Jump to content

[mod] Carnalitas - Unified Sex Mod Framework for CK3


Recommended Posts

Posted
54 minutes ago, Vibius Domitius Constantin said:

By the way, when you play, will your slaves be raped? This bothers me

Raped not sure. Have tons of children without me big yes.

Posted (edited)
3 hours ago, Vibius Domitius Constantin said:

I am the biggest,but my eldest son is the smallest,he is my own child. What I want to ask is, does your spouse or slave have the characteristics of being raped

You mean the health debuff? I haven't seen it on slaves yet and I only get the message when a family member is raped.

Edited by xyzxyz
Posted
3 hours ago, justpokinaround said:

It seems to be okay.  Slavery & arousal mechanics functioned per usual. 

 

doesn't 100% work, memories option doesn't appear when running the mod

Posted
15 hours ago, Jaghave said:

 

doesn't 100% work, memories option doesn't appear when running the mod

Can confirm

Posted

hi all, 

 

Just a question for anyone, i see in the games rules to allow verious types of sex scenes, ie lactation, beastiality, etc, if there any mods that actually use them? i love that the options are there but i have not seen anyone utilising that side of the mod framework. 

Posted
8 hours ago, SAxMitch said:

hi all, 

 

Just a question for anyone, i see in the games rules to allow verious types of sex scenes, ie lactation, beastiality, etc, if there any mods that actually use them? i love that the options are there but i have not seen anyone utilising that side of the mod framework. 

 

that for other plug ins to flag as such to enable or disable

Posted

Kinda weird of them to do this for a trigger used nearly 100 times in base game, but they renamed

 

is_diplomatically_available

 

and put it in the Bug Section of the patch notes instead of the Modding section without even mentioning what they changed it to. Anyways, after searching for like 30m (I'm barely learning modding), I finally found that it was changed to:

 

is_busy_in_events_localised

 

They also renamed the first trigger in the same doc to

 

 is_busy_in_events_unlocalised

 I don't think that affects your mod though.

 

I'm just mentioning it here because I noticed my error.log pointing to a lot of your files referencing it as an Error: Unknown Trigger type. I'm unsure how much it affects your mod, there were around 50~ errors from that trigger being changed and I've mostly just been loading + reloading without playing. Got about 150~ hits across 200~ mods for the old trigger, so seems quite a few haven't noticed the slight mention of a code change.

 

 

Posted
28 minutes ago, Undeadbanana said:

Kinda weird of them to do this for a trigger used nearly 100 times in base game, but they renamed

 

is_diplomatically_available

 

and put it in the Bug Section of the patch notes instead of the Modding section without even mentioning what they changed it to. Anyways, after searching for like 30m (I'm barely learning modding), I finally found that it was changed to:

 

is_busy_in_events_localised

 

They also renamed the first trigger in the same doc to

 

 is_busy_in_events_unlocalised

 I don't think that affects your mod though.

 

I'm just mentioning it here because I noticed my error.log pointing to a lot of your files referencing it as an Error: Unknown Trigger type. I'm unsure how much it affects your mod, there were around 50~ errors from that trigger being changed and I've mostly just been loading + reloading without playing. Got about 150~ hits across 200~ mods for the old trigger, so seems quite a few haven't noticed the slight mention of a code change.

 

 

OMG thank you for pointing out!

Weddings Expanded is full with this trigger, will have a lot to do...

Posted
7 hours ago, LordDGP said:

OMG thank you for pointing out!

Weddings Expanded is full with this trigger, will have a lot to do...

If you use something like Notepad++ there is an option to replace something you choose with something else in all files in a folder, including all it's subfolders as well.
Additional helping tools I personally use are Astrogrep (a software that searches through all files for a bit of text you want to find)
and WinMerge (a software that compares 2 folders and the files within and enables copypastaing from one side to the other, usefull to check what was updated, especially if you have some files that replace vanilla files and you need to see what exactly changed in the original and just pull it over into the modded version)

Posted
40 minutes ago, rhipeen said:

If you use something like Notepad++ there is an option to replace something you choose with something else in all files in a folder, including all it's subfolders as well.
Additional helping tools I personally use are Astrogrep (a software that searches through all files for a bit of text you want to find)
and WinMerge (a software that compares 2 folders and the files within and enables copypastaing from one side to the other, usefull to check what was updated, especially if you have some files that replace vanilla files and you need to see what exactly changed in the original and just pull it over into the modded version)

Thank you, I appreciate the tips even though I am already using Notepad++ and WinMerge.

 

Astrogrep sounds interesting, will check it out!

Posted (edited)
2 hours ago, LordDGP said:

Thank you, I appreciate the tips even though I am already using Notepad++ and WinMerge.

 

Astrogrep sounds interesting, will check it out!

It's basically a search tool that instead of looking through file names, it will go through ALL files in a folder and it's subfolders (you can limit the search by specifying which extensions the file should be, like .txt or .mod) so when you want to know where all is a specific event mentioned, you just go to Steam\steamapps\common\Crusader Kings III\game,
set it as the folder you want to search through, say you want only .txt files so it ignores all the graphics and pictures etc and then run it, and it will give you all the files where the event is mentioned.
If you know you put a certain code bit somewhere but don't know where, use the same process.
Alternatively, if you want to check a workshop mod files but you don't know which number the mod is under in the place they are stored at, you just specify you want to look through .mod files, search the name of the mod and then you just right click the modfile in the software and open it in local browser

Edited by rhipeen
typo

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...