Total War: ROME II - Emperor Edition

Total War: ROME II - Emperor Edition

Skidvar's Random Personalities
61 Comments
Sacred Enjoyer 7 Aug @ 4:58pm 
anyone know if this mod is still function as of 2024?
AveMetal 24 May, 2021 @ 10:49am 
Many thanks! these clever mechanics will be a great addition ;)
Skidvar  [author] 23 May, 2021 @ 12:02pm 
Sure, in that case... All you need to integrate is the Vanilla Scripts mod then if you wish that players have options, but you can choose which way you do it.
AveMetal 21 May, 2021 @ 1:35pm 
I use other scripts, so I would have to integrate it. Let me know if possible, and thanks in any case ;)
Skidvar  [author] 21 May, 2021 @ 11:45am 
@ Avemetal: It is made to work as a hub mod so that players can choose which of the mods they like to play with and which not. So I prefer that you just add the links so that they keep on having a choice. As long as there are no other scripted mods, I prefer it that way.
AveMetal 20 May, 2021 @ 6:42am 
Hello Skidvar, I wanted to ask you permission to include your scripts within my Para Bellum campaing mod. I would include the credits for you of course.
vampire3229 9 May, 2021 @ 11:40am 
this is fken sweet dud thanx
Skidvar  [author] 17 Apr, 2021 @ 11:07am 
Skidvar [author] Just now
No idea, mate, better test it. You'll see it the first turn, so it won't take long.... Probably RAP above if it works. Don't forget the Vanilla Scripts hub mod also, otherwise it won't work. Vanilla scripts comes after the RAP mod...
captainducko 16 Apr, 2021 @ 4:53am 
should it work with this?

https://steamproxy.net/sharedfiles/filedetails/?id=412776142&searchtext=a+very+aggressive

Should I put RAP above or below this mod?

Thanks!!
Skidvar  [author] 19 Jan, 2021 @ 6:42am 
That means probably another mod won't work anymore as intended, just saying...
Daafje 18 Jan, 2021 @ 12:49pm 
It works now! It had to do with the downloading order. :D
Daafje 18 Jan, 2021 @ 12:42pm 
Vanilla scripts isinstalled, yes. I'll try putting them first in the downloading order to see if that's the problem. Thank you for your help.
Skidvar  [author] 18 Jan, 2021 @ 12:40pm 
Order in game launcher is important, sure.
Skidvar  [author] 18 Jan, 2021 @ 12:39pm 
Skidvar's Vanilla Scripts installed?
Daafje 18 Jan, 2021 @ 12:23pm 
This mod sadly does not work for me, and I can't come up with a reason as to why it doesn't. Could the order of downloading be at play here?
Rord 18 Nov, 2020 @ 4:32pm 
Oh I didn't know about vanilla scripts I tried and it works fine now. Thanks for the help and sorry if I caused any trouble and your time. Cheers
Skidvar  [author] 18 Nov, 2020 @ 9:49am 
You need the two parts at least. This one and Skidvar's Vanilla Scripts... Do you use any other mods?
Rord 18 Nov, 2020 @ 5:36am 
mod does not seem to work me :/ I started grand campaign 5 time as syracuse and everyone around me had the same stuff every time
Skidvar  [author] 18 Aug, 2020 @ 1:43am 
Cool, thanks for letting me know. Should work with the other one also.
Seraphim Sword 17 Aug, 2020 @ 7:13pm 
It works with A More Aggressive AI. I have not tried it with the More Armies mod though.

I am running a campaign with it now. I'm playing Carthage and for a while - had my butt handed to me by a treacherous Libya, then Athens, Pergammon & Massila formed an alliance and conquered the Italian peninsula. Lusitania/ Averaci and all the aggressive tribes of the Iberian peninsula have not declared war on me though. So some aggressive factions may not be aggressive enough for you if that's what you're looking for - (pure player hate)
Skidvar  [author] 17 Aug, 2020 @ 4:07pm 
I think it works with both, but not sure. Haven't currently installed the game, so cannot test it. Let me know. ;)
captainducko 15 Aug, 2020 @ 5:08pm 
Should this work with this mod that makes more armies? https://steamproxy.net/sharedfiles/filedetails/?id=687237004

And should it work with a more aggresive AI? Got a feeling NO as they both do something to the personality table?
https://steamproxy.net/sharedfiles/filedetails/?id=357175740
Skidvar  [author] 12 Aug, 2020 @ 1:52pm 
You're welcome - enjoy!
Seraphim Sword 11 Aug, 2020 @ 9:31pm 
I came here after checking out Pizza Time's video link on another mod. Lol. So happy I clicked that link. I love this mod. Thanks for making it.
Skidvar  [author] 27 Jul, 2020 @ 10:58am 
Great! Glad you like the mods - cheerS ;)
Working Joe 27 Jul, 2020 @ 9:22am 
Hey Skidvar, just want to let you know that this mod was featured in my Total War ROME II: Mods Weekly video! ---> https://www.youtube.com/watch?v=Z9gKo2Cmp5c&feature=youtu.be

BIG fan of your work!
Skidvar  [author] 7 Aug, 2019 @ 3:30pm 
I think I had the "grand campaign on augustus map" mod installed. Didn't realise.
Radscorpion 7 Aug, 2019 @ 3:20pm 
The campaign map. Did you download a "grand campaign on augustus map" mod or did you make this yourself?
Skidvar  [author] 31 Jan, 2019 @ 11:51am 
No... It's what is about :)
Mceffe 31 Jan, 2019 @ 10:34am 
Is there a way i can play this mod without the script?
Skidvar  [author] 20 Jan, 2019 @ 10:04am 
Great!
jwoods3054 19 Jan, 2019 @ 9:29pm 
Changing the personality type certainly worked. military buildings everywhere helps Carthage stay alive.

Thanks
Skidvar  [author] 17 Jan, 2019 @ 3:42am 
I am not 100% sure, but I think so. There are several aspects influenced by the personalities. At least now it changes according to the leader. Carthaginian personality is "economist_construction_system_policy" by default, whereas e.g. Rome has "default_construction_system_policy". You can always try out by changing that in a mod with the cai_personalities db.

Concerning 'playable_pathian', that is correct, as it is the same as in the cai_personalities db.
jwoods3054 16 Jan, 2019 @ 8:53pm 
Would different personalities influence what type of buildings are built? Example I have never seen Carthage build a military recruitment building in their capital.

Also in your lua script you reference playable pathian. Is this correct or is it supposed to be parthian?

Regards
Skidvar  [author] 9 Jan, 2019 @ 3:06pm 
No, that's not possible. The two are linked together in the data files. So, when a leader dies (e.g. from the Nervii) his successor will get a random personality (e.g. the default personality from the Roman faction).
A Paper Clip 9 Jan, 2019 @ 1:28pm 
Is there a way to make it so this mod only changes the reliability of factions and not aggressiveness through editing the rap.lua file? Thanks
Apophis.goauld 20 Aug, 2018 @ 3:39pm 
Skidvar: Again, thank You for Your answer.. You are absolutely true, faction leader dies, in fact, every game from "turn 2" is in fact "roleplay".. But because of this, I will preffer not to have modified personalities at the start (and now I know, how to make it - or maybe I will just disable the mod when starting campaing and enable it after it - it would be easier).. And thank You for making "immortal" figures not random - it makes a lot more sense now! ;)
KngRetro 20 Aug, 2018 @ 12:30pm 
Is it DEI compatible?
Skidvar  [author] 20 Aug, 2018 @ 11:58am 
@Apophis.goauld: I changed it like I said in the last update, hope you like it.
wolphyx 20 Aug, 2018 @ 8:38am 
This looks very promising! I'll be sure to try it out in my next campaign. I wonder what will happen - Pacifist Rome? World dominating Knossos? Who knows! Thanks for this cool mod!
Skidvar  [author] 20 Aug, 2018 @ 2:38am 
I had the same idea when I first made the mod, that I had to keep Rome aggressive and devious... because of history & gameplay reasons. And initially I kept it like this (as I still kept it for Caesar in Gaul). But you know that through history we get the idea by looking at the big picture. However, we are talking about centuries here, and every century didn't have a Caesar... There were many consuls who had to deal with interior struggle, it's not that the senate could always afford to think of expansion. Faction leaders die... The thing I am still thinking of is perhaps making an exception for all the "immortal" Roman figures like Octavian, Marc Antony, etc. Don't think it will be difficult to keep them non-random.
Apophis.goauld 19 Aug, 2018 @ 4:52pm 
Skidvar: Thank You for You answer and instructions.. About "relatively correctly", it is true, that for many minor factions we don't know what personality they had, but for example I cannot imagine Roma with "pacifist" prersonality... :) But again, thank you for this answer and Your great work!
Hunter 19 Aug, 2018 @ 6:16am 
The romans also have random personalities? if not can you make an option to include them also?
cape 19 Aug, 2018 @ 4:15am 
I like the idea. Can it be made compatible with DEI?
TallestDavid 18 Aug, 2018 @ 11:59pm 
didnt know there was personalities.. and did thought they were random already.. so each play through is the same?? wow why isnt this vanilla?>
RadRipRepRepublicRebelTrooper 18 Aug, 2018 @ 11:40am 
Anyway the romans and carthaginians can have aggressive personalities...
Skidvar  [author] 17 Aug, 2018 @ 7:50pm 
I don't agree with the relatively correctly, but open the mod with pfm and go to rap.lua. Just remove 2 of the 4 blocks of code at the bottom that have "NewCampaignStarted" in them and you will have what you want. ;)
Apophis.goauld 17 Aug, 2018 @ 4:28pm 
Hi Skidvar, You work is (as always) fantastic! But I have one (little) problem with this mod.. And that is fact, that it changes faction personalities at the start of the game.. In fact, vanilla personalities of faction at the start of the game are set (relatively) correctly, based on personalities of the leaders of that era.. This mod would be great, if this "randomisation" will happen only after new ruler was appointed.. I hope You can understand me, I am not english-native speaker.. :)
ADRIAS 17 Aug, 2018 @ 8:30am 
thank you very much!!!
Skidvar  [author] 17 Aug, 2018 @ 2:03am 
Yeah, maybe you guys are right :)