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Everything posted by joemann

  1. I really like your mod(s), especially the use of variables to influence the characters behaviors. I have two questions: The only thing I don't like, is the way the characters' bodies are pushed to extremes, it breaks my immersion to see all these medieval men on steroids , with huge butts. It turns them into caricatures. I basically like the vanilla character look, for me it only needs a few tweaks and buffs here and there. Could you tell me what I need to modify in your mod to tone this down? The animations are great and I realize they are work in progress. If I
  2. Along the same line I have a question. I would like slaves to have a brand-mark ( a simplified version of the coa would be nice) but for starters any brand would do. How do I apply this. Can I just "draw" something on the decal giving it a different name?
  3. I changed quit a lot and got it working: There is one remaining problem: the effect <add_piety = { value = minor_piety_loss }> systematically produces the opposite effect in game. piety_loss is added to my overall piety level and piety_gain is deducted from my overall piety level. Does anybody have the explanation for this?
  4. I am trying to add a piety penalty to my rape interaction by including a new scripted_effect in the Carnalitas rape_effects file. Although the error log doesn't come up with any errors, in game there is no effect. Anybody spot the problem?
  5. Thanks, it worked. Appreciate the help.
  6. I have a question concerning character_interactions. A character_interaction has two scopes actor and recipient. Actor is the initiator of the interaction which targets recipient. If the character_interaction permits the ai to initiate the interaction and the recipient is also a non player character, how do I call the player into the event. Example: I have a rape_prisoner_interaction. The ai can also rape its prisoners. I would like to trigger an event when the ai has imprisoned the spouse or child of the player and has raped them. I tried the following (in scope:r
  7. I found your file; remove_outfit_modifiers. No need to answer. I'm trying to combine them into a single outfit tag now.
  8. Thanks for this answer. Where/how do you define outfit_tags? I tried using outfit_tags = { no_cloak no_headgear no_legwear no_clothes } but I still get a naked character with a crown and a cloak (although he has his hair back ).
  9. Since the 1.3 update I am having problems with character being bald. I partially solved it by modding the genes and ethnicity files. The problem is now limited to naked characters in the event window, which are always bald. Anybody know what causes this? I also get a strange error message referring to ethnicity files that I can not find. They are not in the vanilla game, neither are they in the mods in the Steam workshop file. Does anybody know where they come from?
  10. 😬 Thanks. Sometimes it really helps when someone looks at it with fresh eyes.
  11. I have the following question: When I test this on Duchess Mathilda ( scope:player_sex_target ) this always comes up with Mathilda herself as the deflowerer, although she has the HRE as her liege with a full court. I would like it to pick one of the emperors courtiers as the deflowerer. What am I doing wrong? Is Mathilda a default?
  12. A mod I am working on based on bits and pieces from other mods. The rape part is from Tosca, which I have modified, adding and expanding stuff. I don't think I will upload it since it is in perpetual change and is probably not compatible with other mods. I am not a good coder, but I enjoy modding the game almost as much as playing it. Thanks! this looks good and very much cleaner than what I cobbled together. As I said I am not a good coder. I will try it today. Question: if I don't expect to use this trigger elsewhere can I include it directly in the character_interaction?
  13. Would this do the trick? used as follows:
  14. I have the following ai_will_do modifier in a character_interaction: Does anybody know why the error_log keeps spamming me with the following error: I haven't been able to test the particular situation the modifier covers, but why wouldn't this work? The idea here is that a vengeful character will rape a prisoner who is the wife or daughter of his rival or nemesis
  15. It was. Taking the above out worked. Now I have to solve the resulting problems 🤪
  16. I just noticed that at the very end sex_with_effect also contains the following Suddenly Character_2 becomes the sex_player ( I don't really understand why ). This could be the origin of my problem.
  17. Tried it, didn't work. The strange thing is that the character_ interaction does not create the scopes sex_player and sex_target, only actor and recipient. The scopes sex_player and sex_target in the event are created by sex_with_effect in the immediate block and only then applied to the event. But sex_with_effect sets them as follows So how is it possible that $CHARACTER_1$ (which is scope:actor) then becomes scope:sex_target and not scope_sex_player? What creates the switch? It can't be a timing issue since I have deleted the highlighted blocks.
  18. The question is justified, however I added some effects to the test_had_sex_with_effect which make it important that the correct characters are respectively Character_1 and Character_2. Among others it compares traits. If not it messes up the localization. Does sex_with_effect require custom tool-tips? It contains 3 tool-tips but what if I just delete them?
  19. I have a question which I will post here because I suspect it has to do with the had_sex_with_effect scripted effect as modified by Carnalitas. I am using this in a mod I am working on. The question is as follows: I have modified the rape character_interaction from Tosca's mod so that ai characters also use it. I am now working on an event chain which is triggered when my player character is imprisoned and raped by the ai jailor. I want an event to trigger when my player character is imprisoned and raped by the ai jailor. As you can see t
  20. You mention here that it is possible to mod "age of adulthood". Do you mean just changing the age number or can you also add other script? For example I would like to add an if_else block to certain Defines, but I am unable to do so.
  21. No just that it is queued twice. Which given that it exists twice, once in vanilla and once in my mod sort of makes sense.
  22. You could try : Thing 4 would be blocked. Thing 3 would happen. Don't know if Thing 4 would "fire" again though.
  23. Another question. If I want to add a code block to a vanilla adultery event, and I want this modified file to override the original event how do I do this? I have tried copying the entire vanilla adultery_events folder into my mod, including the modified event. The original event folder also remains in the vanilla game. I use the same name for the folder as in the vanilla game and I use the same namespace for the event. The error log informs me : Event adultery.0001 has been queued twice with the same data including delay Do I need to change the
  24. I don't understand how Thing 4 can apply the crime to the criminal, if the criminal doesn't yet exist. To whom or what is the crime applied?
  25. I solved it by adding the following to the event that called the error: I suppose the variable wasn't found because the machine wasn't looking for it. The if block seems to trigger it.
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