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[mod] Phaze's Futanari Mod


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Posted

hey thx for the mod, but i crash when my heir get adult do you have any idea ? i use the new Futanari realm submod so maybe it's on his side. thx for the help

 

[19:02:33][E][jomini_script_system.cpp:303]: Script system error!
  Error: location trigger [ Failed context switch ]
  Script location: file: common/scripted_triggers/10_tgp_triggers.txt line: 56 (tgp_distant_realm_marriage_trigger[args#1693079379])
    file: common/scripted_modifiers/zzz_futa_marriage_scripted_modifiers_overwrite.txt line: 3124 (marriage_ai_accept_modifier[hash#3672988427])
    file: common/character_interactions/zzz_futa_marriage_interactions_overwrite.txt line: 1741 (marry_off_interaction:ai_accept)

 

Posted
1 hour ago, Was1 said:

hey thx for the mod, but i crash when my heir get adult do you have any idea ? i use the new Futanari realm submod so maybe it's on his side. thx for the help

Not sure, try not having them be betrothed as the error mentions marriages.

Posted
32 minutes ago, Phaze Star said:

My game is playable!

Promo2.png.a3d4f52fe867772de9248897e27cf4f3.png

I'm not going to keep mentioning it here, but since it actually can be played now I thought I would link the Itch page for anyone who was curious in trying out my own game!

 

https://phazestar.itch.io/fables-of-aegia-fount-of-corruption

 

Congratulations, Phaze! Will give it a go.

Will you add some way to download offline versions, or do you envision it as an online-only html type game? Thank you as always for all the efforts and constant drive to improve on the mods btw - never play ck3 without it ❤️ 

Posted
20 minutes ago, MechaFan said:

 

Congratulations, Phaze! Will give it a go.

Will you add some way to download offline versions, or do you envision it as an online-only html type game? Thank you as always for all the efforts and constant drive to improve on the mods btw - never play ck3 without it ❤️ 

I can always hand out the actual HTML files at some point, which means you can run them "locally" on your browser.

As for the mod, more is on the way. Just takes time.

Posted

I had an idea of a new MAA for Hermilia. Since she is a Goddess and when she establishes the Queendom, the Byzantines/Eastern Roman Empire get a demon Futa special merc, I thought that it might work for Hermillia to get a Angelic futnari MAA.

Posted
5 hours ago, etf76816 said:

I had an idea of a new MAA for Hermilia. Since she is a Goddess and when she establishes the Queendom, the Byzantines/Eastern Roman Empire get a demon Futa special merc, I thought that it might work for Hermillia to get a Angelic futnari MAA.

A long time ago something like that was actually planned, but things changed 😅

Posted
On 5/31/2026 at 11:03 AM, Phaze Star said:

You need 12K troops


Oh. lol, I thought you had to do all the Hermillia decisions - I've been running around, killing people with my poison cum and stuff. Oops.

I don't know how hard this is to implement, but as a suggestion, it would be nice to have a Situation for Hermillia, similar to the Targaryen Exile stuff from the GoT mod, that gives the player a little guidance in that regard.

Posted
On 5/30/2026 at 2:34 PM, Sir Ragealot said:

Hermillian faiths seem to not getting detected by the game.
Disabled all other mods, but the issue persists.

Does anyone know how to troubleshoot this?

I'm having the same issue. Anyone else having this issue, or is it only us?

Posted

I'm trying to get polygamy and concubines simultaneously working again, and I found a mod on Steam Workshop, Revised Extended Marriage Doctrines, that seems like it would do the trick. However, I can't get it to work with the Ancient Marital Customs tradition. Only the two spouses show up, but not the concubine slots, and I still can't do request or make concubine interactions. Anybody else want to try taking a shot at it?

Posted
5 hours ago, danime91 said:

I'm trying to get polygamy and concubines simultaneously working again, and I found a mod on Steam Workshop, Revised Extended Marriage Doctrines, that seems like it would do the trick. However, I can't get it to work with the Ancient Marital Customs tradition. Only the two spouses show up, but not the concubine slots, and I still can't do request or make concubine interactions. Anybody else want to try taking a shot at it?

I instead tried doing what the Harem mod does, but it still only did 2 wives for me also.

Posted
9 hours ago, Phaze Star said:

I instead tried doing what the Harem mod does, but it still only did 2 wives for me also.

The way ck3 applies spouse count is weird. It seems to take the numbers from the last tradition that took affect. So if you embrace a tradition, you get set to whatever it gives, regardless of your other traditions/religioin.

Posted (edited)
58 minutes ago, RenFL2 said:

The way ck3 applies spouse count is weird. It seems to take the numbers from the last tradition that took affect. So if you embrace a tradition, you get set to whatever it gives, regardless of your other traditions/religioin.

So when it comes to marriage doctrines, cultural traditions will always override religion. And I guess if after acquiring Ancient Marital Customs you decide to acquire Polygamy/Monogamy, that would override the number as well. But it can't be just that, because in debug mode I tried playing as Hermillia, who starts with Ancient Marital Customs tradition, but only has the two spouse slots, no concubines allowed. I then used console commands to remove the Ancient Marital Customs tradition, at which point I could now have one spouse and the concubine slots and interactions showed up again. From what I read elsewhere it seems like something about how CK3 checks for if polygamy/concubines are allowed in the new update interacts weirdly with mods that try to allow both. I'll keep messing around and see if I could get it working, because otherwise starting as Hermillia or acquiring the ancient marital customs tradition is going to be bugged.

Edited by danime91
Posted
2 hours ago, danime91 said:

So when it comes to marriage doctrines, cultural traditions will always override religion. And I guess if after acquiring Ancient Marital Customs you decide to acquire Polygamy/Monogamy, that would override the number as well. But it can't be just that, because in debug mode I tried playing as Hermillia, who starts with Ancient Marital Customs tradition, but only has the two spouse slots, no concubines allowed. I then used console commands to remove the Ancient Marital Customs tradition, at which point I could now have one spouse and the concubine slots and interactions showed up again. From what I read elsewhere it seems like something about how CK3 checks for if polygamy/concubines are allowed in the new update interacts weirdly with mods that try to allow both. I'll keep messing around and see if I could get it working, because otherwise starting as Hermillia or acquiring the ancient marital customs tradition is going to be bugged.

When I played as Hermilia, I was able to get concubines after I became a landed ruler. I was still stuck to the 2 wives limit though. This was prior to 1.19 however so maybe things are different now

Posted
1 hour ago, 123abcde2 said:

When I played as Hermilia, I was able to get concubines after I became a landed ruler. I was still stuck to the 2 wives limit though. This was prior to 1.19 however so maybe things are different now

Definitely. 1.19 was a big religion overhaul and so changed a bunch of stuff about how marriage doctrines worked.

Posted

Congrats on release! Big fan of your mods, so will be glad to follow your independent work. 

 

On the mod side, after coming back to Ck3 after a break and running several games with the mod I feel like I got some ideas on it.  

Obviously this is only my thoughts and wishes so feel free to discard them. Also they may be skewed by me playing mostly female and male characters. 

 

I feel like the mod needs more interactions with the Bookmark Characters when you are not playing as one. Especially with the rulers. You've got a futanari Genghis Knan and a literal  goddess, I feel like an event swearing fealty for example would be great. 

On this one I am speaking out of my ass since I don't really know how that works but in my experience the ruins always spawn just outside your realm, which is all fine and dandy in the beginning, but kinda frustrating when only traveling there takes up to half a year later on.

Given that so many special buildings are disabled after changing faith it would be great to have a decision to construct one. 

Posted
3 hours ago, PtichkaGo said:

Big fan of your mods

Thank you!
At the size this mod is, anything starts to take a long time to develop, so not everything has made it into the project.

Posted

Are there any plans for an ATE compatch (maybe one that allows for the core mechanics of this mod there but doesn't import all the lore)? Trying to load this with ATE just crashes the game and it kinda sucks that the hermaphrodite trait is kind of useless without this mod

Posted
On 6/7/2026 at 7:21 AM, PtichkaGo said:

On this one I am speaking out of my ass since I don't really know how that works but in my experience the ruins always spawn just outside your realm, which is all fine and dandy in the beginning, but kinda frustrating when only traveling there takes up to half a year later on.

It is a 50/50 whether it spawns inside your realm or a neighbouring one, but it prioritises empty holdings and it cannot spawn if one has previously spawned there

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