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Given the nature of CK3 compatibility and the entwined nature of a lot of the doctrines, splitting it up would mean having to duplicate most of the code multiple times while needing to add multiple checks to see which mods are loaded.
Also if you don't use the celebrated level of a particular crime doctrine it disables any mod features connected to that doctrine. This combined with the fact the AI will never creates a new faith with celebrate doctrines means the player is already in full control of what aspects of the mod are turn on or off without the need for separate modules.
So I don't think splitting up the crime doctrines into separate mods is worth all the hassle, at least at this time. Note if compatibility with other mods is the reason you want them spilt up, let me know what mods and I can always check to see if something can be done. Additionally if there is some reason you want them split up that I haven't address, please let me know.
That said I'm considering splitting off adoptions, as adoptions seem to be relatively self contained. Plus what mods adoptions cause incompatibility problems with is very different than the other doctrines. No promises, but knowing someone wants it helps.
Splitting male and female homosexuality into two doctrines is something I've considered. But it is a lot of work and would further hurt mod compatibility (as pretty much any part of the code that references the homosexuality doctrines/parameter (which most of the vanilla code's checks for anything homosexuality related do) would need to be overwritten: events, schemes, character interactions, modifiers, triggers, effects, etc). So given that, if it is still something you'd like to see, let me know. Again no promises, but knowing someone wants it makes it more likely it will be something I do.
I am in the progress of making a compatibility patch for this mod
However while I was doing so I ran into an issue
the "ttd_cc_ao_marriage_scripted_modifiers.txt" seems to dominate over all other "marriage_scripted_modifiers.txt" files
I noticed that no matter what I named my file or what my load order was
"ttd_cc_ao_marriage_scripted_modifiers.txt" always was the one being read
Eventually I was able to band aid the issue by just naming my overwriting file "ttd_cc_ao_marriage_scripted_modifiers.txt" and loading it last
I am just curious as to if you might know why this is the case, and if so could you explain it to me please? It completely stumped me as to why and knowing might save me many future bug testing hours.
TLDR: "ttd_cc_ao_marriage_scripted_modifiers.txt" overwrite every other "marriage_scripted_modifiers.txt" and I would like to know why
Also if it helps I can always add some of your code to the file with a check for if your mod is loaded. What mod is this a compatibility patch for?
For some reason I thought that the file had to be named before alpha-numerically. Sorry for bothering you with my idiocy.
Don't worry about adding a check
The patch is for a not yet released mod I am working on
I just noticed a conflict with your mod and it while I was testing.
So I was just making a patch together for optional compatibility because your mods are awesome and want them to work with mine.
so why don't create a government reform that programs an event to a ritual ceremony to deal with yourself once your heir reachs 16? (or 18 perhaps). The cannibal tenet could also influence the already done gladiator event in a way.
As for calling male witches wizards, the problem is during the middle ages male witches (which were about 25%-5% of those accused of witchcraft) were called witches. By the mid 1500's warlock came the term for male witches (though it was used to refer to one in league with the devil during the middle age). While wizard being used as the term for a male witch is a very modern thing. Though obviously modern usage also matters. And there it's mixed as sometimes witch is gender neutral, and sometimes either warlock or wizard are used for male witches. And so if I was going to gender witch, I think having the male term be warlock would be more fitting than wizard for the medieval setting of CK3.
And for easier witches/warlocks... The learning education focus as i understand, is a combination of literacy and religious studies, so a child in a faith that see witchcraft as holy shouldn't naturally have a chance of learning it?, with said chance increasing with the natural modifiers of the game, even if the teacher doesn't personally knows witchcraft they should be able to guide their students to the appropriate texts.