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Posted

If I'm playing an Immortal character, is there a way to keep getting events after age 40? Or does that age limit just affect npcs?

Posted
25 minutes ago, Randomy said:

If I'm playing an Immortal character, is there a way to keep getting events after age 40? Or does that age limit just affect npcs?

Quote

Immortality freezes your practical age, so you will be fine.

 

Posted

I think increasing the practical age limit to 42 or more may be a good choice.

Dark World alchemists offer potions to decrease age by 25 years, but they require practical age 41. Hence you reset hormones before you can drink it.

 

Posted
13 hours ago, Zdun said:

I think increasing the practical age limit to 42 or more may be a good choice.

Dark World alchemists offer potions to decrease age by 25 years, but they require practical age 41. Hence you reset hormones before you can drink it.

 

Quote
  • All triggers in this mod that previously checked against practical age now check the scripted trigger too_old_for_tentacles_trigger. This means you can more easily edit the mod files if you want to change the default cutoff age of 40.

 

Posted

I did change it from 40 to 45. This is the reason why I recommend you to do the same. Mod should work together nicely.

Posted

My sultana's only son just joined the Dagonist cult--is that working as intended? Seems kind of strange for a man to join a faith that considers his gender a genetic mistake.

 

Also, I'm not even 45 years into my current campaign and there's already tremendous lag on the first of every month--much more than normal.

Posted
11 hours ago, Jendic said:

My sultana's only son just joined the Dagonist cult--is that working as intended? Seems kind of strange for a man to join a faith that considers his gender a genetic mistake.

Working as intended. (Since he's your son, I assume you brought him up Dagonic.) Men are unnatural in Dagonic tradition, and may be discriminated against by some believers, but that doesn't mean they aren't people or can't be allies of the cause. I see it like how homosexuality is treated in mainstream Christianity: a pious gay person can still be saved, and being gay isn't mutually exclusive with believing in the moral authority of Christian scripture.

 

11 hours ago, Jendic said:

Also, I'm not even 45 years into my current campaign and there's already tremendous lag on the first of every month--much more than normal.

This is a problem with Dark World Extras, not my mod.

Posted

v2.3 "The Deflowering" - 25 August 2019


Will break old saves.

 

New Features

  • Added a new event chain: The Deflowering. This is a religious rite for Tentacle Cultists, similar to baptism in vanilla, except it's a coming-of-age ceremony for young women that involves tentacles. The event has multiple paths including a nonconsensual brainwashing path.

  • Added a game rule to randomly generate Tentacle Cultist holy sites on game start, in the same way that Dark World Tentacles already does for non-vanilla map mods. Randomly generated holy sites will generally start closer to players' starting capitals, so you won't always have to fight through three massive blobs to establish Tentacle Cultist Moral Authority anymore.

  • Split the Tentacle-Born game rule into Baby Girl Chance and Baby Girl Brainwashing, so you can tweak each setting individually.

 

Modding

  • Modders can now use the character flags tentacle_tf_player_control and tentacle_mc_player_control to grant player characters the ability to resist tentacle transformations and brainwashing.

 

Tweaks and Bug Fixes

  • Tentacle Cultist men are no longer allowed to marry, and betrothals will be broken. They can stay in their existing marriages if they're already married when they convert.

  • Tentacle Cultists now get a large opinion penalty from non-Tentacle Cultist characters, mirroring the opinion penalty of Known Tentacle Slut. This fixes the strange scenario where a Tentacle Cultist would be treated better than a Christian Known Tentacle Slut by Christians. Now they hate you even more because you're both a deviant and an infidel! Hurray!

  • AI tentacle slaves can now corrupt characters outside of their realm. They're still much more likely to target characters in the same realm. The frequency of corruption has been lowered to make up for the performance hit - if it causes significant slowdown I will revert the change.

  • Lilithid characters now receive a flat +2 bonus to Intrigue to make up for not being able to choose a patron deity like other Tentacle Cultist branches. They also have opinion bonuses with demons and half-demons, but harsher opinion penalties from angels and Christians (being literal demon worshippers).

  • Changed the name of the Maris Brood culture to Cthonis Brood.

  • Fixed some localization errors.

---

 

Hey all, finally managed to find the time to do another update. My school term is a lot busier than I expected and I don't know if I can still work on this mod regularly. I'll try to chip away at the next update when I have time, but naturally real life will take precedence over this mod, so it may be a few weeks before there's another major update. I'm really sorry in advance - I will still try to fix bugs and answer questions where I can.

 

The next update will be v3.0 with tentacle monster characters. Please look forward to it coming Soon (tm)

Posted
5 hours ago, Cheri Song said:

This is a problem with Dark World Extras, not my mod.

So that's what it was, thank you, it's been getting unbearable lately. Praise the tentacles ^^

Posted

So a couple of suggestions for the new deflowering event.

 

Maybe make the "un-deflowered" trait only appear after a character turns 16, when they can first run the event.  

 

Currently you can spam the "prepare for deflowering" intrigue decision and decide not to go through with it indefenitely, which is nice to see the forced scene but doesn't make much sense from a character roleplaying standpoint.  Maybe have it be x months delay before you could fire it again, or only be able to re-fire it if you become a tentacle slave after first refusing to go through with it.

 

Also, NPCs should either re-fire the event after becoming a tentacle slave, since logically after they are enslaved they'd want to go through with it or allow the player to suggest / force the issue for lower rank NPCs.

Posted
1 hour ago, Cheri Song said:

你能解释一下这是怎么回事吗?

when the new baron was awarded

all of them have no education trait

u can see that I change religiou to tentacle lilith and become Cthonisculture

is that problem of new culture? I check those culturefile and found that when player award a baron renewal the new one next day to make all of them become women

but new culture---the Cthonisculture disappearance a word to make them have any education trait?

emmmmm for bugfix I'm newbie

手动狗头!!!

Posted

I really want to say thank you. The mod develops so fast and it does it in the good way.

But I think that current corruption events must be changed. For now its a 100% chance to get fucked by tentacles without any option to escape. So be it. But I think these events should make you to take some risks. It should be a chance of triggering tentacle encounter in different situations with difficult choices.

 

Thats what I mean:

 

Imagine the situation. You are sick (cancer, for example), and your court physician suggests you to try an experimental treatment (en existing game event). So, if the physician is a tentacle slave or a cultist or just a sick motherfucker, there is a chance that he will bring you to tentacle monster and heal you through sex, but also will put you into corruption.

 

I think the gamble makes gameplay much more fun, especially in adult modes with corrpution and submission systems.

Posted

Just gave this new version a try, but my leader and several vassals ended up with both the deflowered and un-deflowered trait. They first went through the rite and got deflowered but after a while the un-deflowered trait was also added again (didn't quite notice when). As a result the ritual for deflowerment is now back available for my leader but clicking it does nothing.

Posted
18 hours ago, Cheri Song said:

 

The next update will be v3.0 with tentacle monster characters. Please look forward to it coming Soon (tm)

WOOHOO!  I've always wanted a Submissionist tentacle monster overlord who won't take "no" as an answer.  

Posted

Just a little heads up.

The previous version of the mod was compatible with total overhauls like AGOT and HIP.

But as of this version it is not anymore it seems.

 

Well at a glance it works. The events fire, the traits are handed out ... But for instance the deflowering decision after some time is clickable all the time but has no effect. After the deflowering took place my countess is both deflowered and undeflowered. The holy sites are in the middle east regardless of whether "random" was chosen at the start of the game or not. I have "Villains & Heroes" active as well when building a basic lair from that mod it gets destroyed when I'm building a tentacle lair from this mod afterwards. When I'm building a tentacle lair first all is well and goes as planned.

 

I have the suspicion the root of that problem lies in the different map with altered provinces.

 

/edit

With the total overhaul in question added as a dependency aka. loaded before this mod it works flawlessly as previous versions of the mod did.

Posted

Thank you for a very enjoyable mod!

I'm exploring the possibilities to have tentacle_religion start as an unreformed religion, is this a direction you would like to take your mod?

Posted
5 hours ago, mteir said:

Thank you for a very enjoyable mod!

I'm exploring the possibilities to have tentacle_religion start as an unreformed religion, is this a direction you would like to take your mod?

Reformation makes sense from a gameplay perspective, but there are some dubious roleplay decisions like a tentacle slave declaring herself the religious head (and thus above tentacle monsters) or making priestesses monastic and unable to marry. I plan to eventually include some events for capturing holy sites and major cities, which I hope will provide some of the same experience as reforming a pagan religion in vanilla.

Posted
13 minutes ago, Cheri Song said:

Reformation makes sense from a gameplay perspective, but there are some dubious roleplay decisions like a tentacle slave declaring herself the religious head (and thus above tentacle monsters) or making priestesses monastic and unable to marry. I plan to eventually include some events for capturing holy sites and major cities, which I hope will provide some of the same experience as reforming a pagan religion in vanilla.

Holy Fury DLC updated the reformation system, the reformer does not automatically become the highest authority (reformers choice), it is modular and is quite moddable. I'm unsure if you can block the reformer from choosing to become the religious leader tough.
https://ck2.paradoxwikis.com/Pagans#Leadership

Posted
On 8/25/2019 at 5:53 PM, JesusKreist said:

 

 

/edit

With the total overhaul in question added as a dependency aka. loaded before this mod it works flawlessly as previous versions of the mod did.

Can you be more specific about that?  Do you mean the file that installs the tentacle mod as a dependency for HIP or what? 

Posted

@Cheri Song Yeah Holy Fury has some modular doctrines and you can say  that some stuff should not be allowed for a rspecific religion. It oould make sense then adding some different kind of tentacle like doctrines into it. Could get also interesting if a tenacle slave ruler might reform her pagan religion into a nearly tentacle slave religion too besides the "standard" tentacle slave religions.

Posted
8 hours ago, Celedhring said:

Can you be more specific about that?  Do you mean the file that installs the tentacle mod as a dependency for HIP or what? 

Correct.

 

Either (my preferred method) have a mod loader like Paradoxos Mod Manager (/edit Note the download link is further down on that page. Don't download the github master) where you can alter the load order of a current paradox game (EU4, HOI4, CK2, Stellaris) and load HIP before Tentacles or simply add into the .mod file:

dependencies = {"After the End Fan Fork" "Christianity Mod" "Dark World Fantasy" "DWF Module - Heaven & Hell" "Everyone Is Female" "Lesbocracy" "Polyamory" "HIP - Historical Immersion Project"}

Note only the last one is added by me, the first dependencies are already present.

Posted

Well I can kind of justify monastic tentacle slaves. Remember unmarried does not mean celibate.

 

As a preistess of the tentacles her body belongs to no one man but to all men and through them to the dark masters. Her body is a vessal through which the faithful might "worship" the dark masters.

 

On the flip side a dagonist nun might shun the attentions of men so she might fully comit to devotion to the beasts. A convent in this role would be a place where you get fucked and impregnated but it is a step before fully submition to the pit as you are still able to leave and deal with the outside world from time to time.

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