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Post by Azrael on Oct 24, 2019 14:04:41 GMT
This is an alternative submod I worked on as an alternate/replacement for my Maester Warrior Tutelage submod. What this mod basically does is make the Marshal a bit more efficient at training children in court, especially for the AI as they hardly ever/if at all used the train children job action. Most of the time I see the AI using the train troops job action.
Changes from Vanilla: 1) Commanders, and therefore Marshals, all require at least 8 martial skill. While this change is to help simplify Marshal training in this submod, this also keeps less than competent commanders (except rulers themselves, who can still lead ) from leading armies.
2) Marshals will have chances to train any males (females also if the liege's culture/religion allows it) from age 6 to age 18 to be considered in their liege's court, not just the liege's children as it was in the main mod. 3) The Marshal's job action button to train children has been removed and the events to do so moved to all other Marshal jobs. 4) The Marshal's chances to train are modified by their martial stat as opposed to a number of traits as in the main mod. This not only makes things simpler and, I think, more efficient for the AI, the player no longer has to worry about what traits their Marshal needs for child training. A higher martial stat will increase the chances of a good training event to happen while a lower one will increase the likelihood of a bad event happening.
5) The mean time to happen has been reduced to 60 months (160 vanilla), with a martial stat of at least 12 reducing/increasing this by 25% for good/bad events, a martial stat of at least 16 reducing/increasing this by 50% for good/bad events, and a martial stat of at least 20 reducing/increasing this by 75% for good/bad events. This was done to give the events more chances to fire, as the Marshal now not only has chances to train his liege's children, but any other children considered in his liege's court as well.
6) To balance out increased possible chances of training, the best fighter trait which can be achieved this way is Trained Fighter, as opposed to Skilled Fighter in vanilla (any further training must come from the children's guardians). I think capping it at Trained Fighter also better simulates the notion of noble children receiving at least basic combat training while growing up and some commoners receiving some training to be used as bodyguards and such.
Compatible with AGOT 2.0
Credits:
AGOT Dev Team: For the great CK2 mod SinStar87: For the willingness to help and answer questions as I was learning modding sourapes: For taking the time to help with initial testing before release
Does the method to obtain Formidable Fighter change with this mod? As I understand it, the parent can still only force train up to Skilled Fighter and the Marshal is the only way to make them surpass Skilled and the Marshal is only limited to two improvements. Does the Marshal have to be Formidable to make the child Formidable? Read number 6. As you can see, this submod changes the Marshal being able to train to Skilled Fighter in the base AGOT submod to Trained Fighter. I did not change how a character is able to achieve becoming a Formidable Fighter. Off the top of my head, one way to get it could be force training a child to Skilled Fighter as early as possible and then hope the natural training event fires again to get it.
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Post by assembler on Dec 28, 2019 17:53:05 GMT
This submod will need to be updated for AGoT 2.1.
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Post by Azrael on Jan 11, 2020 20:35:27 GMT
I uploaded a version for AGOT 2.1 and I also changed the name of the submod by adding AGOT to the beginning for mod list purposes
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Post by gotchristian on Apr 9, 2020 21:08:22 GMT
Hi Azreal,
I've managed to make this mod compatible with More Bloodlines and Rolls Community AGOT Traits, but I'm struggling to make it compatible with Faces Modifications. I get this issue where every character is wearing a helmet.
I noticed you at one point uploaded a compatch for that, could you please re-upload?
Or could you tell me what changes I need to make.
Thanks!
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Post by Azrael on Apr 9, 2020 23:26:12 GMT
Hi Azreal, I've managed to make this mod compatible with More Bloodlines and Rolls Community AGOT Traits, but I'm struggling to make it compatible with Faces Modifications. I get this issue where every character is wearing a helmet. I noticed you at one point uploaded a compatch for that, could you please re-upload? Or could you tell me what changes I need to make. Thanks! Personally, if all four submods change the same file(s), I'd make one compatibility patch for all of them and then set the those mods as dependencies in the .mod file. If you aren't already, I suggest using Notepad++ with the compare plugin to compare the files with. Take a file from one of the mods that multiple mods change, copy it, and then put it in a folder in a structure as if you were making a mod. For example, More bloodlines and this submod both change the 00_scripted_triggers.txt file. Take one of those files, copy it and put it inside a folder named scripted_triggers. Then put that folder in a folder named common. Then put the common folder inside a folder named whatever you wish to name it. Now open the 00_scripted_triggers.txt file you copied and also the 00_scripted_triggers.txt file you want to compare it to from the other mod. Then use the compare feature from the plugins menu. This will highlight all of the differences, if any, between the two files. Whatever differences there are in the second file make sure to put in the file you copied for your compatibility patch. If another mod also changes the file, then make a note (mental, physical, or whatever else helps you) of the changes you made and what changes the mods had made from the original AGOT mod file in the first place. Now do the same with the third mod in question. If the third mod changes the same file, but doesn't change the same code within that file the other two mods did, then just incorporate the new changes into your file. If the third mod changes any code the other mods also change, then you'll have to make a choice of what code you want to use or what's best in order to make them as compatible as possible. This doesn't happen that often, but I've come across it a couple times. Keep doing this with any other files the mods you wish to use together that change the same files and eventually you'll end up with a compatibility patch for all four of the mods.
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Post by gotchristian on Apr 10, 2020 1:20:29 GMT
Hi Azreal, I've managed to make this mod compatible with More Bloodlines and Rolls Community AGOT Traits, but I'm struggling to make it compatible with Faces Modifications. I get this issue where every character is wearing a helmet. I noticed you at one point uploaded a compatch for that, could you please re-upload? Or could you tell me what changes I need to make. Thanks! Personally, if all four submods change the same file(s), I'd make one compatibility patch for all of them and then set the those mods as dependencies in the .mod file. If you aren't already, I suggest using Notepad++ with the compare plugin to compare the files with. Take a file from one of the mods that multiple mods change, copy it, and then put it in a folder in a structure as if you were making a mod. For example, More bloodlines and this submod both change the 00_scripted_triggers.txt file. Take one of those files, copy it and put it inside a folder named scripted_triggers. Then put that folder in a folder named common. Then put the common folder inside a folder named whatever you wish to name it. Now open the 00_scripted_triggers.txt file you copied and also the 00_scripted_triggers.txt file you want to compare it to from the other mod. Then use the compare feature from the plugins menu. This will highlight all of the differences, if any, between the two files. Whatever differences there are in the second file make sure to put in the file you copied for your compatibility patch. If another mod also changes the file, then make a note (mental, physical, or whatever else helps you) of the changes you made and what changes the mods had made from the original AGOT mod file in the first place. Now do the same with the third mod in question. If the third mod changes the same file, but doesn't change the same code within that file the other two mods did, then just incorporate the new changes into your file. If the third mod changes any code the other mods also change, then you'll have to make a choice of what code you want to use or what's best in order to make them as compatible as possible. This doesn't happen that often, but I've come across it a couple times. Keep doing this with any other files the mods you wish to use together that change the same files and eventually you'll end up with a compatibility patch for all four of the mods. Really appreciate the detailed post. Could I also delete the triggers from Marshall Matters? I only want the train children job function feature, and maybe this way I can avoid complex compatching. Thoughts? Thanks again.
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Post by Azrael on Apr 11, 2020 0:30:28 GMT
Personally, if all four submods change the same file(s), I'd make one compatibility patch for all of them and then set the those mods as dependencies in the .mod file. If you aren't already, I suggest using Notepad++ with the compare plugin to compare the files with. Take a file from one of the mods that multiple mods change, copy it, and then put it in a folder in a structure as if you were making a mod. For example, More bloodlines and this submod both change the 00_scripted_triggers.txt file. Take one of those files, copy it and put it inside a folder named scripted_triggers. Then put that folder in a folder named common. Then put the common folder inside a folder named whatever you wish to name it. Now open the 00_scripted_triggers.txt file you copied and also the 00_scripted_triggers.txt file you want to compare it to from the other mod. Then use the compare feature from the plugins menu. This will highlight all of the differences, if any, between the two files. Whatever differences there are in the second file make sure to put in the file you copied for your compatibility patch. If another mod also changes the file, then make a note (mental, physical, or whatever else helps you) of the changes you made and what changes the mods had made from the original AGOT mod file in the first place. Now do the same with the third mod in question. If the third mod changes the same file, but doesn't change the same code within that file the other two mods did, then just incorporate the new changes into your file. If the third mod changes any code the other mods also change, then you'll have to make a choice of what code you want to use or what's best in order to make them as compatible as possible. This doesn't happen that often, but I've come across it a couple times. Keep doing this with any other files the mods you wish to use together that change the same files and eventually you'll end up with a compatibility patch for all four of the mods. Really appreciate the detailed post. Could I also delete the triggers from Marshall Matters? I only want the train children job function feature, and maybe this way I can avoid complex compatching. Thoughts? Thanks again. The change I made in that file was to the can_be_commander_trigger to make it so commanders, therefore also Marshals, to require 8 in martial. If you don't want that feature then you don't need to worry about that file in terms of this submod.
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Post by House Bricker on Apr 27, 2020 14:12:15 GMT
Hi Azreal, I've managed to make this mod compatible with More Bloodlines and Rolls Community AGOT Traits, but I'm struggling to make it compatible with Faces Modifications. I get this issue where every character is wearing a helmet. I noticed you at one point uploaded a compatch for that, could you please re-upload? Or could you tell me what changes I need to make. Thanks! If you managed to make a compatch for all three of More Bloodlines, Rolls Community AGOT Traits and Faces Modifications, I would love to get my hands on that, if you'd be willing to share?
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Post by toxicguardsman on May 22, 2020 7:41:46 GMT
How does it conflict with more bloodlines
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Post by sovietmercader on May 22, 2020 15:19:16 GMT
How does it conflict with more bloodlines Both mods modify 00_scripted_triggers.txt
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Post by thedrumm on Jul 19, 2020 5:21:23 GMT
Bug report: The scripted_triggers code as written does not allow appointing unrelated female warriors with a martial over 20. Can post the fixed can_be_commander trigger.
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Post by Azrael on Jul 21, 2020 2:09:24 GMT
Bug report: The scripted_triggers code as written does not allow appointing unrelated female warriors with a martial over 20. Can post the fixed can_be_commander trigger. Not a bug. I purposefully removed that part of the trigger as women commanders are rare, and even then accepted, for the most part, in certain cultures in Planetos. Some situations which potentially could be added to the trigger though is with the Ironborn, Summer Islander, and Jogos Nhai cultures. I won't be coding until things in real life die down though, so I don't know when that will be.
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Post by valery on Jul 30, 2020 13:24:20 GMT
Is there a compatch with MB?
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Post by Azrael on Aug 1, 2020 18:05:01 GMT
Is there a compatch with MB? I have not made one and am busy at the moment taking care of my grandparents and things around their house. If anyone wishes to make one until I am able to do so, then that's cool.
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Post by Azrael on Apr 25, 2021 17:24:01 GMT
Submod updated for 2.2.
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