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richvh

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I'm having problems with black faces. I have all DLCs and I've already played ~100 ingame years until the black faces started appearing. At first it's only a few characters on the vassal or invite to plot screen that are missing faces, but as soon as I select one of these characters, all other characters get black faces as well.

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0310C244EBC425D3770056807406A26E53B903E8


Restarting the game fixes the problem for most characters, but some are still affected.
I'm using 0.6g and LIBERT3v10i (started the game with LIBERT3v10e)

There may be an error in a portraitType definition causing the background only problem (like Avitus and Severina in your first screenshot) but I'll need a savegame where it appears before I can start tracking down the problem. It's definitely not LIBERT3 related.
 

Darkgamma

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I wanna run something by you people: what does everyone think of including the Module of Liberty into the standard Lux package after it's polished to a good enough degree?
 

richvh

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There's still only one event, at some point after birth, that may change a Humour, IIRC.
There's no events that change humours to the best of my knowledge. There's two events that assign humours, one that runs on startup/randomly generated characters, another that runs on newborns, assigning humours at random.
That was an example of how many may get stacked by the AI after just making them fully congenital on my local game. The AI doesn't know how to do selective breeding, but who knows what'll happen after a century or two. Obviously I could play pokemon with them, but why bother?
Still isn't a limit, and with no time limit on the game it will get worse.
You can't check the parents, and assign one or the other's Blood traits, in an event after birth? Or rather, check it cleanly?
I'd have to check 63 different traits for each parent, which would be a royal pain to do right, plus we may add more blood traits.
That's not really better at all if I just want to maintain my single line's trait. That's actually more work than playing Pokemon with blood traits...
And just so we're clear, maintaining an unbroken line of men is generally easy - I am lamenting its necessity, because I tend to prefer playing women.
Tough munchies. In my AAR game, most of my rulers didn't have a blood trait (managed to breed the original back in to the ruling line rather late in the game.)
 

richvh

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I wanna run something by you people: what does everyone think of including the Module of Liberty into the standard Lux package after it's polished to a good enough degree?

LIBRT is already integrated in 0.6g, and LIBERT3 is integrated into my test version.
 

Darkgamma

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LIBRT is already integrated in 0.6g, and LIBERT3 is integrated into my test version.
I'm aware of the first, but I was specifically referencing the inclusion of the latest into the next version.
 

soulfreezer

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... I doubt libert3 would have any effect on portrait faces... at least it theoretically shouldn't

though since you mentioned restarting the game fixes some of the portraits, I have to ask if you did the 2gb fix (I'm guessing you did, but might as well ask). and does re-restarting the game (and maybe the computer) fix it?

Do you mean the 4gb fix? I don't know any 2gb fix. I didn't use the 4gb fix earlier, because I thought that it was only needed for systems with more than 4gb and I have exactly 4gb. I used it now and restarted my computer, but I didn't fix the problem.

There may be an error in a portraitType definition causing the background only problem (like Avitus and Severina in your first screenshot) but I'll need a savegame where it appears before I can start tracking down the problem. It's definitely not LIBERT3 related.

I'll upload my savegame, but that may take some time, ck2 savegames are huge.

Thanks for looking into this.
 

riknap

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I wanna run something by you people: what does everyone think of including the Module of Liberty into the standard Lux package after it's polished to a good enough degree?
... i have a feeling I'm not supposed to comment on this to keep it unbiased, but...:laugh:

incidentally, an early version is already integrated though, unless you're asking for it to be removed from the next version :p

in any case, while that's rich's decision, I don't think there's really a point wherein it would be "polished to a good enough degree" (well, the current version is mostly close to balanced thanks to field-testing by a couple of players who wouldn't likely have tried it if it weren't integrated in the first place :p )

I understand your concern though, since I do have been rather too frequent with updates (though this IS my first mod, so give me a break if I break a lot of things).
If it helps, the current version (v10j) has most aspects balanced out, and the only issues to be resolved is the AI being fond of mercenaries too much that they no longer upgrade their holdings (something I'm trying to resolve by increasing mercenary hire cost while reducing upkeep in the current update), and auxiliary tradition traits not being hidden/invisible (hidden = yes doesn't seem to work). Once that is over, I could work on a new version that need-not be integrated yet (specifically, working on cultural tactics)
 

Darkgamma

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2GB fix is for systems that both have 32 bits wide instructions and more than 2GB ram. 4GB fix is, uh, I have no idea how that could work since it makes little sense.
Zip your save to compress it drastically.

... i have a feeling I'm not supposed to comment on this to keep it unbiased, but...:laugh:

incidentally, an early version is already integrated though, unless you're asking for it to be removed from the next version :p

in any case, while that's rich's decision, I don't think there's really a point wherein it would be "polished to a good enough degree" (well, the current version is mostly close to balanced thanks to field-testing by a couple of players who wouldn't likely have tried it if it weren't integrated in the first place :p )

I understand your concern though, since I do have been rather too frequent with updates (this IS my first mod, so give me a break if I break a lot of things :p ). If it helps, the current version (v10j) has most aspects balanced out, and the only issues to be resolved is the AI being fond of mercenaries too much that they no longer upgrade their holdings (something I'm trying to resolve by increasing mercenary hire cost while reducing upkeep in the current update), and auxiliary tradition traits not being hidden/invisible (hidden = yes doesn't seem to work).
You've missed the ensuing post ;)
 

riknap

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You've missed the ensuing post ;)

my internet is slow and clunky, and I often get "DNS server not reached" messages :p
... though I did end up responding to the point of your second post anyway (I'm clairvoyant ... I wish)
though in case you missed it (since I'm fond of editing my post despite the above problem): Once that is over, I could work on a new version that need-not be integrated yet (specifically, working on cultural tactics)
...
so just bear with pitiful old me while I get version 10 balanced enough to be worth-integrating in the next version (since I'm assuming most non-modding LI users aren't fond of keeping track of modder-chatter, and more people using and criticizing my work would help me balance it better) :D
 
Last edited:

Darkgamma

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Small note: changing the policies seems to count like changing crown authority - my vassals all hate me now, it seems.
 

Rutee

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There's no events that change humours to the best of my knowledge. There's two events that assign humours, one that runs on startup/randomly generated characters, another that runs on newborns, assigning humours at random.
Well, I thought that might have been what I was looking at, but wasn't sure, admittedly. I kept forgetting to check newborn children for humours.

Tough munchies. In my AAR game, most of my rulers didn't have a blood trait (managed to breed the original back in to the ruling line rather late in the game.)
Am I to understand by your tone that you believe my primary concern is character strength? Because overall, I couldn't care less about three inheritable stat points, and I alluded to it being more work than collecting every bloodline for this reason. I skipped over the blood traits as 'boring' for a dozen startups. By and large, I still think they're boring and avoid them. I'm annoyed at yet another unnecessary and inaccurate demonstration about how only men matter, and say anything for this reason primarily.

I'd have to check 63 different traits for each parent, which would be a royal pain to do right
In that it makes the game run slowly, or that it's annoying to do?

plus we may add more blood traits.
So there's not so many that you're actually all that concerned about trait bloat then?

Still isn't a limit, and with no time limit on the game it will get worse.
Oh no, anything but a marginally stronger AI...
 

riknap

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In that it makes the game run slowly, or that it's annoying to do?
the triggers would need to check for all 63 traits. And you'll need to edit the trigger for each variant. Not to mention you'll need at least 189 events as I posted, and that's ASSUMING you could use an or ={} with remove_trait.
Of course, my implementation schema might be unnecessarily convoluted, but it doesn't change the fact that it's a royal pain in the arse to do right with minimal benefits in-game
 

Novacat

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I wanna run something by you people: what does everyone think of including the Module of Liberty into the standard Lux package after it's polished to a good enough degree?

I love the building improvements, but the techs and tradition traits need more work. There is currently a lot of bonus inflation which makes it very easy to get very high attributes and resources (especially prestiege and piety).

2GB fix is for systems that both have 32 bits wide instructions and more than 2GB ram. 4GB fix is, uh, I have no idea how that could work since it makes little sense.

2GB fix only works on 64-bit systems, 32-bit operating systems tends to ignore LAA.

So there's not so many that you're actually all that concerned about trait bloat then?

Trait bloat is not an issue of total number of traits in the game, but rather total number of traits on a character. The game would work fine even if it had over 900 traits, but the problem is when a large number of those traits can appear on the same character. Thats why the 'Blood of...' traits do not contribute to trait bloat, as you can only have one on a character at a time due to it being agnatic.
 

riknap

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nova/rich/gamma, how do I make traits invisible?
the hidden=yes doesn't seem to work.
 

riknap

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Give them no image and they're invisible.
they'll still take up space though, and it can get rather distracting (I'm trying to get them to NOT be in the trait bar at all).
 

soulfreezer

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This bug is probably already known and unfixable, but I'll report it anyway:
If you have an ambition to increase an attribute that is only below 8 because of your religion modifier, you will immediately fulfill the ambition once you load a savegame. And then you can chose the same ambition again.
 

richvh

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In that it makes the game run slowly, or that it's annoying to do?

Makes the game run slower because you'd need to check a multitude of traits on every new character, and is difficult to do right (without any typos/logic flaws) due to sheer size of the event needed.

So there's not so many that you're actually all that concerned about trait bloat then?
One blood trait max per character doesn't contribute much to trait bloat. Potentially dozens though...