Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Also maybe reconsider infertility events? There are already lots of mods touching this already and honestly getting infertile out of nowhere can be annoying for some players, especially if the event conditions are not set well or if they started the save just recently and don't have any relatives that can inherit. These questionable additions are called feature bloat and should be avoided.
I actually prefer the ck2 style of events overall, so thats more of intentional design. There are events that are more "fleshed out" in the style of CK3's writings explicitly, but they can get old really fast. I think one of the biggest complaints in the community is that people don't bother to read events once they have seen them the 9th time.
As for the fertility ones, a lot of the mods that touch on that override vanilla files, which this mod tries to explicitly avoid. I think of the infertility events like harm events--they are very rare, but devestating for the player. Its already too easy in the game to have a gigantic dynasty, and I wanted to organically implement a way to replicate the historical conditions where a dynasty died out because a king could not beget heirs.
to clarify, the events going forward will be a mix of more "ck3" style and "ck2" style. I am fine with longer events that need you to read carefully, but I also want to add fun circumstances that are JUST about the consequences and unexpected things that can happen via rng.
I've been having a heavily crashing game, and for the record I don't *think* its this mod p sure it crashed when I turned it off, but I figured I would share some error lines pertaining to this mod that are peppered at different points throughout the error.log:
[event.cpp:358]: Theme missing in event 'enfp_test.0001'
[jomini_eventmanager.cpp:370]: Event enfp_test.0001 is orphaned
[jomini_script_system.cpp:284]: Script system error!
Error: add_legitimacy effect [ Scoped character 'Ciechomila Lowborn of c_havelberg (Internal ID 16787032)' doesn't have valid legitimacy type ]
Script location: file: events/enfp_events_council.txt line: 74 (hold_council.0001:option)
[jomini_script_system.cpp:284]: Script system error!
Error: add_legitimacy effect [ Scoped character 'Werner von Steutzlingen of c_magdeburg (Internal ID: 16925 - Historical ID 20263)' doesn't have valid legitimacy type ]
Script location: file: events/enfp_events_council.txt line: 74 (hold_council.0001:option)
[jomini_event_queue_manager.cpp:452]: Event enfp_family.0001 has been queued twice with the same data including delay
(and a LOT of these two v)
[jomini_event_queue_manager.cpp:452]: Event enfp_traits.0002 has been queued twice with the same data including delay
[jomini_event_queue_manager.cpp:452]: Event enfp_traits.0001 has been queued twice with the same data including delay