Knights of the Sword Tower [Kingsguard Submod - v1.2]

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Re: Knights of the Sword Tower [Kingsguard Submod - v1.2]

PostPosted by madmike22c » Thu May 18, 2017 03:51

Some of the npcs from events don't die when I assume they should. Had the event where the old man stabs you and jumps to his death and the one where the gardener has the concealed knife and the kingsguard slashes them across the face. Both npcs just chilling in my court now.

edit: I think I was supposed to be wounded by one of the gardener events and nothing. Events might happen a bit too frequent too, not sure.
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Re: Knights of the Sword Tower [Kingsguard Submod - v1.2]

PostPosted by Turncloak » Thu May 18, 2017 09:00

madmike22c wrote:Some of the npcs from events don't die when I assume they should. Had the event where the old man stabs you and jumps to his death and the one where the gardener has the concealed knife and the kingsguard slashes them across the face. Both npcs just chilling in my court now.

edit: I think I was supposed to be wounded by one of the gardener events and nothing. Events might happen a bit too frequent too, not sure.


FIXED

I'm an idiot, don't know how I missed it. Thanks for pointing that out. They both will die now as they should.

As to the frequency I totally re-made the chance of the event happening, so the protection events should happen less often. In the meantime I also added one additional protection event.

The main link has been updated with the newest version.

I really appreciate any comments on the frequency of the events, as I don't play AGOT at all, so don't know how well it all works.

Thanks for your help.
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Re: Knights of the Sword Tower [Kingsguard Submod - v1.2]

PostPosted by Turncloak » Sat May 20, 2017 15:55

PROGRESS UPDATE

So what I've been working on recently is a quest system where you send your KG to do a quest. The system is planned to be about 4 quests, with 3 mini events built into each one of them. So that is 12 events, plus two types of outcome (Success/Fail), so in total 20 events.

So you start by opening a KG menu (You can send on a quest once every 25 years):
Spoiler: show
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After that you get a confirmation (which is the same for every quest):
Spoiler: show
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After your KG chooses which quest he wants to do you get the choice to offer him some help, the amount of help will influence the success or failure of the quest:
Spoiler: show
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Then one of four things can happen: The KG can get a bad random event, a good random event, or a very good or very bad random event, which will affect his chance of succeeding at the mission, but also will provide different kind of rewards or punishments. In this case Lord Commander got ill from drinking foul water.
Spoiler: show
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After that a calculation is made (based on the help and random events) that determines whether the quest succeeds or fails, in this case it was a success:
Spoiler: show
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BUT WAIT there's more. Sometimes (either because of the success, or because of one of the random events) the King will receive a reward also, and here clearing up the bandits resulted in better tax income from trade:
Spoiler: show
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I'm not putting any date on the update release because I work on an off and on basis, so sometimes I do lots of work, and then for a couple of weeks I do nothing. So the update will be when it will be.
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Re: Knights of the Sword Tower [Kingsguard Submod - v1.2]

PostPosted by Borderline5 » Sat May 20, 2017 17:41

this looks amazing man keep up the good work :D
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Re: Knights of the Sword Tower [Kingsguard Submod - v1.2]

PostPosted by Solid Snake » Sat May 20, 2017 18:46

In one picture there is the trait knight's quest, is this means that the new update won't be save game compatible ?
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Re: Knights of the Sword Tower [Kingsguard Submod - v1.2]

PostPosted by Turncloak » Sun May 21, 2017 20:02

Solid Snake wrote:In one picture there is the trait knight's quest, is this means that the new update won't be save game compatible ?


I'm not aware of any compatibility issues when it comes to mods adding traits. The compatibility problem can only happen (from what I know) if you have a save game where characters HAVE a trait, but then the next update REMOVES that trait which is crucial for some mechanic of the game. (Though not in every case that would be game breaking).

The Knight's Quest trait is only there to be able to send the character on "pilgrimage" (That is away from the court) the same way the 'reaving' trait works in AGOT or 'On pilgrimage' trait works in the vanilla CK2.
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Re: Knights of the Sword Tower [Kingsguard Submod - v1.2]

PostPosted by Helvetti » Tue May 23, 2017 00:01

I think it does break saves, depending on the trait list. If you change the order of the traits, add a new one in the same file, it "bumps" the number of those below it to X+1, and it screws the save. At least it was like this before.
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Re: Knights of the Sword Tower [Kingsguard Submod - v1.2]

PostPosted by Soulbourne » Tue May 23, 2017 02:08

Yes, depending how you organize the traits it can mess up the order the game reads them. But I believe it's quite possible to design the traits so that the order is safe and make it saved game compatible. But not 100%
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Re: Knights of the Sword Tower [Kingsguard Submod - v1.2]

PostPosted by Turncloak » Wed May 24, 2017 15:51

Helvetti wrote:I think it does break saves, depending on the trait list. If you change the order of the traits, add a new one in the same file, it "bumps" the number of those below it to X+1, and it screws the save. At least it was like this before.


Yes, you are 100% correct, just as Soulbourne wrote above, it is all about the order of the .txt files in which the traits are located in. As long as (and other mods can interfere) the Questing trait will be in the bottom file (alphabetically speaking) then the order of the remaining traits will be unchanged thus it will be 100% save game compatible.

RESOLVED

Ignore the above, there won't be a new trait. I have just realised that there already is a On Quest trait that does exactly what I need it to do. (because I don't play AGOT I sometimes don't know all the things it has in it)

KotST will continue to be 100% compatible with every single mod and every version of AGOT.
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Re: Knights of the Sword Tower [Kingsguard Submod - v1.2]

PostPosted by Isewein » Thu May 25, 2017 01:55

The Quest system sounds amazing! Can't wait!!!
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Re: Knights of the Sword Tower [Kingsguard Submod - v1.2]

PostPosted by CyberFerret » Mon Aug 07, 2017 20:40

I still have the old normal white book?
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Re: Knights of the Sword Tower [Kingsguard Submod - v1.2]

PostPosted by Exakter » Fri Aug 11, 2017 07:14

I assume this doesn't work with 1.5
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Re: Knights of the Sword Tower [Kingsguard Submod - v1.2]

PostPosted by Helvetti » Fri Aug 11, 2017 13:02

Working alright.
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Re: Knights of the Sword Tower [Kingsguard Submod - v1.2]

PostPosted by Exakter » Sat Aug 12, 2017 12:47

not for me i'm afraid. running this plus cog traits and none of the attributes for the kingsguard showed up after years of play.
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