zxyyilin Posted February 1 Posted February 1 23 hours ago, rainshine0309 said: 启动游戏之后,游戏会崩溃,要如何解决。Mod如下 把cbo去掉。phaze body和cbo都是改身形的。另外你是不是少了phaze的服装兼容mod
rainshine0309 Posted February 1 Posted February 1 (edited) 9 hours ago, zxyyilin said: 把cbo去掉。phaze body和cbo都是改身形的。另外你是不是少了phaze的服装兼容mod 更换成这样后还是报错,是我什么地方没弄对么。我发现只要加上phaze_futanari-mod就会报错,其他的mod就不会报错,不知道什么情况 Edited February 1 by rainshine0309
NateM.Pordant Posted February 1 Posted February 1 So this is a consistent problem I've had when I start as a landless adventurer and I invite the futa enclave into my camp. When I manage to claim land the enclave and futa merchant are never accessible. Is this a common issue?
straetheus Posted February 1 Posted February 1 I just started playing as Hermilla. how do you get the Futa queendom war start? I have running around byzantium for a long while now and and I havent seen a an event pop up. any guidance is welcome.
Zealwarrior Posted February 2 Posted February 2 What mod adds Spite Imps? There's a special mercenary troop around that has 10k of Spite Imps. And I can't find any information on them at all, besides that the Captain is Vilecore and a Dark Sister. If it comes from Vilecore, is it just an NPC thing?
OniOokami Posted February 2 Posted February 2 1 hour ago, Zealwarrior said: What mod adds Spite Imps? There's a special mercenary troop around that has 10k of Spite Imps. And I can't find any information on them at all, besides that the Captain is Vilecore and a Dark Sister. If it comes from Vilecore, is it just an NPC thing? The Futa Spite Imps are from this mod and it's a Vilecore thing. Kinda surprising they have 10k of them but I'm guessing there's something to help AI's generate them. They're usually really uncommon in my playthroughs so I don't seem them much.
Zealwarrior Posted February 2 Posted February 2 1 hour ago, OniOokami said: The Futa Spite Imps are from this mod and it's a Vilecore thing. Kinda surprising they have 10k of them but I'm guessing there's something to help AI's generate them. They're usually really uncommon in my playthroughs so I don't seem them much. How do you even get them? Or is it not something you can get, at least not yet?
OniOokami Posted February 2 Posted February 2 9 minutes ago, Zealwarrior said: How do you even get them? Or is it not something you can get, at least not yet? Pretty sure it's a fairly specific process, Isolde is actually setup to naturally unlock the requirements if you go that route. Basically you have to follow vilecore and farm up piety to become a dark sister by decision. Once you're a dark sister you can corrupt a futa pregnancy and this will give you the spite MAAs. I *think* there are some other random events you can see as a dark sister that'll give you them as well. Due to the specifics, ya you almost never see them. I'm guessing Hermilia's questline might involve them because I do remember something about a vilecore sect or, something, popping up during it so that maybe why you have a special merc running around with them.
HareVishnu Posted February 2 Posted February 2 Thanks for making and updating this mod; I've spent quite some time playing this mod and it wouldn't have been possible if it hadn't been developed by you. That said, there are a few issues I came across while playing, so without further ado: Bug Report For Version 21 Bug #1: Landless Adventurers Are Locked Out Of Enclave When Landed, Even If You've Formerly Employed Them Five years after game start, the "Displaced Misplaced" event (futa_events.0114) fires and if you're a landless adventurer, only sets the futa_employed_enclave_in_camp dynasty variable, which can only be used to build the futa camp buildings, whereas landed rulers instead get the fenclave_acceptance dynasty variable, as well as the futa_enclave_location_var dynasty variable. The "Displace Misplaced" event is a one and done deal, so it's not possible to go down both routes at present, even if you play a culture/religion that lets you voluntarily become an adventurer. Furthermore, the make_contact_with_the_futa_enclave_decision depends on the futa_enclave_location_var being set, despite the flavor text for the futa camp building explicitly being an intelligence network for and by futas. The seek_futa_merchant_decision is in turn gated behind one of enclave_flag (which is set by the futa_enclave_story, which is in turn... triggered from the landed "Displace Misplaced" event), the has_contact_with_enclave_flag (set by make_contact_with_the_futa_enclave_decision, which above, is also gated behind being a landed ruler when the "Displaced Misplaced" event fires), or the fenclave_acceptance variable above. It would be nice if there a way to transform the futa_employed_enclave_in_camp into any of the landed variables by decision once landed. Sub Bug: Event Typo In Gallowsbait Futa Adventurer In events/futa_events.txt, around line 6566 # Get 3 Merchant characters and 2 fucksleeves because you are Futa and gallowsbait. option = { name = futa_accept.0114.f # ... trigger_event = { id = futa_events.00116 #I am Futa } } has an extra zero in the event id (should be futa_events.0116 instead) Bug #2: Getting Erect Fills A Condom, Cumming Makes The Condom Spill, Cumming Too Much Incurs Sperm Debt I figured this bug out after spending hours trying to get a condom to fill up, only for it to never convert to a filled condom; I found out that I was too productive and had gotten a massive negative cum volume, around -17,000. The first issue is that the events that add backed up xp tend to be events that involve getting aroused without climax and that should, in theory, mean little to no ejaculate. This is a magical futa mod though, so I'm willing to accept that futas generate enormous amounts of pre-cum, and hand-wave that. The bigger issue is the handling of losing backed up xp. The relevant code appears to be: futa_cumskin_loss_fill_value = { value = futa_backed_up_xp_value if = { limit = { scope:futa_backed_up_xp_to_calculate < -100 } add = 100 } multiply = 1 } which is only invoked if futa_backed_up_xp_value is negative. I assume the multiply is supposed to be by negative one so that the entire result is positive, but I don't get why there's special handling around one hundred. futa_backed_up_xp_value is not constrained to be within the bounds of [-100, 100], nor is it constrained to be within [-200, 200] since an overproductive, fecund futa wearing the armor of urges, ring of rut, and having the first perk in the lustful cursed legacy will take whatever the base value of the backed up xp and make it into (($VALUE$ * 1.5 * 1.5) - 20) * (1 + 1 + .5) which reduces to 5.625 * $VALUE$ - 50. Most of the sex framework calls seem to use a value of -25 to -30, but some events go as low as -150 (Matrons become imbued event), although typical extreme values are around -60 to -80 (E.G. Christmas Meme - Part 7). Therefore regular sex can get to -218.75 (= (5.625 * -30) - 50), and "extreme release" can get to -500 (= (5.625 * -80) - 50, from Christmas Meme - Part 7). The end result is that massive negative numbers are subtracted from cumskin_volume so the condom not only does not fill, but goes into debt. Bug #3: Fatherless Parentage Is Magic That Breaks Incest(?) Looking at common/scripted_effects/futa_pregnancy_effects.txt, the father is commented out and never seems to be set later on. For example on line 72: create_character = { template = futa_pregnancy_baby age = scope:child.age location = root.location mother = root # father = scope:lover <-- probably should not be commented out? ¯\_(ツ)_/¯ ethnicity = parents dynasty_house = root.house save_scope_as = child_2 after_creation = { } } While I haven't been able to conclusively find out what variables the inbreeding calculation uses, I suspect that it checks real_father if that variable is set, and otherwise uses father, and then uses the logic found in https://ck3.paradoxwikis.com/Family_(relation)#Chance_of_inbreeding. However, if your family tree doesn't branch, because you have no father the engine can use, then you either get over-inbred if you share the same mother (since all of your common ancestors are the same), or are not considered related if you only share the same futa father. Bug #4: Random Seed Of Temptation Rolls Are Invalid In common/scripted_effects/futa_scripted_effects.txt on line 520: random = { chance = 0.5 futa_add_temptation_secret_effect = yes } According to Intellij, chance only takes integer values from the range [1, 99]. The implication is that this random roll to develop seed of temptation never successfully fires. Bug #5: Ethnicities Must Sum To The Same Value (100) Or Hybrid Cultures Will Not Have Correct Ethnicity Distribution According to following Paradox Plaza forum post: https://forum.paradoxplaza.com/forum/threads/hybrid-culture-ethnicities.1577916/ , if two culture have an unequal ethnicity sum (the sum of every left hand value in the ethnicities block inside a culture declaration), the engine does not normalize both cultures, but instead shoves all the ethnicities into one basket and then makes them into probabilities by dividing by the total sum, whatever that is. For example, let's assume the Valkynjur culture hybridizes with the Prussian culture; here's their ethnicity distributions: # Valkynjur ethnicities = { 5 = futa_nordic } # Prussian ethnicities = { 80 = caucasian_northern_blond 15 = caucasian_northern_ginger 3 = caucasian_northern_brown_hair 2 = caucasian_northern_dark_hair } In a sane world, you'd assume the resultant hybrid culture would be 50% futa_nordic 40% caucasian_northern_blond 7.5% caucasian_northern_ginger 1.5% caucasian_northern_brown_hair 1% caucasian_northern_dark_hair. What actually happens it that it sums 5+80+15+3+2 = 105 and then uses that to work out the probability distribution, so we get the following percentages (5/105 ~= 4.76%) futa_nordic (80/105 ~= 76.2%) caucasian_northern_blond (15/105 ~= 14.3%) caucasian_northern_ginger (3/105 ~= 2.9%) caucasian_northern_brown_hair (2/105 ~= 2%) caucasian_northern_dark_hair Because Paradox is Paradox. The fix is to make all ethnicities sum to 100 because that's what they sum to in the base game. 2
straetheus Posted February 2 Posted February 2 Is there a reason Hermilla cant interact with the futanari enclave? feels like you miss out on some content there.
Finisher Posted February 2 Posted February 2 (edited) 3 hours ago, HareVishnu said: Bug #1: Landless Adventurers Are Locked Out Of Enclave When Landed, Even If You've Formerly Employed Them Not a bug, intentional design choice by Phaze. 3 hours ago, HareVishnu said: Sub Bug: Event Typo In Gallowsbait Futa Adventurer Good catch. Thought I got them all, it is harmless however. 3 hours ago, HareVishnu said: Bug #2: Getting Erect Fills A Condom, Cumming Makes The Condom Spill, Cumming Too Much Incurs Sperm Debt I'll look into it. As a short answer the reason why there is a special case for checking numbers above or below 100s is the scripted effects guarantee certain outcomes if you put backed up xp above 100, for example putting "XP_LOSS_PREGNANCY" above 100 will guarantee pregnancy. So in order to not lower the XP by 100s each time, if the XP is lower than -100 it adds a 100 back, essentially -130 XP loss becomes -30 XP with guaranteed pregnancy. Yes that multiply by 1 is supposed to be turning the negative number into a positive. Maybe some recent changes broke the comdoms getting filled through sex. I remember it seemed to work fine previously. 3 hours ago, HareVishnu said: Bug #3: Fatherless Parentage Is Magic That Breaks Incest(?) Not a bug. I tried to get that working, but CK3 really doesn't like when you try to assign female characters as fathers. CK3 normally straight up doesn't allow a female character to be assigned as father. That commented out code was a way I found to circumvent that, but it proved to be very janky and potentially broke even more stuff under the hood. CK3 problem, not a mod one. 3 hours ago, HareVishnu said: Bug #4: Random Seed Of Temptation Rolls Are Invalid I highly doubt this information is true, as the random congenital trait gains upon birth wouldn't work otherwise. They are all in float numbers. Also Paradox themselves use float numbers for the random chance plenty of times. Thanks for your through work and report. Edited February 2 by Finisher 1
ursula_tt Posted February 2 Posted February 2 21 hours ago, straetheus said: I just started playing as Hermilla. how do you get the Futa queendom war start? I have running around byzantium for a long while now and and I havent seen a an event pop up. any guidance is welcome. You need your army count to be greater than 12000, than you can target Thessaly/Byzantines. Bug(?): So the Hole of Spite and Prized Femboi events always seem to trigger at the same time one after the other for me. I don't think that's WAD?
Hangot Posted February 2 Posted February 2 On 1/30/2026 at 2:47 PM, OniOokami said: 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.) 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. Please Dev, read this. I understand having custom units - but they are EXTREMELY overtuned compared to base game, and need balancing. Also, there needs to be a game rule to weaken Hermillia or cause her to die after a point, since she just just steamrolls. Also, I hope you get around to fixing the enclave breaking when capitals move. I thought my modlist was broken, haha Love your mod! Keep up the good work.
HareVishnu Posted February 3 Posted February 3 11 hours ago, Finisher said: I highly doubt this information is true, as the random congenital trait gains upon birth wouldn't work otherwise. They are all in float numbers. Also Paradox themselves use float numbers for the random chance plenty of times. I looked into it further, and had assumed that the Intellij warnings were from Paradox themselves, but found out it's using a third-party typing scheme. Specifically it's using cwtools, and reporting that chance is an "int_value_field"; seen here https://github.com/cwtools/cwtools-ck3-config/blob/master/config/effects.cwt#L1117 So yeah, it's more likely that the typing in cwtools is too strict, although it's Paradox so who knows.
allofthequestionable Posted February 7 Posted February 7 so I got to say that I am totally confused by the step nomad start in this mod... nothing ever seems to happen? and she can't migrate? which... migrating is the entire point of the nomad system. so I have no idea what your supposed to do with her. events fire every once in a while. I cured her infertility more than once... but because I can't migrate I can never get any herd... fertility runs out and then... your just stuck. you can't escalate dominance. you can't do anything because you can't fucking move. cant even war past the first 3 or 4 because you have truces with everyone. you have no gold. no prestige to launch wars. nothing worth raiding. its just... sit until you die?! I see her form these massive empires when I am not playing as her... but when I am? hell sometimes the sky spawn religion never even shows up because like in my current playthrough I don't even reach duke.... I thought this was a bug or something but its been quite a few patches since she came out and its always the same problem. am I doing something wrong? am I meant to lose that first war? do I have to click something to become "Part of a situation that uses migrations" cause even though I am a nomad on the step. the game says I am not part of a situation that uses those. the game says Hermila is incomplete. but its the only story line that actually goes anywhere. the Christian merc girl doesn't actually do anything... she just wanders Iberia playing as a normal landless character with a few special events till she dies but at least it works. can carve my own little empire out of Iberia I suppose. the other lady just gets captured by bandits no matter what choices I make... and becomes a slave. then nothing ever happens from there. Hermila at least talks to the other cultures of her ilk has a storyline to carry out. seriously I get more out of playing near the random bog blasters as a normal man. than I get out of playing as the herald of the steppes. I must be doing something wrong... but I have no idea what. really do love the direction the hermilia game goes though. I founded my kingdom in greece and helped the northern futa and the bog blasters get settled down (though the bog blasters got kicked back out by viking invaders. both futa and non futa.)
Shail0123 Posted February 7 Posted February 7 Hi I have a quotation, while playing as a female ruler I got the choice to raise a Futa child whose parents were killed. I was wondering after she grows up does she have any unique scenarios or even while warding her.
gfjghfhghfg Posted February 7 Posted February 7 Hello does anyone know what needs to edited in the mod files so that every child of futa has the futanari trait?
fanofpreg Posted February 8 Posted February 8 why all my bog blaster invaders are not bog blaster culture (Irish) but foreign culture like Khalaj, Moksha ? bug ?
Raelhyuman Posted February 9 Posted February 9 On 12/28/2025 at 4:46 AM, Phaze Star said: Just go to carn game rules and make the trait not genetic For whatever reason this doesnt seem to work for me, is there a section of code I could modify to just remove the possibility before I start rummaging around everything else I have to try to find out what's up?
LustDemon69 Posted February 10 Posted February 10 On 2/7/2026 at 12:00 PM, gfjghfhghfg said: Hello does anyone know what needs to edited in the mod files so that every child of futa has the futanari trait? You don't need to do that, just go to the game setting and change the one that determines futa trait inheritance to be all futa born are futa. Unless that's been changed, I haven't played in a month or so.
Raelhyuman Posted February 10 Posted February 10 On 2/9/2026 at 3:07 PM, Raelhyuman said: For whatever reason this doesnt seem to work for me, is there a section of code I could modify to just remove the possibility before I start rummaging around everything else I have to try to find out what's up? OK on this point I've gone in and futzed with it so that the actual carn gamerule works, but for some reason a few things dont recognize the non-genetic futanari traits as being the futa trait (ie most of the artifacts you can buy from the merchant)
scionofhumanity Posted February 11 Posted February 11 Question out of curiosity: is it possible for a female character to become a futanari midway through their life, or is it something that can ONLY be gained at birth?
LustDemon69 Posted February 12 Posted February 12 10 hours ago, scionofhumanity said: Question out of curiosity: is it possible for a female character to become a futanari midway through their life, or is it something that can ONLY be gained at birth? I don't believe it can be gained naturally. However, Daughters of Lust is pretty compatible with Phaze Futa mod, and one of the features is that, as a succubus, you can freely add or remove the futa trait to yourself. Would recommend also for the experience of it, Lyskorie recently added Kitsunes as another creature you can play as.
MrFishCow Posted February 12 Posted February 12 This might be a selfish request considering how much time you put into the content but could you add an option to all of the story characters like you did for the warlord? I like their stories and characters but my favorite start date is 867 and most of the time I just want some futa content mixed into a fairly vanilla playthrough. It's understandable if you can't or don't want to add such a feature. Thank you for reading :)
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