So only Nos characters then? Or can anyone hunt Abs?So far, only Absimilliard can. I'm planning on adding more as time goes on.
So only Nos characters then? Or can anyone hunt Abs?So far, only Absimilliard can. I'm planning on adding more as time goes on.
And fail. I made it to VasilisaAnyone can try.
It is like choosing to be HRE. If you deal with Julia, you probably won't have a big threat to Inquisition doom stacks, which will test how well you built up your realm.And fail. I made it to Vasilisa
And in my new game I wanted to try hardestadt because he seemed to always get usurped but he sure is easy mode. Just get all the nearby princedoms, build Thronerooms and all your vassals live in perpetual poverty and loves you for it![]()
That's already pretty impressive making it to her.And fail. I made it to Vasilisa
And in my new game I wanted to try hardestadt because he seemed to always get usurped but he sure is easy mode. Just get all the nearby princedoms, build Thronerooms and all your vassals live in perpetual poverty and loves you for it![]()
oh, I've "dealt" with her. She is bloodbonded, unlanded and my wife (she got nice stats and looks decent so I kept her)If you deal with Julia
well I probably should have save-scummed just to see what happened next.She is the "end boss" but not the latest event in the chain though...
Better love story than Twilight. Remember to celebrate your centennials with renewing your bonds of blood.oh, I've "dealt" with her. She is bloodbonded, unlanded and my wife (she got nice stats and looks decent so I kept her)
There is to an extent, though it's somewhat spoilery if you want to experience it first.Is there a way to "game" the system, or at least get better odds? I really dont want to have to replay hundreds of years every time I want to try.
Not entirely sure what you mean by that, but every house and major bloodline has their own modifier.I think each family needs their own family heritage
Blood magic and vicissitude are meant to be some of the most versatile disciplines. The others mostly unlock new schemes and character interactions. For example if you want to search for mortals with specific resonances you need to unlock the auspex "scry the soul" perk and if you want a herd bigger than 5 you need to get the "lingering kiss" perk from presence. And good luck trying to diablerize someone with celerity if you don't because the git will just run away.Vampire‘ talent is not very useful at the moment except the Blood magic.
Yeah that part I know about, but the "concepts" are worded like there's more to it. Or rather like there's another kind of mentoring altogather.You can ask anyone with whom you have a special relationship (lover, friend, soulmate and best friend) for mentoring as a character interaction (right-click their portrait.) It should be mentioned that they can only teach you disciplines they themselves possess and it will cost you prestige and stress.
I have had similar issue with character appearance mods. Compatibility there is nowhere near guaranteed.I got a lot of vampires, PC included, stuck with the "fugly face" (mostrous face to be exact but you get the point).
There is to an extent, though it's somewhat spoilery if you want to experience it first.
Some specific characters being alive and not in torpor will help you. Viktor (can be replaced by achieving Baba Yaga's objective). Darvag, Slamko, Gutka. If those are alive, some checks will be automatic wins. Then, if you can pay to get rid of the Niktucku, you also get rid of some other checks (though it's incredibly expensive). You can't game (outside of save scumming) Vasilisa's fight and the last event though.
It is very much part of vanilla ck3. A good example is when you have one of the martial lifestyles. You will get an event where one of your commanders will teach (mentor) you a command trait that they have and you do not. Options are something like "I want to learn." or "This is better left to my generals." In learning I think one of the events is the herbalist event though I am not certain. It is not a special relationship or anything.Maybe I'm remembering it wrong but I don't recall it being in vanilla CK3 concepts
With the 1.3 update, genes changed (though mostly hairstyle, beards and clothes). If you are using a save game from before the 1.3 update, there may be portrait distortions. Also, if you are using any other mod that deals with portrait blendshapes, then that is not going to be compatible with POD unless we make a submod compatibility patch. The boring technical reason is that genes have index #s, and two mods might have different index #s for the shapes. POD adds a lot of blendshapes, which is how we have our Nosferatu and Tzimisce look monstrous.Can anyone explain to me what's wrong with my character (and a number of NPCs in my game)?
I got a lot of vampires, PC included, stuck with the "fugly face" (mostrous face to be exact but you get the point).
Makes it an extra sick joke because I'm playing Helena (man she's OP, I think it'll be the only time I ever play a cannon bloodsucker, she's ok for a learning run, but after you dot the basics down... boooooooring).
So I get "this is you and you are magnificent" written under a monstrously ugly mug.
No accounting for tastes, I guess...
I tried several things like getting rid of stress all the way down to zero or getting a huger down to zero, but none of it helps.
Is that a bug or am I just missing a part of the picture.
Resonance gets recalculated over time. There is some RNG involved, and usually characters do not have personality traits that only lean towards one kind of resonance. Certainly a design choice to argue about in terms of gameplay. We are thinking about locking the resonance flavor (choleric, etc...) but leaving the intensity changing based on health, etc...Also, I'm not a 100% sure but I think NPCs don't stick to the same resonance type. Though maybe I'm just imagining things. It's not like I kept a perfect record of them.
The power level of canon and historical characters is a perennial debate. There should be the possibility for some randomly spawned characters to be better than this or that historical or canon character. But I think you will find that most randomly spawned characters are significantly worse than canon and historical characters.Also I think the special persons are kinda lacking.
They are not bad per say. But I think I saw better embrace candidates among just random NPCS.
I'm not saying to make something OP out of them, but a slight boost is definitely warranted, IMHO.
Could be a vanilla Fiobnacci character leaking into our mod universe. CK3 actually has a lot more character histories than it needs for its two years of bookmarks. We will destroy the vanilla one if thats the case.Also I think your mod might have a multiple Fibonacci syndrome.
One is present at the start of the game (though he's old and doesn't live long, unless... you know...) and another one spawns as a SP early on. Both have high learning, but their names are slightly different.
The one present is Leonardo Fibonacci, while the one that spawns is Fibonacci 'the Mathematician'.
Levelling vanilla lifestyles is definitely slower. For vampires, it make sense to set a focus and then mostly gain the perks from events; and NOT focusing on the disciplines but raising those through drinking resonant blood. The mentoring being discussed is a way to learn a new discipline trait from a friend. For hunters, there are buildings you can build that will increase lifestyle XP.[/url][/video]Yeah that part I know about, but the "concepts" are worded like there's more to it. Or rather like there's another kind of mentoring altogather.
"Mentors are characters that help to improve the skills of their student. They can be gained through event when your lifestyle is set to particular skill."
Maybe I'm remembering it wrong but I don't recall it being in vanilla CK3 concepts, and seeing how monthly gains have been crippled into oblivion in PoD I was thinking there's a way to advance normal lifestyles with help from mortals.
I don't recall having any character appearance mods in my current setup though.I have had similar issue with character appearance mods. Compatibility there is nowhere near guaranteed.
Currently my Princes modlist makes them all bald, which I have verified to not be a problem with the main mod.
Vanilla CK3 lifestyle events don't always have "mentors" in them though.It is very much part of vanilla ck3. A good example is when you have one of the martial lifestyles. You will get an event where one of your commanders will teach (mentor) you a command trait that they have and you do not. Options are something like "I want to learn." or "This is better left to my generals." In learning I think one of the events is the herbalist event though I am not certain. It is not a special relationship or anything.
Nope. I started this run on 1.3 version of PoD. However I did start it before the herd automation update.With the 1.3 update, genes changed (though mostly hairstyle, beards and clothes). If you are using a save game from before the 1.3 update, there may be portrait distortions. Also, if you are using any other mod that deals with portrait blendshapes, then that is not going to be compatible with POD unless we make a submod compatibility patch. The boring technical reason is that genes have index #s, and two mods might have different index #s for the shapes. POD adds a lot of blendshapes, which is how we have our Nosferatu and Tzimisce look monstrous.
...
The power level of canon and historical characters is a perennial debate. There should be the possibility for some randomly spawned characters to be better than this or that historical or canon character. But I think you will find that most randomly spawned characters are significantly worse than canon and historical characters.
My guess is that you added a mod that adds a trait that POD does not have. Traits also have an Index #. Index # conflicts are the primary cause of mod incompatible. In particular, something like a cheat menu is going to cause trouble.I don't recall having any character appearance mods in my current setup though.
Also, this happened somewhere mid-run.
Though it is very likely that this is some kind of mod interference in my mod list.
I'm just making sure that it's not some intended behaviour that I'm misinterpreting.
Also one other weird thing I noticed is that the game started giving me ghoul buildings in addition to vamp buildings.
But that happened some time after characters started getting stuck with monster faces.
Thats a feature, not a bug. Vampire the Masquerade V5 (Fifth Edition) introduced the game mechanic of hunger rather than a blood pool. It has always been the game mechanic rule that a vampire can only get to zero hunger through murder of a sentient being. This is because they are vampires and descendant of the first murderer--Caine. Or if not Caine, some other mythological justification. Your character's path may vary!And I can't seem to be able to bring my PC's hunger down lately (short of draining someone dry to zero it out).
Though that might actually be a feature, not a bug.
As blood potency increases (over time or because of diablerie, you naughty vampire), it gets harder to decrease hunger. You need more blood to do it. We mechanically kept this close to table top rules. Here are some charts I will add to the wiki.Still, I used to be able to take it down to one before, but now it's been stuck at 2 for ages (no, not literally).
Which made me realise I've got another feature I have questions about.
How exactly is feeding supposed to work.
I've read that blood potency makes dealing with hunger harder.
But how much harder?
Also what's the difference between various amounts of blood taken?
It would seem to me like taking a little at a time many times doesn't work anywhere near as well as taking a lot at once.
So... how exactly does potency affect hunger?
How do the "portions" work?
If you have taken blood from a victim (but did not kill them) they get a blood loss negative health modifier. This will likely decrease the intensity of the resonance. Eventually that blood loss modifier will expire, and their resonance will be recalculated based on their improved health. There is still some randomness in that calculation. Maybe too much! Its a definitely an arguable design decision to have resonance be dynamic vs. static.Also I get the impression that the target has a "resonance pool" that dries down.
Does the resonance actually "dry down" if you drink from the same victim regularly or am I just imagining things?
Link fixed: https://github.com/PrincesOfDarknes...chanics:-Blood-Potency,-Hunger-and-Generation. Page moved. I checked it, but I guess it was cached. It should work now. But its pretty much same content as was already in the Game Concepts in game.The wiki has a "https://github.com/PrincesOfDarknes...chanics:-Blood-Potency,-Generation-and-Hunger" link but clicking it just does nothing.
It keeps track of the blood loss modifier. It will wait till they recover from that before feeding again. BUT... if they have ill health for another reason, yes, draining the blood of someone who is already sick or frail for some other reason may cause their lower health to cause them to die.Also, mechanical questions.
The new herd automation...
Does it take victims health into account? For example could it auto-drink form a victim that's sick and thus push it to death?
Also does it remember what portion you took when you toggled it on and repeat that or does it just take the smallest one?
It was a bug with lingering kiss, but also kind of a nice benefit for lingering kiss (allowing you to have a larger herd). So we are leaving it in place until we make some further changes to herd like allowing you to release one of your herd (instead of just killing them.)P.S. is the part where you can add more than 5 people to the herd if you do it from hunt (with a perk) and not by "herdify" actually a feature or is it just a bug?
I'm not sure what your issue is here. We allow for some mentors to pick up a vampire discipline trait through the power of friendship. We also let vampires train their ghouls in disciplines they know. The vampire spends their own resonance XP to do so. If your issue with description of a concept that is in vanilla CK3, that is beyond the scope of the modders.Vanilla CK3 lifestyle events don't always have "mentors" in them though.
Many of them are just the PC figuring things out from practice. Like playing matchmaker for a courtier to get an intrigue perk.
Also "it" meant the concept description. What I meant was that I don't recall "mentors" being mentioned in the concepts in vanilla CK3 (doesn't mean that they wasn't just that I don't remember it).
So my first assumption was that it's the mod's own feature.