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[mod] Interracial Takeover - 2nd Edition


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Posted

These are git patch files. I have been working the mod in a local git repo, but there isn't a shared repo as far as I know.

 

If you want to apply these to your local mod folder, you could:

  • Make a git repo for the mod like I did, and use git apply to apply the patch.
  • If you're on Linux (and maybe MacOS?) you can use the patch command on the mod directory without making a git repo first.
  • It seems like there is a Python implementation of patch that should work on any OS that has python installed. But I've never used it.
  • Or you can look at the files and apply the diffs by hand. Here is an explanation of the diff format.

 

However, I have also noticed playing a real game today, that the events where I replaced create_character with random_pool_character aren't actually working (the character is blank). Need to figure out what actually is going wrong, but I suspect that the trigger block is not preventing the event from running when there isn't a valid character.

Posted (edited)

Some feedback for the 1.3.3 preview version - specifically the bno_title_change.0006 event. There needs to be some extra code added to handle this happening to a PC. When a BBC takes all of your titles, it leaves you as a courtier with no heirs. And if you become a slave it can just straight up kill you immediately. (or at least, that's what I assumed happened a few times).

 

I'd suggest either using ep3_laamps.0001 directly, or using a custom solution if you don't want players to have a choice of new characters, or to let the disposed player become an adventurer.

 

Edit: Also, did the bno_subj_war CB get changed? Seems to just insert BBC characters into another realm. Not sure if this is what's expected, might want to add a custom victory description to explain what exactly should be happening.

Edited by dekeche
Posted
14 hours ago, aobn said:

 

However, I have also noticed playing a real game today, that the events where I replaced create_character with random_pool_character aren't actually working (the character is blank). Need to figure out what actually is going wrong, but I suspect that the trigger block is not preventing the event from running when there isn't a valid character.

 

I think any_pool_character does not use 'limit'. But have to check if it fixes issue

Posted (edited)

Might also be worth re-evaluating how much XP every source gives. A lot of events give 10 XP, having sex gives 5 (Which those same events trigger), and giving birth adds a further 10. So that's enough to take you from 0-25 from a single event. Might be worth either reducing the amount of XP gained (I'd suggest only going over 5 for extreme circumstances), or adding some trait reduction events in the early stages. Maybe add a small reduction when below a certain amount for having sex with non-bbc characters?

 

Edit: also, fun little trick - if using carn_had_sex_with_effect_v2, you can include carn_sex_scene_no_pregnancy_effect in the function call to disable pregnancies.

carn_had_sex_with_effect_v2 = {
	PARTNER = scope:target1	
	carn_sex_scene_no_pregnancy_effect = yes
}

As an example.

Edited by dekeche
Posted
2 hours ago, Zdun said:

 

I think any_pool_character does not use 'limit'. But have to check if it fixes issue

 

Yes, this was the problem and now I'm not seeing those event errors in the error log anymore. (Also you are right, there is way too much badness in the error log.)

 

Updated patch, and also it includes the changes in bno_cuck_events.txt which I somehow missed the first time around.

0002-Only-fire-events-when-characters-already-exist.patch.2.txt

Posted (edited)

Interracial_takover_133_heavymodded.zip

So... uh... I did a thing.

 

Here's a heavily modified version of the 1.3.3 preview that was posted previously, + the minor error fixing version with the switch to carn_had_sex_with_effect_v2, + the two git patches for performance that were added previously.... with an extra helping of a massive number of log error corrections and some minor XP gain re-balances.

 

There were..... quite a lot of errors to work through. And there's still some log errors, but they either don't make any sense (unexpected localization token that's used multiple times, but only flagged once), or the standard wrong encoding message for a number of files. Most of the errors I corrected were just fixing issues with any and random being used incorrectly, removing limits from scope calls that don't use it (any_, liege, primary_spouse), and a number of changes to correct "linguistic" issues in the code.

 

Most bizarre issue I found was that apparently the localization key ' bno_cuck_0005.title' had a hash collision with another key, so I had to modify it. But that might have just been on my end, apparently the base-game key 'HEADER_CRUSADER_KINGS_3' is throwing a similar error.

 

I'm not going to claim this version is bug free, but at least the error logs are clean.

 

Now, onto some suggestions; First, the cuck and slut paths seem to be in a fairly good place. But I did notice that the actual code of those events is doing a lot of the same things - like grabbing a random bbc courtier for the target1 slot, or cucking any husbands. Things like that maybe should be moved into a scripted_effects file, so the event code can be simplified. Additionally, I'd consider moving and separating out the bno_yearly_random_pulse events into either separate on_actions, or separate random_events sections. Doing so would let you control the frequency of events on each path with more granularity, or potentially setting up different changes for certain events. For example, you could separate out each tier of slut events so that higher tier events have a higher frequency to fire for the AI.

 

Now, as for the Bull path... I feel that one is too passive. The other paths are all about things being done TOO you. It's an outside corruptive force that acting against you, at it's leisure. But, the Bull path should be about being that corruptive force. And while you can do that to an extent (seduce+lay with for 5 xp per year).... it's extremely slow, and can only really effect one person over the course of many years. And while that could be alleviated by adding more events or increasing xp gain, I think that would still be making the path too passive. Instead, I'd suggest adding a few character interactions and schemes to allow a player to more actively participate in the corruption of the world. Some ideas; A more focused seduction scheme, with custom events increasing the target's xp, but carrying a greater risk (Dub-con). A hostile "cuck" scheme that would target men, letting you increase the corruption of their wives while also not taking up a seduction slot (critical success with multiple wives cucks them with the whole harem). A seduction scheme emulating bno_bull.0010 or 0012 - convincing them to give you something valuable on their husband. And of course schemes to convince a wife to steal husbands lands, and to in turn steal hers. Basically just turning a lot of passive events into active schemes.

Edited by dekeche
Posted
43 minutes ago, dekeche said:

Interracial_takover_133_heavymodded.zip 4.23 MB · 3 downloads

So... uh... I did a thing.

 

Here's a heavily modified version of the 1.3.3 preview that was posted previously, + the minor error fixing version with the switch to carn_had_sex_with_effect_v2, + the two git patches for performance that were added previously.... with an extra helping of a massive number of log error corrections and some minor XP gain re-balances.

 

There were..... quite a lot of errors to work through. And there's still some log errors, but they either don't make any sense (unexpected localization token that's used multiple times, but only flagged once), or the standard wrong encoding message for a number of files. Most of the errors I corrected were just fixing issues with any and random being used incorrectly, removing limits from scope calls that don't use it (any_, liege, primary_spouse), and a number of changes to correct "linguistic" issues in the code.

 

Most bizarre issue I found was that apparently the localization key ' bno_cuck_0005.title' had a hash collision with another key, so I had to modify it. But that might have just been on my end, apparently the base-game key 'HEADER_CRUSADER_KINGS_3' is throwing a similar error.

 

I'm not going to claim this version is bug free, but at least the error logs are clean.

 

Now, onto some suggestions; First, the cuck and slut paths seem to be in a fairly good place. But I did notice that the actual code of those events is doing a lot of the same things - like grabbing a random bbc courtier for the target1 slot, or cucking any husbands. Things like that maybe should be moved into a scripted_effects file, so the event code can be simplified. Additionally, I'd consider moving and separating out the bno_yearly_random_pulse events into either separate on_actions, or separate random_events sections. Doing so would let you control the frequency of events on each path with more granularity, or potentially setting up different changes for certain events. For example, you could separate out each tier of slut events so that higher tier events have a higher frequency to fire for the AI.

 

Now, as for the Bull path... I feel that one is too passive. The other paths are all about things being done TOO you. It's an outside corruptive force that acting against you, at it's leisure. But, the Bull path should be about being that corruptive force. And while you can do that to an extent (seduce+lay with for 5 xp per year).... it's extremely slow, and can only really effect one person over the course of many years. And while that could be alleviated by adding more events or increasing xp gain, I think that would still be making the path too passive. Instead, I'd suggest adding a few character interactions and schemes to allow a player to more actively participate in the corruption of the world. Some ideas; A more focused seduction scheme, with custom events increasing the target's xp, but carrying a greater risk (Dub-con). A hostile "cuck" scheme that would target men, letting you increase the corruption of their wives while also not taking up a seduction slot (critical success with multiple wives cucks them with the whole harem). A seduction scheme emulating bno_bull.0010 or 0012 - convincing them to give you something valuable on their husband. And of course schemes to convince a wife to steal husbands lands, and to in turn steal hers. Basically just turning a lot of passive events into active schemes.

 

Awesome. Is this a full replacement of the base mod?

Re: schemes - wives/concubines/slaves/mothers could also be convinced to steal their husbands/sons/etc... artifacts. and maybe partial success on a land theft could be a claim on that land instead.

Posted
53 minutes ago, manmademonster said:

 

Awesome. Is this a full replacement of the base mod?

Re: schemes - wives/concubines/slaves/mothers could also be convinced to steal their husbands/sons/etc... artifacts. and maybe partial success on a land theft could be a claim on that land instead.

 

It's the mod files, so you should just be able to replace. I apparently didn't think to zip the mod folder itself, just the contents.

Posted
On 12/2/2024 at 7:50 PM, dekeche said:

Interracial_takover_133_heavymodded.zip 4.23 MB · 44 downloads

So... uh... I did a thing.

 

Here's a heavily modified version of the 1.3.3 preview that was posted previously, + the minor error fixing version with the switch to carn_had_sex_with_effect_v2, + the two git patches for performance that were added previously.... with an extra helping of a massive number of log error corrections and some minor XP gain re-balances.

 

There were..... quite a lot of errors to work through. And there's still some log errors, but they either don't make any sense (unexpected localization token that's used multiple times, but only flagged once), or the standard wrong encoding message for a number of files. Most of the errors I corrected were just fixing issues with any and random being used incorrectly, removing limits from scope calls that don't use it (any_, liege, primary_spouse), and a number of changes to correct "linguistic" issues in the code.

 

Most bizarre issue I found was that apparently the localization key ' bno_cuck_0005.title' had a hash collision with another key, so I had to modify it. But that might have just been on my end, apparently the base-game key 'HEADER_CRUSADER_KINGS_3' is throwing a similar error.

 

I'm not going to claim this version is bug free, but at least the error logs are clean.

 

Now, onto some suggestions; First, the cuck and slut paths seem to be in a fairly good place. But I did notice that the actual code of those events is doing a lot of the same things - like grabbing a random bbc courtier for the target1 slot, or cucking any husbands. Things like that maybe should be moved into a scripted_effects file, so the event code can be simplified. Additionally, I'd consider moving and separating out the bno_yearly_random_pulse events into either separate on_actions, or separate random_events sections. Doing so would let you control the frequency of events on each path with more granularity, or potentially setting up different changes for certain events. For example, you could separate out each tier of slut events so that higher tier events have a higher frequency to fire for the AI.

 

Now, as for the Bull path... I feel that one is too passive. The other paths are all about things being done TOO you. It's an outside corruptive force that acting against you, at it's leisure. But, the Bull path should be about being that corruptive force. And while you can do that to an extent (seduce+lay with for 5 xp per year).... it's extremely slow, and can only really effect one person over the course of many years. And while that could be alleviated by adding more events or increasing xp gain, I think that would still be making the path too passive. Instead, I'd suggest adding a few character interactions and schemes to allow a player to more actively participate in the corruption of the world. Some ideas; A more focused seduction scheme, with custom events increasing the target's xp, but carrying a greater risk (Dub-con). A hostile "cuck" scheme that would target men, letting you increase the corruption of their wives while also not taking up a seduction slot (critical success with multiple wives cucks them with the whole harem). A seduction scheme emulating bno_bull.0010 or 0012 - convincing them to give you something valuable on their husband. And of course schemes to convince a wife to steal husbands lands, and to in turn steal hers. Basically just turning a lot of passive events into active schemes.

It's good your modification, just I through you forgot add localization of interaction and event, btw, maybe for interation "sneak BBC" it can do by ruler of non-bbc religion cuz converti religion it's so long

Posted
4 hours ago, Ozvelpoon said:

Well done! I am glad you decided to save this mod from dying ignobly like the other two versions did. Thank you.

 

Don't count the mod author out just yet - they did update at the end of September, so it's only been 2 months since the last update. For all we know, they are still working on updates.

Posted

Why is it that whenever i see my wife with a bbc at night it says i lay with that guy and get a sodomite secret rather than my wife laying with the bbc?

Posted (edited)

It is not yet saved @aobn fixes are too aggressive.  Blacked characters can't take hold in hold for longer (there is not enough of them and their blood becoming thinner with time). It is effective solution for long term game stability but there is no takeover part of the mod. I guess something in between is required. E.g. one event could generate new npcs so assuming there is one female capable to have events new black characters can spawn.

 

Anyway I agree with point above. Creator did not say he is out so we can wait.

 

Edited by Zdun
Posted
19 hours ago, Ozvelpoon said:

Well done! I am glad you decided to save this mod from dying ignobly like the other two versions did. Thank you.

Dying ignobly is a really extreme statement considering that it is literally still getting version updates.

Posted
6 hours ago, Zdun said:

It is not yet saved @aobn fixes are too aggressive.  Blacked characters can't take hold in hold for longer (there is not enough of them and their blood becoming thinner with time). It is effective solution for long term game stability but there is no takeover part of the mod. I guess something in between is required. E.g. one event could generate new npcs so assuming there is one female capable to have events new black characters can spawn.

 

Anyway I agree with point above. Creator did not say he is out so we can wait.

 

A game rule could ameliorate this, make it a scale you can adjust to your play-style.

Posted
12 hours ago, manmademonster said:

A game rule could ameliorate this, make it a scale you can adjust to your play-style.

Ofc game rule can do it. The problem is that mod itself is really buggy. When you fix bugs you would have to fix compatibility bugs (e.g. it is based on carnelitas but there is game rule for body parts. Disable it and notice that this mod still adds parts). So first fix base bugs, than fix compatibility bugs than step 3 add game rules to control game flow. That sounds like a lot of work.

Posted (edited)

So is there a way to progress the mod when playing as a non-bbc male? I've played 20 years with like 15 bbc invited to court and nothing's happened in those 20 years except to some ai courtiers that they married.

 

Taking a look at the code, I'm not sure how your wife is ever supposed to get xp in the trait since most events require a certain amount of xp first or be playing as the female.

Edited by icehaku
Posted
1 hour ago, icehaku said:

So is there a way to progress the mod when playing as a non-bbc male? I've played 20 years with like 15 bbc invited to court and nothing's happened in those 20 years except to some ai courtiers that they married.

 

Taking a look at the code, I'm not sure how your wife is ever supposed to get xp in the trait since most events require a certain amount of xp first or be playing as the female.

I thought it was just me I sent like 50 studs to different realms and the most anyone got was the curious trait. Maybe they advanced if they took a lover but they were few and far between. the only ones that did advance were ones who were married and most of those were in  South Africa

Posted

Speaking about game rules - I wonder if it'd make more sense to setup African BBC characters at game start by a game rule, rather than directly editing the history files. If you define that "x list of cultures" should be BBC cultures, then you could just modify and add the traits at game start. Sure, it'll be a bit data intensive to iterate through all characters at game start, but you only need to do it once.

Posted (edited)

I've attached a patch that does the culture-based assignment of blackness traits, meant to be applied on top of dekeche's combined version.

 

I ran an observer game for the first 200 years, and spread of traits is about the same as previously, though the dip in BBCs in the early game is now gone. This has still meant that the BBC religion spread is very slow, and almost nonexistent outside of Africa.

 

I think a way to improve that would be to make conversion easier. I'm thinking that we should add to the birth on_actions to give an opportunity for the mother and father to convert religion, when a child is born to a whitegirl mother and bbc father. It shouldn't be 100% and I think it should cost piety like a normal conversion, but I suspect this will move things along further, since right now there's nothing to cause male BBCs to convert to the religion even though thematically they should. Also, this should be able to replace the very arbitrary decision that is used for conversion currently.

0003-Set-blackness-traits-based-on-culture.patch.txt

Edited by aobn
Posted
2 hours ago, grud34 said:

You guys need to just allow the BBC takeover to spread naturally, or and let the player scale the intensity with an option. The asatru have a similar trait option with the varangian adventure game option that can be adjusted from normal to apocalyptic.

 

I think part of the issue is that BBC spreads from a lot of different sources, and none of it's standardized. Plus you have to factor in the frequency of BBC events for the AI. Then there's the question of if BBC characters should spawn randomly, or if all BBC related events and corruption should originate from the player.

 

 

Posted
10 minutes ago, dekeche said:

 

I think part of the issue is that BBC spreads from a lot of different sources, and none of it's standardized. Plus you have to factor in the frequency of BBC events for the AI. Then there's the question of if BBC characters should spawn randomly, or if all BBC related events and corruption should originate from the player.

 

 

 

I don't really know the first thing about coding a mod, but the way I see it, it might be better if the BBC stuff is a series of events that can be triggered with a decision, rather than spamming the "Invite African Refugees to Court" button every few months. I think that'll allow for a natural feeling of them "taking over" rather than constantly spawning new characters every few months.

 

Again, I don't know how to code, but if I could just spitball how it'd work.

 

Stage 1: Open Doors for Refugees

 

Replacing the repeatable "invite BBC to court" decision is a decision to "Open Doors for Refugees". It can offer stress relief for compassionate characters while stressing callous ones. Event could have a dialogue box saying that you've declared your Kingdom a home for any refugees that are willing to settle there. The BBC characters don't spawn instantly, that comes later.

 

Stage 2: Visitors from the Dark Continent

 

A few months to a year after taking the "invite refugees to court" decision, you receive word that strange men with dark skin have arrived on your shore, fleeing war and famine back home. You're asked what to do with them and you're given a choice: "Send them back" or "Introduce them to me". Former causes stress to compassionate characters and the reverse for callous ones. Latter spawns a BBC character with a random set of skills. He'll say his people have traveled far in place of a refuge and heard your Kingdom will welcome them. He joins your court, and then a random province gets a modifier (call it "African Refugee Camp") that lowers control in exchange for increasing development.

 

Stage 3: Boons

 

Maybe a few months after inviting refugees to your court, events start firing that can give the player some buffs in exchange for letting more refugees in. One event could be "we were so grateful we pooled our money together to give you a gift." And you get maybe 50 or 100 gold. If you have an open court position (such as a doctor, seneschal, body guard, etc) the original BBC character that spawned will introduce you to a person skilled in that position. "We heard you needed a doctor and we're eager to prove our worth, Muhammed here is the best doctor among our people and he'll help you stay healthy." They can also gift you artifacts. You might also get an event that spawns a Men at Arms or Event Troops representing them willing to take up arms for you. BBC corruption events around this point are more "helpful" or "innocent", things like your bodyguard holding you close or your physician giving you a nude physical "for your health".

 

Stage 4: More Demands

 

Around this point, the refugees start making greater demands. Giving in increases cultural acceptance but will do things like culture flip a province (say, from "French" to "African"). This should predominantly affect provinces with the modifier from before, "African Refugee Camp" can be changed to "Little Africa" and worsens the control drop. Refugees will ask for money to build homes, or "representation" on your council (spawning another BBC character to act as one of your councilors) and the BBC events get more devious; your physician starts groping you, your bodyguard demands you jerk him off, etc. Events will hint at things getting worse "on the ground" as it were, peasants complaining the refugees are stealing from them, that they pushed them out of their church to "do their strange, foreign religion", and men complain that their wives and daughters are running off with these dark-skinned men.

 

Stage 5: The Deluge

 

More ships get sighted, African Refugees landing becomes a daily occurrence. Events around this time indicate how bad things are getting. African Refugees start spreading to your vassals' territory and you can demand they let them in at the cost of reducing their opinion of you. Provinces flip to black supremacy as events focus on some huge cultural change: women wearing spade jewelry, tanning, leaving their husbands or fathers for African men. BBC courtiers will openly take advantage of you. You get events from neighboring rulers (also reducing their opinion of you) that Africans have been raiding them from across the border. African Populists will sometimes rise up in revolt. You'll get an event (similar to the Northmen Invasion) to offer land to new refugees or risk war with them. More events fire demanding money, demanding council positions, land, so on.

 

Stage 6: The Takeover

 

At this point a good portion of your Kingdom should be African and have the Black Supremacy religion. Your African courtiers openly disobey you. You get an event where you see one of them sitting on your throne in the royal court, and they'll demand you kneel before your new king. Depending on your level of BBC corruption, you can divorce your husband and declare the african courtier your king-consort, disinherit non-BBC heirs, and officially convert to black supremacy. Gameplay from this point on can involve events where you're randomly imprisoned for about a month and used as cum dumpster, spawn new BBC characters with unpressed claims on your neighbor's land, and the Pope may declare a Crusade to drive the refugees from Europe.

 

 

 

I think that could reduce spam, and create a more coherent narrative for what the takeover could look like. Hope you enjoyed, and as a thanks for reading here's some BBC.

 

Royal.thumb.jpg.abb0349479391233bb742721ef8f0d49.jpg

Posted (edited)

Only real problem with in depth event based chains like that is that the game doesn't seem to have a concept of country-level flags. And events themselves are triggered on an individual basis, so getting long event chains can cause issues when the character that started them dies. You might be able to do what you're looking for with province modifiers, but that might be a tad tricky to implement without issues. Not impossible, but you'd want to make sure the events aren't triggering too often, or triggering too little. And you could have issues if the refugee province was lost.

 

I've had a similar idea though, but using a custom-domiciles. Basically creating an unmovable adventurer camp (enclave), that would act as the origin point for the BBC characters in your court&realm. Invite them in and build the initial camp, then trade them resources for boons. As they become more established, the better boons they can grant, but they also become more of a corruptive influence. Going from just providing knights&councilors while seducing people, to fielding full mercenary armies that raid for captives when you haven't hired them. Something along those lines. Events could be tied into the camps development. Small enclaves would be rather benign, while larger ones would be.... ambitious.

 

Though, personally, I do think that such major changes to how this mod functions are quite out of scope. Maybe as a separate mod? But I think a lot of the issues with story heavy mods is that the people who are good at writing the actual text, aren't the people good at writing the code. You kind of need both sides to make a good mod.

Edited by dekeche

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