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modifier = {
factor = 10
trait = diligent
}
to this:
modifier = {
factor = 3
trait = diligent
}
Rulership, Business, and Seduction are namely the first three focuses in the file and they all work normally. So the problem must exist somewhere between Seduction and Intrigue (which is the 4th listed focus in the file).
All I did was change the modifiers of the ATE file to this one and did not delete any code that was added by ATE. Your mod is a must have and I thought I could make it compatible but ruined the ATE mod itself.
HIP and my mod both change the same file, but you only get the effect of whichever mod loads last. That's probably going to be HIP because H comes after B in the alphabetical order. HIP also adds some new modifiers that this mod does not take into account. For example, characters with an ambition to become Steward will have an increased chance to take Rulership focus with HIP, but my mod doesn't have that effect.
That said, I'm 99% sure nothing bad will happen if you try to use this mod alongside HIP. It's just unlikely to do anything. So you can try if it works and if it doesn't, there should be no harm done.
@JoltSPeed
There's now a manual download link in the mod's description.
At least I know I sometimes choose focuses with the goal of maxing out my education.
There are two noteworthy conflicts:
1) AGOT mod accounts for it that unoccupied provinces, dragons, White Walkers, and other mythical creatures shouldn't get focuses. My mod doesn't account for any of that because those things don't exist in the unmodded game so with my mod active these characters will still get and choose focuses.
2) AGOT mod specifically prohibits AI from using Heritage focus on children from the Valyrian culture group because it doesn't have any effect on their culture unless you enable a specific game option. If my mod is active Valyrian children may be given Heritage focus by the AI, but it still won't affect their culture.
There are also some minor factors where AGOT mod takes into account traits and cultures that only exist in AGOT, but that's not as serious.
Yes. That mod adds more modifiers that influence the chance for a character to pick a focus. My mod makes personality effects from the unmodded game stronger. Both approaches result in more RP based focus choices, but with my mod most characters will probably have 1-3 likely picks and with that mod they might have 3-5 likely picks. On the other hand, the other mod makes a bigger effort to entirely rule out focuses that don't make sense for a character while with my mod characters will always have a tiny chance to pick a silly focus, just the chance might be something like 0.1%. The exception being Seduction and Intrigue which in my mod do require a specific trait, but that's mostly because they're considered so problematic by many players that PDX introduced a game option to turn them off.
That depends on what you consider to be compatible, but probably not. HIP and my mod both change the same file, but you only get the effect of whichever mod loads last. That's probably going to be HIP because H comes after B in the alphabetical order. HIP also adds some new modifiers that this mod does not take into account. For example, characters with an ambition to become Steward will have an increased chance to take Rulership focus with HIP, but my mod doesn't have that effect.
That said, I'm 99% sure nothing bad will happen if you try to use this mod alongside HIP. It's just unlikely to do anything.
If all of that fails and you're using Windows check the My Documents/Paradox Interactive/Crusader Kings II/mod/ directory. What you should see in there are two files, one called Better_AI_character_focus.mod and another called Better_AI_character_focus.zip. If you're seeing anything else let me know what it is.