erbkaiser
Modder (CK2)
Taking a long break from modding
Posts: 693
|
Post by erbkaiser on Feb 15, 2018 14:25:56 GMT
I do not know if I do something wrong. It is activate this submod and the portraits leave me moved, must we activate something else? Shifted portraits is usually a mod conflict. You cannot use CO with other mods that change portraits unless they are specifically listed as compatible, have a compatibility patch, or you know how to make one yourself.
|
|
|
Post by LancelotLoire on Feb 16, 2018 9:46:27 GMT
Oh that's what they meant. Sleep deprived brain doesn't read/comprehend stuff very well. It also can happen if people don't delete the previous version before installing. Because some versions don't change the same files!
|
|
|
Post by The black dread on Feb 16, 2018 18:11:42 GMT
I extreamly enjoy this sub mod but the hair in the submod are overloading all the agot hair that I love so I had to get rid of the submod.
|
|
|
Post by LancelotLoire on Feb 17, 2018 9:54:49 GMT
/gfx/characters/ /common/cultures/ /interface/ (ANYTHING WITH portrait) in the name.
Delete those and BAM, you're using the submod WITHOUT the hair overwriting the vanilla hair.
Most of the cultures also ARE using the recent AGOT hairs. The dornish vanilla ones are pretty bland, Iron Born hair has been changed to use western which is fine because the western/ironborn hair styles were pretty close to being the same already.
|
|
|
Post by Guest on Feb 24, 2018 3:11:52 GMT
So using the method above worked, however the graphics for the new crowns are gone. Is there any way around this?
|
|
|
Post by LancelotLoire on Feb 24, 2018 9:51:05 GMT
Nope, interface/(anything with portrait) and /gfx/characters/. That's how the crowns work
|
|
|
Post by freewayz on Feb 24, 2018 16:19:07 GMT
imgur.com/a/GOJ1u
Well this is happening what i can do? Im only using the cogenital overhaul
Nevermind im a dumbydumb i didnt saw you explaining 340x times how to fix this
|
|
|
Post by stonewallace17 on Feb 25, 2018 4:50:33 GMT
LancelotLoire I was looking into slightly boosting the chance of inheriting these traits, normally this is done in the common/traits file but with the different levels you have the congenital_on_action_events.txt file to deal with that, right? But the chances in there seem odd at first glance, like if both parents have the highest tier agile trait, there's only about a 2% chance of a child getting any agile trait? I'm sure I'm missing something but I'm not sure what.
|
|
|
Post by LancelotLoire on Feb 25, 2018 9:37:21 GMT
50 = { add_trait = agile_2 } 75 = { add_trait = agile_1 } 100 = { add_trait = agile } 9800 = { } 35 = { add_trait = lazy } 25 = { add_trait = lazy_1 } 20 = { add_trait = lazy_2 }
God I hated coming up with the numbers for these things haha. When I originally wrote it, it all added up to 10000. 500, 750, 1000, ?, 350, 250, 200. But I found that the traits were just getting blasted wayyy way too often. Like every character would end up all these weighted congenital traits and then it would just be too insanely wild. So I tweaked and tweaked and finally stopped at these numbers basically because there was a somewhat not insane amount of division. The _2 tiers needed to be extremely rare because I wanted them to be extremely rare. However all type of congenital traits go through this same action. Honestly if anybody were to tweak them all (making sure they all make sense and that each trait thing makes sense as well), I'd be fine with that. As of now it feels alright to me albeit definitely not perfect.
|
|
|
Post by Strunk Flugget on Feb 27, 2018 3:09:50 GMT
I have a suggestion, maybe a lite version of this mod? One that adds 1 level of all the great traits of this mod instead of 3? (Cause of trait bloating). Love the sub-mod, it adds a bunch of traits that should be in the main AGOT mod.
|
|
|
Post by LancelotLoire on Feb 27, 2018 9:56:55 GMT
Just look in the /common/traits/new_congenital.txt Just #### out any trait that ends in _2, done ;p
|
|
|
Post by Lottanubs on Mar 3, 2018 16:29:10 GMT
So I've tracked down a pretty annoying bug. The event dragon_egg_steal.1 ("Your liege, ___, has seized ___, from you!") doesn't seem to have any requirements for firing... and so it does, often. The event has been firing with bugged text: "Your liege, (the character you're playing as???), has seized from you!"
This event comes with a -50 prestige hit, meaning just a few years into the game just about everyone is sitting at negative prestige. I'm not sure why this event in particular is bugged, and it might be a weird interaction with some other submod? I'm not sure. Any thoughts?
|
|
|
Post by LancelotLoire on Mar 3, 2018 23:33:36 GMT
It has requirements, just not on the event itself. That's why it's coded as triggered_only. targetted_decisions = { demand_egg = { only_playable = yes ai_target_filter = court filter = court third_party_filter = artifacts ai_third_party_filter = artifacts third_party = ROOT
from_potential = { is_ruler = yes } potential = { host = { character = FROM } NOT = { trait = dragon } any_artifact = { artifact_type = dragon_egg } } third_party_potential = { FROMFROM = { artifact_type = dragon_egg } } third_party_allow = { } allow = { FROM = { OR = { hidden_tooltip = { is_ruler = no } has_regent = no regent = { opinion = { who = ROOT value = 0 } } } } NOT = { war_with = FROM } } effect = { hidden_tooltip = { add_trait = held_important_artifact } FROM = { ROOT_FROMFROM = { set_artifact_flag = stolen_from_@ROOT set_artifact_flag = previous_holder_@ROOT transfer_artifact = { from = ROOT to = PREV } } } opinion = { who = FROM modifier = opinion_stole_egg years = 40 } FROM = { prestige = 50 } hidden_tooltip = { character_event = { id = dragon_egg_steal.1 } } }
ai_will_do = { factor = 1 modifier = { factor = 0.05 } modifier = { factor = 4 NOT = { relative_power = { who = FROM power = 0.5 } } } modifier = { factor = 2 NOT = { relative_power = { who = FROM power = 1 } } } modifier = { factor = 0.5 relative_power = { who = FROM power = 2 } } modifier = { factor = 2 FROM = { trait = dragon_rider } NOT = { trait = dragon_rider } } modifier = { factor = 0.5 FROM = { NOT = { trait = dragon_rider } } trait = dragon_rider } modifier = { factor = 2 FROM = { trait = wroth } } modifier = { factor = 0.5 FROM = { trait = patient } } modifier = { factor = 2 FROM = { trait = proud } } modifier = { factor = 0.5 FROM = { trait = humble } } modifier = { factor = 2 FROM = { trait = diligent } } modifier = { factor = 0.5 FROM = { trait = slothful } } modifier = { factor = 4 FROM = { trait = ambitious } } modifier = { factor = 0.25 FROM = { trait = content } } modifier = { factor = 2 FROM = { trait = brave } } modifier = { factor = 0.5 FROM = { trait = craven } } modifier = { factor = 2 FROM = { trait = zealous } NOT = { religion = FROM } } } } }
It's a targeted decision which requires that the "target" have a dragon egg, it shouldn't be possible to activate against anybody without one. I actually commented on this decision on the immediate previous page to somebody when they noticed a slightly different bug in which a lord was able to take the egg of an underage king whom was being tutored in his court. Ah, that meant that you were in "his court" ai_target_filter = court I suppose if you want, open /decisions/congenital_dragon_egg.txt and change "ai_target_filter = court" to "ai_target_filter = none". Then no AI can use that. Not sure which condition to make that not happen, I've been drinking a bit am totally smacshed right now. That should solve your issue as it would only be the player capable of triggering (targeting someone) the event.
|
|
|
Post by Lottanubs on Mar 4, 2018 15:06:15 GMT
Thank you, I 'commented off' the event so it wouldn't fire, and this fixed the negative prestige plague. Odd, I'll have to look at the event closer sometime to figure out why it was firing indiscriminately.
|
|
erbkaiser
Modder (CK2)
Taking a long break from modding
Posts: 693
|
Post by erbkaiser on Mar 4, 2018 15:23:38 GMT
I use this as a trigger for the decision: targetted_decisions = { demand_egg = { only_playable = yes ai_target_filter = home_court filter = home_court third_party_filter = artifacts ai_third_party_filter = artifacts third_party = ROOT
from_potential = { is_ruler = yes } potential = { NOT = { trait = dragon } any_artifact = { artifact_type = dragon_egg } OR = { is_adult = yes AND = { is_adult = no dynasty = FROM } } OR = { AND = { prisoner = yes FROM = { OR = { has_opinion_modifier = { who = ROOT modifier = opinion_traitor } has_opinion_modifier = { who = ROOT modifier = opinion_rebel_traitor } has_opinion_modifier = { who = ROOT modifier = opinion_conspired_against_me } } } } AND = { is_blood_relative_of_root_trigger = yes NOT = { is_ruler = yes } } AND = { host = FROM is_married = yes any_spouse = { character = FROM } NOT = { is_ruler = yes } } #Sin's dragon tamer laws FROM = { primary_title = { OR = { AND = { has_law = dragon_tamer_1 ROOT = { NOR = { has_minor_title = title_dragon_tamer higher_real_tier_than = BARON } } } AND = { has_law = dragon_tamer_2 ROOT = { NOT = { dynasty = FROM } } } } } } } } third_party_potential = { FROMFROM = { artifact_type = dragon_egg } } third_party_allow = { } allow = { FROM = { OR = { hidden_tooltip = { is_ruler = no } has_regent = no regent = { opinion = { who = ROOT value = 0 } } } } OR = { is_adult = yes AND = { is_adult = no dynasty = FROM } } NOT = { war_with = FROM } OR = { AND = { prisoner = yes FROM = { OR = { has_opinion_modifier = { who = ROOT modifier = opinion_traitor } has_opinion_modifier = { who = ROOT modifier = opinion_rebel_traitor } has_opinion_modifier = { who = ROOT modifier = opinion_conspired_against_me } } } } AND = { is_blood_relative_of_root_trigger = yes NOT = { is_ruler = yes } } AND = { host = FROM is_married = yes any_spouse = { character = FROM } NOT = { is_ruler = yes } } #Sin's dragon tamer laws FROM = { primary_title = { OR = { AND = { has_law = dragon_tamer_1 ROOT = { NOR = { has_minor_title = title_dragon_tamer higher_real_tier_than = BARON } } } AND = { has_law = dragon_tamer_2 ROOT = { NOT = { dynasty = FROM } } } } } } } } effect = { hidden_tooltip = { add_trait = held_important_artifact } FROM = { ROOT_FROMFROM = { set_artifact_flag = stolen_from_@ROOT set_artifact_flag = previous_holder_@ROOT transfer_artifact = { from = ROOT to = PREV } } } opinion = { who = FROM modifier = opinion_stole_egg years = 40 } FROM = { prestige = 50 } hidden_tooltip = { character_event = { id = dragon_egg_steal.1 } } }
ai_will_do = { factor = 1 modifier = { factor = 0.05 } modifier = { factor = 4 NOT = { relative_power = { who = FROM power = 0.5 } } } modifier = { factor = 2 NOT = { relative_power = { who = FROM power = 1 } } } modifier = { factor = 0.5 relative_power = { who = FROM power = 2 } } modifier = { factor = 2 FROM = { trait = dragon_rider } NOT = { trait = dragon_rider } } modifier = { factor = 0.5 FROM = { NOT = { trait = dragon_rider } } trait = dragon_rider } modifier = { factor = 2 FROM = { trait = wroth } } modifier = { factor = 0.5 FROM = { trait = patient } } modifier = { factor = 2 FROM = { trait = proud } } modifier = { factor = 0.5 FROM = { trait = humble } } modifier = { factor = 2 FROM = { trait = diligent } } modifier = { factor = 0.5 FROM = { trait = slothful } } modifier = { factor = 4 FROM = { trait = ambitious } } modifier = { factor = 0.25 FROM = { trait = content } } modifier = { factor = 2 FROM = { trait = brave } } modifier = { factor = 0.5 FROM = { trait = craven } } modifier = { factor = 2 FROM = { trait = zealous } NOT = { religion = FROM } } } } }
In a nutshell: don't allow taking from children not of your dynasty (so no wards) don't allow taking from war prisoners allow taking from prisoners that are also traitors allow taking from dynasty members (or other blood relatives) that are not rulers allow taking from your own children allow taking from spouse tie in for Sinstar87's dragon tamer laws so you can take eggs if you're allowed to set laws on who can tame dragons. I also changed it from court to home court so you cannot take the decision for characters in your liege's court if you yourself are a councillor.
|
|