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[mod] Noxbestia's Darkest Perversions


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Posted

I don't know if this is just me or if anyone else has run into this, but I noticed that after converting to the Yiffic faith with the event, I couldn't arrange marriages or betrothals for any of the men in my court. Also, I had a Yiffic son who didn't marry the girl he was betrothed to. Even after they had both turned 16 they remained betrothed. As a test I converted back to Catholicism and that didn't fix it, so I then asked an unmarried son to convert back to Catholicism and suddenly I could arrange his marriage again.

 

I don't know if this is an odd conflict of mods, or a glitch with the game, or a bug with the mod. I thought I would bring it up to see if anyone else has run into it.

 

The Yiffic religion is a bit of a double-edged sword, that I have not _fully_ decided upon.  As I originally wrote them, they don't believe in marriage, which means it requires a totally different playing style.  I have played though several games as a Yiffic and I like them, but as I'm playing I forget about the no-marriages and suddenly some of my schemes go up in smoke.

 

Think of Yiffics much like the free-love communes of the 60s where everyone is "swinging" with everyone else and your partner is who you lay with that night.  I haven't finished the decisions and events to make it work, but as I envisioned it, NPC Yiffics basically wont say no to sex.  It is/was designed to function like "visit chambers" but you could use it on _any_ Yiffic in diplomatic range.  There will also be interrupts in the CK2 events that prevent any jealousy/rage for your concubines getting knocked up by someone or you sewing your seed outside of your (up to) 28 consorts.

Posted

 

Right know I can only see the last changelog for the mod but I saw the update after the bug update so I don't know what changed in 0.03. Can you add that maybe and will there be horse and centaur traits in the next update?

 

The second post in this forum contains all kinds of information about the game, including current and past bugs, status of features, lore, change logs, and so on.

 

http://www.loverslab.com/topic/71845-noxbestias-darkest-perversions/?p=1789723

 

Please tell me what kind of horse and centaur traits you are looking for and/or suggesting?

 

 

From what I have seen currently from your mod is that horses and centaurs have their portraits but besides that they are normal characters. You are perfectly fine to correct me if I am wrong. The other reason was more out of a sense of consistency. If I am corecct this is dark world sub mod and in reborn there are traits which signifies if something is a werewolf or a succubus. I would have like to see something of the same in this mod. I am not saying this is a terrible mod without it. It is just something I would like to see.

 

For suggestion for horses look to glitterhoof from the insanity event. Right know it looks like a horse is a normal intelligent character, but I personnaly would have expected it to be just an animal. If you want intelligent horses that is alright for me. For a horse trait maybe something with extra martial and if your choice is to make an intelligent horse nothing else, if you want a normal horse I think a couple of minussesvfor the other atributes would make sense.

 

If you look to greek mythology there are two types of centaurs. You have ''savage'' cantaurs who were martial and where known for abducting women. These centaurs could have martial bonus personal combat bonus and maybe an expertise in leading light cavalry. The other type is the chiron centaur who was bred by kronos I don't know anymore if kronos was the horse or he transformed a women into a horse. Anyway chronos was a great teacher so maybe you can give cenaturs who are bred by men a bonus to learning and maybe diplomacy and stewardship.

 

This is just my vision based on your question it is up to you what you do with it. It is your mod after all.

Posted

 

 

Right know I can only see the last changelog for the mod but I saw the update after the bug update so I don't know what changed in 0.03. Can you add that maybe and will there be horse and centaur traits in the next update?

 

The second post in this forum contains all kinds of information about the game, including current and past bugs, status of features, lore, change logs, and so on.

 

http://www.loverslab.com/topic/71845-noxbestias-darkest-perversions/?p=1789723

 

Please tell me what kind of horse and centaur traits you are looking for and/or suggesting?

 

 

From what I have seen currently from your mod is that horses and centaurs have their portraits but besides that they are normal characters. You are perfectly fine to correct me if I am wrong. The other reason was more out of a sense of consistency. If I am corecct this is dark world sub mod and in reborn there are traits which signifies if something is a werewolf or a succubus. I would have like to see something of the same in this mod. I am not saying this is a terrible mod without it. It is just something I would like to see.

 

For suggestion for horses look to glitterhoof from the insanity event. Right know it looks like a horse is a normal intelligent character, but I personnaly would have expected it to be just an animal. If you want intelligent horses that is alright for me. For a horse trait maybe something with extra martial and if your choice is to make an intelligent horse nothing else, if you want a normal horse I think a couple of minussesvfor the other atributes would make sense.

 

If you look to greek mythology there are two types of centaurs. You have ''savage'' cantaurs who were martial and where known for abducting women. These centaurs could have martial bonus personal combat bonus and maybe an expertise in leading light cavalry. The other type is the chiron centaur who was bred by kronos I don't know anymore if kronos was the horse or he transformed a women into a horse. Anyway chronos was a great teacher so maybe you can give cenaturs who are bred by men a bonus to learning and maybe diplomacy and stewardship.

 

This is just my vision based on your question it is up to you what you do with it. It is your mod after all.

 

 

Thank you.  I value the feedback and I like to see what different people are wanting out of it.  Any horse that does not have the "horse" trait is assumed to be sentient.  A Narnian horse, for lack of a better reference.  However, a better alternative would be a special horse icon that, at a glance, you would see that the horse is sentient.  

 

There is a reversing of this as well.  A human player can end up cursed, transformed into a horse, and become semi-sentient and at the mercy of their bestial lusts.  I've only played though once that way, so I can't say how balanced it is, but it does give a different feel to the game being in that state.  The periodic fighting your own urges for control for your character is a bit fun but very random.

 

I quite like the idea of centaurs getting different traits to represent wild, learned, and hopefully I'll come up with a few more.  I should probably do a centaur archetype for each of the 5 primary skills.  That would give me some interesting lore tie-ins as well.

 

Originally, I was intentionally trying to avoid the trait=race assignment, but the more I looked at how Warhammer did it, the more I had trouble justifying to myself why I was trying so hard not to do that.  I expect, sooner or later, I'll end up having "race" traits like Warhammer, even for humans.

Posted

So I was playing with the AGOT mod and looking to see how they handled certain things, as well as considering what would need to be done to make this compatible, when suddenly the following "popped up":

post-850739-0-52247600-1486876029_thumb.png

 

Posted

So I was playing with the AGOT mod and looking to see how they handled certain things, as well as considering what would need to be done to make this compatible, when suddenly the following "popped up":

attachicon.gifAGOT Surprise.PNG

Sucks to be you.

But yeah... it happens. Risk of having salt wives.

Posted

 

kronos chronos

 

Cronus* 

 

Kronos is a phonetic(read incorrect) spelling of the name and Chronos is the greek god of time.

 

I'm just pointing this out in case anyone makes any mod referencing the Titan Cronus.

 

kronos chronos

 

Cronus* 

 

Kronos is a phonetic(read incorrect) spelling of the name and Chronos is the greek god of time.

 

I'm just pointing this out in case anyone makes any mod referencing the Titan Cronus.

Posted

Hey, I found out that i have 2 decisions twice. Bouth are from standart DW and from your (with rules check) Its Resign as ruler and Visit stables.
Will it be fixed in future? Can i fix it for my self by removing Stables/Resign trigger from DW?

Posted

Hey, I found out that i have 2 decisions twice. Bouth are from standart DW and from your (with rules check) Its Resign as ruler and Visit stables.

Will it be fixed in future? Can i fix it for my self by removing Stables/Resign trigger from DW?

 

Have you deleted the file that I said in three different places to remove?  :)

 

In case you missed them:

 

 

Copied from the very first post where you download the mod:

 

WARNING: ALPHA BUILD

Version 0.031α should resolve the issues with Dark World Reborn v1.44

NOTE: please delete: /decisions/dw_cc_decisions_old.txt

 

 

 

Copied from the second post bug log:

 

Current Bug Reports & Changes for the next release:

FIXED:  Double menu items in decisions. To fix you can manually delete the file: /decisions/dw_cc_decisions_old.txt

 

 

 

 

 

Copied from the second post FAQ section (second question):

FAQ & Troubleshooting:

 

Q: What happened to the ReMeDy custom pictures? Random NPCs have blank heads with numbers on them and it only happens with this mod.

A: Follow the instructions in the troubleshooting question below. A lot of people have had issues with portraits after upgrading to Dark World Reborn 1.44. Most of the time this was caused by not removing some of the old modules or not upgrading to "Dark World ReMeDy Custom Portraits v1.38". There are additional posts about this issue it this forum and on the Dark World Reborn form.

NOTE: Sidfu discovered that CK+ used in conjunction with Darkest Perversions will cause the portraits to go to numbers.

 

Q: (version 0.031α specific) Why am I getting double listings in the diplomatic menu?

A: Because I made a mistake. You can fix this by manually deleting the file: /decisions/dw_cc_decisions_old.txt

Posted

Your mod has the Toska mod as a dependency, but Toska 1.1.3 has Dark World Core 1.42 and Dark World Children of Lilith 1.34 as dependencies. Can that be changed in the .mod file to only Dark World Reborn 1.45? None of the older versions of DWR are still up.

Posted

I use events from DWToska, so I do not intent to remove it at this time.  If I haven't heard from DocToska by the next time I post an update, I will include a modified copy of DWToska.mod.

 

 

Posted

So there is no way to get your mod to work on DWR 1.44 or 1.45 since DWToska needs the separate core and lilith modules? Can its dependency be changed to just DWR 1.45 or does it need the separate core and lilith modules?

Posted

You can comment out the dependencies in DWToska for now.  That is what I have done:

name = "Dark World: Toska v1.1.3"
path = "mod/DWToska"
user_dir="DWToska"
#dependencies = {"Dark World Core v1.42", "Dark World Children of Lilith v1.34"}

EDIT: version 0.031a of my mod requires at least Dark World Reborn 1.44. I do not know if it has any problems with 1.45 yet or not. Even if I ungreade to 1.45, my current copy is under further development and can no longer be considered 0.031.

Posted

Thank you, of course i missed it :)

 

I am using DW 1.45 without any problems.

I am glad to hear that! I had some code blowup on me so the dev copy isn't working right at all now. But I'll get it fixed tomorrow I'm sure. Then I'll get DW 1.45 and make sure all my special tweaks still work. Then back to more dev.

Posted

Sorry if this questions falls a bit on the dumb side... Does this still requires the Toska submod, considering that said submod hasn't kept to date with Dark World? Would that not cause some issues?

Posted

Sorry if this questions falls a bit on the dumb side... Does this still requires the Toska submod, considering that said submod hasn't kept to date with Dark World? Would that not cause some issues?

 

Literally two posts up for yours.

Posted

Sorry if this questions falls a bit on the dumb side... Does this still requires the Toska submod, considering that said submod hasn't kept to date with Dark World? Would that not cause some issues?

 

I would wager that Toska works fine if you remove Core and Lilith and just use the new Reborn. Reborn contains the functionality of both Core and Lilith.

 

Worst case, you might need to modify the dependency line in the .mod file that comes with Toska, but there's also a fair chance you wouldn't have to.

 

If anyone would have tracked it, when I was releasing things as separate mods, I usually had several that were out of synch as far as what they had listed as their dependency and what version of Core was released. The dependency field is largely for handling load order conflicts, and the only reason why I even began using it between Dark World mods is for Validator.

 

Which is why Noxbestia's post about commenting out the dependency line in the DWToska .mod file seems to work fine for him.

 

In other words, try it out, and if it doesn't seem to be working any longer, update the dependency line to see if that resolves any load conflicts, and if that still doesn't work, then you're unfortunately out of luck unless the mod gets updated.

Posted

 

Sorry if this questions falls a bit on the dumb side... Does this still requires the Toska submod, considering that said submod hasn't kept to date with Dark World? Would that not cause some issues?

 

I would wager that Toska works fine if you remove Core and Lilith and just use the new Reborn. Reborn contains the functionality of both Core and Lilith.

 

Worst case, you might need to modify the dependency line in the .mod file that comes with Toska, but there's also a fair chance you wouldn't have to.

 

If anyone would have tracked it, when I was releasing things as separate mods, I usually had several that were out of synch as far as what they had listed as their dependency and what version of Core was released. The dependency field is largely for handling load order conflicts, and the only reason why I even began using it between Dark World mods is for Validator.

 

Which is why Noxbestia's post about commenting out the dependency line in the DWToska .mod file seems to work fine for him.

 

In other words, try it out, and if it doesn't seem to be working any longer, update the dependency line to see if that resolves any load conflicts, and if that still doesn't work, then you're unfortunately out of luck unless the mod gets updated.

 

 

Thank you (and the previous posters). My worry was more on the direction of DW having maybe done some changes to the event chains (with game rules and what not) that the events in Toska might not have incorporated. But as you guys say it's fine, then the outdated-ness must not be too severe.

Posted

I have 4 Jesus and 4 Miriam in my game, I think something is bugged, that or Jesus has some sick cloning skills.

 

Cool!  Why didn't I ever get that?  /laughs.  (And no, I have not implemented cloning yet, though The Shadowy Stranger has a pseudo-cloning capability every 66 years or so.)   ;)

 

Okay, now I have to figure out how that even happened.  Since the spawn events trigger on start date, let me try there first.  What bookmark did you use to start your game?

 

Also, I have added this report to the official bug list in post #2

 

NEW:    @The_true_pedro reported "4 Jesus and 4 Miriam in my game".

Posted

 

Sorry if this questions falls a bit on the dumb side... Does this still requires the Toska submod, considering that said submod hasn't kept to date with Dark World? Would that not cause some issues?

 

I would wager that Toska works fine if you remove Core and Lilith and just use the new Reborn. Reborn contains the functionality of both Core and Lilith.

 

Worst case, you might need to modify the dependency line in the .mod file that comes with Toska, but there's also a fair chance you wouldn't have to.

 

If anyone would have tracked it, when I was releasing things as separate mods, I usually had several that were out of synch as far as what they had listed as their dependency and what version of Core was released. The dependency field is largely for handling load order conflicts, and the only reason why I even began using it between Dark World mods is for Validator.

 

Which is why Noxbestia's post about commenting out the dependency line in the DWToska .mod file seems to work fine for him.

 

In other words, try it out, and if it doesn't seem to be working any longer, update the dependency line to see if that resolves any load conflicts, and if that still doesn't work, then you're unfortunately out of luck unless the mod gets updated.

 

 

 

Sorry if this questions falls a bit on the dumb side... Does this still requires the Toska submod, considering that said submod hasn't kept to date with Dark World? Would that not cause some issues?

 

 

Thank you (and the previous posters). My worry was more on the direction of DW having maybe done some changes to the event chains (with game rules and what not) that the events in Toska might not have incorporated. But as you guys say it's fine, then the outdated-ness must not be too severe.

Unfortunately, there are problems within DWToska.  As I was making the male perspective Procreo decision I noticed that he is still using old triggers.  This does mean that some of his events wont work correctly with the current version of Dark World Reborn.  I did send him a message mentioning this.  If he doesn't get back to me by the time I actually hit problems in my own mod from it, then I will come up with a way for Darkest Perversion to patch it.  

Posted

Oh now that you mention it, I also got 3 "The Shadowy Stranger Pigfucker" in my game.

 

By bookmark do you mean what start option? Because if so it was the High Middle Ages 1066 start option.

 

Okay, that tells me where to go looking for the problem.  I always start at 769 and none of my test games ahve crossed a bookmark yet.

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