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Carnal Realms Public Beta 0.91 A Crusader Kings II Total Conversion Carnal Realms is an adult total conversion for Crusader Kings II built around a simple idea: sexuality should be part of the world rather than something that appears only when a special event fires. Marriage, fertility, pregnancy, legitimacy, inheritance, religion, politics, warfare, economics, family, and social status already shape the lives of CK2 characters. Carnal Realms brings sexuality into those systems while also rebuilding major parts of the game around a more interconnected character-driven design. The project has grown well beyond an adult event expansion. Character backgrounds, personality development, military organization, combat tactics, realm laws, religious societies, pilgrimages, markets, equipment, weather, pets, artifacts, and major vanilla event systems have all been expanded or rebuilt. The goal is for Carnal Realms to play like its own version of Crusader Kings II rather than vanilla CK2 with sexual events added on top. This is a public beta rather than a finished release. Bugs, balance problems, incomplete content, missing localization, and unexpected interactions should be expected. Major systems and core files are still being developed, and save compatibility between beta versions cannot be guaranteed. Carnal Realms supports both standard campaigns and Shattered Realms. Players who prefer to begin without the established political structure can use Shattered Realms while retaining the conversion's religions, societies, laws, character systems, military systems, artifacts, and other mechanics. DLC Requirements Most Crusader Kings II DLC is required. Carnal Realms makes extensive use of mechanics introduced by the official expansions, including societies, artifacts, alternate starts, portraits, governments, religious systems, bloodlines, event mechanics, and other features. Playing with only the base game or a limited DLC collection is not supported and may result in unavailable decisions, missing systems, broken event chains, or other errors. Current Features Integrated adult character system. Lust is treated as a normal part of human nature rather than an automatic moral failing, while chastity can carry very different meanings within the setting. Sexual relationships interact with pregnancy, fertility, marriage, adultery, lovers, consorts, bastards, legitimacy, succession, family relationships, religious rules, and political consequences. Physical characteristics separated from attraction. Breast size, penis size, sexual traits, and other physical characteristics describe the character rather than automatically granting unrelated bonuses. Attraction and sexual preferences can use those characteristics where appropriate. Hermaphroditic characters are also supported within CK2's hardcoded male and female character structure. Character Background Builder. A ruler can be given an actual history instead of appearing from nowhere. Players can choose noble or lowborn origins, single or dual fields of education, adult careers, physical characteristics, family circumstances, living or deceased parents, and other elements of the character's past. Noble characters can establish a balanced education-based dynastic bloodline rather than beginning as a ruler with no meaningful family history. Branching Personality Story Deck. Character personality can develop through a four-stage branching story system built around 20 opening situations, 40 second-stage outcomes, 80 third-stage outcomes, and 160 fourth-stage possibilities. Choices accumulate into a remembered path rather than being reduced to isolated random events. Story Deck event architecture. Large portions of the game now use persistent Story Decks that remember earlier choices, characters, locations, relationships, and failures. Story Decks are used for general character events, societies, personality development, campaigns, sieges, conversions, guardians and wards, fairs, feasts, religious activity, warrior lodges, secret cults, Muslim systems, and other parts of the game. Expanded religious societies and communities. Carnal Realms includes the Order of the Sacred Magdalene, Benedictines, Dominicans, Orthodox communities, Nestorian communities, the Community of Saint Anthony, the Advaita Matha, Buddhist Savaka traditions, the Jain Sravakha-Samgha, the Stoic Intelligentsia, Hermetics, Assassins, Warrior Lodges, and a completely rebuilt Devil Worshipper system. These are designed as distinct organizations with their own ranks, currencies, vows, rites, missions, artifacts, festivals, teachings, and long-term progression. Order of the Sacred Magdalene. Members progress through four ranks from Penitent of Magdalene to Courtesan of Jesus. The Order includes Grace, Carnal Confession, sacred prostitution, Houses of Mercy, scripture study, public rites, religious teaching, missions, festivals, custom regalia, manuscripts, bloodlines, succession mechanics, wonders, and its own Story Decks. Rebuilt Devil Worshippers. The old vanilla devil societies have been replaced by a single cross-religious system built around permanent infernal paths. Chastity, Greed, Wrath, Pride, Envy, Gluttony, and Sloth each support their own progression, rites, corruption, missions, demesne consequences, artifacts, and final transformation. Rank Four characters can pursue irreversible demonic ascension and leave ordinary mortal society behind. Angelic ascension. Christian society progression can lead to permanent angelic end states tied to the character's religious community. Seraphs, Malakh, Archangels, Thrones, Principalities, Cherubs, and other ascended states provide different identities and roles, including direct opposition to ascended demons. Rebuilt Assassins, Hermetics, and Warrior Lodges. Assassins receive infiltration, target study, contracts, specialized equipment, manuscripts, and operational Story Decks. Hermetics use expanded research and inquiry systems leading toward meaningful scholarly work and a Magnum Opus. Warrior Lodges use persistent stories for hunts, rivals, warfare, training, reputation, legendary deeds, and other martial activity. Military overhaul. Army composition is no longer treated as a pile of interchangeable levies. Castles, cities, temples, and tribal holdings use specialized military infrastructure producing distinct troop families. Retinues have been rebalanced, commander capacity has been changed to support properly commanded three-flank armies, and military development determines what kinds of forces a realm can actually field. Rewritten combat tactics. Combat tactics use troop composition, terrain, commander ability, military technology, and battlefield circumstances. Infantry, cavalry, archers, horse archers, pikes, and knights need appropriate conditions to perform properly. Ambushes depend upon terrain, mounted tactics require room to maneuver, pursuit has its own troop-specific behavior, and poor commanders can produce confused, hesitant, or reckless results. Terrain and crossing consequences. Rivers, major rivers, straits, amphibious landings, mountains, forests, deserts, marshes, and other terrain now matter considerably more. Throwing an army across a river or into terrain hostile to its composition can inflict serious combat penalties. Army movement, supply, commanders, flank organization, and the route taken to reach the enemy are intended to matter rather than allowing every war to collapse into a single doomstack. Seasonal weather system. An optional kingdom-scale weather system creates regional rain, snow, storms, drought, heat, monsoons, floods, winds, cold snaps, and other seasonal conditions. Weather affects supply and attrition and is recorded in the chronicle. The system can be disabled through the game rules for players who prefer to reduce processing load. Expanded realm laws. Finance, justice, military organization, female authority, ordination, councilor gender, commerce, adventuring, and public exhibition are governed independently. Institutional laws can develop from weak local systems into organized realm-wide structures, while social laws allow realms to develop very different approaches to authority, religion, public life, and gender. Luxury markets and clothing. Characters can visit a functioning luxury market and purchase upper-body garments, lower-body garments, underwear, headwear, neckwear, gloves, belts, stockings, shoes, jewelry, and accessories at several quality levels. Cultural clothing collections cover numerous regions and culture groups rather than relying upon one universal wardrobe. Mounts and equipment. Characters can purchase mounts ranging from ordinary riding horses to exceptional warhorses and culturally distinctive breeds. Saddles, bridles, barding, horseshoes, caparisons, saddlebags, and mounted standards can be commissioned separately. Mounts can be injured in battle, treated, maintained, and lost. Persistent pets. Pets are represented as artifacts occupying their own dedicated slot rather than disappearing after one event. Characters can search markets, breeders, courts, wilderness encounters, and other sources for animals. Pets continue through their own life Story Decks involving training, household problems, companionship, injury, fame, inheritance, and death. Brothels and sacred service. Brothels exist as economic holding infrastructure and provide a foundation for prostitution-related systems. Prostitution career traits and supporting mechanics are integrated into the wider character system, while the Magdalene sacred prostitution system includes clients, service, renown, Houses of Mercy, religious missions, and permanent vows. Pilgrimage and religious consequence systems. Pilgrimages, Hajj, Orthodox religious journeys, and related religious events have been expanded with persistent outcomes, failure states, punishments, and political consequences. A failed religious obligation does not always disappear when the event window closes. Large artifact system. Clothing, jewelry, religious regalia, manuscripts, society equipment, Assassin tools, infernal artifacts, sacred objects, mount equipment, pets, and other possessions form a much larger equipment economy. Society progression frequently produces or unlocks artifacts appropriate to rank, tradition, and achievement. Expanded event presentation. Carnal Realms uses a redesigned 1152×736 long-character event window and hundreds of custom event illustrations. Vanilla character events have also been extensively converted to the larger presentation format so the interface remains visually consistent throughout a campaign. What Is Carnal Realms? Carnal Realms does not impose one universal sexual morality on every character and then change the religious label above it. Different faiths and communities determine how desire, marriage, adultery, prostitution, consorts, fertility, clergy, sacred service, incest restrictions, public display, and sexual conduct are understood. The same action may be welcomed by one religion, restricted by another, and treated as a sacred obligation by a third. Those differences matter because adult content remains connected to the dynastic game. Sex can create children. Children create claims, inheritance problems, alliances, rivals, bloodlines, and future rulers. Lovers can become political relationships. Religious practices can alter social standing. A pregnancy can settle a succession or create a crisis. A society vow can change the rest of a character's life. Carnal Realms is built around allowing those consequences to continue rather than returning everyone to the status quo when an event chain ends. The same philosophy now applies outside sexuality. Military buildings determine the army a realm raises. Commanders and terrain determine how that army fights. Weather changes campaign conditions. Realm laws change institutions. Equipment becomes something characters acquire and keep. Societies remember advancement and failure. Story Decks remember earlier decisions. Characters increasingly carry their own history with them. The long-term purpose has not changed, but the scale has. Carnal Realms is intended to become its own version of Crusader Kings II: a game where characters marry, fuck, have children, inherit titles, build institutions, practice religion, accumulate wealth, command armies, pursue strange ambitions, establish dynasties, and occasionally destroy generations of careful planning through one spectacularly bad decision. That world is Carnal Realms. Feedback and Bug Reports Public testing is intended to uncover problems that cannot easily be found during private development. Reports are welcome for crashes, broken event routing, unavailable choices, incorrect traits or effects, balance problems, AI behavior, interface issues, artwork problems, missing localization, and compatibility errors. Feedback is also useful when a feature technically works but is confusing or difficult to navigate. Please test suspected bugs without unrelated mods whenever possible. Carnal Realms replaces and modifies many core files, so another mod may create conflicts even when both mods work correctly by themselves. When reporting a bug, include the following information: Carnal Realms version CK2 version and checksum Enabled DLC Other enabled mods Standard or Shattered Realms campaign Start date and ruler Character sex, culture, religion, and government Whether Ruler Designer was used Relevant character-builder choices Event, decision, law, society, or system involved What should have happened What actually happened Steps needed to reproduce the problem Whether it happens in a fresh game Screenshot or relevant section of error.log Bug Report Template Carnal Realms Version: CK2 Version and Checksum: Enabled DLC: Other Mods: Campaign Type: Standard/Shattered Realms Start Date: Character: Sex: Culture: Religion: Government: Ruler Designer: Yes/No System or Event: Expected Result: Actual Result: Steps to Reproduce: Does It Happen in a Fresh Game?: Screenshot or Error Log: Reports do not need to be written perfectly. They only need to provide enough information to identify and reproduce the problem. The purpose of this public beta is to make Carnal Realms more stable, understandable, and complete through actual player experience. Updates For .91 Release All vanilla icons and events images have been replaced with ones that fit the overall style of Carnal Realms. Character Background Builder now will create a bloodline for your character based upon your choices for education and attributes. This is the groundwork for the Aliyah integration in the next release. I've added in the ability to choose to have a twin. You can select identical or fraternal. Identical is the same sex as your character while fraternal is opposite sex. It's great for twincest fans. On top of that you can have up to 8 siblings now. CR Ruler Designer Unlocked is merged fully with Carnal Realms. All vanilla orders have been redone to fit the world of Carnal Realms. This includes event pictures, story-decks, etc... Christian orders at rank allows a member to take the decision to become an angel. The order determines the angel. Devil Worshipper Society is no longer generic. When you join you pick the sin you want to adhere to. At rank 4 members can choose to be a demon of that sin. Wild Companions (tentacle monsters) are done with their own story-decks. Fix the story deck repetition with actual different events, including new sex ones. Fixed the bug with hiring event troops for pilgrimages. Future Plans Development after the next release will focus on expanding the underlying character systems of Carnal Realms and preparing the framework for larger future additions. The first major project will be integrating Aliyah, one of my older Crusader Kings II mods. Aliyah was originally written using CK2 code from roughly 2014–2015, and much of that scripting is primitive by current standards. Rather than simply importing the old files, the mod will be rebuilt around the current Carnal Realms framework. Aliyah greatly expanded Judaism with its own religious holidays, education events, societies, religious content, and character development. Bringing those systems into Carnal Realms will allow Judaism to receive the same level of distinctive treatment as the other religions being rebuilt for the total conversion. The Character Background Builder will also receive another major expansion through the introduction of the Trait Overhaul System, a design I helped develop during my Monotheism Rising days. This system takes a more RPG-oriented approach to CK2 characters. Rather than education being represented primarily by a single trait and a collection of attributes, characters will be able to learn individual skills associated with their education. Martial characters, for example, will be able to develop proficiency with specific weapons rather than simply possessing a generalized Martial score. Other education types will receive their own groups of learnable skills. This will allow characters with the same education to develop very differently from one another and creates the foundation for more specialized character progression throughout Carnal Realms. The Trait Overhaul System is also groundwork for the future Carnal Realms Fantasy sub-mod. Carnal Realms already contains the beginnings of an adventuring framework. The Hellenic revival system uses a Story Deck in which a particular event can develop into a larger event chain. Carnal Realms Fantasy will expand that concept into a full adventuring system. Characters will be able to become adventurers and receive persistent Adventure Story Decks containing encounters, choices, risks, exploration, and long-form event chains. Successful adventures can produce artifacts, equipment, wealth, knowledge, reputation, and other rewards that remain with the character after the adventure ends. Carnal Realms Fantasy will also introduce classic fantasy character classes inspired by tabletop role-playing games. Classes will have their own skills and progression systems built upon the Trait Overhaul framework rather than being represented by a single character trait. Fantasy races will follow a different approach from the standard collection of generic fantasy species. Carnal Realms Fantasy will use races and supernatural peoples drawn from the folklore and mythology of the cultures represented in the game. A Norse supernatural race should come from Norse tradition. A Celtic one should come from Celtic tradition. Greek, Slavic, Germanic, Jewish, Arabic, Persian, Indian, and other cultures already possess enormous bodies of mythology and folklore that can provide their own creatures, peoples, spirits, and supernatural traditions. Because of that approach, Carnal Realms Fantasy will not simply add orcs, generic elves, or other races because they have become standard fantasy conventions. The fantasy world will grow out of the cultures already represented in Crusader Kings II. The long-term result is intended to be an RPG layer built naturally on top of the dynastic game. A character's background establishes who they were. Their education provides the foundation for what they know. Skills determine what they can actually do. Story Decks provide long-form experiences. Adventures give those skills somewhere to be used. Artifacts preserve the results of those experiences. Carnal Realms Fantasy will build upon that foundation rather than replacing it. Carnal Realms.zip
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View File Blowjob System WARNING THE CONTENT IN THIS MOD IS NOT SUITABLE FOR ANYONE UNDER THE AGE OF 18. This mod introduces brand-new seduction-focus events for your lovers and family members. (The main triggers for the current version are to have seduction-focus enabled and make sure you have lovers.) Completed Event Chains: Lowborn Courtier Mother Spymaster (Note: This mod is a work in progress and honestly is just practice to develop my skills in creating event code. I am posting this here as I don't know the stance on NSFW content and what is acceptable to post on the Steam workshop. If anyone does not think this mod is suitable for Loverslab I will gladly take it down.) Rquires: Bigger Text Boxes https://steamcommunity.com/sharedfiles/filedetails/?id=1709410575 Submitter goldilocksguy Submitted 01/17/2024 Category Crusader Kings 2 Requires Bigger Text Boxes
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View File [CK2] Dark World: Reborn - Updated 02DEC2024 Dark World Reborn Requires Crusader Kings 2. In my testing I used version 3.3.3 Part of the Succubus Seduction path uses the Way of Life DLC (you can just opt to not use the Kiss of Seduction if you don't have that DLC) Part of the Societies may call on content from the Monk and Mystics expansion. Mod: Dark World Reborn v2.00 Dark World Reborn-Drax70 - is a customized version of an old version of Dark World Reborn, with different images and the addition of some sounds (sound files are why it's a larger file size). DO NOT USE BOTH mod versions! Compatibility: The goal of Dark World Reborn will to make it as compatible as possible with other mods, when it is reasonable. Make me aware of an issue and I'll see if it can be addressed. If you're using this mod with an overhaul - look at what you need to change - FAQ section, last item (FAQ is the 2nd topic in this discussion). There is an INCOMPATIBILITY reported with either EctoBukkake's Adventures or the Bigger Events mod. One of these seems to increase the event font size to where some event text is lost on certain events. Dark World Reborn has a modified version of Bigger Events integrated. Any mods you use that require Bigger Events, should still work if used with Dark World Reborn. Mod Installation: With the game getting so many new players since it went free to play, I've finally broken down and put together some installation instructions. So now folks can simply be referred to the front page of either the mod download or the support page. What is this mod: Dark World Reborn is intended to be an adult fantasy mod. If you're not interested in the fantasy elements, there is still other content in the mod - from buildings such as brothels and slave markets, to events such as spending time with your loved one. This game has numerous Game Rules that can be used to fine tune your play experience if something doesn't interest you. Setting: Man kind rules the Earth. The mod includes the potential to have non-human races. However, this mod doesn't introduce them in any large numbers. That is because mankind has driven the non-human races into near extinction. Those that survive are in hiding, living in the fringes of civilization. So outside of a pair of major NPC's that get seeded (Fenris the wolf, Vlad the vampire), other non-humans may or may not be encountered during game play. It is important to note that Mankind predated many of the races and outnumbered them when they appeared. The appearance of many races took place during a phenomena that sages sometimes refer to as The Crossing. For about a century, Earth and the world of the Fae had a convergence, where some of their natives crossed over. To most of the world, this convergence is nothing more than another fable, yet the genetic mark of those that crossed over remains. NOTE: Some other mods go heavier on the non-human races, seeding them throughout the world. Dark World Reborn strives to be mod friendly, so using DWR with those other mods should be fine. Game Rule - Dark World Campaign: One of the Dark World Reborn has a game rules is 'Dark World Campaigns'. It is important to realize that this is just a quick start way to get some traits (such as starting as a Vampire), along with a narrative to help create a mind set for play. You can totally ignore the narrative, it's just meant to help those interested with a role-playing angle. A few campaigns do include special events specific to that campaign. For example - Rise of the Pack where you start as a Werewolf, gives you a narrative of being tasked by Fenris with helping the werewolves achieve dominance over mankind. At some point after you start, you'll get an event unique to this campaign where he sends you some aid and a potential courtier. If you select a campaign, you'll need to trigger it manually. Look at the Decisions on the Intrigue menu for your campaign start. Note: If you do something like select the 'Rise of the Pack' Campaign, but turn off 'Classic Monsters' - you'll bork things up and not get your decision. Reason being, Werewolves are considered Classic Monster content. So don't defeat yourself. So why start with a campaign option? Some folks want to start as a Vampire. Due to randomization, if you don't start as one, it could be years into the game before the chance appeared, and then, it might result in death instead of being turned. Non-Human Races: Note: there are no 'True Bloods' in DWR. While mankind was successful in pushing non-humans to extinction, those non-human races live on via descendants that are part human/part non-human. It's one reason non-human races are able to largely hide, by passing off as normal humans, unless they do something that exposes their heritage. So it's a planet with a bunch of half-breeds if you want to get picky. Now, many of those half-breeds have been accepted over time. Especially those who don't have a history of violence against humans. Still, people in general still are wary of the weird, and while they may not be automatically hostile towards some, there may still be a negative opinion hit. Non-Human Tolerance Law There are three stages. By default, any non-human race that is viewed as generally being a violent non-human species, can be arrested (via targeted decision). The law can be changed from the middle, to be completely tolerant (all non-humans are accepted), or to completely intolerant (all non-humans are criminal). Outside of the targeted decision to attempt to arrest someone, additional events may be influenced by the level of the law. For example - if your land sees all non-humans as criminals, then a non-human may opt to avoid your lands (thus preventing an event from firing). Heroes and Villains Content: Special Thanks: - ReMeDy for the assistance on the Custom Portraits mod, and your time in answering both my questions and those of some other folks in the support thread. - Genericlogin for his Christianity mod that got me interested in modding for CK2 in the first place - Lockeslylcrit and the work that was done over the past year with DWF. - Drax70 for a variety of image resizing and event contributions. - Jim Raynor for some event contributions. - Aliris, RustiYeti, YiffMeister, ngppgn, JIBECaid01, Veedanya, Sybreal for code or icon art contributions. - ngppgn's work on making a larger event window (original resource: http://www.loverslab.com/topic/74137-bigger-events/) - Dem8840 for contributing some story and item ideas - Black Yoru, NeoSniper and others for various compatibility/patch mods that have helped others enjoy the mod. - Lover's Lab for having this environment. - Paradox for making CK2 so mod friendly and the continued support and content releases. Dark World Reborn Change Log History Submitter dewguru Submitted 02/04/2016 Category Crusader Kings 2 Requirements Crusader Kings 2
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View File [CK2] Dark World: Reborn - Updated на русском Папку с названием "localisation" поместить с заменой оригинальных файлов мода по следующему пути: C:\Users\Имя_пользователя\Documents\Paradox Interactive\Crusader Kings II\mod\Dark World Reborn Рекомендуется сделать резервную копию оригинальной папки "localisation" перед заменой файлов. Мод создан с помощью искусственного интеллекта DeepSeek, из-за чего в некоторых местах перевод получился более цензурированным. Требуется: Submitter Gorotim_1 Submitted 04/15/26 Category Crusader Kings 2 Requirements Dark World: Reborn
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Version 1.0.0
188 downloads
Папку с названием "localisation" поместить с заменой оригинальных файлов мода по следующему пути: C:\Users\Имя_пользователя\Documents\Paradox Interactive\Crusader Kings II\mod\Dark World Reborn Рекомендуется сделать резервную копию оригинальной папки "localisation" перед заменой файлов. Мод создан с помощью искусственного интеллекта DeepSeek, из-за чего в некоторых местах перевод получился более цензурированным. Требуется:-
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crusader kings 2 [mod] EctoBukkake's Adventures на русском
Gorotim_1 posted a topic in Crusader Kings 2
View File EctoBukkake's Adventures на русском Папку с название "localisation" поместить с заменой в оригинальный мод по следующему пути: C:\Users\Имя_пользователя\Documents\Paradox Interactive\Crusader Kings II\mod\EBADVENTURE Рекомендуется сделать резервную копию оригинальной папки "localisation" до замены файлов. Мод сделан с помощью искусственного интеллекта DeepSeek из-за чего, в некоторых местах перевод получился более цензурный в отличии от оригинального текста. Требуется: Submitter Gorotim_1 Submitted 03/07/26 Category Crusader Kings 2 Requirements https://www.loverslab.com/files/file/23059-ectobukkakes-adventures/ -
Version 1.0.0
141 downloads
Папку с название "localisation" поместить с заменой в оригинальный мод по следующему пути: C:\Users\Имя_пользователя\Documents\Paradox Interactive\Crusader Kings II\mod\EBADVENTURE Рекомендуется сделать резервную копию оригинальной папки "localisation" до замены файлов. Мод сделан с помощью искусственного интеллекта DeepSeek из-за чего, в некоторых местах перевод получился более цензурный в отличии от оригинального текста. Требуется: