Crusader Kings III

Crusader Kings III

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Inspirational
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23 MAR 2022 a las 8:29 p. m.
2 OCT a las 9:50 a. m.
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Inspirational

Descripción
Inspirational is a mod that adds traits for each inspiration type, fixes some inspiration bugs and oversights, and expands on existing inspirations.

Traits
This mod adds 6 sets of 3 tiered lifestyle traits relating to the 5 common inspiration groups: Blacksmith, Goldsmith, Artisan, Author, and Weaver, and 1 for the less common Alchemy inspirations. Adventurers already have a trait in vanilla. The traits are mutually exclusive in implementation but nothing is stopping you from adding them all in console.

Character's gain experience towards a trait when completing inspirations of a corresponding type. Experience is proportional to the created artifact's quality. The traits can also be gained by wanderers whenever they have a chance to improve their skills or gain traits.

Characters with a profession trait are more likely to be inspired then those without one.

Each trait makes that character better at that type of inspiration, they are also 10 times more likely to have that inspiration type when inspired.

Characters can still get inspired outside their profession but it is much less likely. Less of a chance for your court poet with high learning and diplomacy to want to make a box because his stewardship is okay.

Antiquarians and Court Artificers now gain aptitude bonuses from having one of these traits. Additionally the requirement for Court Artificer has been changed from "complete or have an inspiration" to "complete or have an inspiration, or have a profession trait"

Trait Name
Inspiration Types
Stats Gained
Blacksmith
Weapons, Armor, Shields
Prowess and Martial
Goldsmith
Crowns, Regalia, Jewelry (Brooches, Rings, Necklaces), Goblets
Stewardship, Prowess and Diplomacy
Artisan
Thrones, Furniture, Sculptures
Stewardship
Author
Books
Learning and Diplomacy
Weaver
Tapestries and Banners
Diplomacy
Alchemist
Elixirs and Books
Learning and Intrigue

The trait names are "inspirational_traitname

Other Fixes:
  • The nude tapestry adventurer event will no long make characters bald and they should remember to put on clothes after.
Changes

There is now a new "Commission Court Artificer" decision, it allows you to inspire your court artificer to create something relevant to their profession trait. You need to pay the cost for the inspiration but there is no cost for the decision itself. Alchemists and adventurers are currently not affected by this decision.

Brooch inspirations have been changed into jewelry inspirations. Now you can craft rings and necklaces in addition to brooches. Keep an eye out for house signet rings and very rare decoder rings.

Thrones can now gain modifiers if you take the hold court decision at least 5 times with at least 5 court grandeur. The throne needs to be equipped during the resolution of the final event to count. The modifier is based on your court type, ie. scholarly court gives learning per fame level.

Another change made by this mod is giving famed and illustrious (blue/purple) wall shields combat modifiers instead of a pathetic amount of prestige. Otherwise your armorer might ask you what combat modifiers you want on your shield but you wouldn't get any anyway.

Other minor changes include:
  • Changing the goldsmith inspiration icon from an anvil to a gold ring
  • Changing the artisan inspiration icon from a gold ring to the default chisel and brush
  • Giving rings different icons depending on quality
  • Changing the name of the "Commission Artifact" decision to "Commission Local Artisan"
Compatibility
This mod edits the scripted effects for creating every generic artifact, the scripted effects for granting inspirations, and unfortunately had to overwrite all of the fund inspiration events to do minor changes.

This mod doesn't touch unique historical artifacts, the effects that make them, or the effect that picks which one an adventurer brings home.

Don't use this with a total conversion. TCs that don't change the map too much might still work but I make no promises.

Plans for the Future
  • Either add an alchemist trait or better integrate the mystic lifestyle into this mod. DONE
  • Finish adding modifiers for the less common book topics, and give similar treatment to more neglected artifact types.
  • Add a modifier for throne artifacts when you hold court many times. DONE
  • Allow rings and necklaces to be crafted instead of solely event and adventure driven. DONE
  • Add more trinket artifacts
  • Add more artifact features like decorations, names, and book titles so they stand out more.
  • Fix more vanilla artifact related bugs
Discusiones populares Ver todo (1)
2
14 JUL 2022 a las 4:10 p. m.
Adventurer becoming crafter
kgptzac
103 comentarios
Johnny Dollar 26 DIC a las 11:11 a. m. 
Currently the mod causes a crash after spamming the error log for thousands of lines per minute.
This is as of version 1.14 of CK3
Johnny Dollar 26 DIC a las 11:10 a. m. 
[19:41:09][E][jomini_script_system.cpp:284]: Script system error!
Error: Left side and right side during comparison were of different types (left was 'dynasty_house', right was 'dynasty')
Script location: file: common/artifacts/templates/00_type_templates.txt line: 7 (house_banner_template:can_benefit)
hronflow008 19 NOV a las 2:03 p. m. 
Humm well if it was up to me, I would simply make a unique decision available whenever you posses one of the artisan traits as an adventurer or landed ruler. It could be on a cooldown of five years, and when you take it, it goes through a series of initial questions such as what specific thing you'd like to try and create, mimicing the artisan crafting event.

The thing is this method would be a LOT of work, as you would essentially need to recreate the ENTIRE artificer event system and recontextualize it all. But overall what the difference should be from commissioning an artificer VS making an item yourself is it should allow for a wider variety of potential qualities in exchange for greater stress/negatives.

I can't imagine a better way of doing it personally. I'd really like to help create this event system, I have experience making them in my own mods. Feel free to contact me if you're interested.
Hamacelos 4 NOV a las 1:53 p. m. 
i love to get an decision ( maybe more expensive and bigger cooldown) to send adventurer on a adventure( i love being a artifact goblin)
finallyciv 28 OCT a las 9:04 a. m. 
A German localization for Inspirational has been integrated into this mod: https://steamproxy.com/sharedfiles/filedetails/?id=3355568022
Tempted 14 OCT a las 10:28 a. m. 
Thanks for this mod. It gives the artifact system some much needed features and fleshes it out.
I'm wondering if the events that add modifiers to artifacts like weapons and armor from using them in battles are bugged for anyone else?
Lex15 10 OCT a las 11:43 p. m. 
@finallyciv is this mod in german or for that is your Update. where to save the update
HeirandtheSpare 3 OCT a las 7:47 p. m. 
Does this conflict with Unique Artifacts? I love the ring idea by the way. That should be a part of the vanilla game.
Muhammadonov 2 OCT a las 11:58 a. m. 
Can you make contracts to craft or find items and get a trait?
There's already writing books contracts in the vanilla to give them the relevant trait
Eight 2 OCT a las 10:52 a. m. 
Excuse me author,how is the compatibility of your mod with the Unique Artifacts mod?They are both brilliant and i will like to use them together.Will that be problematic?