Phaze Star Posted February 16, 2025 Author Posted February 16, 2025 2 hours ago, imnotabdulaziz said: Recent updates made this mod incompatible with After The End. Anyone have any idea how to make it compatible once more? Use the file called Other Worlds, that is what it is there for
Shandrys Posted February 16, 2025 Posted February 16, 2025 29 minutes ago, Phaze Star said: Use the file called Other Worlds, that is what it is there for something tells me that "other worlds" is not very understandable for people who don't track this thread. Maybe it would be better to rename it to something a kin "global conversions version" or something similar ?
Phaze Star Posted February 16, 2025 Author Posted February 16, 2025 1 hour ago, Shandrys said: something tells me that "other worlds" is not very understandable for people who don't track this thread. Maybe it would be better to rename it to something a kin "global conversions version" or something similar ? When I added the file I also updated the main mod page. It has its own section explaining what it does. 1
DNL Posted February 17, 2025 Posted February 17, 2025 (edited) 9 hours ago, Shandrys said: Glad to hear that you managed to make it work 👍 Sure, here you go: Your mod list is perfect, thanks, I will try now to put 50 mods more because I'm crazy PS: if you guys want to play this with Cheri DoL, Phaze Futa must be below DoL Edited February 17, 2025 by DNL 1
myname789 Posted February 17, 2025 Posted February 17, 2025 Feature Request: Either make the Fucksleeve court position open to both men and women, or make an equivalent court position for men. For example, maybe a position where you can make male slaves into femboi prostitutes, earning you gold and stress relief. Just a thought for a future version. Thanks! 1
dekeche Posted February 17, 2025 Posted February 17, 2025 (edited) I could use a bit of help... testing something out. I've been working on a bit of a revamp of the whole futanari children/inheritance system. Mostly because the current system is very.... cumbersome and not built around being able to easily modify it. Which means that adding new traits to the system from other mods is... difficult. Especially because the whole system is not modular, so it's hard to find where to make changes. Such as implementing the Futa Medallions improved inheritance chance modifier. So I've reworked the whole system from the ground up. The main inheritance code has been split up into new scripted effects, there's now scripted variables to handle the various genetic inheritance and generation modifiers, and by using on_actions to trigger the actual scripted effects, the whole system is much more modular, and it should be a lot easier to make compatibility mods between this one and others (such as the species mod, or elf destiny) The main things to note; the baby_template now calls two on_actions; on_birth_trait_inheritance and on_birth_trait_generation. Inheritance processes genetic inheritance. It calls other on_actions to handle the actual inheritance processing, and is designed to have other on_actions appended to it for mod compatibility. Generation handles new trait generation, which is a bit... odd? According to what's in the vanilla files, it looks like new genetic inheritance is a one-per thing. Meaning that even if multiple traits successfully role the dice for being added, only one will be. So this on_action handles that system, calling generate_trait_list to generate a list of traits to potentially add, and apply_trait to apply one of those traits. If adding new traits into this system, then append to generate_trait_list. Then, of course, there's all the underlying scripted effects; where the magic happens. I've done my best to model how inheritance actually works behind the scenes (did a lot of research for this), so inheritance should more closely match vanilla's inheritance. I've done my best to comment and add notes to these files to explain everything, but it's fairly modular, so it should be fairly simple to add new traits into the mix. However, I'd like to note that the specific inheritance chance values might need some... editing and testing? I'm directly using the defines.txt values for these, but that might not be the most balanced approach? As far as I can tell, there's no way to detect recessive traits, and as such genetic inheritance may on average be lower for futanari children. So the values for Active/None inheritance might need to be improved to compensate. But that's something that needs further testing. Finally, I've also added a few scripted values to handle the effects of the various + inheritance chance and random generation modifiers. Which means that..... that damn futa medallion will finally work on futa children! As well as Strong Blood. The scripted values should be easy enough to add new modifiers to if other mods add additional sources of them, but might have conflict issues if multiple mods are adding modifiers effecting inheritance and trait generation. I will also add that I chose to ignore how dynastic inheritance works per vanilla - where the dominant house in a marriage is the one who's legacies is counted. Due to how all this works, I chose to take both parents modifiers into account. Bonuses do not generally count twice (except for blood 4), but it should be a small buff. Inbreeding is also not modeled exactly correctly. I'm just applying a flat 10% inbreeding chance if is_close_or_extended_family_of returns true. Since trying to track down and compare family members, when the child by definition does not have a father, would be... tricky. This does mean that some family members could potentially have a higher inbreeding chance than they'd otherwise have, or some member having lower or no chance at all, but it was a lot simpler to implement. If someone else wants to figure out how to do this correctly, be my guest. Now, as for what I need people to test - I need to know if there are any... abnormalities with the system. Did a Genius-Intelligent couple not produce an Genius/Intelligent offspring? Is a Genius-Genius couple not producing Geniuses even though you've got the blood 1 legacy? Is it harder/easier/weirder to run certain breeding programs? Is there any weird performance issues? Any traits that never seem to show up? Any obvious bugs or CTD's that I haven't already caught? (and yes, there was a CTD with earlier testing. DO NOT TRY TO ACCESS A LIST IF IT DOES NOT EXIST.) Also @Phaze Star - feel free to add this to the main mod if you want. It should be tested a bit more thoroughly first, but it should be a lot easier to use and modify than your current system (at least for me, it's a lot easier to read). Edit: Small update, noticed that I hadn't actually setup the dick/tits inheritance correctly. Did use the correct traits, didn't switch which traits where "bad" or "good" Futa_Inheritance_TestMod_v1.1.zip Edited February 21, 2025 by dekeche updating file. 1
Phaze Star Posted February 17, 2025 Author Posted February 17, 2025 31 minutes ago, dekeche said: I could use a bit of help... testing something out.Futa_Inheritance_TestMod.zip I've been working on a bit of a revamp of the whole futanari children/inheritance system. Mostly because the current system is very.... cumbersome and not built around being able to easily modify it. Which means that adding new traits to the system from other mods is... difficult. Especially because the whole system is not modular, so it's hard to find where to make changes. Such as implementing the Futa Medallions improved inheritance chance modifier. So I've reworked the whole system from the ground up. The main inheritance code has been split up into new scripted effects, there's now scripted variables to handle the various genetic inheritance and generation modifiers, and by using on_actions to trigger the actual scripted effects, the whole system is much more modular, and it should be a lot easier to make compatibility mods between this one and others (such as the species mod, or elf destiny) The main things to note; the baby_template now calls two on_actions; on_birth_trait_inheritance and on_birth_trait_generation. Inheritance processes genetic inheritance. It calls other on_actions to handle the actual inheritance processing, and is designed to have other on_actions appended to it for mod compatibility. Generation handles new trait generation, which is a bit... odd? According to what's in the vanilla files, it looks like new genetic inheritance is a one-per thing. Meaning that even if multiple traits successfully role the dice for being added, only one will be. So this on_action handles that system, calling generate_trait_list to generate a list of traits to potentially add, and apply_trait to apply one of those traits. If adding new traits into this system, then append to generate_trait_list. Then, of course, there's all the underlying scripted effects; where the magic happens. I've done my best to model how inheritance actually works behind the scenes (did a lot of research for this), so inheritance should more closely match vanilla's inheritance. I've done my best to comment and add notes to these files to explain everything, but it's fairly modular, so it should be fairly simple to add new traits into the mix. However, I'd like to note that the specific inheritance chance values might need some... editing and testing? I'm directly using the defines.txt values for these, but that might not be the most balanced approach? As far as I can tell, there's no way to detect recessive traits, and as such genetic inheritance may on average be lower for futanari children. So the values for Active/None inheritance might need to be improved to compensate. But that's something that needs further testing. Finally, I've also added a few scripted values to handle the effects of the various + inheritance chance and random generation modifiers. Which means that..... that damn futa medallion will finally work on futa children! As well as Strong Blood. The scripted values should be easy enough to add new modifiers to if other mods add additional sources of them, but might have conflict issues if multiple mods are adding modifiers effecting inheritance and trait generation. I will also add that I chose to ignore how dynastic inheritance works per vanilla - where the dominant house in a marriage is the one who's legacies is counted. Due to how all this works, I chose to take both parents modifiers into account. Bonuses do not generally count twice (except for blood 4), but it should be a small buff. Inbreeding is also not modeled exactly correctly. I'm just applying a flat 10% inbreeding chance if is_close_or_extended_family_of returns true. Since trying to track down and compare family members, when the child by definition does not have a father, would be... tricky. This does mean that some family members could potentially have a higher inbreeding chance than they'd otherwise have, or some member having lower or no chance at all, but it was a lot simpler to implement. If someone else wants to figure out how to do this correctly, be my guest. Now, as for what I need people to test - I need to know if there are any... abnormalities with the system. Did a Genius-Intelligent couple not produce an Genius/Intelligent offspring? Is a Genius-Genius couple not producing Geniuses even though you've got the blood 1 legacy? Is it harder/easier/weirder to run certain breeding programs? Is there any weird performance issues? Any traits that never seem to show up? Any obvious bugs or CTD's that I haven't already caught? (and yes, there was a CTD with earlier testing. DO NOT TRY TO ACCESS A LIST IF IT DOES NOT EXIST.) Also @Phaze Star - feel free to add this to the main mod if you want. It should be tested a bit more thoroughly first, but it should be a lot easier to use and modify than your current system (at least for me, it's a lot easier to read). Wasn't expecting to see this! I will have to wait until I have free time before I can look myself. 1
Zagone Posted February 17, 2025 Posted February 17, 2025 First of all, amazing mod! I love it, so keep up the good work! Second - I searched the thread as best I could but didn't find an answer; but is it possible to gain the War Path trait without cheating or playing as the Warlord bookmark? Or is it only tied to her story? 1
Phaze Star Posted February 17, 2025 Author Posted February 17, 2025 31 minutes ago, Zagone said: First of all, amazing mod! I love it, so keep up the good work! Second - I searched the thread as best I could but didn't find an answer; but is it possible to gain the War Path trait without cheating or playing as the Warlord bookmark? Or is it only tied to her story? It is only for her
Zagone Posted February 17, 2025 Posted February 17, 2025 6 minutes ago, Phaze Star said: It is only for her Damn. Okay, thank you for quick reply. ♥ 1
melvine124 Posted February 17, 2025 Posted February 17, 2025 (edited) On 2/16/2025 at 12:03 AM, Phaze Star said: Its part of her content. Keep growing the empire. 80 near 90 years old now and I took over the Byzantium and Egypt already, first gen of wives already all dead and gone. I have the succubus mod from daughters of lust and shes still alive from that for the last 40 years. warpath is maxed out too. or is it something that happens after she dies? Edited February 17, 2025 by melvine124
Phaze Star Posted February 17, 2025 Author Posted February 17, 2025 2 minutes ago, melvine124 said: 80 near 90 years old now and I took over the Byzantium and Egypt already, first gen of wives already all dead and gone. I have the succubus mod from daughters of lust and shes still alive from that for the last 40 years. or is it something that happens after she dies? It is possible turning her into a succubus breaks her content.
dekeche Posted February 18, 2025 Posted February 18, 2025 1 hour ago, melvine124 said: 80 near 90 years old now and I took over the Byzantium and Egypt already, first gen of wives already all dead and gone. I have the succubus mod from daughters of lust and shes still alive from that for the last 40 years. warpath is maxed out too. or is it something that happens after she dies? There's not much content past that point? Mostly dealing with the succession of her kids, and the non-event based collapse of the empire. And at least the succession can be thrown off by outside events. In my last run-through, I actually had a wild-child that I'd adopted become my primary heir, since they were older than the sisters and the sister I chose as my primary heir joined the church.... without me noticing. So... yah... you're probably not missing much by having a functionally immortal warlord. It does probably remove some of the time pressure though. You've got a lot more time to do a WC, and with an actually immortal ruler the empire won't end up collapsing because you had 400+ vassals and now you need to somehow reduce that number to less than 100.
melvine124 Posted February 18, 2025 Posted February 18, 2025 (edited) 2 hours ago, Phaze Star said: It is possible turning her into a succubus breaks her content. she was already nearly 50 when I turned her, I wasn't planning to do it for her but for her grandkid. I looked in the file and it looks like there is a fertility Shaman, but I can't find her in my game. and I am not exactly certain what triggers her, I already got all of the holy sites as well. 32 minutes ago, dekeche said: There's not much content past that point? Mostly dealing with the succession of her kids, and the non-event based collapse of the empire. And at least the succession can be thrown off by outside events. In my last run-through, I actually had a wild-child that I'd adopted become my primary heir, since they were older than the sisters and the sister I chose as my primary heir joined the church.... without me noticing. So... yah... you're probably not missing much by having a functionally immortal warlord. It does probably remove some of the time pressure though. You've got a lot more time to do a WC, and with an actually immortal ruler the empire won't end up collapsing because you had 400+ vassals and now you need to somehow reduce that number to less than 100. lol one thing I've learned in is that CK3 immortals die all of the time to random events. and all of my successors are random vassals I picked up over the years and just handed land to. Edited February 18, 2025 by melvine124
dekeche Posted February 18, 2025 Posted February 18, 2025 1 hour ago, melvine124 said: she was already nearly 50 when I turned her, I wasn't planning to do it for her but for her grandkid. I looked in the file and it looks like there is a fertility Shaman, but I can't find her in my game. and I am not exactly certain what triggers her, I already got all of the holy sites as well. lol one thing I've learned in is that CK3 immortals die all of the time to random events. and all of my successors are random vassals I picked up over the years and just handed land to. wait... did you not have kids? Something may have actually broken. uff, that's a lot of lost renown. Not sure what happened then, the Shaman story should start when you are over 40. Which should spawn the Shaman, which should then start triggering the story.... Maybe if Sapho's changes a character's age? Might cause issues. But I don't remember how that mod handles increasing a persons lifespan. Additionally, body swapping would probably break the event, as everything is tied to character flags.
deawdea Posted February 18, 2025 Posted February 18, 2025 is there i can see the trait livestyle to get nun maa, i doing confession with mod costume player and is 3 exp per event so how long? to get the traits and why when using costume made character added trait or tradition not appears for irish culture?
Phaze Star Posted February 18, 2025 Author Posted February 18, 2025 20 minutes ago, deawdea said: is there i can see the trait livestyle to get nun maa, i doing confession with mod costume player and is 3 exp per event so how long? to get the traits and why when using costume made character added trait or tradition not appears for irish culture? You simply need to reach the second level of the confessor trait. It doesn't matter if you are a custom character or not. Just keep hosting confessions (Not attending them).
Shandrys Posted February 18, 2025 Posted February 18, 2025 11 hours ago, Zagone said: First of all, amazing mod! I love it, so keep up the good work! Second - I searched the thread as best I could but didn't find an answer; but is it possible to gain the War Path trait without cheating or playing as the Warlord bookmark? Or is it only tied to her story? well, you can give it to any character via some cheat mod like https://steamcommunity.com/sharedfiles/filedetails/?id=2986538297, but the main question is - will it upgrade and gain exp on non-khaness ? And something tells me that it won't because it's scripted tied to her events. But you're free to try @Phaze StarI continue playing AGOT and I've encountered that nasty issue again where ruins have spawned in some invisible place and now I'm locked from both exploring existing ruins or spawning new one Is it possible to somehow remove it from existence so new ruins would spawn ? Or trigger event manually from console for more ruins ? Don't want to restart the run at this point 🙈 1
Finisher Posted February 18, 2025 Posted February 18, 2025 13 minutes ago, Shandrys said: Is it possible to somehow remove it from existence so new ruins would spawn ? There are debug decisions to spawn and clear ruins, you can use those 2
Shandrys Posted February 18, 2025 Posted February 18, 2025 19 minutes ago, Finisher said: There are debug decisions to spawn and clear ruins, you can use those hm, I'm not sure I remember such things in debug panel, but thank you, I'll check one more time after work 1
myname789 Posted February 18, 2025 Posted February 18, 2025 1 hour ago, Shandrys said: hm, I'm not sure I remember such things in debug panel, but thank you, I'll check one more time after work They show up in the Futa Decisions panel on the right side, not the main debug options when you right click on your character. 2
Shandrys Posted February 18, 2025 Posted February 18, 2025 2 hours ago, myname789 said: They show up in the Futa Decisions panel on the right side, not the main debug options when you right click on your character. ah, thank you ! I haven't looked there at all 🙈
Toilet99paper12 Posted February 18, 2025 Posted February 18, 2025 Awesome work with this mod. Only wish there was more female or submissive futa interacting with futa content. The Isolde Toll Encounter is awesome, my only issue with it, is that it is too short and you're freed so quickly ^^. Anyways awesome work you and the people helping you are great!:) 2
Phaze Star Posted February 18, 2025 Author Posted February 18, 2025 19 minutes ago, Toilet99paper12 said: Awesome work with this mod. Only wish there was more female or submissive futa interacting with futa content. The Isolde Toll Encounter is awesome, my only issue with it, is that it is too short and you're freed so quickly ^^. Anyways awesome work you and the people helping you are great!:) That encounter might have got expanded if Isolde won the vote I put up previously 2
straightshota Posted February 18, 2025 Posted February 18, 2025 By chance, what AI model do you use for the art? I want to try my hand at making a submod but I am obsessed with artistic consistency.
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