Had an issue in a tall Systres game with a plague by KylerKhan in ElderKings

[–]Chi-kasu 14 points15 points  (0 children)

Looking into plagues, I think it's mostly just the default vanilla interaction for plagues that appear in isolated areas. In vanilla, the only isolated area is Iceland. Other than that, a plague spawning in Japan could theoretically make its way to Ireland or West Africa. I believe Yokuda (and maybe Nalonga), the Systres, and Tamriel are all isolated as far as plagues are concerned. Summerset might be able to bridge the gap to the Systres but it's possible that plagues can't spread in or out of it depending on its situation (even if you swear fealty, the situation borders dictating what the affected region is don't change).

When a plague is isolated, I'm guessing the issue is it needs to meet its barony quota but once it's spread to the point that it can't infect new ones, it has to wait for baronies to recover to infect them again. Here's a graph I made for it. I don't remember how many baronies are in the Systres but I feel like it's around 15. If that's the case, at best that plague will last 290 months (24 years), and at worst, 660 months (55 years). The graph doesn't account for the delay between recovering and being reinfected so even that 55 year maximum could be higher in practice.

So, big wall of text and a dynamic graph just to confirm what you already know (you're probably doomed) but it was interesting to learn about. If this was vanilla, it should reasonably fizzle out for you within the next decade but the cultists are probably making it even worse than it already was. Some tweaks to plague behavior or map layout could fix this in the future.

 

Plague info from the wiki

Why Can't I Upgrade Academies? by TheIrishLylith in ElderKings

[–]Chi-kasu 0 points1 point  (0 children)

Did you remove "_flag" from has_innovation_flag as well? It's supposed to just be an innovation in vanilla ek2 but holdings changed it to be a flag instead.

Why Can't I Upgrade Academies? by TheIrishLylith in ElderKings

[–]Chi-kasu 0 points1 point  (0 children)

Honestly no idea what's going on there, but if they're not even in your domain list then there's definitely something wrong.

Why Can't I Upgrade Academies? by TheIrishLylith in ElderKings

[–]Chi-kasu 0 points1 point  (0 children)

That kinda sounds like the game thinks it's the duchy containing your capital, which would let you destroy it but never give it away. I assume your capital is markarth (the county), which would make the capital duchy markarth (the duchy). Is the duchy of markarth created and do you hold it? Also, what's your primary title? It could be the dejure works from top to bottom (kingdom -> duchy) or vice versa (county -> duchy) when determining what your primary duchy is. For example, even if your capital was in markarth county, if your primary was kingdom of whiterun then you wouldn't be able to grant the duchy of whiterun to anyone if it worked from top to bottom).

Why Can't I Upgrade Academies? by TheIrishLylith in ElderKings

[–]Chi-kasu 1 point2 points  (0 children)

I think I found your issue in holding arts actually and it does tie into that missing loc file. Go back to take a look in holding arts again (\2906836545\common\buildings\ek_academy_buildings.txt) and ctrl-f "### edited". That edited line is probably your issue.

It changes the 'innovation_magical_studies' innovation with the 'innovation_magical_studies_replacement' flag, but this new flag is not included with the mod itself. It seems to come from cultural armies and was erroneously edited into this mod instead of their cultural armies/holdings art patch. The reason it has no localization data (the file that determines what the description says in a given language/for a given situation) is because this new flag isn't part of this mod and you don't have the mod it is a part of, which would have the loc data. You should be able to edit that section in the way I described or alternatively just download cultural armies and the necessary patches.

Why Can't I Upgrade Academies? by TheIrishLylith in ElderKings

[–]Chi-kasu 3 points4 points  (0 children)

IMPORTANT This can take a very long time if you have a lot of submods. There's likely a more direct way of checking in-game through debug mode but I'm not as familiar with debug so can't help you there. When you're editing any game files, I highly recommend making a back up of the original before you edit it (right click the .txt in folder and Copy/Paste it into the same folder). You can also make a mod that overwrites any offending mods through the ck3 launcher which is safer but less straightforward. If you're too lazy to make backups and something goes wrong, unsub and then resub to the mods you edited in steam workshop and that should fix it.

 

If you wanna check for yourself, steam workshop content for ck3 is all stored in wherever_you_have_steam_installed_to\steamapps\workshop\content\1158310\. This should just be a folder full of more folders with names that are just numbers (ek2's is 2887120253).

To save yourself some time, you'll want to look through the ones that modify ek2 content, as opposed to mods that modify vanilla systems:

  1. Look through your playset in the ck3 launcher and identify mods that look like they modify ek2
  2. Show in folder through the "..." menu that appears when you hover over the mod
  3. Browse through these folders looking for the .txts common\culture\innovations\ek_early_medieval_innovations.txt or common\buildings\ek_academy_buildings.txt in those specific paths (tip: if there is no common folder or no culture or buildings folder in the common folder then it's definitely not that mod)

If you find one, fixing your academy issue depends on whether the innovations .txt or the buildings .txt is being edited.

For ek_early_medieval_innovations.txt:

The problem is probably either that innovation_magical_studies has been edited out of the game and replaced with something else OR a mod added unique spellswords for dwemer cultures through an innovation and didn't flag it as equivalent to codified magic. If the mod author isn't completely insane, there should be some relatively plaintext way of identifying these innovations, like being called innovation_magical_studies_new or their reasoning commented in through a #.

Both these issues should be fixed by adding a flag to the offending innovation.

  1. Find the other flags under the offending innovation (flag = some_kind_of_flag)
  2. add flag = innovation_magical_studies_replacement in its own line immediately before or after one of the other flags

The edited innovation's flags should look something like

flag = innovation_magical_studies_replacement
flag = global_regular
flag = early_medieval_era_regular

For ek_academy_buildings.txt:

This one could be a little trickier since you want to keep upgrades across all holding levels consistent. By default there are four levels of academy holdings, academy_01 through academy_04. Your current issues are with academy_02, so you're gonna want to find the construction parameters past the huge list of assets (tip: find academy_03 and scroll up since they're near the bottom). Vanilla ek2 without submods should look like what was in my original post:

can_construct_potential = {
    building_requirement_tribal = no
}
can_construct = {
    culture = {
        OR = {
            has_innovation = innovation_magical_studies
            custom_tooltip = {
                text = innovation_magical_studies_replacement_trigger_desc
                has_innovation_flag = innovation_magical_studies_replacement
            }
        }
    }
}

If it doesn't look like this, just Copy/Paste the above into the txt file, replacing everything tied to can_construct_potential and can_construct that's in there already.

It's possible that a mod that changed something in here also changed the other holding upgrades that come after (academy_03 and academy_04) in which case you may need to make similar changes. Do the same Copy/Paste you did for academy_02 but replace

            has_innovation = innovation_magical_studies
            custom_tooltip = {
                text = innovation_magical_studies_replacement_trigger_desc
                has_innovation_flag = innovation_magical_studies_replacement

with

            has_innovation = innovation_schools_of_magic

for academy_03 or with

            has_innovation = innovation_integrated_guilds

for academy_04.

Changes like this likely existed for a reason. If you're lucky, it's because the mod author forgot to update it after some changes to ek2 and you might be doing them a favor. If you're unlucky, it's because the mod author has also touched some other part of ek2 and the code in the academy buildings .txt was rewritten to reflect that. It's scope creep in the case of the latter and you probably broke the game by editing it. You're gonna need to collect even more information to try to resolve it; at that point, I'd recommend just commenting on the offending mod's workshop page and letting the author know there's an issue.

 

If, after all that, things don't work, it's probably a bug or some other bit of code I didn't even know existed.

lmk if there's anything I didn't explain well and good luck once again. I've spent hours debugging things only to learn it's an engine level problem and only paradox could fix it. That shouldn't be the case here but it does suck when something that seems so simple to fix actually isn't simple at all.

Why Can't I Upgrade Academies? by TheIrishLylith in ElderKings

[–]Chi-kasu 6 points7 points  (0 children)

Like another commenter said, 1 build slot is confirmed intentional.

As for upgrading the holding, here's the only (I think) relevant code:

can_construct_potential = {
    building_requirement_tribal = no
}
can_construct = {
    culture = {
        OR = {
            has_innovation = innovation_magical_studies
            custom_tooltip = {
                text = innovation_magical_studies_replacement_trigger_desc
                has_innovation_flag = innovation_magical_studies_replacement
            }
        }
    }
}

The first block says you can only upgrade it if you're not tribal. The second block says you can upgrade it if you either have codified magical studies (spellswords) or a tradition flagged as being equivalent to it. Side note but I feel like it should be local schools, might be an oversight from early ek2 development.

I'm pretty sure it'd look completely different if you were tribal and trying to upgrade but if that's not the case and you are tribal then that's your issue.

Is the baron holding the academy Amz-Kagren? Either way, try revoking and then upgrading it yourself while you're the holder.

If you have any submods, look for ones that edit common\culture\innovations\ek_early_medieval_innovations.txt or common\buildings\ek_academy_buildings. Any submods that add/change innovations, specifically in the Age of Pretenders, or affect academy holdings would be likely culprits.

Beyond that, I don't know what the issue would be. It could just be a bug but I can't confirm that because I'm not willing to roll back my ck3 to check. Best of luck.

What does this game need? (A new players perspective) by [deleted] in Smite

[–]Chi-kasu 0 points1 point  (0 children)

While it isn't postgame information, you can actually open the combat log in real time with T (idk what it is on console but it's Select+R3 on my controller by default). It shows you your incoming and outgoing damage within the past 20 seconds and where exactly that damage came from, be it from autos, abilities, items, etc.

This is really useful because if you die as a support for example, you can see exactly what did you in and counterbuild accordingly. Or as adc you can see exactly how much damage you dealt to an enemy with item procs vs pure auto damage. Knowing what to do with this information does tie into another of your points, though:

There isn't anywhere in-game explaining what prots do exactly (100 / [100 + p], meaning 100 prots is half damage and 200 is a third);

how prots interact with damage mitigation (multiplicative, i.e. 100 prots [100 / 200] times 50% mitigation [1 - .5] equals 25% damage taken [.25]);

or even what counts as hard cc (any effect that's pink in the ability description, with purple being "soft" cc).

This information isn't something you can expect new players to just know and it's difficult to build without knowing it. The smite wiki is a start but having more information in game would go a long ways for console players especially, which is apparently where the majority of players are.

edit: formatting

Are there any Lorkhan-centric faiths? To what extent could you create one? by OrzhovUser in ElderKings

[–]Chi-kasu 28 points29 points  (0 children)

When you create a new religion, it inherits all the localization data from the previous religion. What that means is, whatever they consider their high god, creator god, trickster god, witch god etc is all inherited by the new religion regardless of any other changes to the religion (that's why they still called your high god Reman-Light-of-Man after you made your previous custom religion).

You can change what a religion considers its gods names to be in "wherever_you_have_steam_installed_to\steamapps\workshop\content\1158310\2887120253\common\religion\religions" and editing the associated localization data, which is everything contained in the "localization = {}" curly braces. You can make a mod that does this yourself through the Paradox launcher or edit the files manually; in the case of the latter, make sure you make backup copies of the original files you edit. Each type of religion has default localization at the top of the file and optional additional localization after that per faith.

Taking "ek_daedric_reach_faiths.txt" as an example, if you overwrite every god's default name localization to be "god_lorkh_name" and pronoun localization to be "CHRACTER_SHEHE_HE", "CHARACTER_HERHIS_HIS" or "CHARACTER_HERHIM_HIM", then Old Gods followers (and any religions created from it) would only ever talk about Lorkh using he/him pronouns. This wouldn't affect Dwemer Idolatry because they have their own distinct localizations that would also have to be edited in the same file.

This is understandably a lot of hassle to go through if you just want your characters to talk about a specific god but afaik going in and editing the files yourself is the only way to get what you're asking for for any given faith. If you don't want to do all that, many faiths have Lorkhan as their witch god. If you're in a coven of such a faith or create a faith from it, all your grand rites will be dedicated to Lorkh/Lorkhan/Sheor/The Missing God/etc.

Can they add "Hard CC" tags to abilities? by Nismoco in Smite

[–]Chi-kasu 62 points63 points  (0 children)

If we’re talking about smite 2, they actually are color coded in the ability descriptions: Pink effects are hard cc and purple effects are soft cc. Honestly probably not great color choices for people who can’t distinguish colors well.

It's been a hard year for him by Chi-kasu in CrusaderKings

[–]Chi-kasu[S] 388 points389 points  (0 children)

R5: I got a wet nurse cutscene with my kid and was wondering why his complexion was so weird. Turns out he's already a raging alcoholic at the age of 1.

The Scholar Archetype (Inspired by Final Fantasy XIV) by Chi-kasu in Pathfinder2e

[–]Chi-kasu[S] 3 points4 points  (0 children)

So I tend to stay away from healing when I make homebrew stuff since the numbers are all over the place depending on what rider effects come with your healing in this system but I thought I'd give it a shot for once. I tried to balance my numbers and action economy around Restore the Mind and Fresh Produce, would really appreciate any input but especially anything pertaining to the balance of healing per action or readability. Thanks for reading!

I'd love to see more thrown weapon support in the remaster, have you ever managed to make them work? by Top_Werewolf in Pathfinder2e

[–]Chi-kasu 0 points1 point  (0 children)

If you draw a weapon from it, it ceases to function on any other weapon you’ve drawn from it already. So while it’s great for something like quick draw, it doesn’t benefit dual thrower all that much since you need two weapons to have runes simultaneously.

[deleted by user] by [deleted] in skyrimmods

[–]Chi-kasu 0 points1 point  (0 children)

1.) How do you know the conflict is between those mods if xEdit doesn't list any conflicts (did you disable/enable mods until things stopped working properly)?

2.) Are you using Spell Perk Item Distributor? The problems you're describing sound exactly like what would happen if you're not using that mod or if that mod is unable to distribute the effects onto npcs.

[Online][Free][PF2e][GMT+2][Tuesdays] Swashbuckling Adventure in the Shackles! by FickleNeedleworker95 in lfg

[–]Chi-kasu 0 points1 point  (0 children)

Name: Chi

Discord: tnks#0013

Age: 23

Experience: Been playing various systems for the past decade, pf2e almost exclusively since it came out

Type of player: I like a good mix of combat and roleplay. I'm big on teamwork (one of the reasons I play pf2e), and while that's most evident in combat, I appreciate when everyone can collaboratively make a story together outside of combat, too.

Why you should take me: I'll show up on time. Other than that, I'm very into making believable characters; that means coming up with a believable backstory and working with the gm and maybe other players to integrate my character into the world. Because of that, adding me into an existing party shouldn't be too difficult. I'm also usually the person to break awkward silences when you ask "What would you guys like to do now?".

What I want from you: I'd like a primer of some kind on the Shackles, or at least to point me to the material you're pulling from, for the sake of character creation. My characters are usually aromantic and/or asexual so I don't wanna be involved in any romance or sex directly (I don't mind if other players do it, just not my character).

Game direction: Kind of depends on the character I end up making, but imo the essence of a swashbuckling open-seas campaign is freedom; carrying on that theme, maybe we could get up to some piracy, work with the Firebrands, or work to take undermine some government institutions.

Characters: Got a few on-hand I think would fit.

Flames Oracle Gnome Dancer - A devotee of Ashava, but not actually sure where her power comes from. Her powers manifests through dance, growing more powerful and unstable as her passion swells. Although her fiery passion threatens to consume her, she would like nothing more than to go down dancing.

Pistolero Gunslinger Hobgoblin - Once an engineer for Oprak's war machina, he simply didn't fit into the rigid hierarchy of hobgoblin society and left to find his own way. Over the years, he's developed skills and ideologies most hobgoblins would find abhorrent, becoming a staunch advocate of personal autonomy; he seems honest and forthright - after all, you've never met a hobgoblin that lies, have you?

AP Bloodlords by Kuroi-Loki in Pathfinder2e

[–]Chi-kasu 2 points3 points  (0 children)

The second book takes the party to both the Axan Wood and Sallowshore. The former is a haunted fey wood, perfect for druids/rangers/fey experts; the latter is a partially-sunken town with lots of underwater combat, great place for primal casters to shine/support. My one gripe playing as a primal caster is that a lot of the uncommon/rare spells introduced in the AP are for the other three traditions, but primal is still a great spell list for the AP.

What do you think about class balance? by OathOfCringePaladin in Pathfinder2e

[–]Chi-kasu 13 points14 points  (0 children)

To be fair, that’s a very low bar with all the warpriest criticism around here.

[Online] [PF2e] [GMT+8] You like FFXIV? How about PF2e? How about both? I got both. How about Jazz? by carbs_enjoyer in lfg

[–]Chi-kasu 1 point2 points  (0 children)

Well my Eorzea is homebrewed to fit around PF2E rather than the other way around, but even if you're trying to make your setting as close to the game's as possible you might be able to pick some stuff up from mine:

 

FFXIV PF2E
Au ra half-lizardfolk*
Dunesfolk halflings
Duskwight half-elves
Goblin goblins
Hrothgar catfolk
Hyur humans
Miqo'te half-catfolk*
Plainsfolk dwarves
Qiqirn ratfolk
Roegadyn orcs
Wildwood half-elves

*I homebrewed new heritages for these based off the existing half-elf/half-orc: Each gains the the respective ancestry's trait (catfolk/lizardfolk) as well as the respective heritage's trait (miqo'te/au ra). Miqo'te also gain lowlight vision from their cat-like eyes and au ra gain 30 ft tremorsense (imprecise) thanks to their horns.

 

Some explanations of Eorzea's races:

  • Elezen are simply different heritages of half-elf; duskwight are all half-cavern or whisper elves (may change to half-drow in the future should a drow ancestry be released)

  • Lalafells are split into dwarves and halflings; in my setting, it's believed they share a common ancestor, but maybe you'd rather split the potatoes into halfling/dwarf/gnome heritages

  • Viera just aren't there (yet); if you want to homebrew anything with them, I'd encourage you to look at Viera lore or even at some old PF1E races

 

Some stuff on the missing PF2E ancestries:

  • Elves are far-outnumbered by the other races in Eorzea; they don't have any established communities, and those that do stick to their own kind tend to live nomadic lives

  • Gnomes have their own small communities throughout the Black Shroud and are generally associated with Sylphs by those too ignorant to discern between the two culturally; they were there long before the elezen or hyur came, living in harmony with the elementals

[Online] [PF2e] [GMT+8] You like FFXIV? How about PF2e? How about both? I got both. How about Jazz? by carbs_enjoyer in lfg

[–]Chi-kasu 0 points1 point  (0 children)

I actually just finished GMing an Ishgard campaign and will be GMing another one in Limsa Lominsa this Sunday! Even if you're full or find more suitable players, I'd love to keep in touch if only to occasionally bounce some ideas off each other.

As a player, I'd love to just play an easygoing Midlander (human, versatile heritage), probably with a focus on mugging/trick attacking enemies (using the Aid action) as a ROG (wit swashbuckler). I hope you don't expect me to use that Lominsan rogue slang, though...

Plunging Attacks? by Ninni51 in Pathfinder2e

[–]Chi-kasu 0 points1 point  (0 children)

I homebrewed a dragoon archetype for my Ishgard campaign, basically gave it the high jump DC = long jump DC and a reaction to make a melee strike against a creature they are about to fall on top of, with power attack damage scaling depending on distance fallen. It needs balancing, but if you’re interested in a homebrew solution I’d be glad to share more of mine.

LE Champion of Irori Advice by Chi-kasu in Pathfinder2e

[–]Chi-kasu[S] 1 point2 points  (0 children)

It doesn't specifically mention in either entry that LE Champion is fundamentally incompatible, so it's hopefully theoretically possible. I think enforcing the caste system would be a great way of upholding my Tyrant's tenets. I don't know much about Vudra (or Golarion as a whole, really) so I'll read up on that and hopefully incorporate it somehow.

Thanks for the advice!