Monday 3 Aug 15:
Added Mod List Info sticky with info for automated mod list inclusion.
Maybe its stuck I didn't see the list auto-update
Edited a seperate folder of source for Kaos Political Kit v1.5
added help topics for Rigale and another for "stuck in town" to module_info_pages.py
EDIT: Tuesday 4 Aug 15
KAOS kit hates having so many extra factions, or other races. Races I can solve quickly but the added factions are blocking initializing. I'll try limiting the number of factions long enough to wake up then increase until it breaks again...
11:33 AM that did it, KAOS kit loads now. There is a 27 second pause at game start on my superfast PC, that could be painful on a slow "normal" PC. I'll assume all the new factions have significant overhead at start; game play seems smooth afterwards.
I have debugging on and KAOS set to off but KAOS menus etc all load. I had estimated this kit to need a lot more time to be operational but it may still need some time to resolve factions for rebellion and display of territory. I could I suppose disable these if too much time is burnt debugging / re-integrating.
Some interesting bugs for dialogs, maybe need to clear the strings before using. Starting as a Prince works; got a castle and no money to pay the troops in it, must adjust. Mostly I'm happy, can disable the extra factions for now and then turn them on a few at a time once I have a stable baseline...
EDIT: 4 Aug Tues end of day:
Some edits to preserve gender across Elf and Dwarf races when choosing {King, Prince, Vassal} Kaos kit options -- WORKS
quite a bit of edits to preserve Phosphor character creation options and effects. MOSTLY working
some not yet done skills etc. for {priests, bravo, merc, king, prince, vassal} choices
some choices hang and others work so more to do here.
update 18:53 Tuesday 4 Aug 15: some names are overwritten by dialog strings. There certainly is something further to edit.
found it - Kaos kit reverts Lords and Ladies setup to native; but I had heavily modified the setup to work with Perisno's 11 factions
rather than native 6. I'll have to see what Kaos kit thought it was adding and merge that onto my original "initialize_aristocracy", then
delete entirely the Kaos kit script replacement. I'd say that's a 2 hour job, no more. DONE
Wed 5 Aug 15:
Needed another 3 hours to resolve a stubborn corruption of names of everyone except player. FIXED
The rest of it seems to be working but I'll have to test heavily tomorrow.
I might make a limited release v20r5 "KAOS" version that isn't savegame compatible with r4 (pretenders are moved), but I was hoping to add more features than just Kaos kit.
added a second sub-menu of reports to prevent losing "go back" menu option when cheat menu is enabled
Added Mod List Info sticky with info for automated mod list inclusion.
Maybe its stuck I didn't see the list auto-update
Edited a seperate folder of source for Kaos Political Kit v1.5
added help topics for Rigale and another for "stuck in town" to module_info_pages.py
EDIT: Tuesday 4 Aug 15
KAOS kit hates having so many extra factions, or other races. Races I can solve quickly but the added factions are blocking initializing. I'll try limiting the number of factions long enough to wake up then increase until it breaks again...
11:33 AM that did it, KAOS kit loads now. There is a 27 second pause at game start on my superfast PC, that could be painful on a slow "normal" PC. I'll assume all the new factions have significant overhead at start; game play seems smooth afterwards.
I have debugging on and KAOS set to off but KAOS menus etc all load. I had estimated this kit to need a lot more time to be operational but it may still need some time to resolve factions for rebellion and display of territory. I could I suppose disable these if too much time is burnt debugging / re-integrating.
Some interesting bugs for dialogs, maybe need to clear the strings before using. Starting as a Prince works; got a castle and no money to pay the troops in it, must adjust. Mostly I'm happy, can disable the extra factions for now and then turn them on a few at a time once I have a stable baseline...
EDIT: 4 Aug Tues end of day:
Some edits to preserve gender across Elf and Dwarf races when choosing {King, Prince, Vassal} Kaos kit options -- WORKS
quite a bit of edits to preserve Phosphor character creation options and effects. MOSTLY working
some not yet done skills etc. for {priests, bravo, merc, king, prince, vassal} choices
some choices hang and others work so more to do here.
update 18:53 Tuesday 4 Aug 15: some names are overwritten by dialog strings. There certainly is something further to edit.
found it - Kaos kit reverts Lords and Ladies setup to native; but I had heavily modified the setup to work with Perisno's 11 factions
rather than native 6. I'll have to see what Kaos kit thought it was adding and merge that onto my original "initialize_aristocracy", then
delete entirely the Kaos kit script replacement. I'd say that's a 2 hour job, no more. DONE
Wed 5 Aug 15:
Needed another 3 hours to resolve a stubborn corruption of names of everyone except player. FIXED
The rest of it seems to be working but I'll have to test heavily tomorrow.
I might make a limited release v20r5 "KAOS" version that isn't savegame compatible with r4 (pretenders are moved), but I was hoping to add more features than just Kaos kit.
added a second sub-menu of reports to prevent losing "go back" menu option when cheat menu is enabled