AGOT Traits Expanded v0.4

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Re: AGOT Traits Expanded v0.4

PostPosted by superninja76 » Wed May 10, 2017 18:52

I like it!
Definitely keep the blue, btw.

Also, how about when someone has the quick trait (your character or your child) it triggers an event that replaces quick with one of these.
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Re: AGOT Traits Expanded v0.4

PostPosted by Azsouth » Wed May 10, 2017 19:19

Since Lance is posting a lot in here, 1st for both of you, will you guys be merging mods? if not, Lance will this mod be made compatible w/ CTO?
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Re: AGOT Traits Expanded v0.4

PostPosted by LancelotLoire » Wed May 10, 2017 22:34

Nope on merging, and no it's not compatible (Only minor changes would need to be done)

And I've only made 2 comments in here lol. I've done that and more comments in other submods before as well.

In all honesty just consider the comments as me endorsing the submod and thinking that it's good, unless I specifically am saying that it's not :p
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Re: AGOT Traits Expanded v0.4

PostPosted by foxwillow » Wed May 10, 2017 22:35

superninja76 wrote:I like it!
Definitely keep the blue, btw.

Also, how about when someone has the quick trait (your character or your child) it triggers an event that replaces quick with one of these.


quick would be a base/congenital trait, though. assuming i am understanding you right. :)

as lancelot said, especially if i switch my terminology of these to the "9 kinds of knowledge," these 9 traits will be possible additions to a character based on their knowledge (learning) ability and other factors. i don't think quick (or smart, clever, or genius) will need to interact with them in any way.

for example, you can be both "quick" and have a lot of "musical knowledge." or "naturalist knowledge," etc.
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Re: AGOT Traits Expanded v0.4

PostPosted by foxwillow » Wed May 10, 2017 22:42

LancelotLoire wrote:Nope on merging, and no it's not compatible (Only minor changes would need to be done)

And I've only made 2 comments in here lol. I've done that and more comments in other submods before as well.

In all honesty just consider the comments as me endorsing the submod and thinking that it's good, unless I specifically am saying that it's not :p


^^^^^^^^^

CO and TREX both expand the traits in the game, in generally similar ways, though i assign them a little more realistically.

My "as you age" system, and genetics/grandparents, is the only reason I made this mod, because otherwise CO basically has this stuff covered.

CO has swords and events and portraits and stuff, along with traits. I just do traits. If someone really wants to use them together, you'd have to take TREX as it is and remove trait stuff from CO. like 75% of my CK2 gameplay has been with CO on. as i've always felt, the traits were the main point, so to remove them for the additional stuff alone is just kind of weird.

... i hardly know what i'm doing, so i have zero desire to ever add more to TREX than trait stuff. :lol:
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Re: AGOT Traits Expanded v0.4

PostPosted by isa0005 » Thu May 11, 2017 06:39

Now this! This is a BRILLIANT little mod! :D
Thanks so much for working on this!
Also, I quite like the blue on the traits, makes it a little easier to distinguish from other traits.
Check out my little CoA mod, http://citadel.prophpbb.com/topic5678.html "Targayen Cadet CoA Remake and More!" Enjoy the Dragons!
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Re: AGOT Traits Expanded v0.4

PostPosted by Azsouth » Mon May 15, 2017 08:00

foxwillow wrote:
LancelotLoire wrote:Nope on merging, and no it's not compatible (Only minor changes would need to be done)

And I've only made 2 comments in here lol. I've done that and more comments in other submods before as well.

In all honesty just consider the comments as me endorsing the submod and thinking that it's good, unless I specifically am saying that it's not :p


^^^^^^^^^

CO and TREX both expand the traits in the game, in generally similar ways, though i assign them a little more realistically.

My "as you age" system, and genetics/grandparents, is the only reason I made this mod, because otherwise CO basically has this stuff covered.

CO has swords and events and portraits and stuff, along with traits. I just do traits. If someone really wants to use them together, you'd have to take TREX as it is and remove trait stuff from CO. like 75% of my CK2 gameplay has been with CO on. as i've always felt, the traits were the main point, so to remove them for the additional stuff alone is just kind of weird.

... i hardly know what i'm doing, so i have zero desire to ever add more to TREX than trait stuff. :lol:


Thats why I asked if you guys where considering merging, the as you age logic w/ the grandparent stuff makes since, I personally would like to play both mods w/o making my game spaz out because your both using basically the same traits but they will most likely not be compatible w/ each other, maybe a combined mod would ease the workload for both of you :)
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Re: AGOT Traits Expanded v0.4

PostPosted by sensitive ears » Wed Jun 07, 2017 13:42

Just here to tell you thanks for the good job on the mod, and that I'm thoroughly enjoying this!
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Re: AGOT Traits Expanded v0.4

PostPosted by Starfleeter » Thu Jun 08, 2017 08:14

Interesting. I saw something like this in CK2+ with the genetic traits being "discovered" as they grow up and was wondering if anyone was ever going to do something like this for A Game of Thrones. I use Congenital Overhaul so I can't really give this a go and really like their expanded traits a ton.

I've never touched mod files before but it looked pretty straightforward how to combine the on_event actions. I made sure to modify the trait references for removal at birth and then set up the ages triggers for the CO events, removed the flag check and setup on birth from CO (while modifying the trait checks again), and then set up the event checks to fire yearly like you did so I guess I'll see how this all works out!

I really appreciate you and everyone else who takes the time to make these mods so I guess I'll see if I ruined my game or not by playing for a bit.
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Re: AGOT Traits Expanded v0.4

PostPosted by foxwillow » Sun Jun 11, 2017 14:35

Starfleeter wrote:Interesting. I saw something like this in CK2+ with the genetic traits being "discovered" as they grow up and was wondering if anyone was ever going to do something like this for A Game of Thrones. I use Congenital Overhaul so I can't really give this a go and really like their expanded traits a ton.

I've never touched mod files before but it looked pretty straightforward how to combine the on_event actions. I made sure to modify the trait references for removal at birth and then set up the ages triggers for the CO events, removed the flag check and setup on birth from CO (while modifying the trait checks again), and then set up the event checks to fire yearly like you did so I guess I'll see how this all works out!

I really appreciate you and everyone else who takes the time to make these mods so I guess I'll see if I ruined my game or not by playing for a bit.

good luck!
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Re: AGOT Traits Expanded v0.4

PostPosted by MBjarno » Sun Jun 11, 2017 18:59

ERHMAHGERD Foxwillow! You are back <3
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Re: AGOT Traits Expanded v0.4

PostPosted by foxwillow » Thu Jun 15, 2017 00:59

yeeah wat up
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Re: AGOT Traits Expanded v0.4

PostPosted by AzazelSlayer » Sun Jun 25, 2017 23:27

Edit - It was apparently a Ad website that got though my Ad blocker.. Very Strange indeed.. But all is good now !
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