|
Post by stonewallace17 on Mar 28, 2019 22:36:32 GMT
Was alerted to an issue with hair being broken in the lite version I uploaded for 1.9, so I'll have a fix for that up shortly. Edit: Here it is. I removed the Congenital Overhaul hairs from the portrait_sprites_CO.gfx file in the interface folder (I had already removed the graphics for the hair but forgot to do this previously, whoops). Now should have the crowns from this mod working with Tubbs faces if you follow the instructions given in a previous post from this thread, I want to say from January. Congenital Overhaul Lite 1.9 unofficial
LancelotLoire I didn't ask before uploading this time so if you've changed your mind on allowing me to update the mod unofficially just let me know and I can remove the links. I'm excited to see how it all works with the genetics system when you next update (which you may well want to wait for 1.9.1 at this point; CK2 base game is updating to 3.1 for the Great Wonders feature next week and I assume there'll need to be a new update for the base AGoT mod for compatibility)
|
|
|
Post by LancelotLoire on Mar 29, 2019 9:00:03 GMT
Fine by me I don't have ck2 installed even haha.
|
|
|
Post by dkdodd52 on Apr 7, 2019 2:01:16 GMT
Was alerted to an issue with hair being broken in the lite version I uploaded for 1.9, so I'll have a fix for that up shortly. Edit: Here it is. I removed the Congenital Overhaul hairs from the portrait_sprites_CO.gfx file in the interface folder (I had already removed the graphics for the hair but forgot to do this previously, whoops). Now should have the crowns from this mod working with Tubbs faces if you follow the instructions given in a previous post from this thread, I want to say from January. Congenital Overhaul Lite 1.9 unofficial
LancelotLoire I didn't ask before uploading this time so if you've changed your mind on allowing me to update the mod unofficially just let me know and I can remove the links. I'm excited to see how it all works with the genetics system when you next update (which you may well want to wait for 1.9.1 at this point; CK2 base game is updating to 3.1 for the Great Wonders feature next week and I assume there'll need to be a new update for the base AGoT mod for compatibility) Ran into an issue with essosi courtiers showing up en masse in westeros and random religions marrying Lord's and courtiers alike. Don't know if that has anything to do with CO.
|
|
|
Post by stonewallace17 on Apr 7, 2019 2:51:15 GMT
How far in to a game did you notice this? I haven't actually played on 1.9 much at all but from what I did play I didn't notice this. But I'll see if I can replicate it
|
|
|
Post by dkdodd52 on Apr 7, 2019 3:04:35 GMT
How far in to a game did you notice this? I haven't actually played on 1.9 much at all but from what I did play I didn't notice this. But I'll see if I can replicate it Well I noticed it the first time about 20-30 years in. Huge swathes of the riverlands and westerlands converting to Rhoynar and worship Mother Rhoyne. Random cultures popping up in courts they shouldn't be in. Then I noticed it in the new game I started, assuming something weird happened in the last, this time about 10 years in. I just started a game 15 seconds ago, and I had Yi Ti characters in my court as a northman. Edit: I just tested without mods on a fresh game, still had all of the problems at startup. Did a search and found a bunch of em in the North and Riverlands and all over. Also tried westeros only mod, all of the essosi just ended up in one or two courts in westeros. Even a few ruins ended up in the Runestone court. Bizarre. Gonna do a fresh install, see what that gets me.
|
|
|
Post by gallien on Apr 7, 2019 11:16:41 GMT
Ran into an issue with essosi courtiers showing up en masse in westeros and random religions marrying Lord's and courtiers alike. Don't know if that has anything to do with CO. This happens in my games too, but I don't have CO (or any mods) yet - so this is not the problem of this mod.
|
|
|
Post by geo92 on Apr 7, 2019 16:59:10 GMT
Is it technically possible to only get the valyrian swords, daggers and the crowns? I've tried messing around with the Improved Genetics and this one. But it's too complicated for me integrate the vision of improved genetics into this mod to solve. Thus I'd rather cut out the extra custom traits this mod uses, and just go for the crowns and such (for now, until official integration).
Wondering if it is somewhat modular in that regard.
|
|
aconda
Modder (CK2)
Posts: 376
|
Post by aconda on Apr 7, 2019 17:10:53 GMT
Is it technically possible to only get the valyrian swords, daggers and the crowns? I've tried messing around with the Improved Genetics and this one. But it's too complicated for me integrate the vision of improved genetics into this mod to solve. Thus I'd rather cut out the extra custom traits this mod uses, and just go for the crowns and such (for now, until official integration). Wondering if it is somewhat modular in that regard. There should be some walktrough's on how to implement different features from this mod a few pages back.
|
|
|
Post by geo92 on Apr 7, 2019 18:47:45 GMT
Is it technically possible to only get the valyrian swords, daggers and the crowns? I've tried messing around with the Improved Genetics and this one. But it's too complicated for me integrate the vision of improved genetics into this mod to solve. Thus I'd rather cut out the extra custom traits this mod uses, and just go for the crowns and such (for now, until official integration). Wondering if it is somewhat modular in that regard. There should be some walktrough's on how to implement different features from this mod a few pages back. Thanks, I think I worked it out.
|
|
|
Post by crimson7 on Apr 11, 2019 13:42:42 GMT
I'm sorry folks, I've been far too busy to work on merging this with improved genetics.
That said, you can use my work if you want, and I can provide advice and support. I can also code something if you are having difficulty.
This is how my mod's events file (everything is done through events) is structured:
STARTUP - assign traits to all non-historical characters. This is because, since Holy Fury (-_-) the game does not assign traits if the 'inherit chance' variable in the traits file is zero (which it has to be for improved genetics to work.)
ON-BABY BORN EVENT - determine if the father is the real father. This is important as 'real father' is a scope that is only used IF the baby is a bastard (-_-). This fires a separate event chain for each case. Both look the exact same just with real father instead of father.
TRAIT ASSIGNMENT - each trait group has its own event that fires for it.
The intelligence trait group is structured as so:
-- Determine if the father has genes or not (this is only NOT the case at startup or a generated character) ----If not, assign genes to the father ----First, check the fathers traits. For example, if the father is a genius, I assign him with very good allele pairs (AA,BB,CC). Vice versa for imbecile ----If they have no relevant traits, assign allele pairs according to standard distribution. --Do the same for the mother
--Allele Assignment for the kid! Use a series of if statements to do punnet square assignment. For a polygene trait (intelligence, height, strength, attractiveness) you want to sum each dominant allele here of the child. (Aa = 1, AA = 2.) For a Mendelian recessive trait (all the deformities), I sum all the recessive pairs (aa = 1.)
--Trait assignment. Finally, I use the allele totals to assign traits based on probability. For example, 6 alleles (AABBCC) should mean very high chance for genius, and if not, at least quick. 5 alleles, possibly genius, possibly quick, and if not then bright.
Here's what I see so far:
Considering there are several 'races' in AGOT with different traits, you want an additional startup event. You still need the startup event that assigns traits, but you need to add something like this in the part where I assign genes. For example, in the fair event, add:
IF Lysene -- IF Fair ---- Assign 75% chance to have Fair_AA, 25% chance to have Fair_Aa (and so on for BB and CC). This is higher than the 50%, 50% of the average fair population. -- ELSE ---- Assign 50% chance Fair_AA, 50% Fair Aa. This is higher than 25%, 75% of the non-lyseni population.
You might not need the if else statement, though.
Thats the hard way to do it, here's the easy way:
In the startup event, add:
IF Lyseni: -- Random list, 5% Fair_2, 10% Fair, 25% Comely.
This gives them higher chance of being fair at startup. This will then result in better genes in fair, which will persist throughout the game. Rather cool. The problem is I don't actually change the genes for comely people. They are treated as normal on startup (mostly because of my own laziness, should be easy to fix) Other problem is that this doesn't affect generated characters, whereas the previous technique does.
Other than that, what you will have to do is add additional if statements for each tier of a trait to determine how to assign the initial genes. Then you will have to add those traits to the trait assignment after determining their alleles.
Heres one Trait event for reference (I edited it to make it usable with your mo
immediate = {
## 1. Initialization. Only executes for characters without flags
if = {
limit = {
father = {
NOT = {
OR = {
has_character_flag = str_AA
has_character_flag = str_Aa
has_character_flag = str_aa
has_character_flag = str_BB
has_character_flag = str_Bb
has_character_flag = str_bb
has_character_flag = str_CC
has_character_flag = str_Cc
has_character_flag = str_cc
}
}
}
}
father = {
if = {
limit = {
trait = strong_2
}
random_list = {
2 = {
set_character_flag = str_AA
}
1 = {
set_character_flag = str_Aa
}
}
random_list = {
2 = {
set_character_flag = str_BB
}
1 = {
set_character_flag = str_Bb
}
}
random_list = {
2 = {
set_character_flag = str_CC
}
1 = {
set_character_flag = str_Cc
}
}
}
else_if = {
limit = {
trait = strong_1
}
random_list = {
4 = {
set_character_flag = str_AA
}
3 = {
set_character_flag = str_Aa
}
}
random_list = {
4 = {
set_character_flag = str_BB
}
3 = {
set_character_flag = str_Bb
}
}
random_list = {
4 = {
set_character_flag = str_CC
}
3 = {
set_character_flag = str_Cc
}
}
}
else_if = {
limit = {
trait = strong
}
random_list = {
2 = {
set_character_flag = str_AA
}
2 = {
set_character_flag = str_Aa
}
}
random_list = {
2 = {
set_character_flag = str_BB
}
2 = {
set_character_flag = str_Bb
}
}
random_list = {
2 = {
set_character_flag = str_CC
}
2 = {
set_character_flag = str_Cc
}
}
}
else_if = {
limit = {
trait = weak
}
random_list = {
2 = {
set_character_flag = str_Aa
}
2 = {
set_character_flag = str_aa
}
}
random_list = {
2 = {
set_character_flag = str_Bb
}
2 = {
set_character_flag = str_bb
}
}
random_list = {
2 = {
set_character_flag = str_Cc
}
2 = {
set_character_flag = str_cc
}
}
}
else_if = {
limit = {
trait = weak_1
}
random_list = {
4 = {
set_character_flag = str_Aa
}
3 = {
set_character_flag = str_aa
}
}
random_list = {
4 = {
set_character_flag = str_Bb
}
3 = {
set_character_flag = str_bb
}
}
random_list = {
4 = {
set_character_flag = str_Cc
}
3 = {
set_character_flag = str_cc
}
}
}
else_if = {
limit = {
trait = weak_2
}
random_list = {
1 = {
set_character_flag = str_Aa
}
2 = {
set_character_flag = str_aa
}
}
random_list = {
1 = {
set_character_flag = str_Bb
}
2 = {
set_character_flag = str_bb
}
}
random_list = {
1 = {
set_character_flag = str_Cc
}
2 = {
set_character_flag = str_cc
}
}
}
else = {
random_list = {
1 = {
set_character_flag = str_AA
}
4 = {
set_character_flag = str_Aa
}
1 = {
set_character_flag = str_aa
}
}
random_list = {
1 = {
set_character_flag = str_BB
}
4 = {
set_character_flag = str_Bb
}
1 = {
set_character_flag = str_bb
}
}
random_list = {
1 = {
set_character_flag = str_CC
}
4 = {
set_character_flag = str_Cc
}
1 = {
set_character_flag = str_cc
}
}
## YOU CAN DO THIS
if = {
limit = {
culture_group = lyseni
}
random_list = {
2 = {
set_character_flag = str_AA
}
5 = {
set_character_flag = str_Aa
}
1 = {
set_character_flag = str_aa
}
}
## so on for bb and cc
}
}
## ORRRR You can do this (OR OR OR)
if = {
limit = {
culture_group = lyseni
}
## DELETE A BAD ALLELE PAIR AND GIVE A GOOD ONE
random = {
chance = 25
clr_character_flag = str_Aa
clr_character_flag = str_AA
clr_character_flag = str_aa
set_character_flag = str_AA
}
## DO THE SAME FOR BB AND CC
}
}
}
## Do the same for mom
## The rest of the event should be mostly the same To recap: its a lot of work. lol. And there will be issues hard to get around.
|
|
Nervosi
Member
This community and it's modders have brought me so much Joy, thank you sincerely ^_^
Posts: 368
|
Post by Nervosi on Apr 12, 2019 7:28:10 GMT
Damn that's alot of complicated stuff,my head hurts from just reading that, i wouldn't even wanna imagine coding it, too absent-minded to not lose track .-. If you'll guys manage to pull this off, you'll be combining two of the most crucial mods in the game, considering Vanilla genes are non-existent unfortunately, can't even play without Improved Genes anymore because of that, so i'm definetly hyped for this.
|
|
|
Post by rufff1 on Apr 12, 2019 8:01:53 GMT
*has a small nervous breakdown when I realise that the compatibility patch for CO and MBS will now have to add a bunch of character flags for all the characters who become strong, tall, fair etc*
|
|
|
Post by LancelotLoire on Apr 12, 2019 9:20:57 GMT
Muahahahhahaha. I love making peoples lives more difficult I've recovered most of my data that I'm gonna be able to recover (sadly a few -cough- pictures are gone forever :cry: )
|
|
aconda
Modder (CK2)
Posts: 376
|
Post by aconda on Apr 12, 2019 10:54:08 GMT
*has a small nervous breakdown when I realise that the compatibility patch for CO and MBS will now have to add a bunch of character flags for all the characters who become strong, tall, fair etc* ## YOU CAN DO THIS ^-^
|
|
|
Post by crimson7 on Apr 12, 2019 12:30:49 GMT
Honestly if I just create two events for two trait groups you should be able to figure out how to do the rest Lancelot.
|
|