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[mod] Noxbestia's Darkest Perversions


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Hmm, in my honest opinion, the kitsune portraits are far too animalistic, I feel that they should still have human faces, just like the original kitsune portraits in the base DW:R, since kitsune are suppose to blend in with society and if they do show their "true" form it would be that of an ordinary fox albeit magical/spirit.

 

But hey, it's your mod i'll respect your decision and i could just create portraits of my own.

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Hmm, in my honest opinion, the kitsune portraits are far too animalistic, I feel that they should still have human faces, just like the original kitsune portraits in the base DW:R, since kitsune are suppose to blend in with society and if they do show their "true" form it would be that of an ordinary fox albeit magical/spirit.

 

But hey, it's your mod i'll respect your decision and i could just create portraits of my own.

 

*chuckles*  And I went out of my way to avoid any with human faces, including skipping some I rather liked.  Now... when I get around to more work on the kitsune stuff, and _if_ I can make the mechanics work how I envision them, a "hidden" kitsune will have a regular CK2 portrait, only switching to the an anthro one after being discovered.  I might even go so far as to make it a spell to switch between them, but that is a ways off I fear.  But who knows when my muse will bonk me on the head and tell me I am working on that feature NOW.  :P

 

EDIT:  I almost forgot, Neko will have humanoid faces rather than anthro ones.  Tanuki will be animal.

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So are those the ones that are for sure going to be used? Am I able to easily substitute out my own pictures?

Also I only meant that I may tear into it once it's all done. I had no intention of doing it any time soon.

 

Neko?! Are we going to have some neat events like a person with a pet cat having it grow old enough to become a nekomata or something?

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Random suggwstion: could "futa" be relocalised as "hermaphrodite". It would be more immersive for a medieval europe that a random japanese term.

 

Easily.  I grew up with the term "she-male" but apparently that has become tied to the porn industry and is out of vogue (aka "offensive").  But then the name we were told for Brazil nuts... oy!  Be glad most of you weren't even alive in the 70's.

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Can't wait for the Neko, as those are by far my personal favorite race.

 

While I agree that futanari might not be the most setting-appropriate term, I still prefer it over hermaphrodite because... I guess it's just a mental thing, but it has a sexier connotation in my mind. In terms of definition, I always thought that 'she-male' meant specifically a male who had only partially transitioned to female and still had a penis but no vagina. A hermaphrodite has both a penis and a vagina, and Futanari are all female in appearance but have a penis; they may or may not have a vagina.

 

Thus, futanari is the most flexible term. ^_^

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Some Flag Fun & Silliness

 

The other day @Ashra XIII suggested that I make a roman numeral 13 flag, which I did.  Then turned around and made one out of knotted canine dildos.  I liked it enough that I used canine dildo roman numerals for each of the 13 original night wolf houses.  Then I threw in the various "pride" flags and then some actual wolf-related dynasty flags.  I also did some patterns for regular random dynasty and player-flags.  It was a fun diversion from the headaches of coding and might even be better received than my anthro kitsune were.

 

post-850739-0-94744000-1507998512_thumb.png

post-850739-0-59511300-1507998513_thumb.png

 

EDIT: There will eventually be more patterns and they will have the fabric texturing the the other dynasty ones above.

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Is there a release planed in the near future? :)

 

I'd love to say that there is, but with as schizo as my muse has been as of late, I don't know.  I was doing some playtesting in AGOT last night.  It went okay, but it highlighted just how much I am still missing that needs done.  If I wasn't force pollinating characters, a lot of my night wolves would have died out.  It was also proving to be much harder for a player to be able to have a pack than I intended.

 

post-850739-0-11236700-1507999780_thumb.png

post-850739-0-07335400-1507999782_thumb.png

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I really which for a proper set of dynamic portraits for the different races introduced by the different LL mods. How hard could it be to do it and how much money would an artist ask for such a task?

 

  What has to happen is a "paper doll" approach where all the different muzzles, eyes, ears, and so on are totally interchangeable.  For some artists this is incredibly easy, especially in the digital age.  However, as soon as I have mentioned "game" or "mod" prices went into the high hundreds to thousands, so I gave up on custom artwork.

 

Using artwork from some iPhone app that I was given to me by someone special, I had started working on one, but put it aside for now.  

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Coding Breakthroughs!

 

First Achievement:

I just successfully completed testing my new pack inheritance system!  If you are the leader of a pack, then regardless of who the game _thinks_ your heir is, upon death your titles go to the opposite sex alpha.  If there is no such alpha, then it goes to one of the two pack betas.  If there is no alpha or betas, only then does your "official" heir inherit.  If she/he has the trait "blood_of_the_firstwolf" then she/he becomes the new pack alpha of the appropriate sex.  However, if it comes down to this and your official heir does not have the trait, then the pack disbands and the members scatter to the four winds.

 

In my pack succession, the dynasty of the alpha or beta successor does not matter, and the game doesn't start a new chronicle over when the dynasty changes!  The dead pack leader's prestige even goes on to the new pack leader's dynasty.  Of course if you are fond of your dynasty, then you best make sure you have opposite sex relatives with "blood_of_the_firstwolf" so you can designate them as alphas and betas.  NOTE: I do still need to write the decisions that allow you to grant alpha and beta status, but that is a minor technicality I should have done tomorrow morning.  :)

 

Second Accomplishment:

I have also just completed the coding for a special pack orgy where each female involved gets impregnated by up to six different males.  The way I did it, none of the children are flagged as bastards and do not even have the conceived_as_bastard flag.  At the end of the orgy, you have your original spouse back too!  Then 9 months later each female (whether human, Night Wolf, or non-sentient dog) gives birth to their own litter.

 

On this one, it is just the mechanics.  I don't have any of the event text written yet, though I was getting worked up thinking about it as I was working out the mechanics.  That means I should be able to put out some nice and steamy orgy scenes!  :)

 

I still need to write the in-heat system and the actual Night Wolf invasion.  Then there will be more playtesting.  I have collected a lot of potential images for these events but I feel I do need a few more to go with all of this if I can find stuff I am happy with.  I am also temporarily disabling the unfinished sexual favor system in preference of getting the Night Wolves ready to go live.  I was going to do it first and the Night Wolves second, but 1) that system was still very buggy and not fully defined as to what it will and won't offer, and 2) the Night Wolves stole my focus and are currently working as desired.

 

EDIT:  I almost forgot, this currently works with CK2 vanilla, CK2+Dark World (without or without Darkest Perversions), and AGOT.  It won't take a lot of work to have it working with CK2Plus and Warhammer as well.  So far, I only have to make two special files for each different system.

 

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AGOT Still Too Buggy...

 

There are still a lot of bugs in the current release of AGOT.  I tried to run some games yesterday and the constant prestige hits for people coming and going out of my court was unbelievable.  One NPC had more than -40,000 prestige after a few years.  This was running the "Century of Blood" module.  Without that one, AGOT never even loads up my mod.  Very odd.

 

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I am looking forward to play your mod with Ck2Plus. There will be probably some minor changes needed for make it work. Mostly if you work with religion stuff (Yiffic religion in Darkest Perversions). Wolfpack is going to start in any province where player wish or they are in certain region based on your lore?

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I am looking forward to play your mod with Ck2Plus. There will be probably some minor changes needed for make it work. Mostly if you work with religion stuff (Yiffic religion in Darkest Perversions). Wolfpack is going to start in any province where player wish or they are in certain region based on your lore?

 

Answers, Updates, and Spoilers!

 

I am already preparing for the religion stuff since the Night Wolves have their own religion (and even start with a living god!). 

 

I have the differing holy site mechanics worked out okay, but something in AGOT was keeping my modified icon strips from taking hold.  From a coding perspective there are multiple places in AGOT where they set those which adds to the difficulty of figuring out the right one to override.  At first review, such a problem doesn't seem to plague CK2Plus, but I haven't actively tried it yet.

 

The Night Wolf Invasion

The game will start with 14 random Night Wolf spawn locations!  For now, all but one of these are nothing more than the original 13 ancient foremothers and some of their descendants.  I am still trying to decide if the 13 should be immortal or not.  In AGOT tests the oldest ones died off pretty fast.  The 14th location is for GrandFather Wolf.

 

Within a short time (less than 10 days for testing, not sure final time and might even be rule configurable) a Night Wolf will approach the player and offer to form a new pack with him/her even though the player doesn't have the required blood to do so.  They player makes their choice, some sex happens, and the game goes on.

 

Sometime in the future the "invasion" starts and the player is approached by representatives of Grandfather Wolf (or his heir is he is dead).  Depending on whether the player is pack or not will depend on the player's choices.  At this time, if the player isn't pack, one such choice is that they will have an opportunity to subserviently submit to a Night Wolf alpha and a new pack will form.  (There are 4 options for if you are already in a pack and 4 for not already being in a pack.)

 

I will tell you that one of the 8 options makes you a primary target in the invasion.  <evil grin>

 

Other primary targets will be at least one of the 5 holy sites, though all 5 are eventual goals. 

  • In regular CK2 (also CK2Plus, HIP, etc...) the Wolf God religion has the following holy sites:
    1. c_monemvasia (from Greek mythology)
    2. c_roma (because almost every religion has to go after rome!  :P  That and the whole Romulus & Remus raised by wolves schtick)
    3. c_bergenshus (what I really wanted here was the province that holds the headwaters for the mythological river Ván but I don't know what real river that is supposed to be.)
    4. c_ossory (from the "Werewolves of Ossory" legends)
    5. c_gevaudan (inspired because of the real world historical Beast of Gévaudan and the hysteria around it.)
  • In AGOT the Wolf God religion has the following holy sites though I admit that I have less valid reasons for picking them than I do for the real world sites I chose:
    1. c_wolfswood (the name)
    2. c_oxcross (Rymund the Rhymer's song  "Wolf in the Night" commemorating the northern victory)
    3. c_whiteharbor (the castle/prison "Wolf's Den")
    4. c_bearisland (because the female Mormonts are supposed to be werebears)
    5. c_oldstones (because this place has a mysterious & supernatural past already and because it needs colonized in the game)
  • I have not chosen holy sites for Warhammer yet.  Open to suggestions!

The rest of the invasion is not yet written and it has not been tested.

 

I am still tweaking the Night Wolf lore and mechanics. 

  1. Noted pack positions (alphas, betas, omegas, the witch doctor) are now given as minor titles rather than set and removed as decisions. 
  2. I am presently toying with whether or not a deposed alpha is imprisoned, killed, or just banished.  Their traits and the traits of the reigning alpha may help determine their fate.  Not sure yet.
  3. I am not happy with what the night wolf succession did to dynasties in my AGOT test game, though part of it may have been culling of NPCs.  It also might have been an AGOT specific issue.  I have to research more.  EDIT: I have resolved the dynasty issue.  Now unless you were the only person alive in your dynasty or were lowborn, you get your dynasty back after succession (even though you are dead) .

Just as an afterthought, I have noticed that I spent more hours working on my mods than I do at my full time job (Including shared time where I am doing both).  Alas, there still never seems to be enough time to put down what is in my head.

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With the actual 4th downloadable version I have the problem, that every character gets 10 times or more the gardener event. I only have your mod and DW:R active.

 

I haven't lasted a game long enough to notice that.  Thank you for reporting it.

 

# Completion
character_event = {
	id = WoL.10306
	is_triggered_only = yes
	picture = GFX_evt_castle_garden
	border = GFX_event_normal_frame_economy
	
	desc = {
		text = EVTDESCA_WOL_10306
		trigger = {
			has_character_flag = magnificent_maze
		}
	}
	
	desc = {
		text = EVTDESCB_WOL_10306
		trigger = {
			NOT = {
				has_character_flag = magnificent_maze
			}
		}
	}
	
	immediate = {
		if = {
			limit = {
				OR = {
					AND = {
						has_character_flag = maze_statues
						OR = {
							has_character_modifier = maze_fountain
							has_character_modifier = maze_fountain_extravagant
						}
						has_character_flag = maze_flowers
					}
					AND = {
						has_character_flag = maze_statues
						OR = {
							has_character_modifier = maze_fountain
							has_character_modifier = maze_fountain_extravagant
						}
						has_character_modifier = maze_pavilion
					}
					AND = {
						has_character_flag = maze_statues
						has_character_flag = maze_flowers
						has_character_modifier = maze_pavilion
					}
					AND = {
						OR = {
							has_character_modifier = maze_fountain
							has_character_modifier = maze_fountain_extravagant
						}
						has_character_flag = maze_flowers
						has_character_modifier = maze_pavilion
					}
				}
			}
			set_character_flag = magnificent_maze
		}
		clr_character_flag = maze_flowers
		clr_character_flag = maze_statues
		clr_character_flag = maze_start
		clr_character_flag = hedge_maze
	}
	
	option = {
		name = EVTOPTA_WOL_10306
		add_trait = gardener
		remove_character_modifier = trader
		if = {
			limit = { has_character_flag = magnificent_maze }
			add_character_modifier = {
				name = magnificent_maze
				duration = -1
			}
			clr_character_flag = magnificent_maze
		}
		set_character_flag = maze_end
	}
	
	option = {
		name = EVTOPTB_WOL_10306
		if = {
			limit = { NOT = { has_character_modifier = aspiring_gardener } }
			add_character_modifier = {
				name = aspiring_gardener
				duration = -1
			}
		}
		if = {
			limit = { has_character_flag = magnificent_maze }
			add_character_modifier = {
				modifier = magnificent_maze
				duration = -1
			}
			clr_character_flag = magnificent_maze
		}
		set_character_flag = maze_end
	}
}
This seems to be the problem in NoxxYiffy_events.txt

 

The attached file should clear this problem.

NoxYiffy_events.txt

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AGOT Still Too Buggy...

 

There are still a lot of bugs in the current release of AGOT.  I tried to run some games yesterday and the constant prestige hits for people coming and going out of my court was unbelievable.  One NPC had more than -40,000 prestige after a few years.  This was running the "Century of Blood" module.  Without that one, AGOT never even loads up my mod.  Very odd.

 

Century of Blood is buggy to begin with, were I you I would skip testing with that module. Generally for AGOT I run AGOT 1.5, AGOT portrait replacer, AGOT challenge to a Duel, AGOT more bookmarks, AGOT Unsavory's toolkit, Naughty AGOT, Sketchy Cheat Menu for AGOT, and a winds of winter bookmark submod. These by themselves are pretty stable with only a few issues that I've found, mostly around the duel engine.

 

Once DW:R and other submods are introduced it's a bit of a house of cards kind of thing. I can kinda get DW:R 1.55, expanded slavery, darkest perversions, beast lovers, extra traits, and Toska 1.4a running with some important caveats. Most hard crashes come from building reqs, and a lot of features simply don't work, but some do. It's worth it to me to deal with the issues, make what changes I can, and stumble on my merry way.

 

I'm still not sure how the portrait replacer thingy works, but I prefer the AGOT portraits than non-agot portraits and anything else. I know that it's difficult if not impossible to run multiple mods that make changes to portraits without there being issues.

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With the actual 4th downloadable version I have the problem, that every character gets 10 times or more the gardener event. I only have your mod and DW:R active.

 

I haven't lasted a game long enough to notice that.  Thank you for reporting it.

 

# Completion
character_event = {
	id = WoL.10306
	is_triggered_only = yes
	picture = GFX_evt_castle_garden
	border = GFX_event_normal_frame_economy
	
	desc = {
		text = EVTDESCA_WOL_10306
		trigger = {
			has_character_flag = magnificent_maze
		}
	}
	
	desc = {
		text = EVTDESCB_WOL_10306
		trigger = {
			NOT = {
				has_character_flag = magnificent_maze
			}
		}
	}
	
	immediate = {
		if = {
			limit = {
				OR = {
					AND = {
						has_character_flag = maze_statues
						OR = {
							has_character_modifier = maze_fountain
							has_character_modifier = maze_fountain_extravagant
						}
						has_character_flag = maze_flowers
					}
					AND = {
						has_character_flag = maze_statues
						OR = {
							has_character_modifier = maze_fountain
							has_character_modifier = maze_fountain_extravagant
						}
						has_character_modifier = maze_pavilion
					}
					AND = {
						has_character_flag = maze_statues
						has_character_flag = maze_flowers
						has_character_modifier = maze_pavilion
					}
					AND = {
						OR = {
							has_character_modifier = maze_fountain
							has_character_modifier = maze_fountain_extravagant
						}
						has_character_flag = maze_flowers
						has_character_modifier = maze_pavilion
					}
				}
			}
			set_character_flag = magnificent_maze
		}
		clr_character_flag = maze_flowers
		clr_character_flag = maze_statues
		clr_character_flag = maze_start
		clr_character_flag = hedge_maze
	}
	
	option = {
		name = EVTOPTA_WOL_10306
		add_trait = gardener
		remove_character_modifier = trader
		if = {
			limit = { has_character_flag = magnificent_maze }
			add_character_modifier = {
				name = magnificent_maze
				duration = -1
			}
			clr_character_flag = magnificent_maze
		}
		set_character_flag = maze_end
	}
	
	option = {
		name = EVTOPTB_WOL_10306
		if = {
			limit = { NOT = { has_character_modifier = aspiring_gardener } }
			add_character_modifier = {
				name = aspiring_gardener
				duration = -1
			}
		}
		if = {
			limit = { has_character_flag = magnificent_maze }
			add_character_modifier = {
				modifier = magnificent_maze
				duration = -1
			}
			clr_character_flag = magnificent_maze
		}
		set_character_flag = maze_end
	}
}
This seems to be the problem in NoxxYiffy_events.txt

 

The attached file should clear this problem.

 

 

Thank you for doing this!  :)

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AGOT Still Too Buggy...

 

There are still a lot of bugs in the current release of AGOT.  I tried to run some games yesterday and the constant prestige hits for people coming and going out of my court was unbelievable.  One NPC had more than -40,000 prestige after a few years.  This was running the "Century of Blood" module.  Without that one, AGOT never even loads up my mod.  Very odd.

 

Century of Blood is buggy to begin with, were I you I would skip testing with that module. Generally for AGOT I run AGOT 1.5, AGOT portrait replacer, AGOT challenge to a Duel, AGOT more bookmarks, AGOT Unsavory's toolkit, Naughty AGOT, Sketchy Cheat Menu for AGOT, and a winds of winter bookmark submod. These by themselves are pretty stable with only a few issues that I've found, mostly around the duel engine.

 

Once DW:R and other submods are introduced it's a bit of a house of cards kind of thing. I can kinda get DW:R 1.55, expanded slavery, darkest perversions, beast lovers, extra traits, and Toska 1.4a running with some important caveats. Most hard crashes come from building reqs, and a lot of features simply don't work, but some do. It's worth it to me to deal with the issues, make what changes I can, and stumble on my merry way.

 

I'm still not sure how the portrait replacer thingy works, but I prefer the AGOT portraits than non-agot portraits and anything else. I know that it's difficult if not impossible to run multiple mods that make changes to portraits without there being issues.

 

 

This is really bizarre.  If I try to run _just_ "A Game of Thrones" version 1.5 with none of the other submods, my 2 mods are never processed.  If I add in "Century of Blood" and change my .mod file to include it, then everything processes fine.

 

FAILS:

name = "NoxBestia DPA-AGOT Supplement"
path = "mod/NoxBestiasDarkestPerversionsAlone-AGOT_Supplement"

dependencies = {
	"A Game of Thrones"
	"NoxBestia Darkest Perversions Alone v0.0.0.1 alpha"
}

WORKS (so long as I also run Century of Blood):

name = "NoxBestia DPA-AGOT Supplement"
path = "mod/NoxBestiasDarkestPerversionsAlone-AGOT_Supplement"

dependencies = {
	"A Game of Thrones"
    "AGOT Century of Blood"
	"NoxBestia Darkest Perversions Alone v0.0.0.1 alpha"
}

This boggles my mind as to why.

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I need to read more carefully as I had something all written out that had nothing to do with your issue. Try something else in place of a century of blood (something that isn't buggy) like "AGOT More Bookmarks" I wonder if it's just an order thing.

 

 

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I need to read more carefully as I had something all written out that had nothing to do with your issue. Try something else in place of a century of blood (something that isn't buggy) like "AGOT More Bookmarks" I wonder if it's just an order thing.

 

Simply adding AGOT more bookmarks was enough to make it work without Century of Blood.  This really has me going WTF, but ah well.

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Mod CTD Bug Squashed!

 

For the past couple of days I have been struggling with two tasks.  The first was trying to understand how to script wars.  The information in the modding wiki was not adequate for my needs and the examples I kept looking at in CK2 code didn't fit what I was trying to do and I kept failing to make them work.  Late last night, I finally got it and all fourteen wars are kicking off as desired and in a way that I understand what is going on.

 

The second bug was harder to figure out.  The game would frequently crash to desktop.  There was _nothing_ in the error.log to explain what was happening.  The file "exceptions.log" contained some extremely unhelpful text.  Finally, I discovered that it was happening when children were being born.  But not all the time!  So, in typical desperation-mode, I started commenting things out.  I removed all the custom graphics for my custom races, commented out what I thought were harmless errors I hadn't gotten to, etc.  In the end, it ended up being caused by a scripted trigger that I had renamed.  The old name was being used in the "potential" block of a trait that would sometimes get assigned at birth and that was causing the CTD.  For other modders who find themselves debugging a similar problem, the exceptions.log gave the following error:

######## EXCEPTION: 0xC0000005 at address: 0x00BFBCA5: ACCESS VIOLATION  read attempt to address 0x00000000 
Version: CK2/branches/2_7_1
39619

10/20/17 08:53:10

With those two issues out of the way, I can return to setting up the Night Wolf invasion scenarios and introductory events, albeit several days behind where I thought I would be by now.  

 

 

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