kavvanshrike Posted October 3, 2020 Posted October 3, 2020 9 hours ago, boulou said: I don't know about nexus, i was speaking about the workshop... there are plenty of sexual stuff on the workshop and steam in general, but okay. The "sexual stuff" on the workshop mostly consists of shit that is already accessible in the game, topless nudity and impregnate spouse are about as far as you can go on the workshop. It's unrealistic to expect steam or paradox to let a mod that enables rape, scat and watersports loose on the workshop when the game itself is deemed at worst PEGI 16. Do you honestly think the author wouldn't just slap it on the workshop if they thought they could get away with it?
Hamakabula Posted October 3, 2020 Posted October 3, 2020 I was surprised that basic nudity in events (e.g. lay with lover) does not seem to be included? Nor are shafts/slits? Or is this a bug on my end?
Cheri Song Posted October 3, 2020 Author Posted October 3, 2020 22 minutes ago, Hamakabula said: I was surprised that basic nudity in events (e.g. lay with lover) does not seem to be included? Nor are shafts/slits? Basic nudity is already in the game, it doesn't require Carnalitas. It's up to modders to decide whether an event should include nudity or not. 3D penises and vaginas are not part of Carnalitas in the interest of compatibility.
s2k7 Posted October 3, 2020 Posted October 3, 2020 Is there an option to prevent a slave from leaving an owners court on their own. I find that slaves just randomly wander away all the time on their own free will which doesn't make much sense if they are a slave. You can sell them and buy them back again but you lose your hook on them if you do this. There is already a mod that does something similar maybe this can be implemented for slaves in Carnitas? Prevent Wandering Family https://steamcommunity.com/sharedfiles/filedetails/?id=2243263459 2
Emanresutwo Posted October 3, 2020 Posted October 3, 2020 EDIT: If you're a dummy like me, go into the descriptor file and change that asterisk to a 2 for the hotfix. That worked for me. I'm trying to update the mod but getting "the path in this mod's descriptor file is invalid or does not exist" but when I look inside the .mod file it is the correct path. The descriptor file inside the carnalitas folder is as follows: version="1.2.2" tags={ "Gameplay" "Character Interactions" "Events" } name="Carnalitas" supported_version="1.1.*"
SamIAmHam Posted October 3, 2020 Posted October 3, 2020 1 hour ago, Emanresutwo said: EDIT: If you're a dummy like me, go into the descriptor file and change that asterisk to a 2 for the hotfix. That worked for me. I'm trying to update the mod but getting "the path in this mod's descriptor file is invalid or does not exist" but when I look inside the .mod file it is the correct path. The descriptor file inside the carnalitas folder is as follows: version="1.2.2" tags={ "Gameplay" "Character Interactions" "Events" } name="Carnalitas" supported_version="1.1.*" The descriptor file goes inside the folder while the .mod file sits in the mod directory.
Anonymous Posted October 4, 2020 Posted October 4, 2020 10 hours ago, Emanresutwo said: EDIT: If you're a dummy like me, go into the descriptor file and change that asterisk to a 2 for the hotfix. That worked for me. I'm trying to update the mod but getting "the path in this mod's descriptor file is invalid or does not exist" but when I look inside the .mod file it is the correct path. The descriptor file inside the carnalitas folder is as follows: version="1.2.2" tags={ "Gameplay" "Character Interactions" "Events" } name="Carnalitas" supported_version="1.1.*" 9 hours ago, SamIAmHam said: The descriptor file goes inside the folder while the .mod file sits in the mod directory. To be exact, the descriptor file in a mod's folder is completely redundant if there's the [modname].mod file (with correct path="" line) in the main mod folder already.
kohakusora Posted October 4, 2020 Posted October 4, 2020 bug report: in common\character_interactions\carn_free_slave_interaction.txt Error: Undefined event target 'recruit' Script location: file: common/character_interactions/carn_free_slave_interaction.txt line: 325 Since there doesn't exist send_option with recruit, this can be removed.
SamIAmHam Posted October 4, 2020 Posted October 4, 2020 2 hours ago, Anonymous said: To be exact, the descriptor file in a mod's folder is completely redundant if there's the [modname].mod file (with correct path="" line) in the main mod folder already. I didn't write the software, but from what I can tell you don't put paths in the descriptor.mod file. The descriptor file is for Steam and Pdox mods to tell them what the mod is. 1
Anonymous Posted October 4, 2020 Posted October 4, 2020 11 hours ago, SamIAmHam said: I didn't write the software, but from what I can tell you don't put paths in the descriptor.mod file. The descriptor file is for Steam and Pdox mods to tell them what the mod is. Wow, I didn't even know something like Paradox Mods existed. And it's actually pretty handy.
DarksideRevan Posted October 5, 2020 Posted October 5, 2020 On 10/2/2020 at 6:03 PM, boulou said: I don't know about nexus, i was speaking about the workshop... there are plenty of sexual stuff on the workshop and steam in general, but okay. This has to be a troll, right? Not rocket science why this isn't on the workshop, surely.
redrustred Posted October 5, 2020 Posted October 5, 2020 Hi which ui mod is safe to use with carnalitas? I run, Better Character ui, Better ui Scaling, and Show More Traits. I can see there will be conflict with Show More Traits and Better ui Scaling. But what about Better Character ui? I really like the fact that mod displays both multiple spouse and concubines on different rows, would that be compatible? Or would you consider work a similar ui design in to the mod?
oblivions Posted October 5, 2020 Posted October 5, 2020 Just wondering if there's plans to remove tyranny penalties from interactions with slaves? Getting hit with -20 opinion across the realm because I imprisoned a slave is kinda questionable lol. Enjoying the mod though, appreciate all the work being put into this.
ptp190 Posted October 6, 2020 Posted October 6, 2020 Just read on github that becoming a pimp is done on the milestones. Also that we can eventually have slaves as prostitutes to help us increase our income. Thank you very much.
kanne28 Posted October 6, 2020 Posted October 6, 2020 I'm having crashes with this mod. I am running game v1.0.3. Here is the exception: Application: Crusader Kings III Version: 1.0.3 Date/Time: 2020-10-05 23:18:52 Unhandled Exception C0000005 (EXCEPTION_ACCESS_VIOLATION) at address 0x00007FF7388C7F90 Stack Trace: 1 ck3.exe SDL_DYNAPI_entry (+ 1559376) 2 ck3.exe PHYSFS_swapULE64 (+ 20308951) 3 ck3.exe PHYSFS_swapULE64 (+ 20318979) 4 ck3.exe PHYSFS_swapULE64 (+ 20319248) 5 ck3.exe PHYSFS_swapULE64 (+ 20320747) 6 ck3.exe PHYSFS_swapULE64 (+ 20317797) 7 ck3.exe PHYSFS_swapULE64 (+ 20319269) 8 ck3.exe PHYSFS_swapULE64 (+ 20318198) 9 ck3.exe PHYSFS_swapULE64 (+ 20320684) 10 ck3.exe PHYSFS_swapULE64 (+ 20317797) 11 ck3.exe PHYSFS_swapULE64 (+ 20319269) 12 ck3.exe PHYSFS_swapULE64 (+ 20320747) 13 ck3.exe PHYSFS_swapULE64 (+ 20317797) 14 ck3.exe PHYSFS_swapULE64 (+ 20319269) 15 ck3.exe PHYSFS_swapULE64 (+ 20318198) 16 ck3.exe PHYSFS_swapULE64 (+ 20320684) 17 ck3.exe PHYSFS_swapULE64 (+ 20324246) 18 ck3.exe PHYSFS_swapULE64 (+ 19920969) 19 ck3.exe PHYSFS_swapULE64 (+ 19993189) 20 ck3.exe SDL_StopTextInput (+ 1982979) 21 ck3.exe SDL_StopTextInput (+ 1982626) 22 ck3.exe SDL_StopTextInput (+ 2260220) 23 ck3.exe SDL_StopTextInput (+ 2261287) 24 ck3.exe SDL_StopTextInput (+ 2261353) 25 ck3.exe SDL_DYNAPI_entry (+ 1664188) 26 KERNEL32.DLL BaseThreadInitThunk (+ 20) 27 ntdll.dll RtlUserThreadStart (+ 33) 28 ntdll.dll RtlUserThreadStart (+ 33) It only happens with this mod. Any help?
Reokys Posted October 6, 2020 Posted October 6, 2020 Can you make compatibility with the "Naked Doctrine" mod from steam? https://steamcommunity.com/sharedfiles/filedetails/?id=2223375052
fffdaemon Posted October 6, 2020 Posted October 6, 2020 Has anyone here triggered the prostitution rank up event? My character has been level one for quite a long time.
joemann Posted October 6, 2020 Posted October 6, 2020 I am trying to understand how the seeding of traits on startup works. I have tried to reproduce the code used in Carnalitas to do so and am struggling to get it to work. One thing I noticed is that the scripted_effect <carn_seed_dt_traits_effect> requires the presence of a character_flag for a trait to be added. Spoiler carn_seed_dt_traits_effect = { add_character_flag = carn_dt_traits_seeded if = { limit = { has_character_flag = carn_seed_dick_small_1 } carn_add_dick_small_1_effect = yes } else_if = { limit = { has_character_flag = carn_seed_dick_small_2 } carn_add_dick_small_2_effect = yes } else_if = { limit = { has_character_flag = carn_seed_dick_small_3 } carn_add_dick_small_3_effect = yes } else_if = { limit = { has_character_flag = carn_seed_dick_big_1 } carn_add_dick_big_1_effect = yes } else_if = { limit = { has_character_flag = carn_seed_dick_big_2 } carn_add_dick_big_2_effect = yes } else_if = { limit = { has_character_flag = carn_seed_dick_big_3 } carn_add_dick_big_3_effect = yes } etc I have tried to find where this flag should come from, but nowhere in the code is there an add_character_flag = carn_seed_dick_small_1. But if this is true then the desired effect is never fired and no traits are added. Your mod works so I am missing something, but what? Could you point me in the right direction?
Notarius Posted October 6, 2020 Posted October 6, 2020 First ... thanx for this amazing mod. Second ... question about body traits. When they are visible that daughter will have huge tits or son a horse-sized cock? Because they dont appear during birth [or i tried several times] .. so its probably age related [and i understand its logical]. Thanx for answer and continue ... great mod again.
topgamer Posted October 6, 2020 Posted October 6, 2020 1 hour ago, Notarius said: First ... thanx for this amazing mod. Second ... question about body traits. When they are visible that daughter will have huge tits or son a horse-sized cock? Because they dont appear during birth [or i tried several times] .. so its probably age related [and i understand its logical]. Thanx for answer and continue ... great mod again. When they are 16.
Neoroad Posted October 6, 2020 Posted October 6, 2020 When will futa and same-sex marriage be possible? honestly, just imagining that makes me very excited.
SamIAmHam Posted October 6, 2020 Posted October 6, 2020 10 minutes ago, Neoroad said: When will futa and same-sex marriage be possible? honestly, just imagining that makes me very excited. Same sex marriage has a hard coded ban on it and requires Pdox to remove it in the source code.
DarksideRevan Posted October 6, 2020 Posted October 6, 2020 9 hours ago, joemann said: I am trying to understand how the seeding of traits on startup works. I have tried to reproduce the code used in Carnalitas to do so and am struggling to get it to work. One thing I noticed is that the scripted_effect <carn_seed_dt_traits_effect> requires the presence of a character_flag for a trait to be added. Reveal hidden contents carn_seed_dt_traits_effect = { add_character_flag = carn_dt_traits_seeded if = { limit = { has_character_flag = carn_seed_dick_small_1 } carn_add_dick_small_1_effect = yes } else_if = { limit = { has_character_flag = carn_seed_dick_small_2 } carn_add_dick_small_2_effect = yes } else_if = { limit = { has_character_flag = carn_seed_dick_small_3 } carn_add_dick_small_3_effect = yes } else_if = { limit = { has_character_flag = carn_seed_dick_big_1 } carn_add_dick_big_1_effect = yes } else_if = { limit = { has_character_flag = carn_seed_dick_big_2 } carn_add_dick_big_2_effect = yes } else_if = { limit = { has_character_flag = carn_seed_dick_big_3 } carn_add_dick_big_3_effect = yes } etc I have tried to find where this flag should come from, but nowhere in the code is there an add_character_flag = carn_seed_dick_small_1. But if this is true then the desired effect is never fired and no traits are added. Your mod works so I am missing something, but what? Could you point me in the right direction? If I'm understanding your question you want to add a particular trait to a character on start-up right? I'm currently adding it on a characters birth and it seems to be working fine. Spoiler 1048.7.6 = { birth = yes effect = { add_character_flag = has_scripted_appearance add_character_flag = carn_seed_dick_big_3 add_character_flag = immune_to_disease } }
joemann Posted October 6, 2020 Posted October 6, 2020 Thank you for your answer. In fact I am trying to understand how every character gets traits on startup of game. Your 1048.6 is an on_action or an event? I am still trying to understand CK3 code which I find confusing coming from CK2. If I understand it correctly you can define your own on_action by simply using trigger_event = { on_action = <on_action name> } or do you also need to define <on_action name> elsewhere?
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