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Post by lordmitch2 on Nov 25, 2019 1:40:51 GMT
In some events a female dorne ruler is called prince not princess. This breaks immersion I was hoping this could be fixed.
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Post by Azrael on Dec 5, 2019 2:21:48 GMT
Dragons move to a sub-barony even with having the locked in dragonpit modifier. This then causes them to lose the modifier, allowing the dragon to be tamed by anyone.
I added conditions to the code below the section where you added yours in the dragon_events.txt file; seems to have done the trick:
if = { #if wild and in ANY_ALL move to a random volcano limit = { NOT = { any_friend = { is_alive = yes } } NOT = { liege = { demesne_size = 1 } } NOT = { liege = { is_friend = ROOT } } NOT = { liege = { graphical_culture = dragongfx } } NOT = { has_character_flag = dany_dragon } NOT = { has_character_modifier = locked_in_dragonpit } #not if in captivity } random_province = { limit = { OR = { is_volcano_location_trigger = yes owner = { graphical_culture = dragongfx } } NOT = { region = world_far_east } } random_province_lord = { preferred_limit = { tier = BARON } ROOT = { move_character = PREV } } } clr_character_flag = has_dragon_location random_province = { limit = { ROOT = { has_character_flag = dragon_location_@PREV } } ROOT = { clr_character_flag = dragon_location_@PREV } } } if = { #if wild, move to sub barony limit = { NOT = { any_friend = { is_alive = yes } } liege = { higher_tier_than = BARON } NOT = { liege = { graphical_culture = dragongfx } } NOT = { has_character_modifier = locked_in_dragonpit } #not if in captivity } liege = { capital_scope = { random_province_lord = { limit = { tier = BARON } ROOT = { move_character = PREV } } } } clr_character_flag = has_dragon_location random_province = { limit = { ROOT = { has_character_flag = dragon_location_@PREV } } ROOT = { clr_character_flag = dragon_location_@PREV } } }
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Post by Azrael on Dec 7, 2019 6:11:15 GMT
I think the tyrannical stain trait not decaying/going away bug is still present.
Edit: Feel free to incorporate the temporary fixes I made for visibility reduction and the tyrannical stain trait I posted in another thread into your submod if you wish
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erbkaiser
Modder (CK2)
Taking a long break from modding
Posts: 693
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Post by erbkaiser on Dec 13, 2019 17:36:39 GMT
I think the tyrannical stain trait not decaying/going away bug is still present.
Edit: Feel free to incorporate the temporary fixes I made for visibility reduction and the tyrannical stain trait I posted in another thread into your submod if you wish
Thanks for this and the other stuff.
I'll see about incorporating it into the mod soon -- this is not abandoned, just on hold a bit while I deal with RL. Work is kicking my arse hard.
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Post by Azrael on Dec 15, 2019 20:12:29 GMT
I think the tyrannical stain trait not decaying/going away bug is still present.
Edit: Feel free to incorporate the temporary fixes I made for visibility reduction and the tyrannical stain trait I posted in another thread into your submod if you wish
Thanks for this and the other stuff.
I'll see about incorporating it into the mod soon -- this is not abandoned, just on hold a bit while I deal with RL. Work is kicking my arse hard.
You're welcome. No problem about RL stuff. I figured you were busy. When you do look into the bugs, please do keep in mind these were only temporary fixes, so if you have better solutions for the bugs don't feel obligated or anything to use these fixes.
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Post by Azrael on Dec 18, 2019 1:30:59 GMT
I forgot to mention something else. In my current game, starting as Jon Snow in AFFC, I ended up choosing the Stark-Targaryen option. Shortly after, Daenerys legitimized Stark-Targaryen so became House Targaryen, but the blood feuds with the Lannisters and the Freys still remained. Also, House Stark characters have the "A Cadet House Bond" opinion modifier as well. I also don't have the coin-flip events the Targaryen dynasty is supposed to get; noticed there is no is_coin_flip_dynasty flag when enabling charinfo and hovering over the dynasty sigil in the character sheet. I'm guessing it may have something to do with being Stark-Targaryen before becoming Targaryen?
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erbkaiser
Modder (CK2)
Taking a long break from modding
Posts: 693
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Post by erbkaiser on Dec 18, 2019 18:15:17 GMT
Stark-Targaryen will be made into a cadet house of the Targs but changing dynasty again afterwards likely messed things up. I'll try to look into it.
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Post by 𝕒𝕭𝖑𝖆𝖈𝖐𝖋𝖞𝖗𝖊♜ℝ𝕖𝕓𝕖𝕝 on Dec 19, 2019 0:18:25 GMT
Can you make this mod compatible with CO 2.0 update?
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Post by Azrael on Dec 19, 2019 2:09:23 GMT
Stark-Targaryen will be made into a cadet house of the Targs but changing dynasty again afterwards likely messed things up. I'll try to look into it. Yeah, I knew you made Stark-Targaryen a cadet branch of House Targaryen in this mod. It just feels like, as you said, some things are carrying over from the transition while things such as the coin flip events aren't being applied. I did notice the Stark-Targaryen dynasty isn't listed under the is_coin_flip_dynasty_trigger in the 00_scripted_triggers.txt file. Could that be the cause of the coin-flip issue?
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erbkaiser
Modder (CK2)
Taking a long break from modding
Posts: 693
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Post by erbkaiser on Dec 19, 2019 7:55:43 GMT
That is the cause of the missing coin flip indeed.
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Post by Azrael on Dec 19, 2019 9:31:08 GMT
That is the cause of the missing coin flip indeed. Awesome, thank you. I'll add it and see if the events start appearing in my current game. Should I add Stark-Targaryen to is_divine_blood_dynasty_trigger and high_valyrian_dynasty_trigger also then?
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erbkaiser
Modder (CK2)
Taking a long break from modding
Posts: 693
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Post by erbkaiser on Dec 19, 2019 19:59:39 GMT
If you want them to have those features, yes.
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Post by Azrael on Dec 19, 2019 21:18:23 GMT
If you want them to have those features, yes. Yeah, just took a look at what events those triggers are in. Some could be seen to make sense, others not as much; so pretty much optional as you said.
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Post by LannisterGold on Dec 22, 2019 15:25:56 GMT
Can you make this mod compatible with CO 2.0 update? x2
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Post by stonewallace17 on Dec 23, 2019 2:45:42 GMT
Can you make this mod compatible with CO 2.0 update? x2 Better to ask someone to make Congenital Overhaul include these changes. This isn't intended to add features
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