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Post by wurzeldieb on Feb 3, 2019 1:38:08 GMT
ok, at the moment i am manually editing the created bloodline to a historical after 50 years or something, then it works, so i need 20k prestige to get the ambition to forge another one
why is there ieven an increase from 5k to 20k if you can't do it anyway without editing the savefile, am i missing something?
i will try to think about some creatable bloodlines
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Post by a on Feb 5, 2019 2:53:23 GMT
Hey there, I love your mod and I do agree there need to be more bloodlines but my game literally cannot save the data involved from having so many bloodlines (it corrupts my game save once so many people are born with bloodlines). I was wondering if you would tell me exactly what to remove to make the mod smaller, or even how to remove traditional bloodlines that give title claims, since I play without them anyways. Thank you very much for such a great mod!
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Post by rufff1 on Feb 5, 2019 9:10:08 GMT
Hey there, I love your mod and I do agree there need to be more bloodlines but my game literally cannot save the data involved from having so many bloodlines (it corrupts my game save once so many people are born with bloodlines). I was wondering if you would tell me exactly what to remove to make the mod smaller, or even how to remove traditional bloodlines that give title claims, since I play without them anyways. Thank you very much for such a great mod! How many years is your game on? I'd suggest you delete one of the larger bloodlines as most of them keep relatively stable at around 10 or so members so shouldn't be stressing your system out too much. So either the Gardener, Grey King or Grazhdan the Great Bloodlines which are, I think, the biggest (if you're playing post Red Wedding the Frey Bloodline will also be pretty big). To do this go the history file you'd expect (reachman ancestors for gardener, iron isles ancestors for grey king etc) and search create_bloodline then delete the bloodline creation instruction, I'd recommend you use notepad++ to make sure you take out all the correct parentheses. I'd shy away from deleting the base bloodlines as they have a bunch of other stuff, i.e. House gfx ethnicities use bloodlines
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Post by a on Feb 6, 2019 2:18:10 GMT
Hey there, I love your mod and I do agree there need to be more bloodlines but my game literally cannot save the data involved from having so many bloodlines (it corrupts my game save once so many people are born with bloodlines). I was wondering if you would tell me exactly what to remove to make the mod smaller, or even how to remove traditional bloodlines that give title claims, since I play without them anyways. Thank you very much for such a great mod! How many years is your game on? I'd suggest you delete one of the larger bloodlines as most of them keep relatively stable at around 10 or so members so shouldn't be stressing your system out too much. So either the Gardener, Grey King or Grazhdan the Great Bloodlines which are, I think, the biggest (if you're playing post Red Wedding the Frey Bloodline will also be pretty big). To do this go the history file you'd expect (reachman ancestors for gardener, iron isles ancestors for grey king etc) and search create_bloodline then delete the bloodline creation instruction, I'd recommend you use notepad++ to make sure you take out all the correct parentheses. I'd shy away from deleting the base bloodlines as they have a bunch of other stuff, i.e. House gfx ethnicities use bloodlines I'm looking at the file now, do I delete the part that says "{ birth="1.1.1" give_nickname = nick_greenhand create_bloodline = { type = greenhand has_dlc = "Holy Fury" } } 80.1.1={ death="80.1.1" } }" ? Or is there something else? or less than that? How can I tell what a bloodline actually does, or do I need to go into the game for that? I don't wanna remove the really cool bloodlines, just the ones that are huge and don't do much but opinion boosts. Thank you for the quick response!
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Post by rufff1 on Feb 6, 2019 9:06:16 GMT
How many years is your game on? I'd suggest you delete one of the larger bloodlines as most of them keep relatively stable at around 10 or so members so shouldn't be stressing your system out too much. So either the Gardener, Grey King or Grazhdan the Great Bloodlines which are, I think, the biggest (if you're playing post Red Wedding the Frey Bloodline will also be pretty big). To do this go the history file you'd expect (reachman ancestors for gardener, iron isles ancestors for grey king etc) and search create_bloodline then delete the bloodline creation instruction, I'd recommend you use notepad++ to make sure you take out all the correct parentheses. I'd shy away from deleting the base bloodlines as they have a bunch of other stuff, i.e. House gfx ethnicities use bloodlines I'm looking at the file now, do I delete the part that says "{ birth="1.1.1" give_nickname = nick_greenhand } 80.1.1={ death="80.1.1" } }" ? Or is there something else? or less than that? How can I tell what a bloodline actually does, or do I need to go into the game for that? I don't wanna remove the really cool bloodlines, just the ones that are huge and don't do much but opinion boosts. Thank you for the quick response! So you would need to take out the bit that says create_bloodline = { type = greenhand has_dlc = "Holy Fury" } The rest needs to stay. To work out what bloodlines do you should go into the bloodlines file in the common folder, but as I said it's only really the grey king, greenhand, and a couple of essosi bloodlines that are big enough that they might cause issues
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Post by malicioussauropod on Feb 7, 2019 2:15:04 GMT
Hey Ruff I love your mod, particularly the addition of magic bloodlines, an aspect of the lore I thought was lacking in the base mod.
I just had a few comments and suggestions on current features and future ideas: *The idea to add a bloodline for Danelle Lothston that someone suggested earlier could perhaps include a skinchanger and mystic trait freature on top of perhaps madness and some opinion debuffs. She was rumored to dabble in the dark arts and supposedly turn into a bat and carry children to Harrenhal, which sounds like skinchanging to me. Perhaps a new bat trait could help? *House Farwynd is rumored to skinchange into aquatic animals such as seals and whales. I'm pretty sure a whale trait exists in the base mod, perhaps a chance to get that plus an added seal trait and mystic could give the iron isles another bloodline. *Just an idea that doesn't really change how the game plays but perhaps the stark wolf + direwolf chance could come from a seperate bloodline than Bran the builder. I think its implied in the lore that the Starks received the warg genetics after defeating the warg king and taking his daughters as prizes. Not really important just a suggestion to make the mod even more lore rich. *This is just personal preference here but maybe Varymyr Sixskins deserves his own skinchanger bloodline, he supposedly took over several wildling villages through his animals. Perhaps a bloodline that gives them a chance to have a wolf, eagle (took over Orrel's eagle after death) or shadowcat? Or if possible a higher chance to have the skinchanger event fire to add a degree of randomness due to not having a single animal he's associated with. Either way could be an idea to flesh out more beyond the wall bloodlines.
*Also the Baneforts don't seem to be getting the lion trait you added in my games, could be a bug.
Love the mod and keep up the good work!
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Post by rufff1 on Feb 7, 2019 8:38:00 GMT
Hey Ruff I love your mod, particularly the addition of magic bloodlines, an aspect of the lore I thought was lacking in the base mod. I just had a few comments and suggestions on current features and future ideas: *The idea to add a bloodline for Danelle Lothston that someone suggested earlier could perhaps include a skinchanger and mystic trait freature on top of perhaps madness and some opinion debuffs. She was rumored to dabble in the dark arts and supposedly turn into a bat and carry children to Harrenhal, which sounds like skinchanging to me. Perhaps a new bat trait could help? *House Farwynd is rumored to skinchange into aquatic animals such as seals and whales. I'm pretty sure a whale trait exists in the base mod, perhaps a chance to get that plus an added seal trait and mystic could give the iron isles another bloodline. *Just an idea that doesn't really change how the game plays but perhaps the stark wolf + direwolf chance could come from a seperate bloodline than Bran the builder. I think its implied in the lore that the Starks received the warg genetics after defeating the warg king and taking his daughters as prizes. Not really important just a suggestion to make the mod even more lore rich. *This is just personal preference here but maybe Varymyr Sixskins deserves his own skinchanger bloodline, he supposedly took over several wildling villages through his animals. Perhaps a bloodline that gives them a chance to have a wolf, eagle (took over Orrel's eagle after death) or shadowcat? Or if possible a higher chance to have the skinchanger event fire to add a degree of randomness due to not having a single animal he's associated with. Either way could be an idea to flesh out more beyond the wall bloodlines. *Also the Baneforts don't seem to be getting the lion trait you added in my games, could be a bug. Love the mod and keep up the good work! Good shout on the Lothson bloodline- might give it to the first Lothson though to give people more ability to assimilate it into their own/might create two bloodlines with same effects, one for the Lothsons and one that gets created as you try to rebuild Harrenhal and go crazy, but will read up on the lore to work out how I feel, and if anyone is good at drawing traits I'd really appreciate a bat trait - drawing the animal traits took me aaaaaaaages. The farwynds can already get whales and seals through the base skinchanger mechanics, I'm weighing up giving them a bloodline for it though to enable other iroborn outside their house to get the ability. I agree that the skin changing probably came with the daughter of the warg king/Gavin Greywolf (assuming they are the same person) but seeing as we don't even know the name of which Stark won that war and the Warg King isn't even in the history files currently giving the bloodline to someone knew is basically just speculation, I put it on the Bran the Builder bloodline mostly so it shows up at the top of the list tbh. In a similar way I feel the greensight probably came from the Marsh Kings daughter but we don't know what her and the Laughing Wolf's son was called (or indeed anything else about him) so I've left the greensight chance as coming from Bran too. So on the Varamyr bloodlines want to add in a creatable bloodline that was suggested on another thread before 1.8 or my mod came out which was Blood of the Great Warg that characters create if they have three or more animals, Varamyr will have a variant of this bloodline, it will basically boost the chance of getting the skinchanging event to fire, higher chance of mystic, and a chance to gain lower complexity animals i.e. Wolf, cat, dog, goat, crow, with the other animals only obtainable through traditional means as even for skinchangers they are rare. Other BTW bloodline I'm going to add is a bloodline for Tormund, Mance, House Thenn, the Red Raven (cowardly founder of house kingsblood), and a generic bloodline created by becoming KBTW. Are you playing as a Banefort? Because they are FoS they have a lower chance of the event firing and also often can refuse the animal when the event fires, same as the Blackmonts and Cranes. I'll check the event is firing correctly but I did test before release and the events seemed ok.
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Post by malicioussauropod on Feb 7, 2019 9:31:54 GMT
Hey Ruff I love your mod, particularly the addition of magic bloodlines, an aspect of the lore I thought was lacking in the base mod. I just had a few comments and suggestions on current features and future ideas: *The idea to add a bloodline for Danelle Lothston that someone suggested earlier could perhaps include a skinchanger and mystic trait freature on top of perhaps madness and some opinion debuffs. She was rumored to dabble in the dark arts and supposedly turn into a bat and carry children to Harrenhal, which sounds like skinchanging to me. Perhaps a new bat trait could help? *House Farwynd is rumored to skinchange into aquatic animals such as seals and whales. I'm pretty sure a whale trait exists in the base mod, perhaps a chance to get that plus an added seal trait and mystic could give the iron isles another bloodline. *Just an idea that doesn't really change how the game plays but perhaps the stark wolf + direwolf chance could come from a seperate bloodline than Bran the builder. I think its implied in the lore that the Starks received the warg genetics after defeating the warg king and taking his daughters as prizes. Not really important just a suggestion to make the mod even more lore rich. *This is just personal preference here but maybe Varymyr Sixskins deserves his own skinchanger bloodline, he supposedly took over several wildling villages through his animals. Perhaps a bloodline that gives them a chance to have a wolf, eagle (took over Orrel's eagle after death) or shadowcat? Or if possible a higher chance to have the skinchanger event fire to add a degree of randomness due to not having a single animal he's associated with. Either way could be an idea to flesh out more beyond the wall bloodlines. *Also the Baneforts don't seem to be getting the lion trait you added in my games, could be a bug. Love the mod and keep up the good work! Good shout on the Lothson bloodline- might give it to the first Lothson though to give people more ability to assimilate it into their own/might create two bloodlines with same effects, one for the Lothsons and one that gets created as you try to rebuild Harrenhal and go crazy, but will read up on the lore to work out how I feel, and if anyone is good at drawing traits I'd really appreciate a bat trait - drawing the animal traits took me aaaaaaaages. The farwynds can already get whales and seals through the base skinchanger mechanics, I'm weighing up giving them a bloodline for it though to enable other iroborn outside their house to get the ability. I agree that the skin changing probably came with the daughter of the warg king/Gavin Greywolf (assuming they are the same person) but seeing as we don't even know the name of which Stark won that war and the Warg King isn't even in the history files currently giving the bloodline to someone knew is basically just speculation, I put it on the Bran the Builder bloodline mostly so it shows up at the top of the list tbh. In a similar way I feel the greensight probably came from the Marsh Kings daughter but we don't know what her and the Laughing Wolf's son was called (or indeed anything else about him) so I've left the greensight chance as coming from Bran too. So on the Varamyr bloodlines want to add in a creatable bloodline that was suggested on another threats before 1.8 or my mod came out which was Blood of the Great Warg that characters create if they have three or more animals, Varamyr will have a variant of this bloodline, it will basically boost the chance of getting the skinchanging event to fire, higher chance of mystic, and a chance to gain lower complexity animals i.e. Wolf, cat, dog, goat, crow, with the other animals only obtainable through traditional means as even for skinchangers they are rare. Other BTW bloodline I'm going to add is a bloodline for Tormund, Mance, House Thenn, the Red Raven (cowardly founder of house kingsblood), and a generic bloodline created by becoming KBTW. Are you playing as a Banefort? Because they are FoS they have a lower chance of the event firing and also often can refuse the animal when the event fires, same as the Blackmonts and Cranes. I'll check the event is firing correctly but I did test before release and the events seemed ok. Thanks for replying, I haven't tried playing as a Swann or Banefort yet which probably explains why I haven't seen the lion or swan trait, if its all working in your test its probably not a bug. I didn't know about the Farwynd base skinchanger mechanics, I suppose a bloodline might not be completely necessary although it could be neat. The Wildling and great warg bloodlines sound awesome and I look forward to playing them. Your absolutely right about the Stark bloodlines, I hadn't considered that the exact historical figures haven't been fleshed out + I suppose it would just do what you've already created, just with unnecessary bloodline bloat. I might be able to help on the trait drawing, I have no artistic talent but if it's suitably small it should be doable. Any recommendations on good software for making them?
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Post by rufff1 on Feb 7, 2019 10:32:30 GMT
So GIMP is the best programme to use imo, I'll have a crack at making it like I did the others, was just asking in case there were any skilled trait makers out there who might be able to do it quicker, so no pressure.
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aconda
Modder (CK2)
Posts: 376
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Post by aconda on Feb 7, 2019 16:00:21 GMT
So GIMP is the best programme to use imo, I'll have a crack at making it like I did the others, was just asking in case there were any skilled trait makers out there who might be able to do it quicker, so no pressure. Maybe this works?
Attachments:bat.tga (2.14 KB)
bat.dds (2.37 KB)
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Post by rufff1 on Feb 7, 2019 16:46:32 GMT
So GIMP is the best programme to use imo, I'll have a crack at making it like I did the others, was just asking in case there were any skilled trait makers out there who might be able to do it quicker, so no pressure. Maybe this works?
Awesome thanks man that works perfectly
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Post by rufff1 on Feb 7, 2019 17:53:00 GMT
OK just a little update on the Harrenhal bloodlines I'm working on currently (will update with images once done coding) I'm doing 5 bloodlines tied to Harrenhal. Lothston Blood: fairly standard bloodline (+1 martial and intrigue) with trait gain allowing for cruel, mystic and the new bat trait I'm making. Vile Blood of Danelle Lothston: created when she goes crazy it gives her another +1 intrigue and plot power on top of her Lothston Blood boosts but a -10 general opinion and the chance to gain lunatic, possessed, cannibal and a new giant bat trait I'm making (distinct from normal bat). Whent Blood: martial boost and combat boost and chance of mystic and bat trait gain (lower chance of bats than the Whents but given their sigil and the apparent magical power of Harrenhal I think its fine to add). Blood of Harrenhal and Vile Blood of Harrenhal. So these bloodlines are created when a character tries rebuilding Harrenhal. Part way through one of two events will trigger based on chance and their other traits ie cruel/kind etc. The bloodlines give construction boosts but otherwise differ a fair amount: The Blood of Harrenhal is essentially rebuilding Harrenhal without having gone crazy whilst gaining some mastery over the magic there so allows for mystic and bat trait gain. Vile Blood of Harrenhal is basically going full Danielle Lothston mid rebuilding, fully embracibg the dark power in Harrenhal with opinion maluses boosts to intrigue and plot power and trait gain of cruel, mystic, cannibal, lunatic and possessed, but it does allow you to get the giant bat trait whereas the plain Blood of Harrenhal does not. If anyone has suggestions/thoughts on these then I'd love to have them.
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Post by malicioussauropod on Feb 8, 2019 6:19:21 GMT
OK just a little update on the Harrenhal bloodlines I'm working on currently (will update with images once done coding) I'm doing 5 bloodlines tied to Harrenhal. Lothston Blood: fairly standard bloodline (+1 martial and intrigue) with trait gain allowing for cruel, mystic and the new bat trait I'm making. Vile Blood of Danelle Lothston: created when she goes crazy it gives her another +1 intrigue and plot power on top of her Lothston Blood boosts but a -10 general opinion and the chance to gain lunatic, possessed, cannibal and a new giant bat trait I'm making (distinct from normal bat). Whent Blood: martial boost and combat boost and chance of mystic and bat trait gain (lower chance of bats than the Whents but given their sigil and the apparent magical power of Harrenhal I think its fine to add). Blood of Harrenhal and Vile Blood of Harrenhal. So these bloodlines are created when a character tries rebuilding Harrenhal. Part way through one of two events will trigger based on chance and their other traits ie cruel/kind etc. The bloodlines give construction boosts but otherwise differ a fair amount: The Blood of Harrenhal is essentially rebuilding Harrenhal without having gone crazy whilst gaining some mastery over the magic there so allows for mystic and bat trait gain. Vile Blood of Harrenhal is basically going full Danielle Lothston mid rebuilding, fully embracibg the dark power in Harrenhal with opinion maluses boosts to intrigue and plot power and trait gain of cruel, mystic, cannibal, lunatic and possessed, but it does allow you to get the giant bat trait whereas the plain Blood of Harrenhal does not. If anyone has suggestions/thoughts on these then I'd love to have them. Sounds awesome! Out of curiosity what stat bonuses were you thinking of giving the bat trait? Intrigue probably makes sense, with a martial bonus for the giant bat? And what would their duel combat bonuses be?
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Post by henriqueabreu on Feb 9, 2019 16:38:49 GMT
Robb Stark should definitely get a forged bloodline if the north wins the WOTFK
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Post by rufff1 on Feb 9, 2019 16:49:14 GMT
Robb Stark should definitely get a forged bloodline if the north wins the WOTFK He has one from the start of the WOT5K already, called Blood of the Young Wolf
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