Crusader Kings III

Crusader Kings III

Witchcraft
3,453 条留言
ryciebani666  [作者] 10 月 18 日 上午 5:25 
@Darklady
Well, shit happens. Sometimes a man... or a demon... can have bad luck.

But I will have to look into it sometime. Generally speaking, I did not plan for Asmodeus to be able to roam freely in the material world.
Darklady 10 月 18 日 上午 5:13 
And for clarification, I mean an NPC summoned Asmodeus and let him out.
Darklady 10 月 18 日 上午 5:13 
I love this mod. My literal only complaint is that the first time I tried to play as a demon, someone ELSE released Asmodeus into the world, and no matter what I tried, he would always rival me, hunt me down, and mage duel me to death because I was in no way strong enough to face him.
ryciebani666  [作者] 10 月 18 日 上午 2:05 
@Alastor
There was a time when I thought similarly, but recently inheritance of sources in my games has been working well. When one parent has a source, few children have it. When both parents have a source, roughly half of the children, or more, also have it. It's difficult to judge whether it works well, because that's the problem with randomness: you can never be sure...

With Yaga's Blood, it's a bit different. Here, in most cases, only women inherit, so your male heir will stubbornly not receive it.

@Etshy
I recommend taking a look at the FAQ.
Theoretically, you can obtain an artifact or source randomly, but that has never happened to me. I have always had to obtain it through conscious action, usually with considerable effort.
Alastor 10 月 17 日 下午 11:02 
Well I think you can get it from rare potions, demonology and if you specialize in cannibalism you can eat a source. The only reliant way is to try to get your kids to inherit it and then play as them though.
Etshy 10 月 17 日 上午 11:47 
there is no event or whatever that can make you a source ?
Kinda "random", then ...
Alastor 10 月 17 日 上午 10:57 
Well within a few decades if you check every few years searching for characters with the source trait will show a child with the trait. There's a tiny chance that any child will become a source, typically just with a spark. Artifacts you find by advancing as a witch until you get the perk that lets you search. Or do adventurer as secret-searcher.
It's just my impression that some sort of issue affects the inheritance of it.
Etshy 10 月 17 日 上午 10:40 
how can I get the source trait ?
I played a lot of game with this mod but never got the source trait. same with the artifact I never got to find one.
Alastor 10 月 17 日 上午 7:40 
There is something off about the inheritance of the Source trait. I've been trying vigorously to save-scum forth a result where it gets inherited and it just doesn't happen, at least not between a male source and one of Yaga's daughters.

I then tried increasing the inherit chance to 100% in the common/traits file and it still doesn't inherit. Is the inheritance handled elsewhere in the mod? I've been trying to look through the various on_action events but none of them seem to explain it.

Still, it was the same in the previous game I tried, the source trait was very rarely inherited and whenever I had two sources it never got inherited. Maybe the latter is a coincidence but it seems clear the trait doesnt inherit like other congenital traits. I've gone through my other mods and none deal with genetics.
ryciebani666  [作者] 10 月 15 日 下午 2:18 
@arjacrockfist
I think that the current version of the mod should also work with game version 1.6. I don't think there have been any major changes. Unless the launcher is blocking it...
arjacrockfist 10 月 15 日 下午 2:05 
there wouldn't by chance be a way to get the version that works with 1.16 is there?
ryciebani666  [作者] 10 月 15 日 上午 6:12 
@Harabec
Well, there's not much you can do about it. The disadvantages of AS are equal to its power.
Harabec 10 月 15 日 上午 4:56 
Hmmm, I fell like I have the project unlocked but didn't have the opportunity in time to research it. Ah well. Just have to wait for it to come around again.
ryciebani666  [作者] 10 月 15 日 上午 3:51 
@Harabec
If an AS is destroyed, a new one should appear after a while. Destroyed magical artefacts are recreated by the game (but this means you need new claims).

If you receive an event announcing an Singularity overload, you should give it to someone else (someone far away from you) as soon as possible. Usually, the explosion cannot be avoided unless you are very lucky or immediately start researching AS upgrades to MKII. But there is little chance that the end of the magic research cooldown will synchronise with the AS overload ;p And you also need to have the special project unlocked...
Harabec 10 月 14 日 上午 10:31 
I know this was asked sometime ago, but I can't remember when. With the Ancient Singularity, if you have the event where it explodes trigger, is it possible to get another one? Also once the event line triggers, is there anyway to stop the destruction? Because I couldnt find a way to avert it.
ryciebani666  [作者] 10 月 13 日 上午 7:38 
@Artilleryfire
Yeah, I came up with something similar. Simply put, if no option is selected, the script will assume that not selecting an option is also an option, which will take the first available position. So I chose the simplest possible solution, but I will think about it some more. Thanks for the ideas ;)
Artilleryfire 10 月 13 日 上午 6:48 
Unfortunately the steam comment removed the indentation, but yeah
Artilleryfire 10 月 13 日 上午 6:46 
@ryciebani666 Ah I see, no problem. As far as I can tell, it seems like character interaction options basically don't work for AIs. So what would need to be done is to include logic in the interaction, such as in an on_send block, that manually sets the saved scope "flag" that would be set by choosing the option, like the following:
on_send = {
if = {
limit = {
NOR = {
scope:mc_slot_1 = yes
scope:mc_slot_2 = yes
scope:mc_slot_3 = yes
}
}
if = {
limit = {
NOT = {
exists = global_var:current_loremaster_global
}
}
save_scope_value_as = {
name = mc_slot_1
value = yes
}
}
else_if ...
}
}
I tested out a simple version like this that just selects the first open position, and it seems to work. Of course more complex logic could be used as well.
ryciebani666  [作者] 10 月 13 日 上午 4:58 
@ryciebani666
To be honest, I didn't have time to look at this “bug” in the game, I only looked at the code and sketched out the fixes I mentioned. When I find a moment, I'll try to reproduce it. But even if this issue did not exist in my game, you still had a problem, so such fixes may be useful in anyway.
It does not appear to be a mod conflict (although this cannot be ruled out), but rather some unintended behaviour of the base game.
Artilleryfire 10 月 13 日 上午 4:01 
Yeah, I guess another option would be to fire an event where the player can choose between the available positions, but of course that would be more work. It's really quite strange that it is happening. I assume you were able to reproduce it then?
ryciebani666  [作者] 10 月 13 日 上午 2:10 
@Artilleryfire
I intend to add an “else” clause to on_accept, which will take effect even if the AI has not selected any option. This means it will take the first available position. I'm not entirely happy with this, but I don't have any better ideas at the moment. Perhaps it's a bug in the base game, or maybe I'm missing something here.
Artilleryfire 10 月 13 日 上午 1:40 
Yes, that is the case when using the interaction as a player. But for some reason, it seems like when AIs use that interaction, they do not select any position. I'm not sure how it's happening.
I tried looking in the code to see if I could figure out what was going on, but wasn't able to find anything that seems wrong; however, I'm not very experienced at ck3 modding. All I know for sure is that it's getting to the on_accept block without mc_slot_1, mc_slot_2, or mc_slot_3 set, but only when AI sends the interaction. I also tried disabling my other mods, as I'm not using that many, and that did not make any difference.
ryciebani666  [作者] 10 月 13 日 上午 12:17 
@Artilleryfire
I think this interaction requires the appropriate position to be selected, but I will check it and verify it. Thanks for the information :)
Artilleryfire 10 月 12 日 下午 6:24 
Hi, this is a really great and in-depth mod! I just want to make a quick bug report.
When AI sends the Request High Council Appointment interaction, they seem to do so with no position selected, so accepting has no effect. I did a little bit of testing, and sending the interaction as a player seems to work as intended; there doesn't seem to not select a position when sending it yourself.
ryciebani666  [作者] 10 月 12 日 下午 1:55 
@icyricee
Yes, you can set the number of mages in the game rules. Setting witch hunter activity to high can also increase their numbers slightly (though it mainly increases their aggression).

You can increase your witch population by converting multiple people to witches - choosing the Heresiarch specialization will automatically convert some of your house to witches. NPCs can also convert other NPCs.
You can also increase the number of mages in the game when you use the Teach Sorcery interaction, or if you grow a dynasty full of sources. The Mage Rulership cultural tradition can also help a bit.

In theory, you can also become the rector of a magic academy and decide to open the academy for every witch. Loremaster position is required here, as is a bit of luck.
icyricee 10 月 12 日 上午 9:41 
anyway to increase the spawn rate of mages, witches, and witchhunters? Like a setting maybe? I feel like i rarely find them and whenever i interact with witchhunters i just attack them.
ryciebani666  [作者] 10 月 12 日 上午 8:12 
@Ganjalf
As far as I know, these two mods are not compatible with each other – they overlap too much. This does not mean that some elements will not work properly. However, expect problems during longer gameplay.
Ganjalf 10 月 12 日 上午 7:21 
Hello, I'm trying to figure out if this is compatible with Princes of Darkness mod or not.
Still, i'm going to try them together by loading this mod last in the load order.
Looks cool, hope it works!
Harabec 10 月 12 日 上午 7:02 
m'kay, will be ready to test as it lands.
ryciebani666  [作者] 10 月 12 日 上午 6:41 
@Harabec
With such a large DLC, I expect problems, but if the game doesn't crash, I hope you will use the mod from the very beginning and point out any problems that I can't find myself. I will probably focus on viewing the logs at first and making corrections based on what I find. I didn't have much work with the previous DLC, but this one is supposed to be very big. The question is how much Paradox will change the basic mechanics currently in use. Sometimes these changes are not visible to the player, but internally they require adjustments in mods.

I'm not planning on updating the content for now, although I do have a few ideas. Once the DLC is released and I see what it has to offer, I'll think about it. Although I haven't had much time for Witchcraft lately, so whatever I decide, there won't be any major updates in the near future.
Harabec 10 月 12 日 上午 5:04 
Are there any anticipated issues expected with the new content coming soon? I know this is made to be very compatible with most anything, but was wondering if the new larger map would require any adjustments. Also, now the far east is gonna be here, will you be considering adding eastern influences to the mod, or keeping it more Eurocentric?
ryciebani666  [作者] 10 月 11 日 上午 2:27 
@squidy
You can start a thread on the mod's subforum. But from what you're saying, it doesn't seem like a bug - more likely a mod conflict, which I can't really do much about. Still, figuring out which mods are causing the issue could be useful for the future.
squidy 10 月 10 日 上午 10:57 
sorry but i did that and it still isnt working, i understand that steam comments arent the best place to report bugs so is there a discord or anywhere else i can give a better description of whats going on for me?
ryciebani666  [作者] 10 月 6 日 上午 12:17 
@squidy
Witchcraft provides a new camp purpose, but you are probably using another mod that changes camp purposes. Set Witchcraft to the end of the mod loading order. If you are using After the End, use the comp-patch.
squidy 10 月 5 日 下午 8:28 
i was wondering how the added adventurer content works, for me there is only the default options for the adventurer camp
Shui 10 月 3 日 下午 3:32 
How do witch hunters work?

I've had two witch hunters basically on other sides of the continent come after me for some reason. I wasn't too bothered the first time but the second time some king i've literally never seen at the edge of the map abducted me and made me a eunuch lol. I was super confused
ryciebani666  [作者] 10 月 2 日 上午 2:05 
@MESSIAH
I think the quality of the texts is decent, but if you have any suggestions for improvements to specific events, I would be grateful if you could start a thread on the forum and share your thoughts.
My knowledge of English is more communicative than fluent, but I wasn't the only one working on the English localisation, which was revised many times. Perhaps there is still room for improvement here.

@instantgaming
Let me know if you find anything. Uniform clothing could look good at the Grand Rite.
instantgaming 10 月 2 日 上午 12:38 
@ryciebani666

Thanks for the reply, I will investigate if it is possible to "color" the black capes of the spies and transform them into red.

@MESSIAH

Well, if you think it's wrong, do it yourself.
On top of that, they make a mod for the rest of us to enjoy, and you complain about nonsense. Make your own mod, lazy kid.
MESSIAH 10 月 1 日 下午 8:58 
why is the english localisation so awful? i mean constant grammatical issues in every single event and description. but you seem fluent in the comments, i dont get it.
ryciebani666  [作者] 10 月 1 日 上午 11:44 
@instantgaming
Hey, I don't know, not every witch looks good in red ;p What you're talking about would probably be possible, but I don't know how to do it. Besides, I think special clothing would only be appropriate for special occasions.
instantgaming 10 月 1 日 上午 11:10 
Hey mate awesome mod!

Is it possible to add red cloaks to witches, wizards, or necromancers? Something similar to the CK2 mod that adds red hoods to Satanists. That would be great.

Ty for your work.
ryciebani666  [作者] 9 月 29 日 上午 11:56 
@Aesyaan
You get the legend seed in the same place where all the other legend seeds are. Perhaps you don't have the DLC that's related to it?

If you have any suggestions or ideas, you can start a thread on the forum, although there are no plans to update the content at this time. However, something may change in the future...
Aesyaan 9 月 29 日 上午 8:04 
oh yes also, where can I put suggestions for new features, traits, etc?
Aesyaan 9 月 29 日 上午 7:53 
I do have one question: what is the "unique legend seed" unlocked at the end of the secret knowledge path? I've reached it, but I have no clue what it is or how to use/access it, whatever it is.
ryciebani666  [作者] 9 月 29 日 上午 3:18 
@Rust-Clad King
Good job :)
Rust-Clad King 9 月 29 日 上午 1:31 
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3576953946

I wound up doing it myself. I tested it, made sure it worked, then published it so anyone else can also roleplay being a post-apocalyptic Salem witch or whatever.

Thanks for your great work. This mod is phenomenal and I love it to bits.

If you want to link to it I'd be much obliged but don't feel the need to do so!
ryciebani666  [作者] 9 月 29 日 上午 1:12 
@Aesyaan
Thanks a lot, good luck :]

@Rust-Clad King
Yes, theoretically, all you need to do is create a file containing camp purposes and include the changes from witchcraft (01_magic_laws.txt) and the second mod.
Rust-Clad King 9 月 29 日 上午 12:38 
So to make them both show up, I'd need to make a new mod that *only* included changes to that specific text file/folder, and merged the two, correct?
Aesyaan 9 月 28 日 下午 11:33 
Hello! I just want to say I recently got into CK3 as my second PDX game(Stellaris was my first) and this mod is exactly the thing I was looking for when "migrating" to CK3 looking for that fantasy/magic experience!

Somehow it scratches all the right mental itches I had for coming to CK3, like you had a premonition of my mind or something.
TLDR: great mod, hits just right, keep up the good work