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So there is few chance that this impact other mods.
The only thing i do not remove is the spell you learned at turn 1 for transformation, so if you chose to continue the game you still have the spell available, but you have to pay the casting cost to cast it again.
I could add a "forget the skill", but
- For this i have to take care of what you learned, with the problem of DLC you own or not and the risk of crash (i cannot simply "forget" all)
- And... this mod was first made to manage the pantheon, not to play a whole game (I just keep the option to continue to give pleasure to those who want it). If you have not planned to quick ascend, turn it off. It is how i uses it... only when i need to modifiy an ascended hero (change skill, change or remove or add transformation); or quickly ascend an hero.
It would likely help if he told us which mods he's talking about, but anyone that finds this mod conflicting with another mod can basically fix the issue by using this mod to ascend, then disabling it. If you're wanting to use a mod that gives ascension traits there's already another mod that lets you start with ascension skills as part of the race creation.
To understand exactly what you want :
- You want only win but no ascend ? => You can refuse the ascension
- You want ascend without transformation ? => You can avoid to cast a transformation, or chose none
- You want to ascend without an ascension skill ? => I'm not sure this is possible to choose none, this is a part of ascension as it is defined in the game. I'll watch for this i'm not sure right now. Is is what you ask for ?
But my mod only make you to win, than you are free to accept to ascend or not... so "only win at the 2nd turn".. this mod already do this...
As I said earlier, I can't test this mod in this configuration; disabling DLC seems impossible.
Most mods don't have this problem, or the author simply restricts the use of the mod to certain DLC... I'd like to make it accessible to everyone regardless of their DLC configuration.
If the method I've just ‘tested’ in this latest version is acceptable, I'll be able to update this mod for all future DLC without worrying about this problem.
- Update according to Ways of War DLC
- Update to turn the mod usable for players who do not have all DLCs
As in the previous version, there's still a clickable button for those who have all the DLC, so no one will be penalised with this new version.
But I've also added clickable buttons only for those who have a particular DLC, as well as a button for those who don't have any DLC.
Don't blame me if these modifications don't work as expected: Deactivating DLC seems impossible.
It is possible to uncheck DLC in game configuration, but when I do this I always have the DLC elements when I launch a game.
So I can't test my mod when some DLC are missing.
For those who do not have all DLCs:
If you try to use a resource from a DLC you don't have (so choose an ascension trait from a DLC you don't have), the game will CRASH.
It's up to you not to click on it.
But the problem is, if someone who has no the DLC WoW and ask for a skill from this DLC, than the game will crash.
Each time you try to use a ressource from a DLc you don't have, game crash.
I'll try something about this, but i'm not sure this will be ok...
@Nicol: Thanks :)
- If I make a version without dlc + other dlc versions, it will add several screens to the mod, and that will make it less pleasant to use for those (the majority) who have all the DLC. I can make a version for a specific configuration on request here. The non-EE version I made for a single player who posted it here; but there are only 7 subscribers on that version so I bet some of the DLC configurations don't apply to anyone.
- For the minor transformations, I'm not too keen on adding them because I actually created this mod to get rid of them and there are many (see the message history here), but I understand the request. I'll see what I can do... maybe another mod, a fork of this one that adds them all without asking on turn 1 and removes them on turn 2 (because if I don't remove them and the player decides to continue the game rather than go to magehaven, the spellbook will be completely polluted because there are so many minor transformations.
1/2
+1 for minor transformations. I do have some suggestions, but have no idea if they are any good or to your liking:
1st, maybe add a spell to trigger the event dialogue(s) instead of the round one and two auto trigger. This would make it possible for the player to get the minor transformations they want by playing and then end the game via your menu. Also it would reduce the (very minor!) inconvenience of having a pop up at the start of each new game.
You could also add a spell to make minor transformations accessible at the start. Or even on that makes all major ones available, one that makes all minor ones available and one that insta-wins the game / transitions to mega heaven.
2nd, maybe make this mod a "no dlc version" and then add dlc specific addon mods that offer a new pop up with only that dlcs transformations after the main dialogue.
That would add a lot of pop up spam at the start (base game + one for each dlc), which could be countered by making the event trigger by spell instead of at the start (as suggested above). If you move everything to spells you could add a dlc-specific "make major transformation of DLC XY available" via sub-mods.
Of course i don't know if this is technically possible or the way you envisioned your mod. I just thought about how this could be done in theory and wanted to share my thoughts. You did awesome work with this mod as it is and i appreciate it a lot :-)
Whereas the ‘reduced’ version, for those who don't have the ‘Eldrish Realm’ DLC, only has 7 subscribers. Which goes to show that making a reduced version is useful, but for few people.
The configuration that is by far the most common is probably: All DLC.
The second most common configuration is probably : No DLC. But I can't imagine players in this situation being fans of the game enough to use mods. Even if perhaps there are.
For WoW DLC... maybe it's too early, maybe not everyone has it yet.
I haven't yet added abilities from the latest WoW DLC, but i've planned to do.
It's easy to do, but if a mod tries to use a resource from a DLC that isn't there, the game crashes;
So adding WoW abilities means that the DLC will become unusable for players who don't have WoW.
To do things properly, I have to make a version for each DLC configuration...
But even without WoW, you can have 14 combinations of DLC... that's no good.
That's why I've asked Triumph to add something so modders can know what DLC is in a game session (DLC can be uninstalled, but also disabled).
https://forum.paradoxplaza.com/forum/threads/evolution-for-modders-add-something-that-can-be-used-in-scripts-to-know-what-dlc-are-running-in-a-game-session.1711515/
With this, I could add tests in my scripts to avoid crashes if a DLC isn't present, and thus make a single mod for everyone.
The version linked below doesn't require Eldritch Realms, but still requires the others.
https://steamcommunity.com/sharedfiles/filedetails/?id=3350876626
2. Turn 1 an event should fire that asks what major transformation you want and it will place it in your spellbook.
3. Cast said Transformation.
4. End Turn
5. Turn 2 an event should fire that has an option that is "off the magehaven" which ends the game in victory, and allows you to ascend that ruler and select an ascension trait.
@SevereArtisan @Zhadow Glaive
Yes, this mod can be seen as a form of cheating, but only for those who play for short periods of time; for me, who has lot of hours of play, this is not the case, as moving godirs to the pantheon (and xp pantheon) is not a challenge but only a matter of time. For me, this mod is seen as an easy way of managing my pantheon; adding or removing Godirs, modifying some Godirs as they are defined.
Even if I disapprove :)
It depends on how many players are interested?"
I'd definitely be interested here. Having to go through a gazillion games to get my rulers I want to add to the Pantheon with all/most Minor Transformations is rather annoying.
Are you sure ?
It's working for me, and i see no reason why it could not working for someone else.
In first turn the transformation spell is added on the spell book, ready to be casted for free.
You have to cast it.
For the history of this mod and explanation, i first tried to only add the transformation by scripts, and this worked nice the game can be played that way with the transformation, but doing that way do not allow the ruler to keep the transformation when ascending.
This is how the game is designed : To keep transformation when ascending, the spell must be casted, so i had to make this mod that way... no other choice.
However, transformations are not being applied or saved.
In a mod, if a ressource game from a DLC is required but if the DLC is not installed, than the game crash (i'm sure for this now).
I'm sure that for you the game will crash if you choose the transformation from Eldrish Realms too, right ?
Just before ruler can ascend, i allow ruler to learn all tomes so player choose between all ascension skill while ascending.
From the Eldrish Realms, you have 3 tomes :
- The Tentacle
- The Cleaning Flame
- Corruption
To fixe your issue, i have only to remove the 3 lines where ruler learn these tomes.
I quickly made a version of this mod without ED ascend skill, here :
https://steamcommunity.com/sharedfiles/filedetails/?id=3350876626
I think this will fix your issue (quickly tested, but i have all DLC)
I suspect that game can crash if a mod use not installed DLC ressources.
In fact, I do not know what appen exaclty, i have all DLC and made this mod for this configuration.
Right knwo if you click "off to magehaven", mod allow the leader to learn all ascension skill so players can pick one, and this incluide skills from DLCs.
(Yes i can desactivate my DLc to test, but i'm not sure that desactivation make what we axepect, and i'm sure that desactivate is not the same then "not installed".
Just wondering, is there any possibility this could also level you up to 20 so dragons/eldritch sovereigns could pick their transformations, since those carry over on ascension?
In fact i first made this mod to clear my Godirs from minors transformations...
Remove but not add them...
https://forum.paradoxplaza.com/forum/threads/could-you-add-a-way-to-remove-all-minors-transformations-for-an-ascended-leader-or-when-the-leader-ascend.1699408/
Add all of them means some stuf as they are many (to choose them) and also be awared about game evolution as lot of minors will be added in the game time to time too.
I do not know yet if i'll update the mod with the minors transformations in the futur...
It depends on how many players are interested?
Personally, I learned how to mod a building, make a scene and a spell by looking at various mods, including ‘Artifact Refinery’ and ‘Merchant Shops’, which are mods from your workshop, Visie Maigo... I wonder what you could have learned from my mod, but very well, we all help each other like that, and most things you have to look for and guess...