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Post by bloodraven on Apr 2, 2019 6:13:34 GMT
Okay, so something I recently realized is that a few of the really good sub mods like Iron from Ice build mod and Knights of the Sword (Thanks to Geo92 for pointing this out) that still work with the current version of the game and mod.
So my question to you is what Submods that are decently old that you still use? Rather big building mods or small tweaks to the game. I want to know what gems have fallen through the cracks of the version that could still fit in the crown that is a current version mod list.
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Post by Azrael on Apr 2, 2019 14:54:52 GMT
Submods I'm using in my current playthrough: Colonizable Valyria (I like the idea of restoring Valyria, even if it isn't lore-friendly) Expanded Roads (Always wanted the Kingsroad extended to Castle Black) Forge Bloodlines (Makes it so your dynasty can forge more than one bloodline) More Bloodlines (Lots of different bloodlines for many characters) Special Buildings Submod (I used to use Flamequeen's building overhaul, but that is outdated and would take a lot of work to update. This one, though not as big as Flamequeen's yet, is a nice alternative.) Trade Routes - Valyria Edition (Trade routes are re-enabled for Westeros, routes made for post-doom Valyria, and some other changes concerning trade routes ) Knights of the Sword Tower (Other than the white book having some issues, everything else seems to work)
New Immersive Events (Otherwise stewardship focus is bleh)
Velaryon Loyalty (makes it so Velaryons are loyal to Targaryens as in lore by giving a +60 opinion boost)
Dragon Tamer Laws (makes it so dragon rider status can be revoked with the right laws enabled- helps make it so not everyone and their mothers take your dragons. Having a dragon pit helps with this also, but it's nice to have the laws; updated and made a few tweaks of my own for personal use )
My personal submods:
Marshal Matters
Dueling Duelists (SinStar87 created the original. Gives personal combat bonus to duelist and hunter traits)
Obligation Law Opinions (gives +/- opinion to obligation laws)
Other tweaks I made (not posted/uploaded though):
Alt Valyria Mines (makes it so Valyria mines are active when owner has either the slave owner or slave trader trait instead of the main mods use of slave camp level triggers. For merchant republics, slave camp levels go to their palace building, so they don't get the provincial modifiers for them, so they weren't allowed to make use of Valyrian mines as a result. This changes that.)
A version of Meta AI Education I modified for personal use for AGOT (auto educator mod that uses calculations)
A version of Trait Softcap Exterminated I modified for personal use for AGOT (makes it so traits aren't taken away from characters after they reached a certain amount)
No Pretender Opinion (gets rid of the pretender opinion malus)
For the unposted tweaks/submods I use, if there's enough interest, I'll ask the AGOT and any respective owners for permission to upload and post them.
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Post by bloodraven on Apr 2, 2019 18:06:12 GMT
Submods I'm using in my current playthrough: Colonizable Valyria (I like the idea of restoring Valyria, even if it isn't lore-friendly) Expanded Roads (Always wanted the Kingsroad extended to Castle Black) Forge Bloodlines (Makes it so your dynasty can forge more than one bloodline) More Bloodlines (Lots of different bloodlines for many characters) Special Buildings Submod (I used to use Flamequeen's building overhaul, but that is outdated and would take a lot of work to update. This one, though not as big as Flamequeen's yet, is a nice alternative.) Trade Routes - Valyria Edition (Trade routes are re-enabled for Westeros, routes made for post-doom Valyria, and some other changes concerning trade routes ) Knights of the Sword Tower (Other than the white book having some issues, everything else seems to work)
New Immersive Events (Otherwise stewardship focus is bleh)
Velaryon Loyalty (makes it so Velaryons are loyal to Targaryens as in lore by giving a +60 opinion boost)
Dragon Tamer Laws (makes it so dragon rider status can be revoked with the right laws enabled- helps make it so not everyone and their mothers take your dragons. Having a dragon pit helps with this also, but it's nice to have the laws; updated and made a few tweaks of my own for personal use )
My personal submods:
Marshal Matters
Dueling Duelists (SinStar87 created the original. Gives personal combat bonus to duelist and hunter traits)
Obligation Law Opinions (gives +/- opinion to obligation laws)
Other tweaks I made (not posted/uploaded though):
Alt Valyria Mines (makes it so Valyria mines are active when owner has either the slave owner or slave trader trait instead of the main mods use of slave camp level triggers. For merchant republics, slave camp levels go to their palace building, so they don't get the provincial modifiers for them, so they weren't allowed to make use of Valyrian mines as a result. This changes that.)
A version of Meta AI Education I modified for personal use for AGOT (auto educator mod that uses calculations)
A version of Trait Softcap Exterminated I modified for personal use for AGOT (makes it so traits aren't taken away from characters after they reached a certain amount)
No Pretender Opinion (gets rid of the pretender opinion malus)
For the unposted tweaks/submods I use, if there's enough interest, I'll ask the AGOT and any respective owners for permission to upload and post them. aR
Are you able to post the Eduction AI mod? I've been looking for somthing like that for AGOT
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Post by Azrael on Apr 2, 2019 19:13:31 GMT
That's one I would need the prerequisite permissions for. I'd need to get permission from BLKCandy and then the AGOT team to post it.
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Post by xenomorf on Apr 5, 2019 6:14:56 GMT
3.0.1.1/1.9, More Bloodlines Submod, Trade routes revised. Almost 40years ingame and so far works like a charm. Sadly i can't say much about older mods because i started serious playing agot since recently (before was version 1.5 or 1.6 or so, but no submods used)
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Post by Don't Wake the Dragon on Apr 5, 2019 15:33:02 GMT
As for AGOT submods, I use More Bloodlines, Bye Far East, Tubbs Better Faces, and AGOT Music. I also use the following mods that were designed for vanilla CK2, but have been tweaked to work with AGOT: A Revolutionary Borders Mod, Sin's Vist Chambers, A Sensible New Family, and Revoke All Titles Options for certain scenarios.
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Post by geo92 on Apr 5, 2019 19:03:12 GMT
A version of Meta AI Education I modified for personal use for AGOT (auto educator mod that uses calculations)
A version of Trait Softcap Exterminated I modified for personal use for AGOT (makes it so traits aren't taken away from characters after they reached a certain amount)
These two interest me a lot. Making the AI Education better is a must in my book. The meta AI education mod hasn't been updated by the main author in ages though.
Some other mods not mentioned:
- Better Looking Garbs has recently been updated again for AGOT, as an alternative to Better Faces for some folks (though, once again, would need to adapt DNA for some characters most likely).
- Mta - no court pruning, a must in my load order. This mod will stop the courts from thinning out. In main CK2 (and I don't think AGOT changed anything in this regard), courts receive fertility penalties and characters get pruned out of existence to improve performance late game. With this mod, no more, if you have a decent PC this is nice to have.
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Post by Azrael on Apr 6, 2019 6:28:55 GMT
A version of Meta AI Education I modified for personal use for AGOT (auto educator mod that uses calculations)
A version of Trait Softcap Exterminated I modified for personal use for AGOT (makes it so traits aren't taken away from characters after they reached a certain amount)
These two interest me a lot. Making the AI Education better is a must in my book. The meta AI education mod hasn't been updated by the main author in ages though. I started the process of reaching out to the creators of these submods to see if it would be all right to post my versions. I also forgot to mention my version of Trait Softcap Exterminated also removes the inability for new traits after reaching a certain number as well. The original creator does have a AGOT version on Steam. The only real difference between his and mine is what I just mentioned.
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Post by xenomorf on Apr 6, 2019 15:33:48 GMT
These two interest me a lot. Making the AI Education better is a must in my book. The meta AI education mod hasn't been updated by the main author in ages though. I started the process of reaching out to the creators of these submods to see if it would be all right to post my versions. I also forgot to mention my version of Trait Softcap Exterminated also removes the inability for new traits after reaching a certain number as well. The original creator does have a AGOT version on Steam. The only real difference between his and mine is what I just mentioned. If you make your own edits, can you just point out what need to be change, what line in which file etc. I'm no modder really, but i can use notepad at least xdd I'm interested in things touched by that submods: - Mta - no court pruning - Meta AI Education - Trait Softcap Exterminated
Let's take last one for example. This is (i think) that important part of personality_traits_events.txt file:
character_event = { id = 1025 is_triggered_only = yes hide_window = yes min_age = 16 only_capable = yes trigger = { #personality_traits = 99 #total_years_played = 25 always = no }
How to disable overall limit of traits ?
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Post by geo92 on Apr 6, 2019 16:59:07 GMT
I started the process of reaching out to the creators of these submods to see if it would be all right to post my versions. I also forgot to mention my version of Trait Softcap Exterminated also removes the inability for new traits after reaching a certain number as well. The original creator does have a AGOT version on Steam. The only real difference between his and mine is what I just mentioned. If you make your own edits, can you just point out what need to be change, what line in which file etc. I'm no modder really, but i can use notepad at least xdd
Good point. Showing which parts to edit is fine,as it is meant for personal use. Uploading without permission is not of course.
Works fine as-is too, because the file changed hasn't been updated in 1.9.
Thus, the only one needing change is the Meta AI Education mod.
Having the Wall as a model on the map.
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Post by kryosite on Apr 6, 2019 18:28:37 GMT
Can you please post this or instructions on how to make that tweak? I’m running a New Valyria game right now with Colonizable Valyria and I am missing exactly this functionality.
Alt Valyria Mines (makes it so Valyria mines are active when owner has either the slave owner or slave trader trait instead of the main mods use of slave camp level triggers. For merchant republics, slave camp levels go to their palace building, so they don't get the provincial modifiers for them, so they weren't allowed to make use of Valyrian mines as a result. This changes that.
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Post by Azrael on Apr 6, 2019 23:59:00 GMT
I started the process of reaching out to the creators of these submods to see if it would be all right to post my versions. I also forgot to mention my version of Trait Softcap Exterminated also removes the inability for new traits after reaching a certain number as well. The original creator does have a AGOT version on Steam. The only real difference between his and mine is what I just mentioned. If you make your own edits, can you just point out what need to be change, what line in which file etc. I'm no modder really, but i can use notepad at least xdd I'm interested in things touched by that submods: - Mta - no court pruning - Meta AI Education - Trait Softcap Exterminated
Let's take last one for example. This is (i think) that important part of personality_traits_events.txt file:
character_event = { id = 1025 is_triggered_only = yes hide_window = yes min_age = 16 only_capable = yes trigger = { #personality_traits = 99 #total_years_played = 25 always = no }
How to disable overall limit of traits ?
To disable limit of traits you'll want to comment out lines that say: NOT = { personality_traits = 4 }, in the trigger section of the event, in the sections of the file which adds traits. That code prevents new traits from being added if the character has already received that number of traits. To keep traits from being removed, you'll want to do what is shown in the code you posted; comment out personality_traits and, if there also total_years_played in the trigger section of the events which remove traits. Then also add, as shown in the that code, always = no so the event doesn't trigger. The always = no should work by itself without commenting out the other two things mentioned, but I like to play it safe and make sure anyway.
As for Meta AI Education, I added the quick trait to the section near the top which picks duty for a child's focus, since in the main AGOT mod quick is also an opposite trait to dull. Then I removed a bunch of traits from the calculations part of the file to determine what kind of an education a child would receive. The only traits I left were the child education traits like willful, rowdy, curious, fussy, etc. In my opinion, what the other traits did, was make the calculations more complex than they needed to be. The main things which help to achieve top-tier education are what childhood traits a child has, their guardian's education, and certain traits a child may have, like genius for example. By removing all the other traits from those calculations the selection of a child's education is simpler and more streamlined.
Then in the Focus selection part of the file make sure to add NOT = { religion = westerosi_religion }, since characters with these religions can't select learning as their education because they use maesters, under learning part.
Next, under the section "set adult with good childhood teacher" for ages 5-12, I added a bunch of traits you'd want a child's guardian to have such as kind, patient, diligent, brave, just, etc. to make sure they have best chance of a good upbringing. I also added fighter traits (poor warrior, trained warrior, etc.) and gave them a value as part of the calculation as well so the child would learn swordplay as they grew up. I also gave importance to potential guardians with stats of 12+ and gave each its own value.
Then under the the adult education score sections I added more educator intervention traits and gave those values. If you don't know what those are, check out the Education wiki: Education (Conclave)
That's pretty much it for the most part, a lot of it was copy/paste and change/tweak the code as needed. If you have further questions, feel free to message me with what part of the code you're looking to tweak and I'll do what I can to answer them.
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Post by Azrael on Apr 6, 2019 23:59:51 GMT
Can you please post this or instructions on how to make that tweak? I’m running a New Valyria game right now with Colonizable Valyria and I am missing exactly this functionality.
Alt Valyria Mines (makes it so Valyria mines are active when owner has either the slave owner or slave trader trait instead of the main mods use of slave camp level triggers. For merchant republics, slave camp levels go to their palace building, so they don't get the provincial modifiers for them, so they weren't allowed to make use of Valyrian mines as a result. This changes that.
I'll ask the AGOT team permission to post it. Once I have their permission, I'll do so.
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