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[mod] Interracial Takeover - 2nd Edition


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Posted

Ok, I've downloaded this mod a few weeks back and I can suggest some improvements;

 

First; If a character has the BBC cock trait they should be guaranteed a large cock, if thee normal inheritance mechanic can't be overridden then maybe add an event after the characters birthday (is it 16th or 18th when they get cock size?), that switches them to gigantic. [I have had characters who have small cocks and the BBC trait]

 

Second; Instead of the BBC trait appearing at birth, inherited as any normal trait, maybe have it appear at maybe 14-15, and have it depend on how black they are, since that trait is also in the mod. [I have dynasty members who have the BBC trait but don't have any features marking them as black or mixed; basically white men with BBC}

 

Third; Can their be an option to get the Black Supremacy religion in all religious flavours? or a tenet that allows the recruitment of black men with them being your religion? I understand Muslim domination is a fetish/kink of some people, but I personally don't share that kink.

 

Disclaimer; I don't think I need to say this but, just in case: These are just suggestions; and I love this mod. 

Posted
On 2/22/2025 at 9:35 AM, shadowfrog said:

Ok, I've downloaded this mod a few weeks back and I can suggest some improvements;

 

First; If a character has the BBC cock trait they should be guaranteed a large cock, if thee normal inheritance mechanic can't be overridden then maybe add an event after the characters birthday (is it 16th or 18th when they get cock size?), that switches them to gigantic. [I have had characters who have small cocks and the BBC trait]

 

Second; Instead of the BBC trait appearing at birth, inherited as any normal trait, maybe have it appear at maybe 14-15, and have it depend on how black they are, since that trait is also in the mod. [I have dynasty members who have the BBC trait but don't have any features marking them as black or mixed; basically white men with BBC}

 

Third; Can their be an option to get the Black Supremacy religion in all religious flavours? or a tenet that allows the recruitment of black men with them being your religion? I understand Muslim domination is a fetish/kink of some people, but I personally don't share that kink.

 

Disclaimer; I don't think I need to say this but, just in case: These are just suggestions; and I love this mod. 

 

Don't get the Muslim part myself. Should be one of the native African religions, not one that was colonizing them.

Posted
On 2/16/2025 at 7:54 AM, ldwly said:

How to solve it, the game also reported an error after I added it


When you donwload the mod and extract it, for some reason you need to change one thing in the "interracial_takeover.mod" 
In the "path=" line, change the path of your path, like this
 

path="C:/Users/**Putyournamefilehere**/Documents/Paradox Interactive/Crusader Kings III/mod/interracial_takeover"
Posted

So I get these devs are working for free, but are they still working on it or not?

Posted
On 2/28/2025 at 1:43 PM, TerrenceFlopper69 said:

So I get these devs are working for free, but are they still working on it or not?

"OneCanadianBacon", the one who made the original mod said he no longer contributes to this mod and does not plan to do so in the future but said this :"only way I might pick it up again is if this version dies and is no longer compatible with the current game.". And as for the author of the second version (this one), he has not written anything on this forum since April 2024 and said he was waiting for the release of the update allowing you to be an adventurer. He logs into the forum from time to time but no truthful information on the mod. So it would make sense to say that he no longer contributes to the mod either.

Posted
4 hours ago, NovumD said:

"OneCanadianBacon", the one who made the original mod said he no longer contributes to this mod and does not plan to do so in the future but said this :"only way I might pick it up again is if this version dies and is no longer compatible with the current game.". And as for the author of the second version (this one), he has not written anything on this forum since April 2024 and said he was waiting for the release of the update allowing you to be an adventurer. He logs into the forum from time to time but no truthful information on the mod. So it would make sense to say that he no longer contributes to the mod either.

The adventurer update has been out for almost a year now. is there another adventurer expansion I don't know about?

Posted
21 hours ago, Dragul17 said:

The adventurer update has been out for almost a year now. is there another adventurer expansion I don't know about?

Nop, only the one we know. I quoted his words to support the fact that we can consider the mod abandoned.

Posted
1 hour ago, NovumD said:

Nop, only the one we know. I quoted his words to support the fact that we can consider the mod abandoned.

Shame, thanks for clarity I guess I'll wait for another hero to start another thread picking where this left off. Until then Daughters of Lust and Succubus System

Posted

Not a fan of that (apparently) random event wher you lose every single one of titles without any warning and get an instant game over. I'm not actually sure if it is this mod since it comes without any message or alert or even notification that it happened and just usurps all my titles, but since every time it happens the guy taking all my stuff is a black revultionairy I would assume it's this mod.

So yeah, disabling this or giving you some notice/counterplay would be neat. Maybe I'm missing something but right now the strategy seems to be reloading and murdering the would-be usurper before it happens.

Posted
16 hours ago, herpaderp12345 said:

Not a fan of that (apparently) random event wher you lose every single one of titles without any warning and get an instant game over. I'm not actually sure if it is this mod since it comes without any message or alert or even notification that it happened and just usurps all my titles, but since every time it happens the guy taking all my stuff is a black revultionairy I would assume it's this mod.

So yeah, disabling this or giving you some notice/counterplay would be neat. Maybe I'm missing something but right now the strategy seems to be reloading and murdering the would-be usurper before it happens.

Seems to be an event titled bno_title_change.0006. I imagine it's only meant to trigger for the AI or for the player character (playing as a black male vassal ruler), but the code does say it's not tested yet. You can just remove the event from the folder BNO_title_change_events.txt

Posted

you know everything in this mod is about the corruption of the ruler queen but there's nothing about what happens when the rule is usurped and you become a cumslut slave. Succubus System has a pretty decent slave attachment to their mod it may be worthwhile seeing if whoever is working on this could implement that slavery system into this mod it would make after dethroning events possible and also depending on how much your master loves you there could be some intrigue options to reverse overthrow with your new chosen bull.

 

just a thought because of the poster like 2 or so ago mentioning their game going dead because of being usurped

Posted

Do hope that someone decides to pick this up. Looking through the current release, it seems like a lot of features are just half-finished. A few events, for example, are already set up with logic and whatnot, and just need to have the flavor text written out (e.g. when a BBC character buys a title and becomes a Revolutionary). Though, it may be hard to interpret what those events were actually meant to be given the sparse commenting (I still have no idea what a "Black Revolutionary" is supposed to be).

 

If anyone does try to take up the mantle and/or grud34's offer, I'd suggest adjusting the BBC Men at Arms to have a lower maintenance cost and a standard regiment size of 100. Might be better to have it implied that they "live off the land"/pillage instead of requiring pay.

 

Also learned that the state of CK3 modding in VSC kind of sucks without a proper extension for it. "Paradox Syntax Highlighting" was the best I could find.

Posted

Hello guys ,i'm planning to pick this mod and add some new additional contentt like clothing,events, new sissy events and probably your ideas too. But i'am not experienced on  developing content and tbh this is not my main job. So i will try to add new contents and make this mods up to date. Whilei last checked this mod is updated for 1.13 , i tried for 1.15 and it didn't gave me and error. But i want you to play this mod and if you have any crash report can you share with me so i can fix it

Posted
6 hours ago, warlord364 said:

Hello guys ,i'm planning to pick this mod and add some new additional contentt like clothing,events, new sissy events and probably your ideas too. But i'am not experienced on  developing content and tbh this is not my main job. So i will try to add new contents and make this mods up to date. Whilei last checked this mod is updated for 1.13 , i tried for 1.15 and it didn't gave me and error. But i want you to play this mod and if you have any crash report can you share with me so i can fix it

Glad to hear that :)

Posted

What kind of start would people say is recommended? Aside from being female. I mean like choosing religion, country, status (count, lord, queen), and etc. I want to play as a female ruler so that's not an issue just curious how I should start to get the best experience of what this mod has to offer so far :)

Posted
2 hours ago, grawrie said:

What kind of start would people say is recommended? Aside from being female. I mean like choosing religion, country, status (count, lord, queen), and etc. I want to play as a female ruler so that's not an issue just curious how I should start to get the best experience of what this mod has to offer so far :)

 

Just play as a female in Italy, and just keep inviting as many Africans as you can to your court. reach the QoS tier in your character and start building the refugee camp and keep upgrading that. Conquer Italy and create Italia, then convert to worshipping dark men. Destroy the papacy, so you don't get crusaded against and this is the best way to play. Otherwise playing the Norse in 867 works also.

Posted (edited)
On 3/29/2025 at 4:09 PM, grawrie said:

What kind of start would people say is recommended? Aside from being female. I mean like choosing religion, country, status (count, lord, queen), and etc. I want to play as a female ruler so that's not an issue just curious how I should start to get the best experience of what this mod has to offer so far :)

There is no difference between religion, country ,status or etc. Only gender changes and i really recommend a female start. All of africans who came with event they have different religion and different culture so it is not going to change but i advice you to start in europe so  when you have interracial child you really going to see it.


For my personal favorite is making a matriachy game with changing religion and culture to female favored

Edited by warlord364
Posted (edited)

When I click the decision to invite refugees, all of them are Pictish (white). Wild guess: EPE and CFP are getting in the way? It would be great, if a rework is in progress, to compatch for EPE and CFP. Thanks!

 

Doh. Clearly I needed to start a new save!

Edited by FranziskusFelix
Posted

Hi All,

 

Sounds like development of the Interracial Takeover mod for CK3 is restarting. I've started making some edits for personal use to fix a bug of newly generated characters (e.g. for events rather than by birth) not being assigned a "blackness trait", which was immersion-breaking for me. I wanted to read the character's ethnicity to assign a trait, but couldn't figure out how to get that to work, then tried reading the heritage of their culture (also a bust), so I made a whitelist of cultures instead. Downside is that it won't pick up hybridised or custom cultures, but correctly picks up many more characters than previously. The maintenance event checks for new characters every month and assigns a black trait if they are of a certain culture, then flags all characters who were checked so they don't get checked again. There's probably a better way of handling it but I'm not really a modder so I dunno. I haven't done in-depth bug checking so use at your own risk. Code attached, if you're interested. I'm not sure whether I have the automatic firing set up correctly (I think it is working), but the script does appear to act as intended with a manual firing. I don't have time to maintain these for everyone in a timely fashion, so happy for this to be incorporated into the main mod or maintained as an add-on by whoever wants to keep maintaining the main mod.

 

I also made an add-on mod which flips the genders so that you can use the flipped gender game rule to have a matriarchal world and still have the bno culture/faith be patriarchal. You'll need to make your own .mod file because I don't know how to do it in a way that will work for everyone.

interracial_takeover_flipped_gender.zip BNO_random_events.txt BNO_trait_maintenance_events.txt

Posted
4 hours ago, Drone1of12 said:

Hi All,

 

Sounds like development of the Interracial Takeover mod for CK3 is restarting. I've started making some edits for personal use to fix a bug of newly generated characters (e.g. for events rather than by birth) not being assigned a "blackness trait", which was immersion-breaking for me. I wanted to read the character's ethnicity to assign a trait, but couldn't figure out how to get that to work, then tried reading the heritage of their culture (also a bust), so I made a whitelist of cultures instead. Downside is that it won't pick up hybridised or custom cultures, but correctly picks up many more characters than previously. The maintenance event checks for new characters every month and assigns a black trait if they are of a certain culture, then flags all characters who were checked so they don't get checked again. There's probably a better way of handling it but I'm not really a modder so I dunno. I haven't done in-depth bug checking so use at your own risk. Code attached, if you're interested. I'm not sure whether I have the automatic firing set up correctly (I think it is working), but the script does appear to act as intended with a manual firing. I don't have time to maintain these for everyone in a timely fashion, so happy for this to be incorporated into the main mod or maintained as an add-on by whoever wants to keep maintaining the main mod.

 

I also made an add-on mod which flips the genders so that you can use the flipped gender game rule to have a matriarchal world and still have the bno culture/faith be patriarchal. You'll need to make your own .mod file because I don't know how to do it in a way that will work for everyone.

interracial_takeover_flipped_gender.zip 10.32 kB · 2 downloads BNO_random_events.txt 6.19 kB · 0 downloads BNO_trait_maintenance_events.txt 5.01 kB · 1 download

I examined the statements in “BNO_trait_maintenance_events” and I believe binding the 'blood' trait to culture isn't an appropriate design choice. During gameplay, a character's culture can change, meaning a non-BBC character could obtain this trait by converting to the culture. Similarly, the son of a non-BBC character might also gain the trait by inheriting the culture.

Posted
On 4/5/2025 at 8:21 PM, Drone1of12 said:

Hi All,

 

Sounds like development of the Interracial Takeover mod for CK3 is restarting. I've started making some edits for personal use to fix a bug of newly generated characters (e.g. for events rather than by birth) not being assigned a "blackness trait", which was immersion-breaking for me. I wanted to read the character's ethnicity to assign a trait, but couldn't figure out how to get that to work, then tried reading the heritage of their culture (also a bust), so I made a whitelist of cultures instead. Downside is that it won't pick up hybridised or custom cultures, but correctly picks up many more characters than previously. The maintenance event checks for new characters every month and assigns a black trait if they are of a certain culture, then flags all characters who were checked so they don't get checked again. There's probably a better way of handling it but I'm not really a modder so I dunno. I haven't done in-depth bug checking so use at your own risk. Code attached, if you're interested. I'm not sure whether I have the automatic firing set up correctly (I think it is working), but the script does appear to act as intended with a manual firing. I don't have time to maintain these for everyone in a timely fashion, so happy for this to be incorporated into the main mod or maintained as an add-on by whoever wants to keep maintaining the main mod.

 

I also made an add-on mod which flips the genders so that you can use the flipped gender game rule to have a matriarchal world and still have the bno culture/faith be patriarchal. You'll need to make your own .mod file because I don't know how to do it in a way that will work for everyone.

interracial_takeover_flipped_gender.zip 10.32 kB · 12 downloads BNO_random_events.txt 6.19 kB · 12 downloads BNO_trait_maintenance_events.txt 5.01 kB · 14 downloads

to filter by heritage don't do this:

heritage = heritage_akan

do this:

culture = {
						has_cultural_pillar = heritage_akan
					}

 

 

Posted (edited)
On 4/6/2025 at 2:12 PM, Mephisto9 said:

I examined the statements in “BNO_trait_maintenance_events” and I believe binding the 'blood' trait to culture isn't an appropriate design choice. During gameplay, a character's culture can change, meaning a non-BBC character could obtain this trait by converting to the culture. Similarly, the son of a non-BBC character might also gain the trait by inheriting the culture.

Agree, it's not an optimal design choice but as I noted, I couldn't figure out how to check the ethnicity of a character.

 

Both of those are cases are accounted for. The check runs monthly and tags ALL characters that have been checked, not just those that are eligible for the trait. There is also a minimum age of 1 year, so children have a up to 12 opportunities to be given the flag before the trait gets assigned.

Edited by Drone1of12

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