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Synthael

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  • Noobie scripter
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  1. Posted a small file on Carnalitas thread, but will put it here for more visibility: @csirke128 If this file is inside CBO until it is integrated to Carnalitas, maybe we can avoid duplicate files and maybe problems, as shown by last patch (when a surprise PDX edit to lists.gui made feudal realms unable to choose councillors when mods editing the file were loaded). It was based on Princes of Darkness version of lists.gui, just shortened to just have effect on traits only. I didn't update my local copy of CBO yet, in plans to do it, so if you want I can check and update anything if needed for this file to be an universal for Carn and all the submods. This way we can avoid bigger compatibility issues with others and hopefully make everything more stable. 000_lists.gui.zip
  2. For people wanting more traits visible, so when you have loads of traits and they become cut off, this file adds a scrollbar to them in case of many traits. File goes inside Carnalitas/gui/shared folder, and replaces older lists.gui file inside the folder (if it is there, delete it). It edits only the traits parts of the lists and makes it more compatible with other mods. Also, file has been pushed to Carnalitas git, so on next update, barring some big changes, it should become part of the mod itself. In that case, unless they add or edit the same parts of UI, all submods should benefit from it and won't have to have lists.gui in their files. For those wondering, types and templates in gui files are working on first loaded, works (FIOS) principle, so whichever file has more zeroes` in name goes first, no matter the order of mods. So, lists can be separated in smaller file and in that way only affect traits inside character window. 000_lists.gui.zip
  3. Don't want to do it without permission, so asking, is putting the lists.gui file itself bundled with Carnalitas ok with you? Some submods add a lot of traits and it would be easier to include it in the core mod so we can limit the amount of patches needed. Credits for the file are in order, of course 😃
  4. Any Carnalitas mod or just this one? I've been playing for some time with more-less same mods, non-Nosferatu are "normal", let me get back to computer, will post my modlist, maybe it helps you with your problem.
  5. What is your full load order? Thinking it might due to it, or maybe something with CBO Vanilla, I don't use it personally, but will check it too to see if something needs adding.
  6. I am not versed in modelling so I'm not touching that stuff, gui is already a big accomplishment for me xD And about 47 files, PoD has 49, but I needed to modify those which are overlapping, and there were only 2 for now xD
  7. My basic process of "patching" all of these went like this: I opened all different variations of the same gui file and just went line by line until I found something was different in that line in any of the files. Then I modified the biggest file, in this case PoD one, if Carnalitas, PA (CBO doesn't add anything to the gui, just traits, which are irrelevant in here), or Coetus Anima. If PoD file added something, I just added empty lines in other files to make all identical lines on the same line number and went through whole file like that. It is a brute force method, but it works decently in this case. As for AGOT, I never tried it, but I suspect you would need patched files for the same mods, so Carnalitas, Physical Attributes and Coetus Anima if you use it, because as far as I know, base CBO doesn't modify gui, just models and adds traits.
  8. Version 0.2

    2486 downloads

    This is a GUI compatibility patch that enables all of the features of Carnalitas, Physical Attributes and Coetus Anima to be visible and work with Princes of Darkness conversion mod. Most of the work was in adding all of the Carnalitas and submods features to work and to be able to be shown with PoD UI, as it was modified a lot. Main windows that work now are : 1. Character info window - depending on the mod loaded earlier, you couldn't see either you height, weight, etc., slaves tab, or in case of Carn loading after PoD, no lore buttons, minions tab and blood affinity. 2. Lifestyles window - PoD adds about 6 new lifestyle schools for vampires only, and with shapeshifters, mummies, fae and inquisitors if gets quite big. Without patch, if Coetus Anima is loaded after, you can't use any of the lifestyles apart from vanilla ones, and some of the toggles for time spent on activities don't work. My load order: Princes of Darkness (Steam) Better Barbershop (Steam) # Pod + Better Barbershop Compatibility Patch (Steam) # Carnalitas (LL) Character Body Overhaul (LL) Physical Attributes (LL) Coetus Anima (LL) Carnalitas - PoD Compatch (LL) # - not needed, but it makes it easier to change between all the appearances both mods give So far those are only problems I found, will dig more through the files and check if there is something else that can be fixed. FYI: Game is sometimes prone to crash, but mostly it doesn't have anything to do with the patch, it's just the sheer amount of background stuff game has to calculate with all the mods active. One thing I found out is slower game speed (3 or slower), pausing while doing some decisions, and waiting a few seconds between decisions helps the game to swallow this huge amount of stuff we're feeding it (2 big scripted mods after all).
  9. View File Carnalitas - CBO - PA - Coetus Anima - Princes of Darkness Compatibility patch This is a GUI compatibility patch that enables all of the features of Carnalitas, Physical Attributes and Coetus Anima to be visible and work with Princes of Darkness conversion mod. Most of the work was in adding all of the Carnalitas and submods features to work and to be able to be shown with PoD UI, as it was modified a lot. Main windows that work now are : 1. Character info window - depending on the mod loaded earlier, you couldn't see either you height, weight, etc., slaves tab, or in case of Carn loading after PoD, no lore buttons, minions tab and blood affinity. 2. Lifestyles window - PoD adds about 6 new lifestyle schools for vampires only, and with shapeshifters, mummies, fae and inquisitors if gets quite big. Without patch, if Coetus Anima is loaded after, you can't use any of the lifestyles apart from vanilla ones, and some of the toggles for time spent on activities don't work. My load order: Princes of Darkness (Steam) Better Barbershop (Steam) # Pod + Better Barbershop Compatibility Patch (Steam) # Carnalitas (LL) Character Body Overhaul (LL) Physical Attributes (LL) Coetus Anima (LL) Carnalitas - PoD Compatch (LL) # - not needed, but it makes it easier to change between all the appearances both mods give So far those are only problems I found, will dig more through the files and check if there is something else that can be fixed. FYI: Game is sometimes prone to crash, but mostly it doesn't have anything to do with the patch, it's just the sheer amount of background stuff game has to calculate with all the mods active. One thing I found out is slower game speed (3 or slower), pausing while doing some decisions, and waiting a few seconds between decisions helps the game to swallow this huge amount of stuff we're feeding it (2 big scripted mods after all). Submitter Synthael Submitted 01/08/2024 Category Crusader Kings 3 Requires  
  10. Seeing how MCG has integrated CSA "patch", how well would it do with Crime and Punishment? They're very similar, and don't know if C&P would interfere with this mod... I'd for sure have to turn off some stuff in both of the mods, but in theory, both of them should work fine(ish)?
  11. Meet Leah, my newest character, moments after leaving the Vault... And a bit later, when she got a bit of gear... After finally tweaking my game to cooperate with 220 mods (more might come, tho) and some ENB tweaks, it's time to fully explore this ruthless wasteland...
  12. In options item you get you can change the percentage how much chance each combination of gender (M-F, F-F, M-M) has to happen. Default is 70% for M-F and 30% for F-F (I think), while M-M is disabled (0%). You can freely chance the chances, although I don't know if they have to be at 100% combined or each combo is independent.
  13. Thanks, your suggestions are really useful, now I know how to improve things. When I refine the mod and make it work as I want, might put it up here, I know people were asking for stuff like this, but nobody delivered, hehe...
  14. I've been developing a few mods lately, and one of the more complex ones is the Armor Switcher. In my game I have 5 different body replacers running simultaneously, each is tied to a race (or a few). Armor Switcher is supposed to scan all actors and equip armor modeled after that replacer. Basic framework for it works, armors are reequipped depending on the race / body combination, but as I didn't test it out on a longer game yet, I'm curious if I'm missing out on something. I was initially trying to make it work on cell changing, but there's no block function that'll help me with that. Here's the basic part of the code with one of the switching conditions (I'm going to move all the switches on different scripts, one for each replacer): array_var people array_var switcher ref woman begin GameMode let people := GetRefs 42 -1 ForEach switcher <- people Let woman := switcher["value"] if woman.GetIsSex female if woman.GetIsRace Hispanic if woman.GetEquipped ArmorLeather woman.additem T6ArmorLeather 1 1 woman.unequipitem ArmorLeather woman.removeitem ArmorLeather 1 woman.equipitem T6ArmorLeather endif endif endif Loop end I still need to refine the parts for unequipping the armor and reverting it to a normal one and copying the condition for the armors being switched, so you don't get magically repaired armor every time you equip it. My question is: Will it work on random spawning enemies, like raiders, patrols and other like that, or I need to add/remove something?
  15. Ok, thanks for the explanation, will go and disassemble SCR to find the scripts i need. Hopefully I'll figure out the way I can do it without crashes, if I do, I'll be sure to let you guys know
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