I changed all instances of "DWCore.100" to "DWVisits.1", and change instances of "DWCore.199" to "DWVisits.9999"
  3. replaced all instances of "add_trait = attractive" with "add_trait = fair"

There may still be errors and problems, but it seems to be working now.

Posted
1 hour ago, noxbestia said:

Okay, your version of the CB was much cleaner than mine but was still missing an equal sign.  For some reason validator doesn't like "allowed_to_target_suzerains = no" which means it probably doesn't work and has been removed.  I confirmed this by running CK2 in debug mode and got the following error:


[persistent.cpp:40]: Error: "Unexpected token: allowed_to_target_suzerains, near line: 29" in file: "common/cb_types/000_dwse_cb_types.txt"

 

As for the rest, here are the major points I still remember after sleeping:

  1. changed all references of DWCore.8020 with DWCore.8010 (for portrait assignment)
  2. per @Aliris above, I changed all instances of "DWCore.100" to "DWVisits.1", and change instances of "DWCore.199" to "DWVisits.9999"
  3. replaced all instances of "add_trait = attractive" with "add_trait = fair"

There may still be errors and problems, but it seems to be working now.

Allowed_to_target_suzerain is obsolete since the introduction of modsable tributary types, it seems. I guess for non-total conversions noe the non-intrusive way is exclude tribhraries with conditions on can_use or similar (the inteusivw way would be modifying the tributary_types definitions to add the cbs names there).

Posted

The need to have an equal sign before everything triggers me, my brain just doesn't work like that :tongue:

 

As for can_use, you mean to use it with a NOT = { vassal_of = FROM }?

Posted
  • V.06 (DWv1.59)
  • YOU HAD BEST THANK noxbestia and bicobus FOR THIS UPDATE.
  •  
  • Thanks to noxbestia for the following fixes:
  •  
  • 1.changed all references of DWCore.8020 with DWCore.8010 (for portrait assignment)
  • 2. per @Aliris above, I changed all instances of "DWCore.100" to "DWVisits.1", and change instances of "DWCore.199" to "DWVisits.9999"
  • 3.replaced all instances of "add_trait = attractive" with "add_trait = fair"
  •  
  • Thanks to bicobus for fixing the broke slave raid!

 

14 hours ago, bicobus said:

I did some changes to the CB thing already, IIRC the script lacked a OR condition.

 

With that said, the slave raid CB is being overused by the AI and do not give a good reward for the risk.

 

3 hours ago, noxbestia said:

@zia All my tests show this appears to be working.  It uses @bicobus's repaired CB, with the one additional change I mentioned above.  I hope this helps.  :smile:

 

 

slavery_expanded_repaired.7z

Thank You Both so much for fixing this mess I was to lazy to fix! 

 

Other Updates:

Society Idea has been scrapped. It did not work... at all. Ran out of steam way to quickly to get it functioning. Plus slavery should be open to all not limit you from using the other societies. 

 

Next Idea I am kinda toying with is scrapping the buying decision and making an Offmap empire to trade with for slaves... it may work just a tiny bit better for my future plans... 

 

...You know what to keep this shorter and save sanity lets just call the offmap empire THE GREAT TRADE UNION (GTU for shorthand, name pending)

 

If I do make the GTU I plan on changing up the slave raid a bit. Mostly making it so you have to 'buy' the right to wage the slave raid (After all slavery is the GTU's business and you dont want them coming after you, now do you?) This should also help tone down the ai spamming it. 

 

 

 

You would gain 'Investment' (name pending) for selling slaves to them.. or just buying it (Everyone likes gold after all) 

 

'Investment would then be use to purchase things, like slaves of all sorts (be they: futa, werewolf, vampire, neko, elf, etc) or maybe artifacts (gonna have to take a look at the code), or a slavers contract (so you can use the slave raid CB, valid for 1 war.. or 1 year. Which ever is easier) or maybe buy troops or even ships form them. (Everyone could use more boats) or lastly a secret :3 (So many ideas, so little time and motivation :I)

Posted
3 minutes ago, zia said:
  • V.06 (DWv1.59)
  • YOU HAD BEST THANK noxbestia and bicobus FOR THIS UPDATE.
  •  
  • Thanks to noxbestia for the following fixes:
  •  
  • 1.changed all references of DWCore.8020 with DWCore.8010 (for portrait assignment)
  • 2. per @Aliris above, I changed all instances of "DWCore.100" to "DWVisits.1", and change instances of "DWCore.199" to "DWVisits.9999"
  • 3.replaced all instances of "add_trait = attractive" with "add_trait = fair"
  •  
  • Thanks to bicobus for fixing the broke slave raid!

 

 

Thank You Both so much for fixing this mess I was to lazy to fix! 

 

Other Updates:

Society Idea has been scrapped. It did not work... at all. Ran out of steam way to quickly to get it functioning. Plus slavery should be open to all not limit you from using the other societies. 

 

Next Idea I am kinda toying with is scrapping the buying decision and making an Offmap empire to trade with for slaves... it may work just a tiny bit better for my future plans... 

 

...You know what to keep this shorter and save sanity lets just call the offmap empire THE GREAT TRADE UNION (GTU for shorthand, name pending)

 

If I do make the GTU I plan on changing up the slave raid a bit. Mostly making it so you have to 'buy' the right to wage the slave raid (After all slavery is the GTU's business and you dont want them coming after you, now do you?) This should also help tone down the ai spamming it. 

 

 

 

You would gain 'Investment' (name pending) for selling slaves to them.. or just buying it (Everyone likes gold after all) 

 

'Investment would then be use to purchase things, like slaves of all sorts (be they: futa, werewolf, vampire, neko, elf, etc) or maybe artifacts (gonna have to take a look at the code), or a slavers contract (so you can use the slave raid CB, valid for 1 war.. or 1 year. Which ever is easier) or maybe buy troops or even ships form them. (Everyone could use more boats) or lastly a secret :3 (So many ideas, so little time and motivation :I)

You are quite welcome.  I couldn't sit by and see your great MOD fall like that.  It will remain recommended for use with NDPA, once I have it working and uploaded. 

 

Best of luck and much encouragement on your other ideas.  I failed miserably at my first attempt at a society and have not tried again.  My mod is in too much of a wreck for me to want to try an off map just yet, but I love your idea for one.

Posted

I downloaded the updated versions of slavery expanded and darkest perversions and now all my kids are branded slaves and cannot inherit. How do I remove the trait?

Posted
4 hours ago, jeffg2496 said:

I downloaded the updated versions of slavery expanded and darkest perversions and now all my kids are branded slaves and cannot inherit. How do I remove the trait?

Darkest Perversions is still quite broken.  I am working on it.  But to remove the trait in the console type: remove_trait branded_slave 12345 (where 12345 is the ID of the character).

 

Posted
5 hours ago, jeffg2496 said:

I downloaded the updated versions of slavery expanded and darkest perversions and now all my kids are branded slaves and cannot inherit. How do I remove the trait?

I haven't experienced that, but when I start a new game with the updated version, it doesn't do anything at all. No slavery decisions, no nothing, just a slaver's guild building.

Posted
57 minutes ago, R0nin78 said:

I haven't experienced that, but when I start a new game with the updated version, it doesn't do anything at all. No slavery decisions, no nothing, just a slaver's guild building.

I was able to continue with my save game so maybe it's a bug with save files.

Posted
4 hours ago, R0nin78 said:

I haven't experienced that, but when I start a new game with the updated version, it doesn't do anything at all. No slavery decisions, no nothing, just a slaver's guild building.

well for starters to get the slavery decision you need to build a slavers dungeon (or equivalent for you gov type). Secondly if your seeing the guild building then this mod is working, the mod that actually adds the slavery mechanics is dark world reborn. 

 

For the decision from this mod you need to build the slavers dungeon (from Darkworld Reborn) and the slavers guild. Then you will get the purchase decision as well as be able to declare slaver raids. 

Posted
On 1/19/2018 at 3:48 AM, R0nin78 said:

I haven't experienced that, but when I start a new game with the updated version, it doesn't do anything at all. No slavery decisions, no nothing, just a slaver's guild building.

I had this issue aswell, I think it might be because the .mod file is not the same as the folder, like the .mod is "Dark World Expanded Slavery.mod" while the folder is "Dark World Slavery Expanded", I changed the .mod to " Dark World Slavery Expanded.mod" that seems to have fixed the issue.

Posted
1 hour ago, redrustred said:

I had this issue aswell, I think it might be because the .mod file is not the same as the folder, like the .mod is "Dark World Expanded Slavery.mod" while the folder is "Dark World Slavery Expanded", I changed the .mod to " Dark World Slavery Expanded.mod" that seems to have fixed the issue.

I'm not sure what actually fixed your problem, but the .mod files doesn't have to even remotely have the same name as the location of the mod.  Most of mine have names not matching the directories the mod is installed in.  What matters is that inside the .mod file the line containing the path actually points to the correct folder.

 

example:

"NoxBestia Darkest Perversions Alone - Dark World Custom.mod"

contains the line: path = "mod/NoxBestiasDarkestPerversionsAlone-DarkWorldReborn_Custom"

 

Posted

Very unrecommended to update a mod and then continue a save, something about how traits are tagged by the game when new checksum are created.

Posted
3 hours ago, penzor said:

Very unrecommended to update a mod and then continue a save, something about how traits are tagged by the game when new checksum are created.

This is actually only a problem when new traits are added or removed, or renamed. If traits have not been changed then there is generally no issues with updating. 

 

Speaking of Updates...

 

DARK WORLD SLAVERY EXPANDED 0.7 UPDATE should be out soon... either later tonight to tomorrow. 

 

Change log:

 

-Intrigue Decision to buy slaves has been disabled (its still in the code, if you want it back you can re-enable it.)

-New Offmap empire. Sell slaves or buy them from this new empire!

-Slave Raid change, in order to declare slave raids you have to buy a slaving contract from the offmap empire. Its good for 1 war (well the contract is removed at the end of the war so technically you can declare a bunch at once)

-Other things I have forgotten!

 

Posted

New update out now!

 

DARK WORLD SLAVERY EXPANDED 0.7 UPDATE

 

 

-Intrigue Decision to buy slaves has been disabled (its still in the code, if you want it back you can re-enable it.)

-New Offmap empire. Sell slaves or buy them from this new empire!

-Slave Raid change, in order to declare slave raids you have to buy a slaving contract from the offmap empire. Its good for 1 war (well the contract is removed at the end of the war so technically you can declare a bunch at once)

-Other things I have forgotten!

 

 

Current Bugs:

-Second hostile button on empire screen, the code tells me it is off... yet it still shows. It doesn't do anything so I'm leaving it for now.

-Kotow; You will gain 2 Favor a month if you go on a kotow to ANY empire. Its a bug in CK2 and I cant see a way to disable it as of yet.

 

 

 

And yes they are Bears. Its not changing until I can figure out culture modding. Also CK2 has a bear culture, who knew?

 

Posted
53 minutes ago, zia said:

And yes they are Bears. Its not changing until I can figure out culture modding. Also CK2 has a bear culture, who knew?

Rumors of "secret bears" has been a joke on the forums since before I started playing the game.  They snuck them in with Jade Dragon.  I love them and use them in my own stuff.

Posted
2 minutes ago, noxbestia said:

Rumors of "secret bears" has been a joke on the forums since before I started playing the game.  They snuck them in with Jade Dragon.  I love them and use them in my own stuff.

Yep I knew they snuck them in jade dragon. Got lucky my first playthough of the expansion, my kid turned into a bear it was awesome. 

 

Posted

Regarding the raidong contract, is there no on war declaration or similar clause available on cb definitions? Removing the contract there would remove the exploit.

Posted
1 hour ago, ngppgn said:

Regarding the raidong contract, is there no on war declaration or similar clause available on cb definitions? Removing the contract there would remove the exploit.

Nothing like that that I could see (using ck2 modding wiki). Which is why I left it in there. 

 

 

ALSO:

DRAGONS UPDATE COMING SOON. No longer will the empire be run by BEARS... but instead DRAGONS!

 

And By soon I mean as soon as I figure out how to stop them from being in house smith (if possible without diving into history files) otherwise its ready thanks to Noxbestia fixing the jumbled mess I made (again). Thank you again Noxbestia! 

Posted

UPDATE v0.8 DRAGONS is now out!

 

V.08(DWv1.60)
-DRAGONS, the elder forest now belongs to dragons other than bears!
-Dragon Culture, unique to the empire.
-A GIANT THANK YOU to Noxbestia for fixing the dragon culture.. Imade a jumbled mess but Noxbestia was kind enough to fix it.

-Dragon Cuture is DISABLED in ruler designer (DO NOT ENABLE IT, you will crash)
-And another thanks to noxbestia for telling me how ot fix the house smith issue.

And a thank you to https://www.fantasynamegen.com/dragon/long/ for generating the dragon names. 
 

 

Posted
14 minutes ago, zia said:

UPDATE v0.8 DRAGONS is now out!

 

V.08(DWv1.60)
-DRAGONS, the elder forest now belongs to dragons other than bears!
-Dragon Culture, unique to the empire.
-A GIANT THANK YOU to Noxbestia for fixing the dragon culture.. Imade a jumbled mess but Noxbestia was kind enough to fix it.

-Dragon Cuture is DISABLED in ruler designer (DO NOT ENABLE IT, you will crash)
-And another thanks to noxbestia for telling me how ot fix the house smith issue.

And a thank you to https://www.fantasynamegen.com/dragon/long/ for generating the dragon names. 
 

 

V.081(DWv1.60) is now out

 

-Ruler designer fixed, you cna now play as a dragon. However I recommend not doing so as only hte empire was designed to be run by dragons. However if you do it shouldn't break anything.

-Fixed the female dragon portraits. No longer are they doubled up and/or breaking out of the window. 
 

Posted

So since I have been actively working on this and adding stuff I figured it was about time I give you all an update:

 

Currently working ON:

 

-Adding a way to get dragons in your court.

-Add a way to get dragon eggs (DONE)

-Add a way to get favor from the Elder Forest without using slaves: (Some stuff added, may add more)

-----Give a dragon egg to the empire

-----Dragon Festival (name pending), This even allows you to get dragon eggs by sharing quality time with some of the drakes in the empire. 

-Add a way to hatch eggs (Not done yet but, will probably be done in the next few days)

-Add things you can use dragons for (Will be working on this once hatching is done)

-----Having dragons kidnap people for you 

-----Help in war.. (honestly I'm a bit reserved on this one as it would be too over powered)

 

 

-Dragon Trait for owned dragons (makes them incapacitated and lowers fertility to stop them from breeding with out using eggs) For lore reasons The dragons of the Eldar wood are Fae Dragons thus function like normal courtiers. While Dragon eggs laid by humans are more like intelligent beasts. DONE

-----interactions with them are handled with decisions and events specific to them.

 

 

Things for the future:

 

-Journey to the Unseen (Land of the Fae)

-----Only accessible from empire or using owned dragons.

-Random events to get Slaves from the Unseen (Suggestions welcome)

-----Fairy, werewolf, neko, kitsune, orc, elf, etc

-----Artifacts obtained form these events

-Add other 'Pets' like dragons

-----Dont have any really ideas on what yet XD Suggestions are welcome, but this is LOOOONNNGGG Term.

 

 

For the Journey to the Unseen I am in need of suggestions!

Event text and options for these random events would also be appreciated. I can probably figure out how to code it or at least have enough of of an idea to get help form someone else.

 

Any questions please ASK! 

 

 

 

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