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dewguru

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  1. Permission for anyone to knock themselves out. My only ask is I get credited for the work I've done.
  2. My character in the Barbershop view is 180 cm. This mod decided my character would be short, giving them a value that's 30cm different. Removing the trait just results in it coming back, even if trying to use a different height trait. Any advice on how this can be corrected? Edit: Never mind, this mod clearly isn't for me. When I build a ruler with a vision in mind, I don't expect another mod to just remove traits I selected and then give me seemingly random ones instead.
  3. I have to say, in looking through your change log, this one really spoke to me. Resized certain icons so that ck3-tiger will stop screaming at me.
  4. I know I asked a couple questions lately trying to figure out a couple little things that are interrupting my play enjoyment, however, I want to say thank you for the overall enjoyable mods. I'll likely make my own to handle a couple overrides on things that more suit my tastes, however, that is just a small percentage out of the overall fun I've gotten out of your work. Solid work and thank you for the time you've invested in it and sharing it with players.
  5. I've made the mistake of having this mod enabled and trying to do a session in England. After many years, I've taken over Ireland, however, I'm unable to deal with the Bog Bitches because the event requires control in every county of Ireland to be at least 90, yet regardless of what I attempt - their every other year revolt/ambush stuff is preventing this from being achieved. Any advice in dealing with this outside of removing the 90 control in each county requirement (which I'm leaning towards editing out).
  6. Is there a reason the Lang Leaf is forced to replace a slotted artifact item? They are way too common, and I see no use for them other than to be an annoyance in managing my artifacts. If they really serve no purpose, then I'll just remove them from the mod, but I figured I'd ask before doing so.
  7. View File [CK2] Dark World: Reborn - Updated 02DEC2024 Dark World Reborn Requires Crusader Kings 2. In my testing I used version 3.3.3 Part of the Succubus Seduction path uses the Way of Life DLC (you can just opt to not use the Kiss of Seduction if you don't have that DLC) Part of the Societies may call on content from the Monk and Mystics expansion. Mod: Dark World Reborn v2.00 Dark World Reborn-Drax70 - is a customized version of an old version of Dark World Reborn, with different images and the addition of some sounds (sound files are why it's a larger file size). DO NOT USE BOTH mod versions! Compatibility: The goal of Dark World Reborn will to make it as compatible as possible with other mods, when it is reasonable. Make me aware of an issue and I'll see if it can be addressed. If you're using this mod with an overhaul - look at what you need to change - FAQ section, last item (FAQ is the 2nd topic in this discussion). There is an INCOMPATIBILITY reported with either EctoBukkake's Adventures or the Bigger Events mod. One of these seems to increase the event font size to where some event text is lost on certain events. Dark World Reborn has a modified version of Bigger Events integrated. Any mods you use that require Bigger Events, should still work if used with Dark World Reborn. Mod Installation: With the game getting so many new players since it went free to play, I've finally broken down and put together some installation instructions. So now folks can simply be referred to the front page of either the mod download or the support page. What is this mod: Dark World Reborn is intended to be an adult fantasy mod. If you're not interested in the fantasy elements, there is still other content in the mod - from buildings such as brothels and slave markets, to events such as spending time with your loved one. This game has numerous Game Rules that can be used to fine tune your play experience if something doesn't interest you. Setting: Man kind rules the Earth. The mod includes the potential to have non-human races. However, this mod doesn't introduce them in any large numbers. That is because mankind has driven the non-human races into near extinction. Those that survive are in hiding, living in the fringes of civilization. So outside of a pair of major NPC's that get seeded (Fenris the wolf, Vlad the vampire), other non-humans may or may not be encountered during game play. It is important to note that Mankind predated many of the races and outnumbered them when they appeared. The appearance of many races took place during a phenomena that sages sometimes refer to as The Crossing. For about a century, Earth and the world of the Fae had a convergence, where some of their natives crossed over. To most of the world, this convergence is nothing more than another fable, yet the genetic mark of those that crossed over remains. NOTE: Some other mods go heavier on the non-human races, seeding them throughout the world. Dark World Reborn strives to be mod friendly, so using DWR with those other mods should be fine. Game Rule - Dark World Campaign: One of the Dark World Reborn has a game rules is 'Dark World Campaigns'. It is important to realize that this is just a quick start way to get some traits (such as starting as a Vampire), along with a narrative to help create a mind set for play. You can totally ignore the narrative, it's just meant to help those interested with a role-playing angle. A few campaigns do include special events specific to that campaign. For example - Rise of the Pack where you start as a Werewolf, gives you a narrative of being tasked by Fenris with helping the werewolves achieve dominance over mankind. At some point after you start, you'll get an event unique to this campaign where he sends you some aid and a potential courtier. If you select a campaign, you'll need to trigger it manually. Look at the Decisions on the Intrigue menu for your campaign start. Note: If you do something like select the 'Rise of the Pack' Campaign, but turn off 'Classic Monsters' - you'll bork things up and not get your decision. Reason being, Werewolves are considered Classic Monster content. So don't defeat yourself. So why start with a campaign option? Some folks want to start as a Vampire. Due to randomization, if you don't start as one, it could be years into the game before the chance appeared, and then, it might result in death instead of being turned. Non-Human Races: Note: there are no 'True Bloods' in DWR. While mankind was successful in pushing non-humans to extinction, those non-human races live on via descendants that are part human/part non-human. It's one reason non-human races are able to largely hide, by passing off as normal humans, unless they do something that exposes their heritage. So it's a planet with a bunch of half-breeds if you want to get picky. Now, many of those half-breeds have been accepted over time. Especially those who don't have a history of violence against humans. Still, people in general still are wary of the weird, and while they may not be automatically hostile towards some, there may still be a negative opinion hit. Non-Human Tolerance Law There are three stages. By default, any non-human race that is viewed as generally being a violent non-human species, can be arrested (via targeted decision). The law can be changed from the middle, to be completely tolerant (all non-humans are accepted), or to completely intolerant (all non-humans are criminal). Outside of the targeted decision to attempt to arrest someone, additional events may be influenced by the level of the law. For example - if your land sees all non-humans as criminals, then a non-human may opt to avoid your lands (thus preventing an event from firing). Heroes and Villains Content: Special Thanks: - ReMeDy for the assistance on the Custom Portraits mod, and your time in answering both my questions and those of some other folks in the support thread. - Genericlogin for his Christianity mod that got me interested in modding for CK2 in the first place - Lockeslylcrit and the work that was done over the past year with DWF. - Drax70 for a variety of image resizing and event contributions. - Jim Raynor for some event contributions. - Aliris, RustiYeti, YiffMeister, ngppgn, JIBECaid01, Veedanya, Sybreal for code or icon art contributions. - ngppgn's work on making a larger event window (original resource: http://www.loverslab.com/topic/74137-bigger-events/) - Dem8840 for contributing some story and item ideas - Black Yoru, NeoSniper and others for various compatibility/patch mods that have helped others enjoy the mod. - Lover's Lab for having this environment. - Paradox for making CK2 so mod friendly and the continued support and content releases. Dark World Reborn Change Log History Submitter dewguru Submitted 02/04/2016 Category Crusader Kings 2 Requirements Crusader Kings 2
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