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Post by ishabad on Jun 23, 2019 19:45:13 GMT
Sounds good, will probably switch over to this dragon portrait submod when it's more fleshed out.
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Post by jenos962 on Jun 24, 2019 0:18:05 GMT
Anyone modders know of an alternative to remove_friend for events? It may work for vanilla but definitely not for the mod. Even add_friend doesn't seem to work.
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erbkaiser
Modder (CK2)
Taking a long break from modding
Posts: 693
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Post by erbkaiser on Jun 24, 2019 16:44:40 GMT
Anyone modders know of an alternative to remove_friend for events? It may work for vanilla but definitely not for the mod. Even add_friend doesn't seem to work.u sure There is a delay of one in-game day before add or remove friend (and rival, and lover) have an effect. Are you sure it's not working? You can't notice it with the game paused.
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Post by soulbourne on Jun 24, 2019 18:48:11 GMT
We need more events of lunatics talking to crazed dragons and then burning their rivals castle and having a feast among the flames.
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Post by ishabad on Jun 24, 2019 19:10:14 GMT
We need more events of lunatics talking to crazed dragons and then burning their rivals castle and having a feast among the flames. 10/10 would support
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Post by jenos962 on Jun 26, 2019 2:25:24 GMT
New Version is up.
Changelog:
- New race: Wight Dragon (only obtainable by White Walkers via event) - 1 new portrait (Wight Dragon), 1 dragon portrait removed - 10 new event banners - 1 reworked event chain: The Wight Wyrm. When using your dragon during a random White Walker encounter, there is a chance it will die and be reanimated. Numbers below are based on a skilled warrior walker (there is a low chance of a master warrior Walker spawning, which will have a higher chance of downing your dragon)
i.Very high chance (~60%) on dragons <10 martial ii. High chance (~23%) on dragons <20 martial iii. Lower chance (~5%) on dragons <40 martial iv. Much lower chance (~1%) on dragons <60 martial v. Very low chance (0.1%) on dragons <80 martial vi. Marginal chance (0.05%) on dragons <100 martial vii. Negligible chance (I'll send you some lottery tickets if this happens) on dragons >100 martial
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Post by Lucian Blackmon on Jun 30, 2019 21:31:51 GMT
I swear, my jaw just dropped when I saw this, thank you!!
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Post by LancelotLoire on Jul 1, 2019 4:35:27 GMT
Also, does anyone know how to assign a character a specific background? IE, make Balerion's portrait the picture of Balerion and not the other dragon he currently is? I suppose I could just switch their place in the dragon portraits pic but there must be a better way. I'm not 100% sure but if I'm right: it's done through the dragon_# traits and through that the background image for portraits. Dragons are essentially getting a hidden portrait which is overlayed by a background, rather than the portrait being drawn in front of the background like is done for all other races. Specifically, in portraits_dragon.gfx you see that they do not have the background layer (#0) but do have GFX_character_dragons as layer 0.
Balerion has dragon_27 as a trait. In 00_portrait_properties.txt you can see this means he gets assigned the image 1 of layer 0, or the SECOND image in the dragon GFX file. Likewise the 26 other traits.
So either move the images in your dragon mod files around to match, or edit the 00_portrait_properties.txt layer 0 for your mod.
Partially correct/partially wrong. The dragon itself is done exactly the same as every other portrait feature including the background. They just have an order of appearance depending on where they are listed in the portrait. I don't have agot downloaded or even ck2 installed at the moment so this is a certain portrait set from my own mod I'll use for an explanation. "GFX_character_background:p0" "GFX_valyrian_male_clothes_behind:p3:c0" "GFX_valyrian_male_headgear_behind:p5:c1" "GFX_valyrian_male_hair_behind:p1:h:y" "GFX_western_male_beard_behind:p4:h:y" "GFX_western_male_base:p2" "GFX_western_male_neck:d0" "GFX_western_male_cheeks:d4"
Okay so a portrait is basically made up of multiple images. There are like 40 lines on mine but only gonna use these 8 for the example. Things that are higher on the image get "loaded first". Meaning that male_clothes_behind is in FRONT of background but behind western_male_base. western_male_base is behind western_male_cheeks. The only thing unique about background is that it is first so it shows up in the entire back spot. You could if you wanted create a single solid image in the background and then "create" a background of your own in following lines if you have the images. Much like how in Stellaris they have the "planet style" as the main background and then a various levels of a city depending on planet population. Same thing could be achieved in CK2 but would be mostly blocked out thanks to just how much stuff is behind. The way dragons work is that they put a GFX_dragon at the very bottom of the list, so it gets loaded absolutely last. Because technically all the portrait stuff is just an overlay. It's just defined slightly differently. With some portrait_property magic you could create a massive amount of dragons or backgrounds. I've been thinking about this but technically you could replace the dragon portrait things with like.. GFX_dragon_portrait_1 GFX_dragon_portrait_2 GFX_dragon_portrait_3 including a blank frame at the end on 1 and the beginning of 2 and 3 and you could have 75 different variants of dragons.
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Post by kappa on Jul 1, 2019 7:13:40 GMT
It'd be cool to have a new series of traits for dragons where they could essentially get better at fighting the more other dragons they combat with. Functionally the same as the warrior trait for human characters, they just have a chance to gain a rank up after each combat.
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Post by rollomatik on Jul 1, 2019 13:59:28 GMT
Events for hatching, taming and training dragons would be amazing. Any sort of flavour or features that adds diversity.
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erbkaiser
Modder (CK2)
Taking a long break from modding
Posts: 693
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Post by erbkaiser on Jul 1, 2019 20:09:51 GMT
I'm not 100% sure but if I'm right: it's done through the dragon_# traits and through that the background image for portraits. Dragons are essentially getting a hidden portrait which is overlayed by a background, rather than the portrait being drawn in front of the background like is done for all other races. Specifically, in portraits_dragon.gfx you see that they do not have the background layer (#0) but do have GFX_character_dragons as layer 0.
Balerion has dragon_27 as a trait. In 00_portrait_properties.txt you can see this means he gets assigned the image 1 of layer 0, or the SECOND image in the dragon GFX file. Likewise the 26 other traits.
So either move the images in your dragon mod files around to match, or edit the 00_portrait_properties.txt layer 0 for your mod.
Partially correct/partially wrong. The dragon itself is done exactly the same as every other portrait feature including the background. They just have an order of appearance depending on where they are listed in the portrait. That's precisely what I meant, since the dragon 'background' is listed as the last thing to load for the portrait, it hides the rest of the portrait. Whereas with normal portraits it's usually the top image that everything else is drawn overtop.
And yeah we could add as many dragon images as we liked just by changing or enlarging the background file and then target images by adding more traits and related portrait_property trickery -- although of course since that file is global we'd need to make sure it won't be setting invalid backgrounds for other portraits.
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Post by jenos962 on Jul 2, 2019 1:31:57 GMT
I'm not 100% sure but if I'm right: it's done through the dragon_# traits and through that the background image for portraits. Dragons are essentially getting a hidden portrait which is overlayed by a background, rather than the portrait being drawn in front of the background like is done for all other races. Specifically, in portraits_dragon.gfx you see that they do not have the background layer (#0) but do have GFX_character_dragons as layer 0.
Balerion has dragon_27 as a trait. In 00_portrait_properties.txt you can see this means he gets assigned the image 1 of layer 0, or the SECOND image in the dragon GFX file. Likewise the 26 other traits.
So either move the images in your dragon mod files around to match, or edit the 00_portrait_properties.txt layer 0 for your mod.
Partially correct/partially wrong. The dragon itself is done exactly the same as every other portrait feature including the background. They just have an order of appearance depending on where they are listed in the portrait. I don't have agot downloaded or even ck2 installed at the moment so this is a certain portrait set from my own mod I'll use for an explanation. "GFX_character_background:p0" "GFX_valyrian_male_clothes_behind:p3:c0" "GFX_valyrian_male_headgear_behind:p5:c1" "GFX_valyrian_male_hair_behind:p1:h:y" "GFX_western_male_beard_behind:p4:h:y" "GFX_western_male_base:p2" "GFX_western_male_neck:d0" "GFX_western_male_cheeks:d4"
Okay so a portrait is basically made up of multiple images. There are like 40 lines on mine but only gonna use these 8 for the example. Things that are higher on the image get "loaded first". Meaning that male_clothes_behind is in FRONT of background but behind western_male_base. western_male_base is behind western_male_cheeks. The only thing unique about background is that it is first so it shows up in the entire back spot. You could if you wanted create a single solid image in the background and then "create" a background of your own in following lines if you have the images. Much like how in Stellaris they have the "planet style" as the main background and then a various levels of a city depending on planet population. Same thing could be achieved in CK2 but would be mostly blocked out thanks to just how much stuff is behind. The way dragons work is that they put a GFX_dragon at the very bottom of the list, so it gets loaded absolutely last. Because technically all the portrait stuff is just an overlay. It's just defined slightly differently. With some portrait_property magic you could create a massive amount of dragons or backgrounds. I've been thinking about this but technically you could replace the dragon portrait things with like.. GFX_dragon_portrait_1 GFX_dragon_portrait_2 GFX_dragon_portrait_3 including a blank frame at the end on 1 and the beginning of 2 and 3 and you could have 75 different variants of dragons. So, if I'm understanding correctly, you would have to have a blank frame on dragons_2.dds and dragons.3.dds in the first frame. Then, any dragon trait from dragon_0 to dragon_27 would force the other two dragon.dds files to use the transparent frame?
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Post by LancelotLoire on Jul 2, 2019 1:59:41 GMT
Correct
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Nervosi
Member
This community and it's modders have brought me so much Joy, thank you sincerely ^_^
Posts: 368
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Post by Nervosi on Jul 2, 2019 10:28:49 GMT
Hmmm, interesting, great work Jenos!
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Post by abalequique on Jul 2, 2019 13:01:35 GMT
Is it save game compatible? Thanks for the submod the artwworks are realy nice!
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