joemann Posted October 9, 2020 Posted October 9, 2020 So I managed to find out that the file: ss_male_clothes_secular_western_nudity_01_bs_move_away.mesh contains the physical 3D fig leaf. The asset file:Â male_clothes_secular_western_nudity_01.asset adds the fig leaf to the game. It is the same file as the vanilla file with one exception the diffuse texture file What I haven't figured out, is why you would want to add it to the game when you really want to remove it. I suppose the asset file removes it, but I don't understand how.
joemann Posted October 9, 2020 Posted October 9, 2020 Does the mesh file itself (which is unreadable to me) contain anything that removes the fig-leaf or is it identical to the vanilla mesh-file? If not, does the diffuse texture file maybe turn the fig-leaf transparent?
WaffleIron Posted October 13, 2020 Author Posted October 13, 2020 On 10/9/2020 at 5:09 AM, joemann said: Could someone point out to me which file(s) in this mod delete the fig leaf? I am trying to work out how the the system works (how the different files interact) and I am really confused. The mod wiki is not very helpful at this stage. Any help would be much appreciated. Originally, I made the fig leaf disappear by setting its texture to be invisible, so that it's still there, but you just can't see it. This is what the diffuse file is for. Later, somebody had a bug (that I could not recreate on my version) where the invisible fig leaf was still casting shadows on the character's body. I compensated for this by adding a blendshape (ss_male_clothes_secular_western_nudity_01_bs_move_away.mesh), which moves the fig leaf below the character's feet. This blendshape is set in the .asset file to always be active. These two methods to remove the leaf should actually be redundant, but I've kept both of them to reduce the chances of other graphical glitches like the shadows I mentioned above. I don't know what other mods you are using, but some things you could try for compatibility are: 1. Removing the extra blendshape and attribute line in "male_clothes_secular_western_nudity_01.asset" (they should be highlighted as coming from this mod) 2. Copying the "ss_male_clothes_secular_western_nudity_01_diffuse.dds" file, and pasting that copy in the same folder as the original but renamed "male_clothes_secular_western_nudity_01_diffuse.dds"
joemann Posted October 14, 2020 Posted October 14, 2020 23 hours ago, WaffleIron said: Originally, I made the fig leaf disappear by setting its texture to be invisible, so that it's still there, but you just can't see it. This is what the diffuse file is for. Later, somebody had a bug (that I could not recreate on my version) where the invisible fig leaf was still casting shadows on the character's body. I compensated for this by adding a blendshape (ss_male_clothes_secular_western_nudity_01_bs_move_away.mesh), which moves the fig leaf below the character's feet. This blendshape is set in the .asset file to always be active. These two methods to remove the leaf should actually be redundant, but I've kept both of them to reduce the chances of other graphical glitches like the shadows I mentioned above. I don't know what other mods you are using, but some things you could try for compatibility are: 1. Removing the extra blendshape and attribute line in "male_clothes_secular_western_nudity_01.asset" (they should be highlighted as coming from this mod) 2. Copying the "ss_male_clothes_secular_western_nudity_01_diffuse.dds" file, and pasting that copy in the same folder as the original but renamed "male_clothes_secular_western_nudity_01_diffuse.dds" Thanks for the explanation. In the end I got it working and I understand a little better how it works now. Am trying to get the penis size to vary but am not getting anywhere. I know it is possible in view of some earlier screenshots posted in this thread but the how is still a little sketchy. It seems to be linked to the blendshapes but it is unclear to me if these are linked to specific mesh files or if you can just create them in script. In your mod there seem to be (only?) three mesh files does that mean you can only have three different sizes or can there be many different size variations between min and max. If so which file steers this?
Kruiser89 Posted October 16, 2020 Posted October 16, 2020 Hey, everyone! I have a question. I just started to use Blender a little less than month ago and have problem with exporting meshes. Lets say I try to apply a part of a different mesh to another one, merge all connecting vertices and all, but after exporting Blender rips those vertices, as if they were never merged, and I end up with meshes with different number of vertices, so... yeah, many of you saw what happens when blendshapes for body have different number of vertices. Question - can I prevent Blender from ripping vertices while exporting model?
joemann Posted October 17, 2020 Posted October 17, 2020 All my characters have a white spot at the level of their groin (not lovers pox ?) and a "light" shining out of their penis (could be useful at night). Â Is it possible to get rid of this and how. Do other people using this mod have the same issue? I have changed the camera setting in the barbershop so maybe it is a matter of lighting. I would like to know which file(s) I should look at. If it has to do with the mesh file then I will have to live with it.
Kruiser89 Posted October 17, 2020 Posted October 17, 2020 21 minutes ago, joemann said: All my characters have a white spot at the level of their groin (not lovers pox ?) and a "light" shining out of their penis (could be useful at night). Â Is it possible to get rid of this and how. Do other people using this mod have the same issue? I have changed the camera setting in the barbershop so maybe it is a matter of lighting. I would like to know which file(s) I should look at. If it has to do with the mesh file then I will have to live with it. Yeah, regrettably it's mesh. This glaring spot at the base is because model of penis in this point is not connected to body, it just overlaps with it.
WaffleIron Posted November 10, 2020 Author Posted November 10, 2020 On 10/17/2020 at 6:16 AM, joemann said: All my characters have a white spot at the level of their groin (not lovers pox ?) and a "light" shining out of their penis (could be useful at night). Â Is it possible to get rid of this and how. Do other people using this mod have the same issue? I have changed the camera setting in the barbershop so maybe it is a matter of lighting. I would like to know which file(s) I should look at. If it has to do with the mesh file then I will have to live with it. Yeah, that spot had given me some issues in the past. I think it's due to some normals on the base mesh (or some of the blendshapes) I might have set poorly. The lighting engine in this game is kind of strange, and give odd results sometimes. I've kind of taken a break from ck3 modding until the base game gets another patch, but I'll probably try to fix the glare again when that happens.
joemann Posted November 10, 2020 Posted November 10, 2020 I have some issues with the portrait modifier "erection". In my case it shows up in the enhanced barbershop but not in the event screens. Could you think of a reason why? It seems to me that both use the same files for the characters so why the difference?  Another question has to do with the weight_trigger in the portrait modifier file.  You used a trait, which I replaced by a variable Spoiler erection_visual = {    usage = game    erection_visual = {       dna_modifiers = {          morph = {             mode = modify                  gene = gene_bs_penis             template = erection_size             value = 0.0          }          morph = {             mode = add                     gene = gene_erect_penis             template = erect_penis             value = 1.0          }       }       weight = {          base = 0          modifier = {             add = 100             has_variable = arousal_level                         }       }    } } This works ( but not in the event window ). What I would like is to link it to a level of arousal but using Spoiler weight = {          base = 0          modifier = {             add = 100             var:arousal_level > 2                         }       } doesn't work and generates error messages in the error log relating to scope problems. Can you see what is wrong with this?
commov Posted November 16, 2020 Posted November 16, 2020 I made my character. But I don't know how to apply this to my existing character. Can you help me to how I can do this please? TODO_choose_portait_key={    type=male    id=0    age=0.205000    genes={       hair_color={ 0 177 0 0 }        skin_color={ 0 0 0 0 }        eye_color={ 0 255 0 0 }        gene_chin_forward={ "chin_forward_neg" 127 "chin_forward_neg" 127 }        gene_chin_height={ "chin_height_neg" 130 "chin_height_neg" 127 }        gene_chin_width={ "chin_width_neg" 108 "chin_width_neg" 127 }        gene_eye_angle={ "eye_angle_neg" 127 "eye_angle_neg" 127 }        gene_eye_depth={ "eye_depth_neg" 196 "eye_depth_neg" 127 }        gene_eye_height={ "eye_height_neg" 128 "eye_height_neg" 127 }        gene_eye_distance={ "eye_distance_neg" 127 "eye_distance_neg" 127 }        gene_eye_shut={ "eye_shut_neg" 104 "eye_shut_neg" 127 }        gene_forehead_angle={ "forehead_angle_neg" 122 "forehead_angle_neg" 127 }        gene_forehead_brow_height={ "forehead_brow_height_neg" 170 "forehead_brow_height_neg" 127 }        gene_forehead_roundness={ "forehead_roundness_neg" 168 "forehead_roundness_neg" 127 }        gene_forehead_width={ "forehead_width_neg" 132 "forehead_width_neg" 127 }        gene_forehead_height={ "forehead_height_neg" 121 "forehead_height_neg" 127 }        gene_head_height={ "head_height_neg" 80 "head_height_neg" 127 }        gene_head_width={ "head_width_neg" 79 "head_width_neg" 127 }        gene_head_profile={ "head_profile_neg" 128 "head_profile_neg" 127 }        gene_head_top_height={ "head_top_height_neg" 128 "head_top_height_neg" 127 }        gene_head_top_width={ "head_top_width_neg" 140 "head_top_width_neg" 127 }        gene_jaw_angle={ "jaw_angle_neg" 183 "jaw_angle_neg" 127 }        gene_jaw_forward={ "jaw_forward_neg" 126 "jaw_forward_neg" 127 }        gene_jaw_height={ "jaw_height_neg" 94 "jaw_height_neg" 127 }        gene_jaw_width={ "jaw_width_neg" 124 "jaw_width_neg" 127 }        gene_mouth_corner_depth={ "mouth_corner_depth_neg" 255 "mouth_corner_depth_neg" 127 }        gene_mouth_corner_height={ "mouth_corner_height_neg" 135 "mouth_corner_height_neg" 127 }        gene_mouth_forward={ "mouth_forward_neg" 66 "mouth_forward_neg" 127 }        gene_mouth_height={ "mouth_height_neg" 100 "mouth_height_neg" 127 }        gene_mouth_width={ "mouth_width_neg" 167 "mouth_width_neg" 127 }        gene_mouth_upper_lip_size={ "mouth_upper_lip_size_neg" 128 "mouth_upper_lip_size_neg" 127 }        gene_mouth_lower_lip_size={ "mouth_lower_lip_size_neg" 159 "mouth_lower_lip_size_neg" 127 }        gene_mouth_open={ "mouth_open_neg" 128 "mouth_open_neg" 127 }        gene_neck_length={ "neck_length_neg" 147 "neck_length_neg" 127 }        gene_neck_width={ "neck_width_neg" 53 "neck_width_neg" 127 }        gene_bs_cheek_forward={ "cheek_forward_neg" 68 "cheek_forward_neg" 127 }        gene_bs_cheek_height={ "cheek_height_neg" 147 "cheek_height_neg" 127 }        gene_bs_cheek_width={ "cheek_width_neg" 200 "cheek_width_neg" 127 }        gene_bs_ear_angle={ "ear_angle_neg" 57 "ear_angle_neg" 127 }        gene_bs_ear_inner_shape={ "ear_inner_shape_pos" 127 "ear_inner_shape_pos" 127 }        gene_bs_ear_bend={ "ear_lower_bend_pos" 0 "ear_lower_bend_pos" 127 }        gene_bs_ear_outward={ "ear_outward_neg" 131 "ear_outward_neg" 127 }        gene_bs_ear_size={ "ear_size_neg" 141 "ear_size_neg" 127 }        gene_bs_eye_corner_depth={ "eye_corner_depth_neg" 31 "eye_corner_depth_neg" 127 }        gene_bs_eye_fold_shape={ "eye_fold_shape_neg" 0 "eye_fold_shape_neg" 127 }        gene_bs_eye_size={ "eye_size_neg" 0 "eye_size_neg" 127 }        gene_bs_eye_upper_lid_size={ "eye_upper_lid_size_neg" 65 "eye_upper_lid_size_neg" 127 }        gene_bs_forehead_brow_curve={ "forehead_brow_curve_neg" 198 "forehead_brow_curve_neg" 127 }        gene_bs_forehead_brow_forward={ "forehead_brow_forward_neg" 170 "forehead_brow_forward_neg" 127 }        gene_bs_forehead_brow_inner_height={ "forehead_brow_inner_height_neg" 255 "forehead_brow_inner_height_neg" 127 }        gene_bs_forehead_brow_outer_height={ "forehead_brow_outer_height_neg" 122 "forehead_brow_outer_height_neg" 127 }        gene_bs_forehead_brow_width={ "forehead_brow_width_neg" 123 "forehead_brow_width_neg" 127 }        gene_bs_jaw_def={ "jaw_def_neg" 0 "jaw_def_neg" 127 }        gene_bs_mouth_lower_lip_def={ "mouth_lower_lip_def_pos" 0 "mouth_lower_lip_def_pos" 127 }        gene_bs_mouth_lower_lip_full={ "mouth_lower_lip_full_neg" 90 "mouth_lower_lip_full_neg" 127 }        gene_bs_mouth_lower_lip_pad={ "mouth_lower_lip_pad_neg" 130 "mouth_lower_lip_pad_neg" 127 }        gene_bs_mouth_lower_lip_width={ "mouth_lower_lip_width_neg" 50 "mouth_lower_lip_width_neg" 127 }        gene_bs_mouth_philtrum_def={ "mouth_philtrum_def_pos" 116 "mouth_philtrum_def_pos" 127 }        gene_bs_mouth_philtrum_shape={ "mouth_philtrum_shape_neg" 0 "mouth_philtrum_shape_neg" 127 }        gene_bs_mouth_philtrum_width={ "mouth_philtrum_width_neg" 123 "mouth_philtrum_width_neg" 127 }        gene_bs_mouth_upper_lip_def={ "mouth_upper_lip_def_pos" 0 "mouth_upper_lip_def_pos" 127 }        gene_bs_mouth_upper_lip_full={ "mouth_upper_lip_full_neg" 0 "mouth_upper_lip_full_neg" 127 }        gene_bs_mouth_upper_lip_profile={ "mouth_upper_lip_profile_neg" 0 "mouth_upper_lip_profile_neg" 127 }        gene_bs_mouth_upper_lip_width={ "mouth_upper_lip_width_neg" 0 "mouth_upper_lip_width_neg" 127 }        gene_bs_nose_forward={ "nose_forward_neg" 82 "nose_forward_neg" 127 }        gene_bs_nose_height={ "nose_height_neg" 128 "nose_height_neg" 127 }        gene_bs_nose_length={ "nose_length_neg" 108 "nose_length_neg" 127 }        gene_bs_nose_nostril_height={ "nose_nostril_height_neg" 255 "nose_nostril_height_neg" 127 }        gene_bs_nose_nostril_width={ "nose_nostril_width_neg" 86 "nose_nostril_width_neg" 127 }        gene_bs_nose_profile={ "nose_profile_neg" 219 "nose_profile_neg" 127 }        gene_bs_nose_ridge_angle={ "nose_ridge_angle_neg" 178 "nose_ridge_angle_neg" 127 }        gene_bs_nose_ridge_width={ "nose_ridge_width_neg" 104 "nose_ridge_width_neg" 127 }        gene_bs_nose_size={ "nose_size_neg" 0 "nose_size_neg" 127 }        gene_bs_nose_tip_angle={ "nose_tip_angle_neg" 26 "nose_tip_angle_neg" 127 }        gene_bs_nose_tip_forward={ "nose_tip_forward_neg" 77 "nose_tip_forward_neg" 127 }        gene_bs_nose_tip_width={ "nose_tip_width_neg" 188 "nose_tip_width_neg" 127 }        face_detail_cheek_def={ "cheek_def_01" 117 "cheek_def_01" 127 }        face_detail_cheek_fat={ "cheek_fat_01_pos" 0 "cheek_fat_01_pos" 127 }        face_detail_chin_cleft={ "chin_cleft" 0 "chin_cleft" 127 }        face_detail_chin_def={ "chin_def" 103 "chin_def" 127 }        face_detail_eye_lower_lid_def={ "eye_lower_lid_def" 161 "eye_lower_lid_def" 127 }        face_detail_eye_socket={ "eye_socket_01" 255 "eye_socket_01" 127 }        face_detail_nasolabial={ "nasolabial_01" 255 "nasolabial_01" 127 }        face_detail_nose_ridge_def={ "nose_ridge_def_pos" 255 "nose_ridge_def_pos" 127 }        face_detail_nose_tip_def={ "nose_tip_def" 81 "nose_tip_def" 127 }        face_detail_temple_def={ "temple_def" 127 "temple_def" 127 }        expression_brow_wrinkles={ "brow_wrinkles_01" 124 "brow_wrinkles_01" 127 }        expression_eye_wrinkles={ "eye_wrinkles_01" 255 "eye_wrinkles_01" 127 }        expression_forehead_wrinkles={ "forehead_wrinkles_01" 105 "forehead_wrinkles_01" 127 }        expression_other={ "cheek_wrinkles_both_01" 127 "cheek_wrinkles_left_01" 127 }        complexion={ "complexion_1" 163 "complexion_1" 127 }        gene_height={ "normal_height" 165 "full_height" 127 }        gene_bs_body_type={ "body_average" 255 "body_average" 127 }        gene_bs_body_shape={ "body_shape_triangle_full" 255 "body_shape_average_clothed" 127 }        gene_bs_bust={ "bust_shape_1_half" 138 "bust_clothes" 127 }        gene_age={ "no_aging" 255 "old_1" 127 }        gene_eyebrows_shape={ "far_spacing_lower_thickness" 234 "no_eyebrows" 127 }        gene_eyebrows_fullness={ "layer_2_lower_thickness" 150 "no_eyebrows" 127 }        gene_body_hair={ "body_hair_sparse" 2 "body_hair_sparse" 127 }        hairstyles={ "western_hairstyles" 71 "all_hairstyles" 0 }        beards={ "western_beards" 127 "no_beard" 0 }        eye_accessory={ "normal_eyes" 253 "normal_eyes" 0 }        teeth_accessory={ "normal_teeth" 0 "normal_teeth" 0 }        eyelashes_accessory={ "normal_eyelashes" 0 "no_eyelashes" 0 }        gene_bs_penis={ "penis_size" 255 "penis_size" 127 }        gene_bs_scrotum={ "scrotum_size" 174 "scrotum_size" 127 }        gene_eunuch={ "" 0 "eunuch_no_scrotum" 0 }        gene_erect_penis={ "" 255 "erect_penis" 0 }  }    entity={ 0 0 } } Â
Ixum Posted November 19, 2020 Posted November 19, 2020 I wonder, will it be possible to add a peen slider to the ruler designer coming next week in 1.2? ? 2
MachEvil Posted November 26, 2020 Posted November 26, 2020 Hello I'm new to this site, I was wondering how to install this mod to my game as I have a steam account. And is this compatible to the new patch?
oxBrandxo Posted November 26, 2020 Posted November 26, 2020 10 hours ago, MachEvil said: Hello I'm new to this site, I was wondering how to install this mod to my game as I have a steam account. And is this compatible to the new patch? It works, but may cause unintended issues as it's not built for true compatibility. Â To install them, extract the package contents in this folder:Â C:\Users\xxxx\Documents\Paradox Interactive\Crusader Kings III\mod . You'll then have to manually add them to your current playset in the launcher.
bobgasyon Posted November 26, 2020 Posted November 26, 2020 24 minutes ago, oxBrandxo said: It works, but may cause unintended issues as it's not built for true compatibility. Â To install them, extract the package contents in this folder:Â C:\Users\xxxx\Documents\Paradox Interactive\Crusader Kings III\mod . You'll then have to manually add them to your current playset in the launcher. what issues might it cause?
oxBrandxo Posted November 26, 2020 Posted November 26, 2020 1 hour ago, bobgasyon said: what issues might it cause? Hard to say. Any mod that isn't specifically updated to the most recent version/the version you're playing on could negatively affect any number of things. For me specifically, I have three outdated mods installed (being More Natural Hair Colors, Simple Shafts and Carnalitas trait modifier) and my barbershop is completely broken. Not game-breaking by any means, but very inconvenient. Â It's up to you whether or not you want to try. All I can say is that technically yes, it does work, but your mileage may vary.
MachEvil Posted November 27, 2020 Posted November 27, 2020 Thanks for the instruction author. Should I put it in a folder inside the mod folder of my game?
WaffleIron Posted November 27, 2020 Author Posted November 27, 2020 Mod updated for base game 1.2. Now with optional support for Carnalitas size trait and futanari.
WaffleIron Posted November 28, 2020 Author Posted November 28, 2020 3 hours ago, ghost123 said: How does the size traits work? The OP explains here: On 9/22/2020 at 12:25 AM, WaffleIron said: If Carnalitas penis size traits are disabled, size can be adjusted in the ruler designer with the "Penis Size" slider under the "Body" menu. Â If Carnalitas penis size traits are enabled, size can be adjusted using the appropriate traits, but the "Penis Size" slider will have no effect in-game. Was there something specific you were wondering about?
ghost123 Posted November 28, 2020 Posted November 28, 2020 1 hour ago, WaffleIron said: The OP explains here: Was there something specific you were wondering about? Didnt seem to show anything different when I picked the traits in the ruler designer or does it only show after the game has started?
WaffleIron Posted November 28, 2020 Author Posted November 28, 2020 25 minutes ago, ghost123 said: Didnt seem to show anything different when I picked the traits in the ruler designer or does it only show after the game has started? You probably didn't set the "Carnalitas: Body Part Traits" game rule to "Enabled". The traits will not affect size when set to "Disabled". Â Note that while penis size traits will affect the ruler designer character model when "Enabled", breast size traits will only affect the character in-game. I've mentioned a workaround for this to the Carnalitas maintainers though. 1
whateverdontcare Posted November 28, 2020 Posted November 28, 2020 3 hours ago, WaffleIron said: You probably didn't set the "Carnalitas: Body Part Traits" game rule to "Enabled". The traits will not affect size when set to "Disabled". Â Note that while penis size traits will affect the ruler designer character model when "Enabled", breast size traits will only affect the character in-game. I've mentioned a workaround for this to the Carnalitas maintainers though. It doesn't make sense to set it as a special game rule when there's already a separate download just for the trait. If you've gone to the trouble of downloading it then it's just going to annoy people that have to switch it on. At least make on the default, that should be obvious.
WaffleIron Posted November 28, 2020 Author Posted November 28, 2020 1 hour ago, whateverdontcare said: It doesn't make sense to set it as a special game rule when there's already a separate download just for the trait. If you've gone to the trouble of downloading it then it's just going to annoy people that have to switch it on. At least make on the default, that should be obvious. I did not create this game rule; it is from Carnalitas, and like all Carnalitas rules it is off by default. The "Simple Shafts - Carnalitas" mod is just for compatibility, and as the OP explains, it acts differently whether the rule is on or off. 2
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