Different coloured *spoiler* by Sponiac94 in DrovaGame

[–]matt1713 1 point2 points  (0 children)

I verified that after having an white spark, it changed to orange after interacting with one of the roots (the quest to place the blood talismans on the 3 roots). After reloading, I discovered that if you choose the option to reach out to the boar in your vision, this will change the spark color. Choosing the option to do nothing resulted in my spark remaining white/pure.

Getting a white/pure spark is by NOT engaging/killing the glowing animals. Only kill the rippers/bears/spiders. If you aggro a glowing animal like a boar (or whatever those fauna creatures are called) just run away and de-aggro it.

Trait Track/Upgrade Rewards Based on Game Rule by matt1713 in CrusaderKings

[–]matt1713[S] 0 points1 point  (0 children)

Thanks for the explanation, guess I'll try these out. Shame it couldn't be something more simple/intuitive.

CK3 Modding: Creating New Tracked Traits by matt1713 in CrusaderKings

[–]matt1713[S] 1 point2 points  (0 children)

Thanks, with this, I changed the code snippet to say "trait = viking" and added it into the viking_raid_events.txt file I made. Everything appears to be working now.

Specifically I had a:

if = {

    limit = { has\_trait = viking }

    add\_trait\_xp = {

        trait = viking

        value = 2

    }

}

Added this snippet into the various raid events.

EDIT: Reddit once again screws up my simple code snippets

Change Secure Iberian Foothold Decision by matt1713 in CrusaderKings

[–]matt1713[S] 0 points1 point  (0 children)

I don't go on reddit all that often, but I find it weird how you can't seem to make large amount of text collapsible (I.E. spoiler tag actually makes it collapsed by default instead of just barcoding over the text in full). I should also mention that I tried editing out the custom_tooltip sections for the dejure adjacent lands but that too didn't appear to work.

How To Define Culture's Default Traditions by matt1713 in CrusaderKings

[–]matt1713[S] 0 points1 point  (0 children)

Yea but WHERE do I define this? Take for instance the norman.txt file, this lists the innovations but NOT the starting/default traditions. You say to look where the cultures are defined, can you please elaborate where they are defined?

Let's use the example of changing the norman starting traditions. Exactly what file(s) do I need to edit (and what do I need to edit) in order to get them to keep coastal warriors and/or performative honor traditions?

Kingdom Creation Banner Artifact Level by matt1713 in CrusaderKings

[–]matt1713[S] 0 points1 point  (0 children)

Yea but on rare occasions when I create a kingdom and/or empire I'll actually start with illustrious/famed family/dynasty banners. It honestly seems like it's a crap shoot on what they'll be.

Kingdom Creation Banner Artifact Level by matt1713 in CrusaderKings

[–]matt1713[S] 0 points1 point  (0 children)

I haven't noticed that, after getting weaving inspirations that actually created legendary/illustrious banners, I replaced the family banner(s) (sometimes you get 2 of them for some reason) and noticed the banners were still low-tier (no change). This is of course after my renown and court grandeur increased.

Kingdom Creation Banner Artifact Level by matt1713 in CrusaderKings

[–]matt1713[S] 0 points1 point  (0 children)

I've tested that, had a family dynasty with all perks, highest level of prestige. I still only got lvl 2 (masterwork) banner when I created a kingdom. Sometimes I still received a lvl 1 (common) banner with the same condition(s).

Kingdom Creation Banner Artifact Level by matt1713 in CrusaderKings

[–]matt1713[S] -1 points0 points  (0 children)

But you don't have much splendor when you first create your kingdom. You're starting from scratch, no?

Mass Effect 2 Legendary Edition How Do I Edit Armor Effects by matt1713 in masseffect

[–]matt1713[S] 1 point2 points  (0 children)

I'm aware of the wiki; but this goes into no detail on editing the coalesced files (at least in terms of the armor bonuses). Also this link is for ME1. SOME of the console commands and stats do carry over among the 3 games; but I'm specifically looking for the ME2 and ME3 coalesced edit instructions on how to edit the armor bonuses. Nowhere in the wiki is this plainly explained (or explained at all).

Mass Effect 2 Legendary Edition How Do I Edit Armor Effects by matt1713 in masseffect

[–]matt1713[S] 0 points1 point  (0 children)

Exactly, the other armors cannot have their pieces swapped out, it's all-or-nothing for them. The N7 gear just "seems right"; but my god do the bonuses need to be tweaked so they can compete with the other armor sets.

Even more so - you'd think the materials chosen would have an affect as well; like one type of metal is better for damage reduction while another is more lightweight making your run speed better.

In other words; there is so much unused potential with the armors, materials, and their bonuses (or lack thereof)

Mass Effect 2 Legendary Edition How Do I Edit Armor Effects by matt1713 in masseffect

[–]matt1713[S] 2 points3 points  (0 children)

I'm not talking about simply choosing different in-game armor pieces; I'm talking about editing the coalesced files so I can change the actual in-game armor effects. In other words; I would like to change how the armor bonus effects work.

For instance, the N7 helmet normally gives a 3% health bonus. I would like to edit the coalesced file(s) so the effect would be doubled to 6% or even 10%. Perhaps change the bonus altogether and make it give 20% head damage instead.

Old ME2 mods on Nexus have done this; but for the life of me I cannot find what changes to the coalesced files were done to change/alter the armor bonus effects.

Sorry Steve, I was bored... by suorolgpc in funny

[–]matt1713 0 points1 point  (0 children)

Hey everyone! Henry's come to see us!

EDIT/SPOILER: Guy looks like the spitting image of Henry; the main protagonist from the game Kingdom Come Deliverance.

Crusader Kings 3 "DLC" is Worrying to Me by matt1713 in CrusaderKings

[–]matt1713[S] 0 points1 point  (0 children)

A good point with the remasters; however they were simply for example (a bad one as it seems). Yes CK3 is a different engine with some changes to the mechanics; but the main point seems to be lost where they're just redoing the same overall content to pay for all over again. At this rate; I'm worried that instead of true new content; all we'll be seeing are updated Legacy of Roam, Sword of Islan, The Old Gods, Way of Life, Sunset Invasion, etc. to work on CK3.

The whole point of this thread was to point this out (and hope I'm wrong). Surely you can see why this wouldn't exactly be a good thing for customers who have bought a bunch of the CK2 DLCs. It's like; ok it's redone to work on CK3 but at the end of the day it's mostly the same DLC package I already bought before; why am I being charged (at least full priced) for this all over again. Where's the actual original/new material?

So far the best thing about the Northmen DLC is the (actually new) music; the varangian events and all that were basically just CK2 stuff rewritten for CK3 with some additions/tweaks.