dragon321 Posted June 19, 2025 Posted June 19, 2025 3 hours ago, Phaze Star said: The only faith you need to respawn is skyspawn, and that has a scripted event chain by capturing it's holy sites. Each faith does come with unique mechanics as well so experiment to see what you like. Nice, thank you!
MasterMagyar Posted June 19, 2025 Posted June 19, 2025 Is there maledom/femdom on futasub events? Or is it planned? 1
Phaze Star Posted June 19, 2025 Author Posted June 19, 2025 17 minutes ago, MasterMagyar said: Is there maledom/femdom on futasub events? Or is it planned? If you are female and take Futanari as Concubines, the events are Femdom on Futasub Some of the Female x Futa lover events also are.
Vineyard Bandit Posted June 19, 2025 Posted June 19, 2025 What're the next plans for the Futanari mod? Is the Inquisitrix Martiz questline going to be expanded on any time soon? I think it would be really cool to have her able to set up a landed conclave somewhere through a questline, maybe by 'working with' a lady lord or participating in the reconquista. It's a shame that being part of the sacred order means that you can't really form a traditional dynasty as her.
Phaze Star Posted June 20, 2025 Author Posted June 20, 2025 12 hours ago, Vineyard Bandit said: What're the next plans for the Futanari mod? Is the Inquisitrix Martiz questline going to be expanded on any time soon? I think it would be really cool to have her able to set up a landed conclave somewhere through a questline, maybe by 'working with' a lady lord or participating in the reconquista. It's a shame that being part of the sacred order means that you can't really form a traditional dynasty as her. Nothing set in stone. If you allow her to be corrupted she has a chance at having a kid with one of her Nuns though.
llye Posted June 21, 2025 Posted June 21, 2025 (edited) Hiya, doing some elf destiny comp because I noticed none of my futa born kids having sparks. This is also important for the red sisters events because otherwise they won't recruit any of your futa fathered kids. Found the issue, missing magic traits in the child template. Whoever wants can just take the code snipet bellow and paste it right above the END ELF DESTINY TRAITS. Do note, this isn't really balanced since IDK about original distribution of traits in Elf Destiny, and it's on the side of benifiting the player more, with min earning trait if one parent has it. Did a quick test with both parents having sparks and it worked ( lvl 1 and lvl 2 sparks ). Will probably do more test later on.  if anyone wants to just plug it in i have the file( still I recommend manual cp and adjusting how you feel is better for balance) : futa_pregnancy_baby_templates.txt  btw if anyone is interested I also changed the generation for spiritual councilors of red sisters to have futa trait and only they can be picked to be your councilor, well depending on your faith demanding futa priests.  ################################################## magic talent if = { # parents prodigies limit = { AND = { ROOT = { has_trait = magic_talent_3 } scope:lover = { has_trait = magic_talent_3 } } } random_list = { 5 = { add_trait = magic_talent_1 } 55 = { add_trait = magic_talent_2 } 40 = { add_trait = magic_talent_3 } } } else if = { # one parent prodigies other mid limit = { OR = { AND = { ROOT = { has_trait = magic_talent_2 } scope:lover = { has_trait = magic_talent_3 } } AND = { ROOT = { has_trait = magic_talent_3 } scope:lover = { has_trait = magic_talent_2 } } } } random_list = { 10 = { add_trait = magic_talent_1 } 65 = { add_trait = magic_talent_2 } 25 = { add_trait = magic_talent_3 } } } else if = { # one parent prodigies other low limit = { OR = { AND = { ROOT = { has_trait = magic_talent_1 } scope:lover = { has_trait = magic_talent_3 } } AND = { ROOT = { has_trait = magic_talent_3 } scope:lover = { has_trait = magic_talent_1 } } } } random_list = { 20 = { add_trait = magic_talent_1 } 60 = { add_trait = magic_talent_2 } 20 = { add_trait = magic_talent_3 } } } else if = { # parents mid limit = { AND = { ROOT = { has_trait = magic_talent_2 } scope:lover = { has_trait = magic_talent_2 } } } random_list = { 25 = { add_trait = magic_talent_1 } 60 = { add_trait = magic_talent_2 } 15 = { add_trait = magic_talent_3 } } } else if = { # one parent mid other low limit = { OR = { AND = { ROOT = { has_trait = magic_talent_2 } scope:lover = { has_trait = magic_talent_1 } } AND = { ROOT = { has_trait = magic_talent_1 } scope:lover = { has_trait = magic_talent_2 } } } } random_list = { 55 = { add_trait = magic_talent_1 } 35 = { add_trait = magic_talent_2 } 10 = { add_trait = magic_talent_3 } } } else if = { # both low limit = { AND = { ROOT = { has_trait = magic_talent_1 } scope:lover = { has_trait = magic_talent_1 } } } random_list = { 70 = { add_trait = magic_talent_1 } 25 = { add_trait = magic_talent_2 } 5 = { add_trait = magic_talent_3 } } } else if = { # one prodigy limit = { OR = { ROOT = { has_trait = magic_talent_3 } scope:lover = { has_trait = magic_talent_3 } } } random_list = { 60 = { add_trait = magic_talent_1 } 30 = { add_trait = magic_talent_2 } 10 = { add_trait = magic_talent_3 } } } else if = { # one mid limit = { OR = { ROOT = { has_trait = magic_talent_2 } scope:lover = { has_trait = magic_talent_2 } } } random_list = { 80 = { add_trait = magic_talent_1 } 15 = { add_trait = magic_talent_2 } 5 = { add_trait = magic_talent_3 } } } else if = { # one low limit = { OR = { ROOT = { has_trait = magic_talent_1 } scope:lover = { has_trait = magic_talent_1 } } } random_list = { 60 = {} 36 = { add_trait = magic_talent_1 } 4 = { add_trait = magic_talent_2 } } } ############################################################ END ELF DESTINY TRAITS ############################################################ Edited June 21, 2025 by llye edit code and file upload 1
TheBigster Posted June 21, 2025 Posted June 21, 2025 On 6/11/2025 at 12:36 AM, Phaze Star said: Tried to fix this at least twice before, not sure why that still happens I think it's partially an inherit problem with landless on landed wars, unless the landless instantly muster their army the warscore goes to 100 in their opponent's favour, so if you pause the game when the event pops the tick that spawns their camp and army never happens. I used to be able to as the nomad to disband the army move camp position and then muster again to take advantage of some of my other mods, but Paradox made it so the AI will instantly end the war in their favour if warscore maxes out for them. Â Would be really cool to see a variation of the orgy activity from regula magistri implemented, could tie in pretty well with your debauchery mod as well. Â Really love to see how far this mod has come since the beginning, some of it may be a bit overpowered, but the AI also take advantage of that. My last Ireland run had me desperately trying to hold the crossing as Scotland hit me with an army with 6k Futanari Vagrant Drengs in it, ~10 years from game start after they'd already conquered half of Ireland, while also expanding from Iceland to just north of Wales.
Phaze Star Posted June 21, 2025 Author Posted June 21, 2025 2 hours ago, TheBigster said: I think it's partially an inherit problem with landless on landed wars,  2 hours ago, TheBigster said: a variation of the orgy activity from regula magistri implemented, Never played it. Also, activity modding is not a good time. 😅  3 hours ago, TheBigster said: Scotland hit me with an army with 6k Futanari Vagrant Drengs in it Wow 👀They truely embraced Futanari!
TheBigster Posted June 21, 2025 Posted June 21, 2025 18 minutes ago, Phaze Star said: Never played it. Also, activity modding is not a good time. 😅 Maledom mod, centred around a maledom religion, using piety points to cast magic. Births give piety points, so the orgy activity is used to breed a lot of women, so you can keep using magic to get more women and land. One of the spells causes a spouse who you make a lover coup her husband then swear vassalage to you.  21 minutes ago, Phaze Star said: Wow 👀They truely embraced Futanari! Every game, Scotland and Aquitaine mass a huge number of them, Ireland tries to mass Boga shortbows, but tends to get eaten quickly unless it's ignored by the other two. Even then the Bog Blaster rebellions ensure there's a steady drain on Irish resources, because of their lands constantly getting sacked even if they win the war. 1
Lordsparklefart Posted June 22, 2025 Posted June 22, 2025 Hey Phaze Star I wanted to report a problem I've had recently in the last two games I started. In two separate campaigns the nomad strangled herself with a silk rope either a year into the game or five years into the last one. I have her difficulty set to default so she shouldn't be killed off by the insta-kill script. I do buff her significantly in all my games so she's a massive threat but I struggle to see if that is the cause since I've done that for dozens of games and only now is her killing herself a problem. If this is a known problem or conflict I would appreciate knowing or if a possible solution exists I will try that as well. Thank you very much for all the mods btw! 1
Phaze Star Posted June 22, 2025 Author Posted June 22, 2025 3 minutes ago, Lordsparklefart said: If this is a known problem or conflict I would appreciate knowing or if a possible solution exists I will try that as well. First I am hearing of this! 😓 Sounds like she is under a lot of pressure...  Not really sure why that is happening. Maybe something you did is raising her stress 🤔
DosSantos69 Posted June 22, 2025 Posted June 22, 2025 Excellent mod!  With ChatGPT the Bog blaster belligerance events now seem to spawn properly (With armies), and not resulting in instant win via war score Editing of nog_events.txt   #Finisher: The Bog Blaster Belligerence!  nog_events.7005 = {    type = letter_event    opening = nog_events.7005.opening    desc  = nog_events.7005.desc    sender = {     character = scope:futa_belligerent_blaster     animation = celebrate_spear    }    trigger = {     # …     }    immediate = {     # …     }    option = {      name = nog_accept.7005.a      scope:futa_belligerent_blaster = { -      start_war = { -        target = root -        cb   = futa_bog_blaster_belligerence_war -      } -      futa_bog_belligerence_generate_troops_effect = yes +      # spawn a fighting force for your Bog Blasters: +      spawn_army = { +        name    = "bog_blasters_force" +        inheritable = no +        men_at_arms = { type = levies stacks = 50 } # adjust stack size as you like +        location  = scope:futa_belligerent_blaster +      } +      start_war = { +        target = root +        cb   = futa_bog_blaster_belligerence_war +      }      }    }  }  Is working for me 1
Phaze Star Posted June 22, 2025 Author Posted June 22, 2025 18 minutes ago, DosSantos69 said: Excellent mod!  With ChatGPT the Bog blaster belligerance events now seem to spawn properly (With armies), and not resulting in instant win via war score Editing of nog_events.txt   #Finisher: The Bog Blaster Belligerence!  nog_events.7005 = {    type = letter_event    opening = nog_events.7005.opening    desc  = nog_events.7005.desc    sender = {     character = scope:futa_belligerent_blaster     animation = celebrate_spear    }    trigger = {     # …     }    immediate = {     # …     }    option = {      name = nog_accept.7005.a      scope:futa_belligerent_blaster = { -      start_war = { -        target = root -        cb   = futa_bog_blaster_belligerence_war -      } -      futa_bog_belligerence_generate_troops_effect = yes +      # spawn a fighting force for your Bog Blasters: +      spawn_army = { +        name    = "bog_blasters_force" +        inheritable = no +        men_at_arms = { type = levies stacks = 50 } # adjust stack size as you like +        location  = scope:futa_belligerent_blaster +      } +      start_war = { +        target = root +        cb   = futa_bog_blaster_belligerence_war +      }      }    }  }  Is working for me Interesting 🤔
crace Posted June 24, 2025 Posted June 24, 2025 is this mod on hold now that you are focusing on the body and new map mod ?
Phaze Star Posted June 24, 2025 Author Posted June 24, 2025 3 minutes ago, crace said: is this mod on hold now that you are focusing on the body and new map mod ? The last update this mod got is just over a month old currently
Lyskorie Posted June 26, 2025 Posted June 26, 2025 On 6/22/2025 at 4:52 PM, DosSantos69 said: Excellent mod!  With ChatGPT the Bog blaster belligerance events now seem to spawn properly (With armies), and not resulting in instant win via war score Editing of nog_events.txt   #Finisher: The Bog Blaster Belligerence!  nog_events.7005 = {    type = letter_event    opening = nog_events.7005.opening    desc  = nog_events.7005.desc    sender = {     character = scope:futa_belligerent_blaster     animation = celebrate_spear    }    trigger = {     # …     }    immediate = {     # …     }    option = {      name = nog_accept.7005.a      scope:futa_belligerent_blaster = { -      start_war = { -        target = root -        cb   = futa_bog_blaster_belligerence_war -      } -      futa_bog_belligerence_generate_troops_effect = yes +      # spawn a fighting force for your Bog Blasters: +      spawn_army = { +        name    = "bog_blasters_force" +        inheritable = no +        men_at_arms = { type = levies stacks = 50 } # adjust stack size as you like +        location  = scope:futa_belligerent_blaster +      } +      start_war = { +        target = root +        cb   = futa_bog_blaster_belligerence_war +      }      }    }  }  Is working for me  Why would you even need ChatGPT to tell you that the code is messed up because it forgot to spawn an army as intended? At that point the error is quite blitheringly obvious, isn't it? Besides, levies would be a separate thing from MAA in a spawn_army effect. Theoretically you can do "men_at_arms = { type = levies stacks = X }" (with each stack equating to 100 levies), but vanilla itself doesn't do this. The "location" here would also cause errors in the error log, as it is scoped to a character, not said character's location.
ShadowDavin Posted June 26, 2025 Posted June 26, 2025 (edited) Hello im here with a small typo here (at least i think it is one) and maybe a bug (im trying out the spoiler tags to hide big images from people who don't want to see them) Spoiler  i think this is missing a "of" my child Spoiler  [This is form the born and bred event chain with both people being futas] Spoiler  Most of your events don't show characters but this one does (the following events in the chain doesn't show characters as well leading me to think it's not meant to here either)  Edited June 26, 2025 by ShadowDavin 1
Phaze Star Posted June 26, 2025 Author Posted June 26, 2025 1 hour ago, ShadowDavin said: Hello im here with a small typo here (at least i think it is one) and maybe a bug (im trying out the spoiler tags to hide big images from people who don't want to see them)  Reveal hidden contents  i think this is missing a "of" my child  Reveal hidden contents  [This is form the born and bred event chain with both people being futas]  Reveal hidden contents  Most of your events don't show characters but this one does (the following events in the chain doesn't show characters as well leading me to think it's not meant to here either)  Yeah these are mistakes. Fortunately on the last one you can just press the hide characters button. 1
Baecker666 Posted June 26, 2025 Posted June 26, 2025 Heya, first of all, amazing mod, I absolutely love it! I'm doing a run as Skyspawn and I'm trying to launch Futanari Invasions, but I can't seem to select a valid target. I open then invasion menu via the character menu but no matter which duchy title I select, it always says, "No target selected" in the tooltip on the greyed out Launch button. Am I missing something or is it bugged somehow? 1
Phaze Star Posted June 26, 2025 Author Posted June 26, 2025 9 minutes ago, Baecker666 said: "No target selected" in the tooltip on the greyed out Launch button. Am I missing something or is it bugged somehow? Might be an issue with how nomad realms work. They did not exist when invasions were coded.
Baecker666 Posted June 27, 2025 Posted June 27, 2025 6 hours ago, Phaze Star said: Might be an issue with how nomad realms work. They did not exist when invasions were coded. Hm, yea that's probably it, when I took the "Forsake Nomadism" decision and became a Clan government, I could do it. Oh well, thanks for the clarification, guess I need to settle at some point then 1
Baecker666 Posted June 28, 2025 Posted June 28, 2025 On 6/27/2025 at 7:25 AM, Baecker666 said: Hm, yea that's probably it, when I took the "Forsake Nomadism" decision and became a Clan government, I could do it. Oh well, thanks for the clarification, guess I need to settle at some point then Ok, I don't know what happened, I tried it again after I was done with all the quest stuff, Tutku's personal quest and the reforming Skyspawn decision, and then I could launch invasions normally. Maybe the combination of the personal quest + nomadic government blocks it somehow 1
Phaze Star Posted June 28, 2025 Author Posted June 28, 2025 1 hour ago, Baecker666 said: Ok, I don't know what happened, I tried it again after I was done with all the quest stuff, Tutku's personal quest and the reforming Skyspawn decision, and then I could launch invasions normally. Maybe the combination of the personal quest + nomadic government blocks it somehow At least it works
Guest Posted June 28, 2025 Posted June 28, 2025 This might be outside the scope of what can be done with mods, but I've noticed that even though I have a pro-futa religion and everything most female characters still marry men. Is there any way to have people prioritize marriages with futas? I'm not sure if these kinds of calculations are hardcoded or not.
Phaze Star Posted June 28, 2025 Author Posted June 28, 2025 8 minutes ago, UBCS121 said: This might be outside the scope of what can be done with mods, but I've noticed that even though I have a pro-futa religion and everything most female characters still marry men. Is there any way to have people prioritize marriages with futas? I'm not sure if these kinds of calculations are hardcoded or not. Without editing base game files, this mod does as much as it can for that
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