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cybrxkhan

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VIET 1.2.1 will probably be the last update before TOG. This should be compatible with save games before 1.2.0.

Concerning the next update, I can’t guarantee the next version, 1.3.0, too soon after TOG - unfortunately I’ll be rather busy next week, so a full update will probably come the weekend after TOG’s release at earliest. However, like with the Republic, I’ll try to “unofficially” release the Events, Traits, and if possible the Core modules beforehand so players who don’t play with Immersion and/or want to play TOG immediately with VIET can still get something.

Additionally, 1.3.0 will almost certainly NOT be savegame compatible - this is an unfortunate side-effect of having such a major update like TOG - so you’ll either have to prevent CKII from updating or wrap up your game before TOG comes out.

Anyhow, enjoy 1.2.1!

Key features:

  • Added music modules: English Renaissance 2 and Spanish Renaissance
  • Added 5 generic dream flavor events

As a minor side note, since PB just integrated Duel Engine and Dungeons and Sieges, there may be some unintentional bugs with how those work for the PB+VIET version. If you notice anything, don't hesitate to tell me!


1.2.0 Screenshots (Click to see image)

It’s a TES reference. Two, in fact.





1.2.0 Changelog

- Updated Arko Compatch to latest version of Arko
- Cleaned up code for some flavor events
- Added 2 music modules: English Renaissance 2 and Spanish Renaissance
- Added 5 dream generic events
- Spawned Turkish Empire eunuchs will no longer be of the ruler’s dynasty
- Reduced piety costs of Turkish Conquest and Muslim Invasion CBs to 100 and 200 respectively

Thanks for the info. Yep, just using all Vanilla VIET modules, along with ARKO and VIET Cantrefi:Wales Divided. I actually think Orhan is content or craven, so that'd be it. 500 Piety just to conquer a fellow muslim does seem quite weird, does Muslim Invasion even let you do that though? IRL the subjugation of the Ottoman neighbours in Anatolia contributed to alot of their power pre-Constantinople, and I'll definitely need the extra levies that area provides for the future. From what I can vaguely remember of playing a muslim a few patches ago, you used to have a free CB against any neighbouring Muslims to conquer one of their counties. Maybe I'm wrong :laugh:

I reduced the piety cost to 200 in 1.2.1. Hopefully that should make things a bit easier. Apparently I got the 500 piety cost from PB for some reason.

You can also use county conquest as long as you have the right traits - I think that's what you are thinking of. Of course, you can't conquer as much as fast as Muslim Invasion.
 

G.Strategos

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Thanks for the update buddy...
I will let you know about P.B-VIET events and P.B Duel comp.
 

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Ok, so I just conquered Constantinople as the Ottoman sultan Orhan of 1337's youngest son Kasim, Orhan died in battle c. 1346 and I just managed to finish the job. Very fun and difficult! So rewarding to take the city of the world's desire over 100 years early.
I do have some bugs though, one I think is slightly gamebreaking.

First minor one is the Kayser-i-rum trait is unlocalised.


Second much more annoying one is the fact
A. the Byzantine Empire title wasn't destroyed once I took Constantinople.
B. None of the Byzzies de-jure territory drifted into mine after the war. Do I have to wait a few years for these two things to happen, or is this broken? Picture related, this is a few months after I took Constantinople


EDIT: Also, something terrifying happened when I took the county of Smyrna from the dying Byzzies. I re-fought this war several times to make sure it wasn't a freak accident yet it happens everytime. Also, the empire still hasn't been destroyed and shifted de-jure into the turkish empire. :sad:
 
Last edited:

Darkgamma

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I demand you change the greek name of Trebizond to Trapezous or Trapezounta! While they were Greek, they used Greek names ;)
 

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does it go without saying I'm borrowing your generic events? :p
if you don't mind, I'm curious - what do you mean by "cleaning up code" ? :laugh:
 

Mattobro

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Okay, so now the Byzantine empire has been destroyed via an event I presume, (didn't pop up for me, the title just destroyed itself after I turkish conquested Adrianopolis) and I still didn't get the event giving all of Byzantium's De-jure land to me.

In the end, i had to just look in the Immersion event files and trigger it manually through the console. Something in the event chain must have broke.
 

cybrxkhan

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@Mattobro: The event to destroy the Byzantine Empire and transfer their de jure lands to you will only fire after the Byzantine Empire loses more territory and isn't at war. That *may* be why it didn't fire for you. (You also can't be at war yourself) Here's the full code for the triggers:

Code:
	trigger = {
		has_global_flag = fall_of_constantinople
		NOT = { has_global_flag = byzantium_eliminated }
		is_adult = yes
		culture = turkish
		religion_group = muslim
		independent = yes
		has_landed_title = e_turkish
		prisoner = no
		war = no
		e_byzantium = {
			owner = {
				war = no
			}
		}
		OR = {
			e_byzantium = { has_holder = no }
			e_byzantium = {
				holder_scope = {
					NOT = { realm_size = 15 }
				}
			}
		}
	}

When you fire the event using console, it'd usually tell in the console whether all the conditions - which will be listed - were met (green marks for yes and red for no), did you manage to catch a glimpse of that? The event appears to fire fine in my tests without the use of console, so I'm not sure what might be going on here. I would tell you to send me a save game, but unfortunately I'll be out of town this weekend and busy next week so by the time I'll have time to look at it I'll be updating the game to TOG. Anyhow, if you come across the issue in the TOG-updated version in the future, feel free to send me a savegame.

I will say however that the MTTH can be rather wonky at times. Although I've set the MTTH for that event to be one day, sometimes it takes a really long time to happen. Like a couple of years to happen, for some reason. I really dunno why that sort of thing happens.

As for the Byzantines turning into a republic, I'm suspecting that might be because the Emperor happened to have a city holding and when you took his last feudal holding he automatically became a patrician.


I demand you change the greek name of Trebizond to Trapezous or Trapezounta! While they were Greek, they used Greek names ;)

Trebizond doesn't have Greek localization in-game? Well, that's interesting. I'll put thaton the to-do list.

does it go without saying I'm borrowing your generic events? :p
if you don't mind, I'm curious - what do you mean by "cleaning up code" ? :laugh:

Take them generic events.

As for cleaning up the code, it was just adjusting a few things based on what you and futuregary mentioned previously. Actually it wasn't a lot of things, but hey.
 

Mattobro

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Hmm, when I triggered it in the console I did not happen to take notice of the conditions, sorry :/ As for the Byzantine Empire not being at war, that may have caused it not to fire, as they were in a perpetual state of civil war and embargoes with Venice from the moment I took Constantinople Istanbul. Yeah, I'll be sure to let you know if I spot any more bugs come TOG :)

I sure as heck wasn't at war, due to the fact that I couldn't use the Muslim Invasion CB at all, on anyone. I even removed the trait requirements in the cb_types file in immersion and I still couldn't use it :eek:
If possible, could you please check the immersion CB's file and tell me in layman's terms what the conditions for being able to use the muslim invasion CB actually are? (I'm still learning the ropes of reading the code) Oh, and the county_conquest CB, they're both in there. Thank you for the help!
 

Heatth

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Playing this mod, last version, CK2+ module. Several events appear to be buggy. Instead of the regular text, I receive only a sequence of letters/numbers (the letters seem to spell a word, but I confess I did not pay much attention).

I am using the New Duel Engine as well, btw. Considering the events are not from duels, I don't think the bug is on that front. I guess it could be due to incompatibility, but the files do not overlap.
 

cybrxkhan

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Hi all,

Just came back home, and just got a look at TOG's new patch, and hell am I pretty impressed with all the stuff. It also means there will be a lot of work for me to merge things - unfortunately I don't think I'll be able to get anything substantial ready until the weekend at the earliest, as I'll be rather busy this week.

I plan to release "unofficial" versions of the Events and Traits modules updated to TOG, as they are relatively simple to merge. I'll later do the Core, and then finall Immersion module with the proper release of VIET 1.3.0.

Anyhow, given the amount of changes in the upcoming patch, I have considered and decided to streamline some of the changes to vanilla in VIET, so I'll 'remove' a number of the de jure title changes and CB balancing, for instance (partly because PI is covering that with the latest patch). Hopefully I'll still be able to keep some of the better-than-vanilla balance in VIET, but I think some of these balance things have been starting to bog down VIET a bit too much, at least codewise, making it a hassle merging. Plus, there's a better balance mod out there anyways (hint: PB), so. Don't worry though, vanilla VIET players, I'll still keep the core balance changes to ensure you won't see ridiculous vanilla hijinks.

Lastly, since I haven't preordered TOG and won't buy it right away, please be aware that I won't be able to really test out the new pagan stuff anytime soon. Like with the Republic, any suggestions on balancing pagans and Zoroastrians as well as adding new flavor are more than welcome (I've already mentioned on the main CKIi forum I'm thinking of adding some Slavic flavor stuff), though I might be a bit cautious in implementing some things since I won't be able to directly test them.


Hmm, when I triggered it in the console I did not happen to take notice of the conditions, sorry :/ As for the Byzantine Empire not being at war, that may have caused it not to fire, as they were in a perpetual state of civil war and embargoes with Venice from the moment I took Constantinople Istanbul. Yeah, I'll be sure to let you know if I spot any more bugs come TOG :)

I sure as heck wasn't at war, due to the fact that I couldn't use the Muslim Invasion CB at all, on anyone. I even removed the trait requirements in the cb_types file in immersion and I still couldn't use it :eek:
If possible, could you please check the immersion CB's file and tell me in layman's terms what the conditions for being able to use the muslim invasion CB actually are? (I'm still learning the ropes of reading the code) Oh, and the county_conquest CB, they're both in there. Thank you for the help!

So looking at all this, I'll just list the triggers (that I understand in terms of code) from top to bottom.

Here's the code for reference:

Code:
	can_use = {
		ROOT = {
			NOT = { has_character_modifier = holy_war_cooldown }
			religion_group = muslim
			piety = 200
			NOT = { trait = content }
			NOT = { trait = slothful }
			NOT = { trait = imbecile }
			NOT = { trait = craven }
			is_republic = no
			is_patrician = no
		}
		
		NOT = {
			# These use 'tribal_invasion' instead:
			ROOT = {
				OR = {
					AND = {
						primary_title = { is_tribal_type_title = yes }
						has_horde_culture = yes
					}
					AND = {
						mercenary = yes
						NOT = {
							num_of_titles = 2
						}
					}
				}
			}
		}
		
		FROM = { 
			NOT = { religion = ROOT }
			NOT = { culture_group = east_african }
			NOT = {
				has_landed_title = e_byzantium
				ROOT = { religion_group = muslim }
			}
		}
		
		ROOT = {
			NOT = { is_liege_or_above = FROM }
		}
	}
	
	can_use_title = {
		# Muslims require the target to have at least 1 county within the target duchy
		FROM = {
			num_of_realm_counties = {
				value = 1
				title = PREV
			}
		}
		# The attacker needs at least one county in the target kingdom, or a border
		any_direct_de_jure_vassal_title = {
			any_direct_de_jure_vassal_title = {
				OR = {
					holder_scope = {
						OR = {
							character = ROOT
							is_liege_or_above = ROOT
						}
					}
					location = {
						any_neighbor_province = {
							owner = {
								OR = {
									character = ROOT
									is_liege_or_above = ROOT
								}
							}
						}
					}
				}
			}
		}
	}
	
	is_valid_title = {
		FROM = {
			any_realm_title = {
				de_jure_liege_or_above = PREVPREV
			}
		}
	}

And here's what the triggers would be then:
  • Attacker must not have the "holy_war_cooldown". This is a hidden modifier in VIET and PB that the character receives immediately after they declare certain types of wars, including Muslim invasions. It prevents them from declaring these holy wars for five years after the declaration of war.
  • Attacker must not be in the Muslim religion group
  • Attacker must have 200 piety
  • Attacker must not have the content, slothful, imbecile, or craven traits
  • Attacker must not be a republic
  • Attacker must not be a patrician
  • Attacker must not be a horde (i.e. Mongols) or a mercenary group
  • Defender must not be the same religion as the attacker
  • Defender must not be of the east African culture group
  • Defender must not have the Byzantine Empire and be Muslim
  • Attack must not be the liege of the defender
  • Attacker must have at least 1 county within the target duchy
  • Attacker must have at least one county in the target kingdom, or a border
  • Dunno what that last is_valid_title section of code means

That should about cover it. Hope that helps.


Playing this mod, last version, CK2+ module. Several events appear to be buggy. Instead of the regular text, I receive only a sequence of letters/numbers (the letters seem to spell a word, but I confess I did not pay much attention).

I am using the New Duel Engine as well, btw. Considering the events are not from duels, I don't think the bug is on that front. I guess it could be due to incompatibility, but the files do not overlap.

A couple questions, if you don't mind:

- Is this causing any serious gamebreaking bugs (i.e. CTDs or blank events)? Or is the game relatively stable and the issue more so that the text for the events seems to be jumbled up? (I'm suspecting the latter's the situation, but I just want to make sure.)
- Did you make sure to install the "Viet Assets" module in the Required assets folder? If you already did, try re-installing it. That module contains the text for the events. (I think this is the most likely cause of the issue - sometimes while installing weird things happen, so try reinstalling the VIET Assets module (and all the other omdules you're using, just to be safe))

Hopefully, reinstalling it should work. If not, I'll try to think of what else could be wrong (although TOG will probably come out by then so VIET would technically be obsolete).
 

cybrxkhan

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Steam or Gamers Gate?

If the former, what is your Steam Id?

Steam, cybrxkhan. I'm on and off a bit erratically, particularly this week as I'll be busy, but feel free to ask questions or bring up issues anyways.
 

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- Is this causing any serious gamebreaking bugs (i.e. CTDs or blank events)? Or is the game relatively stable and the issue more so that the text for the events seems to be jumbled up? (I'm suspecting the latter's the situation, but I just want to make sure.)

Well, I wouldn't say the text is "jumbled up". It is like all the text is gone and replaced by a single line. But no CTD, no.

- Did you make sure to install the "Viet Assets" module in the Required assets folder? If you already did, try re-installing it. That module contains the text for the events. (I think this is the most likely cause of the issue - sometimes while installing weird things happen, so try reinstalling the VIET Assets module (and all the other omdules you're using, just to be safe))

Hopefully, reinstalling it should work. If not, I'll try to think of what else could be wrong (although TOG will probably come out by then so VIET would technically be obsolete).

I will try re downloading and installing again. Thanks for your answer.
 

cybrxkhan

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Well, I wouldn't say the text is "jumbled up". It is like all the text is gone and replaced by a single line. But no CTD, no.

Yeah, that definitely appears to be caused by missing localization, so re-installing the VIET Assets in particular would be the best course of action. I'm assuming what's happening is that for some reason VIET Assets didn't install correctly - when the game engine tries to search for the appropriate text, it can't find it (as it would normally be found in VIET Assets), and thus displays the string of text that's used to reference the event localization.
 

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Yeah, the missing VIET Assets is the problem. Apparently I did not mark its checkbox in the launcher, only the other modules. So, of course it wasn't working. I feel dumb, sorry for wasting your time.
 

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Hi all,

Although I am busy this week, I have found some time to look over the new code in TOG (which is rather impressive) and get some ideas for VIET 1.3.0. I'll try to make this update as minimal as I can to ensure that I can get it out as quickly as possible once I have time. Also, I'll be streamlining some of VIET's previous and unnecessary features (particularly CB balancing and de jure land changes that are made unnecessary by changes in the recent patch) in order to make things easier for both me and players. Anyhow, here is the tentative changelog (which will almost certainly grow):

1.3.0
- Fixed Holy Wars targeting Duchies instead of Counties in PB VIET
- Fixed localization for the Kayser-i-Rum trait
- Added 2 music modules: Baltic and Finnic
- Added some flavor events
- Added new trait: Creative
- Added Sogdian, Krymchak Jewish, Pict, Uighur cultures
- Added event where Sogdian turns into Tajik
- Added eastern religion group with the Buddhist religion and its Bon, Sammitiya, and Maitreyaism heresies
- Subjugation CB requires having the ambitious, diligent, brave, or wroth traits, and not having the content, slothful, imbecile, or craven traits
- Subjugation CB now targets duchies instead of kingdoms
- Subjugation CB costs 100 prestige
- Must control 4 holy sites to reform a religion
- Must have at least 80% moral authority to reform a religion
- Renamed the old eastern religion group to the Hindu religious group
- Reforming a religion requires 2000 piety now
- Removed VIET’s old Bulgar and Berber cultures
- Trebozind Greek localization
- Slightly reduced conversion time on pagan territories if ruler has the Convert a Province ambition (in the PB version)

Note that the new cultures and religions will not be utilized in 1.3.0 for the most part, I've just added them so I won't have to in later versions of VIET when I will actually make use of them.

Any suggestions, particularly pertaining to the 867 start as well as balancing the pagans, is more than welcome.

Yeah, the missing VIET Assets is the problem. Apparently I did not mark its checkbox in the launcher, only the other modules. So, of course it wasn't working. I feel dumb, sorry for wasting your time.

No problem. I do it to myself sometimes too, and wonder why my game is all screwed up.
 

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Note to all: I might be able to get "unofficial" 1.10 compatible versions of the Events and Traits modules (including PB compatible versions) late tonight or tomorrow if I have enough time - the amount of work would be fairly minimal (relatively speaking, compared to the Immersion module). Hopefully that should bring a bit of more fun into your TOG game. These versions will not contain new material, I'm only releasing them so you guys can have a bit of VIET for your TOG games. I will however throw a new congenital trait or two into the Traits module just because I can.



You should accept the friend request from Tumor. He has something for you.

Oh, you're Tumor? Okay.
 

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oooooh Picts, I like!

I will say ahead of time that I don't have any plans for actually implementing them soon, as I know nothing about the early medieval history of Scotland other than the Picts were still around (and I have yet to play the 867 so I dunno what sort of changes to do). However, they'll be there anyhow as I do want to put them in the early start somehow later on, even as a doomed culture.

What is Uighur by the way?

The Uighur, also spelled Uyghur, are a major Turkic tribe in Central Asia, currently residing in the western regions of China (Xinjiang). Here's the Wikipedia page on the modern-day ethnic group. Historically the Uighurs were a major force in Central Asia from a century before Old Gods' start date up until the Mongol invasions. Even after their powerful Khaganate collapsed a couple of decades before TOG's start date, they and their successor states continued to influence the political, economical, and cultural history of Central Asia. For instance, Genghis Khan relied on Uighurs to create a writing system for the Mongols (either that or he used the Uighur writing system at first, I don't remember exactly). The Uighur Khaganate was also one of the few states to adopt Manichaeism as a state religion. Some of the Uighur's vassals contributed to the founding of the Kara-Khanid Sultanate, that easternmost Muslim kingdom in the 1066 start.

In the context of CKII, while they are technically a little off of the map (just a little more to the east of the easternmost border), I'll be including them as spawnable courtiers similar to what I already have with Jews/Swahili/Indian courtiers. They will occasionally spawn in the courts of lords who rule the easternmost provinces before the Mongol invasions, but will spawn more so in Mongol courts at the beginning of the Mongol invasions, before tapering off once again. In 1.3.0 they will only be Manichaean and Tengri Pagan, but in later versions Buddhist Uighur courtiers can also spawn.

Why am I doing this? Similarly to the Swahili and Indian courtiers, it's because of Rule of Cool. And it's entirely historically plausible, too.
 
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