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At least it seems to work with most big overhauls like PoD
Value of wrong type in 'file: common/scripted_effects/BE_prison_effects.txt line: 742 (execute_prisoner_effect)'. Got value of type 'none'
[22:15:41][E][jomini_script_system.cpp:284]: Script system error!
Error: Undefined event target 'execution_dracarys'
Script location: file: common/scripted_effects/BE_prison_effects.txt line: 748 (execute_prisoner_effect)
file: common/scripted_effects/20_health_effects.txt line: 3820 (execute_physician_effect)
file: events/health_events.txt line: 7840 (health.3104:option)
file: common/scripted_effects/20_health_effects.txt line: 1641 (safe_disease_treatment_effect)
file: events/health_events.txt line: 1186 (health.1001:option)
Hope fix it ! It makes game crash !
Also, to improve compatibility, you could move these interactions to a new file:
- imprison_interaction
- execute_prisoner_interaction
- torture_interaction
- castrate_interaction
- blind_interaction
And move these events to a new file:
- char_interaction.0170
- char_interaction.0172
- char_interaction.0252
And maybe add "flavor" as a category for the game rules to make it easier to find them?
Simply a must-have mod :) Thank you Fungaming44 !
With my standard modlist, this mod wasnt working either, obviously it's because there is a conflict with another mod that I need to locate.
Additionally, having the AI decide how to execute prisoners is done by a weighted random chance based on the same system which determines likelihood for the player. It's going to skew towards normal executions by a "normal" ruler. Sadistic and such have a higher chance of it randomly choosing brutal executions. Even the original creator of the mod had difficulty creating a system where the AI would be more dynamic as it would have involved creating a whole other system.