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报告翻译问题






I appreciate your mods a lot!
Line 166-180: Decision create_cadet_branch_decision in common\decisions\ao_cc_dynasty_decisions.txt
Reason: the create_noble_family_effect is already called in found_cadet_house_decision_effect with game version v1.18 and above.
effect = {
found_cadet_house_decision_effect = {
CHARACTER = root
PRESTIGE = major_prestige_gain
}
debug_log = "--- found_cadet_house_decision_effect END 28 (Adoption Options MOD)"
# if = {
# limit = {
# government_allows = administrative
# highest_held_title_tier >= tier_duchy
# }
# create_noble_family_effect = yes
# change_influence = major_influence_gain
# }
debug_log = "--- Adoption Options MOD: create_cadet_branch_decision END"
pengoyo [author] Oct 23 @ 2:36am
I've been working on an overhaul of the mod. I was hoping to get it out before AUH, but unfortunately I have not had the time. As AUH is likely to break a lot of my mods and I still have to finish the updates I have planned for adoption legitimacy, orphanages, and adventure adoptions (plus more traditions and tenets affecting adoptions); so this mod will likely take some time after AUH releases to be updated. Sorry for the inconvenience in advance
Of course, you can extract the files and add them to your own mod, or include a link to the mod in your description — or do neither. As you wish!
Steps to reproduce: start as a landless adventurer with and without the mod active, use the character interaction "adopt as successor" on one of your starting camp followers to test. I used Ash'ari for testing this but shouldn't matter which you use.
That said I have added a potential fix for it to the mod (though cannot confirm as I cannot reproduce the bug). Additionally the bug can now be cleared by going to the in game pause menu (just that act of opening the in game pause menu is now enough to clear the bug)
@-EoT.KurLumiN As already mentioned, an updated is in the works
I've thought about a list of all children, but it's a lot of code and performance cost for something for something that rarely matters and that ultimately is showing something the game no longer actually respects (after they've died there is no passing of the titles through that character). Plus a lot of edge cases have to be ironed out to prevent bugs (lists changing due to birth, adoption, exposing secret children, etc). And it's only something that temporarily works, as on the death of the character holding the list, it would all disappear (and global lists just increase the performance costs). Not saying I'll never look into improving it. But there are definitely system more in need of improvement with a much larger effect on the game
about tracking the dead, there is a cursed wizardry using story as a dict to do so, but I'm not sure if it will cause a performance issue