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[mod] Noxbestia's Darkest Perversions


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Posted

Thank you all for the warm welcomes back.  Still working on trying to get DP reasonably usable again.  Right now I'm trying to trace some strange intermittent game-crashing bug in a test play-through, so it is really hard to report on its progress at the moment.  I do have several other things fixed for when I can upload next.

Posted

Hi, i am interested in the scat and watersport stuff, are they on right now, or are they'll be with successive updates?

Posted

Hi, i am interested in the scat and watersport stuff, are they on right now, or are they'll be with successive updates?

 

There will be more such content in the future.  Right now I am trying to get the MOD workable again.  Every test game I have run even with only Darkest Perversions and Dark World Reborn is crashing, but if I disabled Darkest Perversions, then things are stable.  One I get past this hurdle, then I'll go back to adding content.

Posted

 

Hi, i am interested in the scat and watersport stuff, are they on right now, or are they'll be with successive updates?

There will be more such content in the future. Right now I am trying to get the MOD workable again. Every test game I have run even with only Darkest Perversions and Dark World Reborn is crashing, but if I disabled Darkest Perversions, then things are stable. One I get past this hurdle, then I'll go back to adding content.

Isn't it because of Dark World Reborn merging together into singular mod?

And since older version of Darkest perversions was made for split-up version of the mod, it's crashing because of it?

Posted

 

There will be more such content in the future.  Right now I am trying to get the MOD workable again.  Every test game I have run even with only Darkest Perversions and Dark World Reborn is crashing, but if I disabled Darkest Perversions, then things are stable.  One I get past this hurdle, then I'll go back to adding content.

 

 

Well, I've got 40 years without crash, with Dark World Reborn, Darkest Perversion and Syphilis Be Gone.

 

One big change was using modification suggested by gutentag7 advice:

 

"Just wanted to let people know that as of DW Reborn 1.54 that the visitation action is broken due to the event ids being changed in the latest update. They can be easily fixed by changing references to DWCore.199 to DWVisits.9999, and making sure that the routing event call is DWVisits.1 instead of DWCore.100"

 

One problem I've had in the playthroughwas visit events not firing properly.

 

 

(I want to apologise for cludgy way of quoting gutentag 7, but I am not yet proficient with multiqote on this forum)

Just wanted to let people know that as of DW Reborn 1.54 that the visitation action is broken due to the event ids being changed in the latest update. They can be easily fixed by changing references to DWCore.199 to DWVisits.9999, and making sure that the routing event call is DWVisits.1 instead of DWCore.100

 

I'm a bit miffed admittedly that dewguru changed the event ids around as it is breaking all kinds of mods that depend on it, I just hope he doesn't break anything else because this mod is hanging on by a thread compatibility wise.

 

I'd advise anyone to use the validator to try to fix things themselves for the time being. Anyone using the validator would also probably find it beneficial to update the dependency entries in their .mod files, as a few of them are out of date and won't get loaded into the validator if they're not correct, especially for Toska

 
Posted

Isn't it because of Dark World Reborn merging together into singular mod?

And since older version of Darkest perversions was made for split-up version of the mod, it's crashing because of it?

 

I compensated for that a few versions back and it was working fine before my surgery, which was before CK2 patch 2.7.1 and around the time of Dark World Reborn 1.49.

 

 

There will be more such content in the future.  Right now I am trying to get the MOD workable again.  Every test game I have run even with only Darkest Perversions and Dark World Reborn is crashing, but if I disabled Darkest Perversions, then things are stable.  One I get past this hurdle, then I'll go back to adding content.

 

 

Well, I've got 40 years without crash, with Dark World Reborn, Darkest Perversion and Syphilis Be Gone.

 

One big change was using modification suggested by gutentag7 advice:

 

"Just wanted to let people know that as of DW Reborn 1.54 that the visitation action is broken due to the event ids being changed in the latest update. They can be easily fixed by changing references to DWCore.199 to DWVisits.9999, and making sure that the routing event call is DWVisits.1 instead of DWCore.100"

 

One problem I've had in the playthroughwas visit events not firing properly.

 

 

(I want to apologise for cludgy way of quoting gutentag 7, but I am not yet proficient with multiqote on this forum)

Just wanted to let people know that as of DW Reborn 1.54 that the visitation action is broken due to the event ids being changed in the latest update. They can be easily fixed by changing references to DWCore.199 to DWVisits.9999, and making sure that the routing event call is DWVisits.1 instead of DWCore.100

 

I'm a bit miffed admittedly that dewguru changed the event ids around as it is breaking all kinds of mods that depend on it, I just hope he doesn't break anything else because this mod is hanging on by a thread compatibility wise.

 

I'd advise anyone to use the validator to try to fix things themselves for the time being. Anyone using the validator would also probably find it beneficial to update the dependency entries in their .mod files, as a few of them are out of date and won't get loaded into the validator if they're not correct, especially for Toska

 

 

 

I though I had already compensated for the changes mentioned by gutentag7, but I may have still missed something.  I'll get in tracked down and fixed as soon as I can.  :)

Posted

Well... I believe I have found the problem... Dark World Reborn v1.54 is spamming thousands and thousands of errors due to a problem with his scripted triggers.  With my mod active, that number greatly increases because I have checks using some of his scripted triggers.

[triggerimplementation.cpp:8571]: Script Assert! assert: "false && "Wrong Scope in CHasBuildingTrigger!"", type: "has_building", location: " file: decisions/dw_cc_decisions.txt line: 221"

Within a few minutes, with both mods active, the error.log file is so large that notepad++ can't open it!  The last time I crashed, it was 1.2 gigs after less than 30 minutes of play!

 

So, until @Dewguru corrects the error in the parent mod, I'm broken as well.  Unless I can find a way to correct his error on my own, which is what I am currently looking into.

 

UPDATE:  @gutentag7 experienced the same problem and said he was able to fix it.  I have asked for the fix, but it looks like he hasn't been on in a couple of week.  If anyone got this fix from him or knows where he posted the fix, please let me know.

 

UPDATE2: I believe that I have the problem fixed, but my solution might not be working 100% as @Dewguru desired.  I will be starting extended testing to see if I can run a Darkest Perversions game for an hour without crashing.

Posted

Well... I believe I have found the problem... Dark World Reborn v1.54 is spamming thousands and thousands of errors due to a problem with his scripted triggers.  With my mod active, that number greatly increases because I have checks using some of his scripted triggers.

[triggerimplementation.cpp:8571]: Script Assert! assert: "false && "Wrong Scope in CHasBuildingTrigger!"", type: "has_building", location: " file: decisions/dw_cc_decisions.txt line: 221"

Within a few minutes, with both mods active, the error.log file is so large that notepad++ can't open it!  The last time I crashed, it was 1.2 gigs after less than 30 minutes of play!

 

So, until @Dewguru corrects the error in the parent mod, I'm broken as well.  Unless I can find a way to correct his error on my own, which is what I am currently looking into.

 

UPDATE:  @gutentag7 experienced the same problem and said he was able to fix it.  I have asked for the fix, but it looks like he hasn't been on in a couple of week.  If anyone got this fix from him or knows where he posted the fix, please let me know.

 

UPDATE2: I believe that I have the problem fixed, but my solution might not be working 100% as @Dewguru desired.  I will be starting extended testing to see if I can run a Darkest Perversions game for an hour without crashing.

 

Howdy howdy howdy,

 

Sorry I've been away for a while, but you're on the right track. My fix more or less fixes the fact that the scripted_triggers in DWR 1.54 tries to get buildings from a title scope (which is obviously impossible, as landed titles do not contain buildings)

 

I fixed it (and optimized at the same time) by changing the scope to the capital holding (it's somewhere on the scopes wiki page)

 

You can also remove the has_building checks for everything aside from the level 1 building, as someone else observed, buildings are build "on top" of each other, so if you have a level 3 building, you also own the level 1 version.

 

The reason why the game crashed? It's actually pretty straight forward, the error.log file probably got too big and the game soft-crashed to prevent the file from bloating any more.

Posted

 

Howdy howdy howdy,

Sorry I've been away for a while, but you're on the right track. My fix more or less fixes the fact that the scripted_triggers in DWR 1.54 tries to get buildings from a title scope (which is obviously impossible, as landed titles do not contain buildings)

 

I fixed it (and optimized at the same time) by changing the scope to the capital holding (it's somewhere on the scopes wiki page)

 

You can also remove the has_building checks for everything aside from the level 1 building, as someone else observed, buildings are build "on top" of each other, so if you have a level 3 building, you also own the level 1 version.

 

The reason why the game crashed? It's actually pretty straight forward, the error.log file probably got too big and the game soft-crashed to prevent the file from bloating any more.

 

 

Thanks to your original post on Dark World reborn, I went through and cleaned all of those, and I have that part working.  I am just not 100% sure it is working as @Dewguru originally designed.  What I mean by that, is I don't remember which buildings he _originally_ wanted to require that you have in your capital versus just having them in your lands.  

 

For right now, I have left it still checking for all of the building levels, but I will probably follow your optimization suggestion and remove it to just the first level.

 

The rapidly overflowing logs files were only a part of why the game was crashing.  I found some stuff in my updated history files that was also causing crashes, so i have been going through those and cleaning them up, as well as going through my own large nubmer of scripted triggers and making sure they aren't causing crashes on their own.  

 

A lot of this stuff I wouldn't have caught outside of debugging mode.  Of course, I do have some things that intentionally generate errors.  I will have to see if they become a problem in a longer debug playthrough.  In these cases, I have scripted triggers that look for traits that aren't actually in my mod or Dark World Reborn.  This is an attempt to extend compatability to other mods like AGOT and CK2+ without having to put out several versions of my mode.  However, if those prove to be a problem, then I'll jsut end up having multiple branches for different mod compatibility and interoperability.

Posted

Does anybody have a hotfix for the spending time with lover decision? I thought I caught all of them, but Its still not working for me.

Posted

Does anybody have a hotfix for the spending time with lover decision? I thought I caught all of them, but Its still not working for me.

 

What is the problem, and I can add it to my troubleshooting?

Posted

 

Does anybody have a hotfix for the spending time with lover decision? I thought I caught all of them, but Its still not working for me.

 

What is the problem, and I can add it to my troubleshooting?

 

 

It was what gutentag7 spoke about. Changing all the DWCore references that applied to visits to their DWVisits equivalent. I thought it was a well known bug.

Posted

 

 

Does anybody have a hotfix for the spending time with lover decision? I thought I caught all of them, but Its still not working for me.

 

What is the problem, and I can add it to my troubleshooting?

 

 

It was what gutentag7 spoke about. Changing all the DWCore references that applied to visits to their DWVisits equivalent. I thought it was a well known bug.

 

 

Ah, that.  I think I already have it fixed in the code I am working on (that I haven't uploaded yet), but I'll double check to make sure.

Posted

Hi, how long until we get the updated version?

I was shooting for 8/26 or 8/27 but didn't make it.  I still hope to have it ready and upload it before Friday.

Posted

Just on the off chance that someone happens to know, I am asking the same question here that I asked in the validator's paradox forums:

Is there something I can put in validatorsettings.txt to get it to ignore "Duplicate ID" errors? I do a __lot__ of overrides and that causes pages and pages of these which makes it terribly hard to find real errors.

Posted

You could try to use findstr in command line. Get yourself to the folder containing your log then:

findstr /V /C:"text to ignore" file.log > filtered_file.log

/C: specify the bit of text to search for

/V tells findstr to do a reverse match: anything that do not match the content of /C:

'file.log' is the file to parse.

'>' is a pipe, it means "the output content should be sent there". from output >(to) FILE

'filtered_file.log' will contain the output, you can open that file afterward and read your clean log. You can use whatever name you want. Avoid using the same name as the file you are parsing though.

 

If you want more help for that utility, you can type findstr /?

Posted

You could try to use findstr in command line. Get yourself to the folder containing your log then:

findstr /V /C:"text to ignore" file.log > filtered_file.log

/C: specify the bit of text to search for

/V tells findstr to do a reverse match: anything that do not match the content of /C:

'file.log' is the file to parse.

'>' is a pipe, it means "the output content should be sent there". from output >(to) FILE

'filtered_file.log' will contain the output, you can open that file afterward and read your clean log. You can use whatever name you want. Avoid using the same name as the file you are parsing though.

 

If you want more help for that utility, you can type findstr /?

 

That was a great idea and I am quite familiar with findstr (and grep on the Linux side), as well as piping and redirecting output, etc... :)   

 

On the negative side, I couldn't find a log file that I could do that to.  

On the positive side, I did discover that I could copy all of the results at once into notepad++ and then they were easy to filter and search using regex expressions.

Posted

TEASER:  For those of you with a breeding fetish, v0.0.3.4 alpha includes a sneak preview of a decision (unlocked after building 3 special buildings) that lets you visit clergy of Lilith and participate in a forbidden breeding ritual.  Should a player chose to do this, the system _does_ bypass the multi-pregnancy rules and allows a player of any race or sex to become pregnant with multiple children by multiple fathers, including the choice of being impregnated by the ghosts of random dead characters in the game's history files, your family, no one, or even yourself.  There are 5 pages of choices for the category of "fathers" (male or futa if female, male only if a male wants impregnated).  Beware opening yourself up to the dead, they don't respect your wishes on when to stop!  And the furry orgies may leave you with more than you bargained for.
 
A word of caution if you go for MPREG stuff; you'll likely lose your junk and/or your life in the trauma of male birth.  Being totally nullo (castration and penectomy) helps your chance of survival as does turning on the hentai rules (but even with those you may still lose you dangly bits).
 
This system is still buggy as hell, but it more or less works and I'm having fun fucking around with it so I decided I will release 0.0.3.4 with it "functional" and let everyone else play with it if you want to.  My intention is that it will ALWAYS be blocked to NPCs.
 
Speaking of release... that is happening tomorrow (sometime after 23:00 UTC on Thursday 2017-AUG-31 aka 57,996 MJD).  Depending on free time at work, I may even have a few more things working and/or more flavor text for the forbidden mating ritual event.
 
And for further in the future, I have (mostly) written the copy for a random bestiality event chain, but I have not yet started programming it.  Also expect that I'll have the code done for the children of Lilith (NPCs) to start doing their JOB and spreading random seed across the world.  As a player, you could get harvested or impregnated, but since this is world wide phenomenon, it should be random enough that you can go multiple generations without it happening to you.  Or it could hap[pen multiple times in a row knowing CK2's RNG.  Of course the more incubi and succubi you ahve running around in your world, the more often it is going to happen!
 
Now, on a bit of a downer... procreo and most of the Yiffic stuff will remain disabled in this release.  I was too disheartened by how much grief my messed up procreo caused @DocToska so I commented most of it out and have avoided doing anything with it.  As for the Yiffic stuff... I'll get back around to it someday, probably when I resume working on the Amazon stuff that is buried in the code.
 
To lighten things back up a bit, I'll also add that if enough poeple are interested, I might be willing to upload my personal "fuck around" mod that starts the game in June of 6 CE, after a major cataclysm destroyed civilization.  (The entire world is tribal, no temples exist, and all extra buildings are gone!)  Some of it is amazingly researched and other parts are fantasy pulled right out of my ass when I got tired of trying to make sense of 1st century AD known world history.  Some of the historic figures in it are dynamically generated (Like Mary and Jesus in my main mod) so that they are properly born in the 1st century BCE.  And some BIG liberties are taken, such as Caesarion not being successfully assassinated by agents of Octavian (aka Emperor Augustus).

Posted

About the DLC requirement, do you still follow the "all dlc required" decision? I haven't tried DP because I lack monks, conclave, reaper and horse lords (buying those 4 is as expensive as an AAA game).

Posted

About the DLC requirement, do you still follow the "all dlc required" decision? I haven't tried DP because I lack monks, conclave, reaper and horse lords (buying those 4 is as expensive as an AAA game).

 

I think reaper is a definite requirement right now.  I have been pondering what I need to do reduce the DLC requirement footprint though.  Sadly, I can't promise any work on that in the near future, but someday.

 

You can always _try_ it and see if it blows up.

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