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It's written at the start, during her special character intro, that her special mechanic is to not be able to Embrace but have access to a unique objective/decision.

The only way for her to Embrace is to lose control and Embrace during the frenzy event, but that's obviously not a reliable method.
 
It's written at the start, during her special character intro, that her special mechanic is to not be able to Embrace but have access to a unique objective/decision.

The only way for her to Embrace is to lose control and Embrace during the frenzy event, but that's obviously not a reliable method.

It says she is torn from having broken her own promise iirc, nothing about not being able to embrace. It sort of implies she will now embrace after breaking her own promise. That’s why I thought something was broken lol
 
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It's pretty clear I think, but yes, working as intended.
 
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Seeing a tooltip is a setting for you? That seems weird, tooltip/hover over information are pretty critical to CK3 gameplay (vanilla or mod). i would advise you to look into what is disabling them for you.
 
Seeing a tooltip is a setting for you? That seems weird, tooltip/hover over information are pretty critical to CK3 gameplay (vanilla or mod). i would advise you to look into what is disabling them for you.

The tooltip is tied to the “help” setting which can be altered to not show what would normally show when hovering over something.

To see what you see on your picture requires that help feature to not be disabled.

You can change it to not show,
to show and stay after a short while(the rotating circle) or to stay on permanently.

I just didn’t pay attention to that as I didn’t think game information like that would show up in the small window, I’ve always just read the lore sheet pressed okay and played lol.

I’ll have to replay some characters just to see what I’ve missed out by ignoring that.

Thank you for your help :)
 
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The tooltip is tied to the “help” setting which can be altered to not show what would normally show when hovering over something.

To see what you see on your picture requires that help feature to not be disabled.

You can change it to not show,
to show and stay after a short while(the rotating circle) or to stay on permanently.

I just didn’t pay attention to that as I didn’t think game information like that would show up in the small window, I’ve always just read the lore sheet pressed okay and played lol.

I’ll have to replay some characters just to see what I’ve missed out by ignoring that.

Thank you for your help :)
POD uses tooltips A WHOLE LOT. We really suggest you play with it on.
 
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I have another lore question. A little while ago, you lovely folk here explained to me the difference between various kinds of Setites. Specifically, the Road of Set (Egyptian/hierarchical/"enlightened" Setites) and the Road of Apep (Western/decentralized/Chaos-worshipping Setites). Now, apparently the Ministry in V5 is a branch of the former, not the latter. So I'm wondering, what exactly happened to those Western Setites by the modern day? Are they still around? Unchanged? I've already read somewhere on the wiki that the modern Path of Typhon has elements of both the Road of Set and Road of Apep. They are decentralized, like the latter, and apparently also accept the Chaos Serpent moniker now, while the original Egyptian Setites hated that title and stressed the role of Set as the slayer of Apophis, rather than identifying the two. So have the western and Egyptian Setites just reconciled and become one big happy family again?

I think this confusion is also a version issue. If I understand it right, the distinction between the batshit Road of Apep and the slightly more philosophical Road of Set was only invented by V20 Dark Ages, and before that all things Setites were philosophically the former, so of course their official main Path, the Path of Typhon, would have the Chaos aspect. But in the modern day, the Egyptian Setites follow the Path of Typhon too, don't they?

Anyway, did the Western Setites all magically drop dead?
 
Out of lore, you basically explained it. The Setites were first introduced as ripoffs Conan the Barbarian's Set worshipers with actually very few ties to actual Egyptian myths (Set doesn't have anything to do with snakes for example). But, as everything did in VTM, it started to get more detailed overtime and the Road of Set was introduced to have a more "serious" Setite part. So DA had this distinction (since it came later in publishing date), Modern didn't.

In lore, the two branches basically fusioned after Dark Ages. The old Hierophants holding the clan together got into torpor, and elders like Neferu actually supported the fusion. So modern Setites are a bit of both Apep and Set, some are more Apep (the stereotypical "drug dealer Setite") some are more Set (the remaining elders).

It gets more complicated with V5 once again splitting the clan between the Ministry and the Church of Set in 2010ish. In many ways, it seems to be a return to the Dark Ages divide. The actual cause of this event is not very clear, but it might be because the Ministry part joined the Anarchs, which is a bridge too far even for "open minded" Elders.
 
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It might be due to a weird instance of how CK3 genetic_lunatic works, basically a dynasty will be checked at the start to see if it's one affected by genetic_lunatic, if so, lunatic might always happen at one point during a character lifetime. Since vampires are immortal, if the Enoch dynasty (the common progenitors) end up as a genetic_lunatic dynasty, all vampires end up as lunatic at some point. This has been fixed in the dev build.

Still we are not entirely sure if that's really the culprit, so this issue is still somewhat work in progress.
 
I’ve noticed after 150 years that A LOT of characters are possessed lunatics, is this due to stress or AI possession being very powerful?
So you have a lot of nude vampires because a lot of them decides to wear nothing but a smile?
 
It might be due to a weird instance of how CK3 genetic_lunatic works, basically a dynasty will be checked at the start to see if it's one affected by genetic_lunatic, if so, lunatic might always happen at one point during a character lifetime. Since vampires are immortal, if the Enoch dynasty (the common progenitors) end up as a genetic_lunatic dynasty, all vampires end up as lunatic at some point. This has been fixed in the dev build.

Still we are not entirely sure if that's really the culprit, so this issue is still somewhat work in progress.
That's great news, it's really good to see that any problem posted you guys seem to always be one step ahead on fixing it or have at least already recognised the issue.

Edit: I don't know if it helps, but the spawned vampires are now appearing with possessed/lunatic too, perhaps in relation to the genetic_lunatic.
 
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Is there any way to force the ai to embrace a particular character? I hate seeing these great people that spawn go to waste.
Normally the AI doesn't actually embrace existing characters as far as I know, that's just for players, the AI instead spawns characters pre-embraced when appropriate.

I have found a way to force it to happen, through it doesn't work in Ironman.
Pause the game then switch to the AI you want to embrace the character (either trough the escape menu or the console if you are in debug mode) and start the scheme to embrace and switch back. (The pausing is to prevent the AI from making decisions with your actual character you don't want it to make, like revoking the wrong bit of land).

roughly 10 months later check back to see if the embrace went through, if not try again.
It sometimes takes a few tries to work. (I think either because the AI decides it would rather run another scheme instead or because it picks the last-second "I changed my mind" option in the scheme-complete event itself)
 
As AI_chances aren't scripted for the embrace event (since the AI doesn't use it), both options default to a 50%/50% split. So that's why you see this behavior.
 
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Normally the AI doesn't actually embrace existing characters as far as I know, that's just for players, the AI instead spawns characters pre-embraced when appropriate.

I have found a way to force it to happen, through it doesn't work in Ironman.
Pause the game then switch to the AI you want to embrace the character (either trough the escape menu or the console if you are in debug mode) and start the scheme to embrace and switch back. (The pausing is to prevent the AI from making decisions with your actual character you don't want it to make, like revoking the wrong bit of land).

roughly 10 months later check back to see if the embrace went through, if not try again.
It sometimes takes a few tries to work. (I think either because the AI decides it would rather run another scheme instead or because it picks the last-second "I changed my mind" option in the scheme-complete event itself)
Ahhh I see, so I'm guessing the Great Persons event also enables the AI to embrace in a unique way.

I was seeing numerous great people embraced into the 5th/6th generation which was nice, so was just trying to figure out how to force my childe to embrace a Great Person that I have at my court.

I will definitely do that in future, thank you for the tip :)
 
Right now, if you are eligible for a Great Person (meaning, you are in the region and see the event), that GP will be locked out for the AI, even if you refuse the GP.

In an upcoming update, the AI will grab the GP if you refuse him, and will also try (sometimes) to steal a GP from you before you can embrace, making them more "competitive".
 
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