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[mod] Phaze's Futanari Mod


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Posted
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!

Posted
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.

Posted

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.

Posted
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.

Posted (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 by llye
edit code and file upload
Posted
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.

 

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.

 

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.

Posted
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!

Posted
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.

Posted

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!

Posted
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 🤔

Posted

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

Posted
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 🤔

Posted
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

Posted
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.

Posted (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

Screenshot2025-06-26130755.png.08aa9111c82ad8be6acb4a6978bc14bd.png i think this is missing a "of" my child

Spoiler

Screenshot2025-06-26112828.png.578cb1ab8347c421f42b518ddac6b814.png [This is form the born and bred event chain with both people being futas] 

Spoiler

Screenshot2025-06-26115811.png.0165a7e340febe9738dd5bd65aade6ea.png 

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 by ShadowDavin
Posted
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

Screenshot2025-06-26130755.png.08aa9111c82ad8be6acb4a6978bc14bd.png i think this is missing a "of" my child

  Reveal hidden contents

Screenshot2025-06-26112828.png.578cb1ab8347c421f42b518ddac6b814.png [This is form the born and bred event chain with both people being futas] 

  Reveal hidden contents

Screenshot2025-06-26115811.png.0165a7e340febe9738dd5bd65aade6ea.png 

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.

Posted

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?

Posted
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.

Posted
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

Posted
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

Posted
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

Posted

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.

Posted
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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