Phaze Star Posted January 20 Author Posted January 20 24 minutes ago, sugarmum said: Hi i am quite new at this mod and i am playing as a male ruler near byzantine empire and i found that the queendom AI formed is causing quite a performance drop in my game, which i suspect is bc the AI is having 200+ children. Is there a possible way to disable this or stop the AI from forming the queendom? Thank you in advance. If you change the Futanari Child Limit game ruler there are some options for hard limits. The Queendom title has no effect on Fertility.
straetheus Posted January 21 Posted January 21 Today I installed the daughters of lust. my futanari expedition option in activities disappeared. the daughters of lust has its own expedition mechanic. but cant see that activity either. is it possible the y are conflicting with each other?
LustDemon69 Posted January 22 Posted January 22 9 hours ago, straetheus said: Today I installed the daughters of lust. my futanari expedition option in activities disappeared. the daughters of lust has its own expedition mechanic. but cant see that activity either. is it possible the y are conflicting with each other? They shouldn't be because Lyskorie makes DoL files for everything in their mod, so that they're not as conflicting with other mods, such as the Futa mod. Maybe check each of your mods one by one to make sure?
next8844 Posted January 22 Posted January 22 Do you have any plans to create a 'futa' mod for Elder Scrolls (EK2)? I haven't followed the AGOT series mods very closely; they look well-made, but after watching the show, the atmosphere just doesn't resonate with me as much as the Elder Scrolls series does. I understand that AGOT has a massive fanbase, but I personally don't find it as engaging, so I felt a little disappointed. If you do consider making this for EK2, I would be extremely grateful! However, I completely understand if your current workload on your main mods is already too heavy. Overall, your mods are incredibly fun and they are the reason I keep coming back to play CK3. If you decide to make a futa mod for EK2, thank you so much in advance. Please take care of your health! 🙏 1
Firty Posted January 22 Posted January 22 i fucked up my save by not enabling any baby limit rule lol, 120 years later and the game became unplayable, even with killing 80% of the current population, its still very laggy
DarkNick Posted January 22 Posted January 22 I've made an edit for the Futa Species Patch pertaining a run with Sophita. With the new code surrounding pregnancies, it appears that it is possible to have the game automatically assign the modifier that indicates whether or not a character is descended from Sophita. I've added an extra on_birth action that assigns the modifier to the child if the child is a bunny, and one of the two parents is either a descendant of Sophita or Sophita herself. This means one does not have to use the special character interaction to assign these portraits and, as an added bonus, a child can get these portraits even if they are not part of Sophita's House. To use the tweak, extract over an existing install of the patch. Futa_Species_Patch V2A - Sophita Tweak.zip 2
LustDemon69 Posted January 22 Posted January 22 2 hours ago, Firty said: i fucked up my save by not enabling any baby limit rule lol, 120 years later and the game became unplayable, even with killing 80% of the current population, its still very laggy Gotta get the Gamerule Gadget mod so you can change those settings mid-game. You'll also need the pre-req mods, but they don't do anything besides allowing Gamerule Gadget to work 1
Phaze Star Posted January 23 Author Posted January 23 11 hours ago, DarkNick said: I've made an edit for the Futa Species Patch pertaining a run with Sophita. With the new code surrounding pregnancies, it appears that it is possible to have the game automatically assign the modifier that indicates whether or not a character is descended from Sophita. I've added an extra on_birth action that assigns the modifier to the child if the child is a bunny, and one of the two parents is either a descendant of Sophita or Sophita herself. This means one does not have to use the special character interaction to assign these portraits and, as an added bonus, a child can get these portraits even if they are not part of Sophita's House. To use the tweak, extract over an existing install of the patch. Futa_Species_Patch V2A - Sophita Tweak.zip 1.65 kB · 0 downloads Wow, nice work again!
next8844 Posted January 23 Posted January 23 16 hours ago, DarkNick said: I've made an edit for the Futa Species Patch pertaining a run with Sophita. With the new code surrounding pregnancies, it appears that it is possible to have the game automatically assign the modifier that indicates whether or not a character is descended from Sophita. I've added an extra on_birth action that assigns the modifier to the child if the child is a bunny, and one of the two parents is either a descendant of Sophita or Sophita herself. This means one does not have to use the special character interaction to assign these portraits and, as an added bonus, a child can get these portraits even if they are not part of Sophita's House. To use the tweak, extract over an existing install of the patch. Futa_Species_Patch V2A - Sophita Tweak.zip 1.65 kB · 1 download sorry i don understand about Futa Species Patch what is and can use other map like EK2 too ?
Dashlyon7 Posted January 24 Posted January 24 hello, i want to ask something is there a way for me to access warlord contant as hermilla because i like playing as hermillia but i also like to be greatest of khan using her, i have been playing hermilla with greatest of khan but want to know i also can access this mod content for warlord. do i have to edit mod file? or does it involve specific culture? or something?
straetheus Posted January 24 Posted January 24 (edited) I tried doing a custom ruler be a cardenelite faith but i can never recruit any nuns. are those exclusive to playing as the martiz bookmark character? are there walkthroughs for the bookmark characters so i can see if i have gotten stuck somewhere? Edited January 24 by straetheus
diesenaccountgibtesnicht Posted January 24 Posted January 24 (edited) A quick question towards the dev: would it be possible to get a gamerule setting or something like that which allows you to "disable" hermilia if you're not playing as her, like the one sthat nerfs the bog blasters or the warlord? I have some shenanigans I'd like to try out with this and a few other mods, which her being there as an overpowered ai character kinda gets in the way of and i don't think i'm the only one with that. Also P.S. because I just remembered something else: would it be possible for the backed up trait and all the associated mechanics to get automatically removed if you were to loose the futa trait itself? it know that normally doesn't happen but i like playing this together with daughters of lust, which allows you to start/stop being a futa at will, but i know from experience that once the mechanics of this mod here are activated, they don't go away if you loose the trait again. Edited January 26 by diesenaccountgibtesnicht Just remembered something else i wanted to add
oeks22 Posted January 25 Posted January 25 Illegal localization break character in localization/english/PSFT_Core_l_english.yml It should be modified as follows. ex) PSFT_FestivalGrounds_01_effect_desc: "$unlocks_building_desc$Access to \'Futa Festival\' [activity|E]." PSFT_FestivalGrounds_02_effect_desc: "$unlocks_building_desc$Access to \'Futa Festival\' [activity|E].\nAccess to \'Tigress Impalers\' [men_at_arms|E]." PSFT_FestivalGrounds_04_effect_desc: "$unlocks_building_desc$Access to \'Futa Festival\' [activity|E].\nAccess to \'Tigress Impalers\' [men_at_arms|E].\nAccess to \'Tigress Seducers\' [men_at_arms|E]." 1. \'Futa Festival\' to \'Futa Festival'\ 2. \'Tigress Impalers\' to \'Tigress Impalers'\ 3. \'Tigress Seducers\' to \'Tigress Seducers'\
femaleape Posted January 26 Posted January 26 4 hours ago, HiHiSimmers said: 您好,我想询问一下这些没翻译出来的名称该怎么去修改? 汉化没到这部分内容 1
HiHiSimmers Posted January 27 Posted January 27 On 2026/1/26 at PM9点39分, femaleape said: 汉化没到这部分内容 好的,谢谢解答
Hangot Posted January 28 Posted January 28 On 12/22/2025 at 10:03 PM, Phaze Star said: Maybe Can I second this request. It's pretty annoying
金正日于谦 Posted January 28 Posted January 28 On 2026/1/19 at AM5点59分, starfarts said: 如果有人想尝试修改MAA,我做了一个简单的修改,似乎可行。现在有了“英克雷盟友”传统,你可以招募这个mod中的所有单位。如有要求,我可以删除。 men_at_arms_types.7z 4.97 kB · 7 次下载 How do I use this modification? I can't summon MAA at all.
Reiami Posted January 29 Posted January 29 While this is a interesting mod i have a few things that i feel need to be addressed First The mod is a interesting and good idea but characters are to Powerful here and need to be balanced out so that they can not just be a overran force For instance Futanari Knights should maybe see less power from the start i get they were idea to be a overwhelming force but once they take over they are way to powerful for their own god making conquering or even just standing against them fairly difficult or a losing situation i would make it to where if they are leader wise at 25 power then they can't have like a 4K force of Soldiers Second the Ireland Bog war this is a interesting idea but they attack to often leaning to you losing or not even gaining a chance to fight back this should be adjust again making it less likely the enemies will just overwelm you Generally this is a interesting idea adds new flavor to the game but also is way to overpowered to actually be balanced
LustDemon69 Posted January 30 Posted January 30 20 hours ago, Reiami said: Second the Ireland Bog war this is a interesting idea but they attack to often leaning to you losing or not even gaining a chance to fight back this should be adjust again making it less likely the enemies will just overwelm you There is a game rule that specifically nerfs the Bog Blasters to make them not so powerful. And there is another one that also nerfs the Warlord. The rest is just by design. If you want a more balanced mod, edit it yourself. This is definitely not a mod that encourages balanced gameplay, its a sexual-power-fantasy.
Reiami Posted January 30 Posted January 30 2 hours ago, LustDemon69 said: There is a game rule that specifically nerfs the Bog Blasters to make them not so powerful. And there is another one that also nerfs the Warlord. The rest is just by design. If you want a more balanced mod, edit it yourself. This is definitely not a mod that encourages balanced gameplay, its a sexual-power-fantasy. That's not really the point generally it's just unbalanced and wouldn't make sense without some adjustments even with the small adjustments that can be made with options the whole idea of it really is a unbalanced not really tested mod i like things to be a challenge but generally this mod doesn't really have extensive testing on if it's actually working as intended on the vision vs the reality that's what makes a good mod specially one that overhauls the game different from just a simple visual mod
Finisher Posted January 30 Posted January 30 (edited) 4 hours ago, Reiami said: That's not really the point generally it's just unbalanced and wouldn't make sense without some adjustments even with the small adjustments that can be made with options the whole idea of it really is a unbalanced not really tested mod i like things to be a challenge but generally this mod doesn't really have extensive testing on if it's actually working as intended on the vision vs the reality that's what makes a good mod specially one that overhauls the game different from just a simple visual mod What do you think the vision of this mod is which gives you the impression that its content is not tested nor intented to fit its goal? Do you know what was "intended" for the mod's vision? Certain parts of the map hating your existence. If you are an adventurer, people would kick you out. If you are a ruler, you wouldn't be able to have cordial relations for the most part, and suffer rebellions. Surprise, people didn't like that, so we lowered the penalties to be much less severe. There are many mechanics that went through changes due the people's feedback. Whenever we tried to add some kind of extra challange, people usually didn't really like it. Maybe our execution was bad, fine, but the general consensus is "nah, don't do stuff like that." Even you are giving negative feedback about the bog blasters being too op, while their "intended vision" is to cause you big problems in Ireland so you are encouraged to use the peace and relations options with them, and eventually solve the problem with the relatively new ending choice. If you can just ignore them what is the point? I spent literal weeks testing the Warlord, and I keep having to test her as new content gets released, and she is only a single part of the mod. The addiction was going to be way worse, and I noticed how bad it was to play as the addict, so it was readjusted before public release, but even that version was too much for most of the public. I literally just added the new marriage mechanic to simulate the pat-mat marriage but for Futa related marriages, as it was too easy to just marry people willy nilly. Things that have been deemed too powerfull and op have been nerfed as well, I keep finding things to balance as I play the game but we are only two people, and mostly rely on public sentiment to do balance changes. It is just that most people like a power fantasy, and from my experience they don't even play CK3 itself the "intended" way and drop a save after 1 or 2 generations or so, or they just play with an immortal ruler. Edited January 30 by Finisher 2
OniOokami Posted January 30 Posted January 30 (edited) On 1/30/2026 at 4:04 AM, Reiami said: That's not really the point generally it's just unbalanced While I like this mod a lot, it's easily my favorite mod for CK3 on LL outside the obligatory framework mods, yes it's pretty unbalanced. But at this point in it's development the mod is more or less a complete overhaul. Now if that was the intent or not, dunno. But with that in mind you basically have to play the game around this mod or at least be wary of the potential events or circumstances that will interfere with your plans for whatever playthrough you're currently doing. This isn't to say the mod *can't* be balanced but the sheer amount of factors and variables in play due to the amount of content this mod adds would make that a herculean task. In regards to "balancing" the mod currently via gamerules and such without requiring massive rewrites to current scripts and MAA statistics I'd recommend the following: Nerf Bog Blaster Gamerule : While the intent was to keep Ireland dynamic (Which the Bogs most certainly achieve this), they just spawn doom stacks. Unless you're a bog blaster yourself you're not really going to "start" in Ireland unless you're breaking the 400 point threshold in the Ruler Designer. There's a exponent variable involved with how many MAA's they spawn with as well, it's either title or fame based I'm unsure. But a random rogue army spawning in 1.5k MAA's pushing 70 Damage and Toughness due to terrain buffs will chew through most armies the base game can generate till you're in the high medieval era unless you're matching them with modded MAA's. Weaken the Warlord: Because she's essentially Temujin if he went Super Sayian 3 and she's Queen Steamroll. It's actually impressive just how absurd all her associated buffs, including character modifiers and cultural traditions, are for painting the entire world within a single life time. Turn off Norse Futa Invasions: Similar to the Bog Blasters due to they fact they get a free spawned in a doom stack, but there's a variety of the MAA's allowing them to successfully counter just about every MAA type outside archers and maybe something else. Theoretically *much worse* for the overall game balance than Bogs however as they *will* just take random pieces of Europe and *will* steamroll entire kingdoms thanks to their free doom stack. Dealing with Hermillia: Currently there's no setting for this, so you need another mod like Advanced Cheat Menu from the workshop or just popping on debug. Ya just, delete her from existence. She'll occasionally die unceremoniously due to some random event. But if she doesn't, you guessed it, she gets a free spawned in doom stack. She also can siege *very* well so the only real thing that stops her are truces and her natural inability at empire building. Like the mod *could* be better balanced but it's very much feast or famine and that's just how it is. MAA's over perform, Traditions are extremely potent, Bookmarked character modifiers are extremely powerful meant to be literal protags of the entire playthrough. The balance is mostly "If everyone has the potential to be overpowered, no one is overpowered.". The game's AI doesn't really help this either as it is terrible at handling the tools at it's disposal, but this is a vanilla CK3 thing. The AI is pretty brain dead. Sometimes I'll tweak the mod settings to make things less absurd but most of the time I just out tyrant the tyrants by amassing a bigger doom stack. (Until Hermillia decides to force me into a Holy War I cannot refuse in any shape or form just so she can claim the Kingdom of Bulgaria/Wallachia or somewhere else in the Balkans I have absolutely no interest in, win said holy war getting a "Femdom" title which is a duplicate of the initial title but has no associated De Jure land because Hermillia has the original title so now she *hates* me and I have to erase her and her entire dynasty from existence just so I can build stuff and develop my counties in peace. I'm not salty about this happening multiple times, not at all.) On 1/11/2026 at 12:38 AM, ursula_tt said: I found a bug, moving the capital and enclave prevents the enclave modifier from being upgraded. Also can confirm this is a thing. I'm not sure if this is a new bug or not but I did some fiddling. Altering move_the_enclave_decision Lines 52 to 56 in futa_enclave_decisions to be a copy of the enclaves initial generation *seems* to fix the issue, but I've yet to beta test this in the long term to determine if this causes a hiccup down the line with the enclave story jargon or anything else. Edit: Totally not the best solution as it does cause a hiccup down the line with the enclave story as it fundamentally breaks it, neato. While it solves the issues with moving your capital then upgrading the enclave it prevents access to the futa merchant decision. Though in regards to the nature of the bug I have a better hypothesis after fiddling with this and it's something to do with the Enclave location being tracked via dynasty instead of globally. Essentially on creation of the enclave county modifier and story the target location (the players capital) is the same so everything proceeds as normal. However when you move your capital then move the enclave county modifier this causes a disconnect and there's actually two target locations, the original capital and the new capital. While the new capital has the enclave country modifier the target for upgrading it is the old capital so this results in nothing happening. I'm not really experienced in code enough to figure out a solution to this only hazard a guess as to the "Why" this is happening. Something about how the dynastic location variable is saved vs the global location variable and the upgrade script isn't pointing to the correct target. Edited February 1 by OniOokami Further testing 1
Phaze Star Posted January 30 Author Posted January 30 2 hours ago, OniOokami said: win said holy war getting a "Femdom" title which is a duplicate of the initial title but has no associated De Jure land because Hermillia has the original title so now she *hates* me and I have to erase her and her entire dynasty from existence just so I can build stuff and develop my counties in peace. I'm not salty about this happening multiple times, not at all.) Not intended That is a top 10 anime betrayal
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