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Moreover while it is a DICM suggestion...would be possible to add some way to adjust Cultural Acceptance?
Skills are working as intended on my end. When you say it's stuck to all 10, what do you mean by that? The numbers don't change when you hit the plus and minus, or it always gives 10 when you hit the button to add or remove, or what? As a note, you have to hit pinned on the character editor screen, before the skills window in order to change pinned character skills, you also have to unpause the game to see the change in the skill on the character.
Yes, it is possible to adjust cultural acceptance. I'll check into what the best way to do that would be.
I have screwed up, Lithane!!
I had not understood that I had to click on the skill to add!!! 😂
I have other suggestions/requests then:
a) Would be possible to add a rule to define the default value that shows up when opening the skill edit window (i.e., 0, 5 or 10)?
b) Would be possible to add a Shift + Click and Control + Click to the "+" and "-" button to change
by +/- 5 or +/-10?
c) When spawning children...would be possible to allow to set the other parent (to tweak the appearance)*? 🤔
Sorry for the trouble and thank you a lot!! 🙂
* = I know that the changes occur for all pinned characters, but would be nice to be able to tweak the appearance of the kids...maybe by opening a window to set it for each pinned character? 🤔
On A and B, once you set the skill value, it should stay until you switch to a new character. I could theoretically create a game rule to allow you to set it manually, but as the button is a value to add / remove from the given skill, it seems kind of pointless, since a specific default value would not guarantee uniform skills. Theoretically I could allow pinning a default value, like the way you can pin traits, though if I was to do that I would probably add another button that would allow you to SET a skills value to the pinned value, alongside the ability to add / remove from it.
Really I have thought about changing the pinned character screen, where you can just click the + and - directly on the characters skills in that menu, to directly change the value. Let me know if that would be useful. If I could add the ability to do +5 with shift and +10 with ctrl click, I would try adding that ability as well, I'll check vanilla files to see if they ever do something like that.
Yes, I have considered something like this system for spawning family members. Really I could probably include the family character spawner as part of the adoption window, make it a multi-part window with adoption + family spawning + whatever else families need. I would leave the current family spawner as part of the character spawner window, but include the family part directly in the family window as well, with the added functionality of assigning both birth parents.
However, while it is a really nice and well-designed screen...wouldn't adding "+" and "-" to each skill risk of cluttering it a bit too much?
If you have already an idea on how to make it would be really SO AMAZING! :)
If you could make such addition to the adoption screen would be really great (maybe with a quick shortcut to open the screen from the character spawner)?
After all...yes...one might want to fine-tune some characters, but, on other hand, one might simply want to spawn multiple characters!
Thank you Lithane!! I REALLY LOVE THESE NEW IDEAS!!! YOU ARE GREAT! 😊😊😊
There's always the risk of too much clutter on any given window, but there are ways for me to get around that, like making the window bigger in general. Or for example instead of adding a + and - next to each stat, I could just make the stat itself a pressable button, which you could toggle like a checkbox which could then be edited with a + and - off to the side somewhere.
As far as having shortcuts from one part of the menu to another, that's definitely doable and I think many people would like links between features that are commonly used together. I'm always trying to think of what features get used together, but I don't honestly spend much time playing the game, so having people suggest these things is the best way for me to know what needs paired up.
Thank you A LOT for the amazing job you're doing, Lithane!! I really LOVE YOUR MOD!! 😍🥰😍
Seems that POD is aligned to Vanilla until index 1:
0 - interaction_category_diplomacy
1 - interaction_category_friendly
...and then shifts "interaction_category_clan" from 2 to 5...and adds the following:
2 - interaction_category_journeys [not in vanilla]
3 - interaction_category_coterie [not in vanilla]
4 - interaction_category_sect [not in vanilla]
...and then, as said...
5 - interaction_category_clan [ vanilla: 2 ]
...and then shifts other vanilla categories:
6 - interaction_category_hostile [ vanilla: 3 ]
7 - interaction_category_diarch [ vanilla: 4 ]
8 - interaction_category_vassal [ vanilla: 5 ]
9 - interaction_category_prison [ vanilla: 6 ]
10 - interaction_category_religion [ vanilla: 7 ]
...and shifts "interaction_category_uncategorized" and "interaction_debug_main" to the bottom of the list, while adding the following:
11 - interaction_category_holyarts
12 - interaction_category_psychic
13 - interaction_category_possessed
14 - interaction_category_vampire
15 - interaction_category_wraith
16 - interaction_category_ghoul
17 - interaction_category_mummy
18 - interaction_category_werewolf
19 - interaction_category_demon
20 - interaction_category_mage
21 - interaction_category_fae
22 - interaction_category_grand_city
...and then the last two shifted:
23 - interaction_category_uncategorized [ vanilla: 8 ]
24 - interaction_debug_main [ vanilla: 9 ]
-----------------------------------------------------------------------------
Your patch shifts down "interaction_category_diplomacy" (from 0 to 1), but "cuts down" the following:
2 - interaction_category_journeys [not in vanilla, would be 3 if shifted by +1]
3 - interaction_category_coterie [not in vanilla, would be 4 if shifted by +1]
4 - interaction_category_sect [not in vanilla, would be 5 if shifted by +1]
Removes the following (which is vanilla, but shifted in POD):
5 - interaction_category_clan [ vanilla: 2 ]
...and keeps "interaction_category_uncategorized" and "interaction_debug_main" as vanilla +1 instead of shifting to the bottom.
Seems to add a "interaction_category_specialweapons" category as 11, which, however, is either from a different mod or is outdated (I have still not downloaded the latest POD, but I think I have the second-to-last and there is not this category)...
...and is missing the "interaction_category_grand_city" category (which is the last one before the two shifted ones).
-----------------------------------------------------------------------------
Based on how you and POD seem to manage indexes, I think the corrected version is:
#########################################################
# #
# DO NOT LEAVE GAPS IN "index" OR THE GAME WILL CRASH #
# #
#########################################################
interaction_category_cheat_menu = {
index = 0
desc = "CHEAT_ACTIONS"
}
interaction_category_diplomacy = {
index = 1
desc = "DIPLOMACY_ACTIONS"
}
interaction_category_friendly = {
index = 2
desc = "FRIENDLY_ACTIONS"
}
interaction_category_journeys = {
index = 3
desc = "JOURNEYS_ACTIONS"
}
interaction_category_coterie = {
index = 4
desc = "COTERIE_ACTIONS"
}
interaction_category_sect = {
index = 5
desc = "SECT_ACTIONS"
}
interaction_category_clan = {
index = 6
desc = "CLAN_ACTIONS"
}
interaction_category_hostile = {
index = 7
desc = "HOSTILE_ACTIONS"
}
interaction_category_diarch = {
index = 8
desc = "DIARCH_ACTIONS"
}
interaction_category_vassal = {
index = 9
desc = "VASSAL_ACTIONS"
}
interaction_category_prison = {
index = 10
desc = "IMPRISOMENT_ACTIONS"
}
interaction_category_religion = {
index = 11
desc = "RELIGIOUS_ACTIONS"
}
interaction_category_holyarts = {
index = 12
desc = "HOLYARTS_ACTIONS"
}
interaction_category_psychic = {
index = 13
desc = "PSYCHIC_ACTIONS"
}
interaction_category_possessed = {
index = 14
desc = "POSSESSED_ACTIONS"
}
interaction_category_vampire = {
index = 15
desc = "VAMPIRE_ACTIONS"
}
interaction_category_wraith = {
index = 16
desc = "WRAITH_ACTIONS"
}
interaction_category_ghoul = {
index = 17
desc = "GHOUL_ACTIONS"
}
interaction_category_mummy = {
index = 18
desc = "MUMMY_ACTIONS"
}
interaction_category_werewolf = {
index = 19
desc = "WEREWOLF_ACTIONS"
}
interaction_category_demon = {
index = 20
desc = "DEMON_ACTIONS"
}
interaction_category_mage = {
index = 21
desc = "MAGE_ACTIONS"
}
interaction_category_fae = {
index = 22
desc = "FAE_ACTIONS"
}
interaction_category_grand_city = {
index = 23
desc = "GRAND_CITY_ACTIONS"
}
interaction_category_uncategorized = {
index = 24
default = yes
desc = "UNCATEGORIZED_ACTIONS"
}
interaction_debug_main = {
index = 25
desc = "DEBUG_MAIN"
}
-----------------------------------------------------------------------------
However what I am wondering (but I am just making a non-expert suggestion)...
...given that these indexes are so complex to adjust each time, wouldn't make sense to
turn them into script values and do as following:
category_cheat_menu_index_number = 0
category_diplomacy_index_number = {
value = category_cheat_menu_index_number
add = 1
}
interaction_category_friendly = {
value = category_cheat_menu_index_number
add = 2
}
...or maybe do something a bit more esoteric like creating a scripted effect that does
the following:
setup_divine_intervention = {
set_global_variable = {
name = divine_intervention_is_loaded
value = yes
}
set_global_variable = {
name = divine_intervention_variant
value = 0
}
}
...which would be set to "0" in the main mod and to "1" or other number in the compatch and
could be left as it is in the main mod and overwritten as a ZZ_custom_script in the compatibility patches...so that you could check then do "on_game_start" on_action that
loads the two variables that could be checked:
on_game_start = {
on_actions = {
on_divine_intervention_start
}
}
on_grimore_of_darkness_start = {
effect = {
setup_divine_intervention = yes
}
}
...and then, sure, would be a bit complex to setup at first, but you could literally manage the index for your main mod and all the compatches with a scripted effect that would not even need to be overwritten, because you'd just change the index number based on the "divine_intervention_variant"...for example:
"interaction_category_clan" would differ between the main mod (based on "shifted" vanilla, 3) and the POD compatch mod (based on "shifted" POD, 6), but could be simply managed as:
category_clan_index_number = {
value = category_cheat_menu_index_number
add = 3
if = {
limit = {
exists = global_var:divine_intervention_variant
global_var:divine_intervention_variant = 1
}
add = 3
}
}
In this way, you'd not have to manually re-define the index_number for the main mod or each compatch (which could cause trouble), but you'd simply use "category_clan_index_number"...
...and if some compatches have categories which aren't used, you'd simply leave them in the file...would be calculated, but wouldn't mess up the index as they'd not be picked in the category file for that compatch!
Now...well...obviously I am hoping scripted effects could work for index numbers AND that the calculation wouldn't cause unnecessary lag, but that is the general idea! 🤔
P.S.: Note that I have to admit that I am not too sure if scripted values would work for indexes,
but still I feel that, if they were to work, they'd help a lot in keeping updated these interaction categories, given that, if one manages multiple compatches must become quickly very messy!
P.P.S.: I have also noticed that there is not a description for the category...while even in vanilla
such description seems pretty unimmaginative like:
DIPLOMACY_ACTIONS:0 "diplomatic actions"
...the POD team seems to have followed that same practice when adding their categories, so...would be possible to add just...?
CHEAT_ACTIONS:0 "divine intervention actions"
It's really not complex to adjust them, just bring over their file, place my category at the top, and add 1 to each index. Takes about 30 seconds. And I fixed it for latest update.