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[mod] Phaze's Futanari Mod


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Posted
9 hours ago, Phaze Star said:

This is simply saying it cannot locate a trait. Very unlikely to then crash as a result. Mod list matters as well. That trait is from additional degeneracy. Are you playung with the patch for my other mods?

I didn't use your other mods, I just used futa mod.Here is the complete crash report.

 

 

error.log

Posted (edited)

this is the mod i use i tried whit different carnalitas whe i tri to do any event the game crashing and don't see any art from the mod

image.png.afe292c0985e51608ba53387ae41b7ad.png

error.log

Edited by AkkuHun
Posted

Any shot of a cursory update to the Other Worlds version? Just like porting over the not location specific content that's been added since then. I've been making my own version of it but it'd probably do to have an 'official' version with less of a chance of it blowing shit up

Posted
5 minutes ago, Raelhyuman said:

Any shot of a cursory update to the Other Worlds version? Just like porting over the not location specific content that's been added since then. I've been making my own version of it but it'd probably do to have an 'official' version with less of a chance of it blowing shit up

Im already working on a lot of projects and had no intention of adding new content to otherworlds. Main and AGOT are the only ones I am maintaining.

Posted

Version 17 "Herald of the Sky" Update is Live!

Whilst most of the mod worked into the Khans of the Steppe DLC, some mechanics like Vassal contracts were broken. Biggest of all though, was that the Warlord Tutku had been completely messed up by the introduction of the Nomadic Government type. As such, much effort has been made to smooth out the remaining edges and also raise up the Warlord to be true to her original concept now that the game can actually support her wandering raider lifestyle better. The vast majority of this update was handled by Finisher so please let them know if you enjoyed the new changes :)

 

  • Ruins Activity will now cost herd for Nomads, in return being cheaper in gold cost.
  • New Raid Intents! The Marauder tradition will now unlock the Grand Raid intent, while a certain faith may unlock a Raid Intent for securing breeding stock for rulers and their eager warriors...
  • Axe of the Marauder's special bonus has been slightly reworked, now unlocking a new raid intent.
  • Nomad vs Nomad Grand Raid Wars will give Herd instead of gold, as there are no proper provinces to loot.
  • Futa Tributaries have been reworked! Instead of just being a Vassal contract that randomly fires a tribute event every 5 years, now they are a new Tributary Type!
    • This also fixes the Vassal Contracts not being usable on Tribal and Clan realms.
    • The old random tribute reward events have been split into Special Tribute Obligations, unlocking new character interactions towards your Tribute.
    • Added 2 Tributary Types. One basic Futanari Tributary, one Divine Tributary unlocked in tradition in Ruins or by Hermillia Faithful Seeds.
  • Tutku the Warlord's content has been updated to use some of the mechanics of the new Khans of the Steppes DLC! Nothing major, but she should play nicely together with the mechanics.
  • Slightly changed the Azure Empire creation and final Warpath decision, now you must properly show those other Nomads who is the true Horse Lord!
  • Changed final decision and reward of Warpath trait to be something slightly more unique, instead of reusing base game Greatest of Khans trait.
  • Lowered the amount of battle victories required by the Legion Decision by 50%.
  • Warlord's post war victory pillage event now should correctly take into account the development of the target lands.
  • Changed the Warlord's post war victory pillage event so that it can also fire on non-conquest wars! Pillage and burn your enemies to your heart's content!
  • Updated the Warlord's AI bonuses so she will be receiving DLC boosts, most of them disabled on the nerfed version.
  • Fixed Curse-Honed Captain trait showing up on non-Futanari Females (Thanks Kieva)
  • MAA changes!
    • Lust Berserkers will now prevent the retreat of BOTH sides when engaged in combat! Win big, or go home!
    • Priestess of Boann will now prevent the enemy from retreating combat if the location is Wetlands, and if the enemy has no Priestesses of their own.
  • Updated the marriage modifiers so the new bonuses from the DLC should be taken into account.
  • Fixed broken Enclave Rep events, so they should be triggering correctly now.
  • Fixed missing variable check error for Martial Academy
  • Reduced FREP related events cooldowns as there was already a game rule to extend cooldowns
  • Boggiest Blasters and Eden's Boggers will no longer exist in limbo!

  • Increased the amount of Futanari Fucksleeves a ruler can have from 3 to 5, breed away!

 

Support

This has been an absolutly massive project to maintain and is highly time consuming. If it was not for user support, I wouldn't be able to put so much time into this. If you like what I do, please support me on my KO-FI account to help me continue making updates:  Ko-fi.com/phazestar

Posted (edited)

I gather that it makes good thematic sense to have the special-content characters be unlanded adventurers, how much of the content for them is intricately linked to the Roads to Power DLC mechanics? For the steppe start in particular that feels like it would be very easy to just put them as a Nomadic ruler rather than an unlanded adventurer. 

Very well made mod, either way. Keep up the good work!

 

I also think I've found a small bug: the Milk Pasture addition to your yurt can't be upgraded if you're not an adventurer, but you can build level 1 as a nomad.

Edited by Voxalsystem
Posted (edited)
13 minutes ago, Voxalsystem said:

just put them as a Nomadic ruler

This could be done, but unlanded starts also help avoid bugs.
When the DLC first came out, this mod still functioned because the Warlord remained unlanded, otherwise you would have had to have waited for today's patch to play.

 

6 minutes ago, assasinAurora said:

How does one progress the curse-honed captain trait? 

I thought all commander traits gained XP without me having to change anything now after they were updated. Maybe I was wrong.
Eitherway, the trait's main effect is hidden. When battle starts, your current tier of the backed up trait grants you additional advantage!

Edited by Phaze Star
Posted

Thanks for the update! This is probably the one I wont play on release since horse lords is still a buggy mess!

 

  • MAA changes!
    • Lust Berserkers will now prevent the retreat of BOTH sides when engaged in combat! Win big, or go home!

      NOW THATS A LOTTA DAMAGE
       
Posted

The "Send To Martial Academy" option is still not working when I reform Faithful Seeds.

 

Believe it is due to the "futa_send_child_for_education_interaction" interaction still checking for a specific faith instead of the variable "futa_faithful_seeds_faith_var". 

 

As a note I had yet to send any children to it pre-reform if that could be a cause, not used to CK3 modding and its intricacies.

Posted (edited)
56 minutes ago, tacoman12 said:

still checking for a specific faith instead of the variable

Correct!
There is a decision you can use when 5 or more kids are ready to go that lets you send them all at once which does check for the variable, but I have also updated the interaction for you here.

Update
I got the file wrong, if you already downloaded it you need to do so again

 

futa_faith_interactions.txt

Edited by Phaze Star
Posted

Saw you just uploaded version 17 and thanks for that! Do you think the DNA issue I've mentioned before could realistically be fixed by version 18 or do you think it'll take longer than that?

Posted
1 hour ago, PinkDragon said:

Is the Phaze Futa Degen Species Milf patch still needed with this version?

Yes because the patch lets you inherit those traits. If you don't use them you don't need them.

 

4 minutes ago, Kakarot9100 said:

Saw you just uploaded version 17 and thanks for that! Do you think the DNA issue I've mentioned before could realistically be fixed by version 18 or do you think it'll take longer than that?

This has been an issue since before my mod existed. I would not expect a fix.

Posted (edited)

1. forming the azure empire asks for tier 3 dominance SPECIFICALLY,  having tier 4/5 prevents completing the decision 

2. clicking the empyrean legion decision asks for 50 victories but the actual event still has a 100 victories trigger

3. Is there a way for nomads to culture convert? I'm noticing not nomad territories even after razing entirely keep old culture/faith and am not looking forward to perma rebellion, tho this is more ck3 issue

4. sacred procreation (bog blasters and temple reward) has -100% monthly piety, is this intended to force piety to only come from children?

5. milk pasture level 2 asks for being an adventurer even though it could be built as a nomad (though I think that is degeneracy mod building)

6. I purposefully avoided building yurt stuff that increases herd to rider conversion but between 75 martial and severe drought (+10%) it's now at 78%, which is a lot, but by this point I only raise men at arms anyway

7.UH OH, sky's judgement and greates khan can be taken together on a single character

But I think it's better to just split them between the warlord and one of her daughters

8.Is inspire conversions vanilla or modded? More importantly on reforming faith none of my vassals converted they all stayed old skyspawn

Edited by kart72
Posted
17 minutes ago, kart72 said:

1. forming the azure empire asks for tier 3 dominance SPECIFICALLY,  having tier 4/5 prevents completing the decision 

2. clicking the empyrean legion decision asks for 50 victories but the actual event still has a 100 victories trigger

3. Is there a way for nomads to culture convert? I'm noticing not nomad territories even after razing entirely keep old culture/faith and am not looking forward to perma rebellion, tho this is more ck3 issue

4. sacred procreation (bog blasters and temple reward) has -100% monthly piety, is this intended to force piety to only come from children?

5. milk pasture level 2 asks for being an adventurer even though it could be built as a nomad (though I think that is degeneracy mod building)

6. I purposefully avoided building yurt stuff that increases herd to rider conversion but between 75 martial and severe drought (+10%) it's now at 78%, which is a lot, but by this point I only raise men at arms anyway

1 and 2. Ah, thanks for noticing. Fixed

3. Currently no, and the character has no specific mechanic to do that either.

4. Yes, that is the point of the tradition

5. Yes that is not this mod.

6. Yeah you can get so some crazy horde rider numbers after stacking everything up

Posted

right but what about religious conversion? Skyspawn feels more like mass conversion rather than peaceful "as long as you bend the knee and pay the tax" coexistance

Posted
21 minutes ago, kart72 said:

right but what about religious conversion? Skyspawn feels more like mass conversion rather than peaceful "as long as you bend the knee and pay the tax" coexistance

Ah, honestly I completely forgot you don't have access to a conversion task as a Nomad since conversions were happening automatically in Nomad provinces. I'll add a solution, thanks.

Posted

Just updated to 17 - its causing a CTD after 2-3 in-game days.  I thought I'd roll back to 16 (16.1?). but it seems all the old versions got blasted out when 17 was uploaded.  Could you please re-upload the version before 17 until I can figure out what's causing the crash?

Posted (edited)

Is it just me or does Skyspawn not only start with the religion being "male dominated" and same sex relations criminalized, but also futanari criminalized? Doesn't seem right, I also don't have the backed up trait.

Edited by beezfea

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