bobbily Posted June 14, 2021 Posted June 14, 2021 Does anyone know where the normal spousal pregnancy effects are coded or how the character flag is stored? I want to know if it'd be possible to influence the number of children born per pregnancy (to make twins, triplets more likely). I know that the make_pregnant effect can dictate the number of kids in a pregnancy, but that's a one off.
SoCalExile Posted June 15, 2021 Posted June 15, 2021 20 hours ago, bobbily said: Does anyone know where the normal spousal pregnancy effects are coded or how the character flag is stored? I want to know if it'd be possible to influence the number of children born per pregnancy (to make twins, triplets more likely). I know that the make_pregnant effect can dictate the number of kids in a pregnancy, but that's a one off. It's in the 00_defines.txt: TWIN_BASE_CHANCE = 0.02 TWIN_BONUS_MAX_AGE = 35 TWIN_BONUS_MIN_AGE = 25 TWIN_BONUS_CHANCE = 0.02 TWIN_MOTHER_HAD_TWINS_BONUS = 0.05 TWIN_GRANDMOTHER_HAD_TWINS_BONUS = 0.03 IDENTICAL_TWIN_CHANCE = 0.013
bobbily Posted June 15, 2021 Posted June 15, 2021 Ahh, I misspoke. I want to make a specific character more likely to have twins, not the world at large.
SoCalExile Posted June 15, 2021 Posted June 15, 2021 (edited) Maybe add "twin_bonus_chance = x.x" to a custom trait? Just a shot in the dark. Edited June 15, 2021 by SoCalExile
AlphaLyxis Posted June 17, 2021 Posted June 17, 2021 Maybe try using a script value as the twin chance in the defines.
bobbily Posted June 17, 2021 Posted June 17, 2021 Good call @AlphaLyxis. It looks like set_num_pregnancy_children was added in one of the more recent updates. A script that executes that should do the trick.
VynalDerp Posted June 27, 2021 Posted June 27, 2021 Simple question here, been hung up on it for way too long and it's been delaying progress on the Kitsune mod. Is there any way to check for a variable outside of events? Such as with a console command? Or will I have to make debug events to figure out of a variable is actually functioning? Been attempting to make a magic system but I'm not sure if the variables are actually working. If I recall CK2 let you do it through charinfo, but I don't see it there in CK3.
SoCalExile Posted July 5, 2021 Posted July 5, 2021 On 6/17/2021 at 12:55 PM, bobbily said: Good call @AlphaLyxis. It looks like set_num_pregnancy_children was added in one of the more recent updates. A script that executes that should do the trick. On this, do you have to override the vanilla pregnancy events, or just make a custom one? Trying to do something similar.
bobbily Posted July 5, 2021 Posted July 5, 2021 I haven't tested it out yet, but the best way would be to modify existing pregnancies. The Regula Magistri mod does something similar when it changes the birth sex ratio to 80% female.
AnyThoughts Posted January 5, 2022 Posted January 5, 2022 Is there a way to limit the age at which a characters portrait will gain a beard? I feel like it would be some sort of dna_modifiers script, but beyond that I'm not sure where to begin really...
ante10pe Posted March 12, 2022 Posted March 12, 2022 (edited) On 1/6/2022 at 4:46 AM, AnyThoughts said: Is there a way to limit the age at which a characters portrait will gain a beard? I feel like it would be some sort of dna_modifiers script, but beyond that I'm not sure where to begin really... maybe this one? game\gfx\portraits\portrait_modifiers\01_beards.txt no_beard_for_children = { dna_modifiers = { accessory = { mode = add gene = beards template = no_beard range = { 0 1 } # For the randomness to work correctly } } weight = { base = 0 modifier = { add = 100 scope:age < 18 } } } Edited March 12, 2022 by ante10pe
metamar Posted March 17, 2022 Posted March 17, 2022 Is there any way to modify religion marriage doctrines and add male only polygamy and female only polygamy so that there are 5 marriage doctrines instead of 3, and also add to the existing tenets so that you can have male only polyamory and female only polyamory? Similar for culture traditions?
bobbily Posted July 3, 2022 Posted July 3, 2022 Does anyone know how to refer to a custom gui window within that window's own code? e.g. If I want to close the game window "title_history_window" I can make a button that executes the command: onclick = "[TitleHistoryWindow.Close]" With the mod window "mod_window", nothing seems to work. I've tried: onclick = "[ModWindow.Close] onclick = "[mod_window.Close]" onclick = "[('mod_wondow').Close] onclick = [Close.('mod_window')] POD solved the issue with a console command (onclick = "[ExecuteConsoleCommand('GUI.ClearWidgets mod_window')]"), but I need to do some things that the console isn't designed for.
Gandalf_the_Dirty Posted December 7, 2022 Posted December 7, 2022 (edited) Hello. Don't want to start new topic for one quick question. Where priests "uniform" for certain religion specified? I.e., if I want, for example make my priestesses go topless, but not completely nude, where should I look? Thank you in advance. P.S. Also, while I'm on it, is there any way to restrict clergy to certain age? Not just pool restrictions when searching for new chaplain, but actual removal/abdication at certain age. Edited December 7, 2022 by Gandalf_the_Dirty Added P.S.
Laxostari Posted March 17, 2025 Posted March 17, 2025 Is it possible to make a mod that increases the chance of getting twins?
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