Drone1of12 Posted April 7, 2025 Posted April 7, 2025 1 hour ago, Kaper1 said: to filter by heritage don't do this: heritage = heritage_akan do this: culture = { has_cultural_pillar = heritage_akan } Thanks, searched online but couldn't find it anywhere. Cheers!
Guest Posted April 12, 2025 Posted April 12, 2025 So, has this mod been abandoned? If so, is someone going to continue working on it? Be a shame if this dies, it was really fun
Drone1of12 Posted April 12, 2025 Posted April 12, 2025 On 4/6/2025 at 9:51 AM, 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 · 25 downloads BNO_random_events.txt 6.19 kB · 37 downloads BNO_trait_maintenance_events.txt 5.01 kB · 30 downloads Updated blackness checker to target cultural heritage, check for new characters weekly, and simplified code slightly. BNO_random_events.txt BNO_trait_maintenance_events.txt 1
Drone1of12 Posted April 12, 2025 Posted April 12, 2025 3 hours ago, DarthBane34 said: So, has this mod been abandoned? If so, is someone going to continue working on it? Be a shame if this dies, it was really fun Warlord364 was looking at picking this one up Quote 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
manmademonster Posted April 13, 2025 Posted April 13, 2025 (edited) 6 hours ago, Drone1of12 said: Updated blackness checker to target cultural heritage, check for new characters weekly, and simplified code slightly. BNO_random_events.txt 6.19 kB · 2 downloads BNO_trait_maintenance_events.txt 3.73 kB · 2 downloads Don't know code enough to find it, but something in this soaks memory like a sponge. A brand new game starts slowing down immediately. A few months in and it's crawling by at a day passed every 10 min. Memory usage on my laptop is peaking, almost all used by CK3. Tried 3 different times, each time same result. Edited April 13, 2025 by manmademonster
sebas99 Posted April 13, 2025 Posted April 13, 2025 (edited) 27 minutes ago, manmademonster said: Don't know code enough to find it, but something in this soaks memory like a sponge. A brand new game starts slowing down immediately. A few months in and it's crawling by at a day passed every 10 min. Memory usage on my laptop is peaking, almost all used by CK3. Tried 3 different times, each time same result. if i had to guess , it would be the BNO random event one, since in it at the very bottom of the txt file theres a ''at game start check'' but can't be 100% sure since i don'T know how paradox modding work that well sadly. edit: tried a couple new games and funny enough the random event one is not the culprit , the trait maintnance is but sadly i can'T pin point what makes it super slow i just reverted back to the old one i had and its working fine for now been in observer mode for like 10min and it goes super fast compare to when i had the new file of the BNO_trait_maintenance_events.txt Edited April 13, 2025 by sebas99
eastban34 Posted April 13, 2025 Posted April 13, 2025 guys, which ones should we download to play properly right now, the latest version is lagging a lot, days don't pass
GrudTheGoblin34 Posted April 13, 2025 Posted April 13, 2025 1 hour ago, eastban34 said: guys, which ones should we download to play properly right now, the latest version is lagging a lot, days don't pass Honestly you're just going to have to wait until other modders patch and expand on the current mod.
sebas99 Posted April 13, 2025 Posted April 13, 2025 (edited) On 12/19/2024 at 8:23 PM, atillas1312 said: i did it, this version has a lot of balancing,localization for every event, also i added some events of my own you can test this, i cant find way for event bno_cuck.0012 to work properly, i worked on @dekeche mod interracial_takeover_new.zip 4.23 MB · 674 downloads i used this one , i just had to correct the path in this mod's descriptor file and it works super well might not be the best one but they did a pretty good job regardless! so i would recommend this one for now. but you can mix it with the new random event txt files Drone did it makes the game more agressive imo, as for the trait maintenance one is the one lagging the game (at least it was this one for me) Edited April 13, 2025 by sebas99 1
Aether7002 Posted April 14, 2025 Posted April 14, 2025 List of Traits (for reference) Level 1 Sissy: Cuck Tendencies -2 Prowess -10% Fertility -50 Sociability (AI) Can Marry Freebie Level 2 Sissy: Cuck -2 Martial -3 Prowess -10% Fertility -50 Sociability (AI) Can Mary Gives 10 Points Level 3 Sissy: Beta -4 Martial -4 Prowess -20% Seduce Scheme (Compare Chaste) -20% Fertility -50 Sociability (AI) Cannot Marry Gives 30 Points Level 4 Sissy: Jack of Spades -5 Martial -5 Prowess -3 Intrigue -2 Stewardship -2 Diplomacy -40% Seduce Scheme -20% Fertility -50 Sociability (AI) Cannot Marry Gives 40 Points Level 1 Chastity: Caged -5 Attraction Opinion -2 Martial -5 Prowess -2 Intrigue -3 Diplomacy -30% Fertility Can Marry Level 2 Chastity: Castrated -20 Attraction Opinion -5 Martial -8 Prowess -3 Intrigue -3 Stewardship -5 Diplomacy -100% Fertility Technically Can Marry (Unlike the Eunuch Trait) BNWO Camp Leader (Black Men Only) +3 Martial +3 Prowess +3 Diplomacy +3 Intrigue +3 Stewardship +10 Dread +50 Seduce Scheme Power -10 Honor (AI) +10 Vengefulness (AI) -10 Zeal (AI) +20 Greed (AI) +10 Energy (AI) +50 Sociability (AI) +20% Monthly Martial Lifestyle Experience (MMLE) -20% Dread Decay +100% Fertility Can Have 3 Spouses and 10 Concubines, for a total of 13 marriages. BBC: +5 Martial +3 Prowess +3 Intrigue +15 Dread -10 Honor (AI) +10 Vengefulness (AI) -10 Zeal (AI) +20 Greed (AI) +10 Energy (AI) +50 Sociability (AI) Same Trait Opinion +25 Whitegirl Opinion +15 Different Culture Opinion +10 +10% MMLE -20% Dread Decay +50% Fertility May Have 1 Wife and 3 Concubines, for a total of 4 marriages Can be Inherited Cost: 30 Points Whitegirl Level 1: Curious About BNWO +20 Black Opinion -20 Seduction Resistance -20 Boldness (AI) +20 Sociability (AI) Can be Inherited Can appear at Birth Cost: 10 Points Whitegirl Level 2: Blacked +30 Black Opinion -1 Martial -1 Prowess +2 Diplomacy +2 Intrigue -5 Dread -20 Seduction Resistance -20 Boldness (AI) +20 Sociability (AI) +20% Monthly Intrigue Lifestyle Experience (MILE) Cost: 20 Points Whitegirl Level 3: Snowbunny +50 Black Opinion -2 Martial -2 Prowess +3 Diplomacy +3 Intrigue -10 Dread -20 Seduction Resistance -35 Boldness (AI) +35 Sociability (AI) +20% MILE +30% Dread Decay Cost: 40 Points Whitegirl Level 4: Queen of Spades +100 Black Opinion -3 Martial -3 Prowess +5 Diplomacy +5 Intrigue -15 Dread -20 Seduction Resistance -50 Boldness (AI) +50 Sociability (AI) +20% MILE +50% Dread Decay +25% Fertility Cannot Marry Cost: 50 Points Whitegirl Level 5: Mindless BBC Slut +100 Black Opinion -6 Martial -6 Prowess -6 Diplomacy -6 Intrigue -6 Stewardship -6 Learning -10 Dread -20 Seduction Resistance -50 Boldness (AI) +50 Sociability (AI) +20% MILE +100% Dread Decay +50% Fertility Cannot Marry Cannot Divorce Cannot Lead Combat Cost: 10 Points BNWO CULTURE Hybrid Nubian/Yoruba West African Heritage Soninke Language Traditions: - Bellicose - Welcoming - Only the Strong - Staunch Traditionalists 2
GrudTheGoblin34 Posted April 15, 2025 Posted April 15, 2025 (edited) On 4/13/2025 at 2:59 PM, sebas99 said: i used this one , i just had to correct the path in this mod's descriptor file and it works super well might not be the best one but they did a pretty good job regardless! so i would recommend this one for now. but you can mix it with the new random event txt files Drone did it makes the game more agressive imo, as for the trait maintenance one is the one lagging the game (at least it was this one for me) Wow I never tried it until you pointed it out, works great! The only issue I seem to have with this mod is that the cuck storyline does not seem to progress. Anyone else? Edited April 15, 2025 by grud34 1
Nosferatu623 Posted April 15, 2025 Posted April 15, 2025 8 hours ago, grud34 said: Wow I never tried it until you pointed it out, works great! The only issue I seem to have with this mod is that the cuck storyline does not seem to progress. Anyone else? do you have character with good diplomacy or something, i noticed playing with a male character with cheated stats seems to prevent the wife from advancing the QOS trait from the curious stage, so i'm guessing the character likeability affect how often your wife is targeted or how the wife character react to the events or something, idk i don't know how to read the event file so i don't know what prevent the cuck path from progressing
GrudTheGoblin34 Posted April 15, 2025 Posted April 15, 2025 (edited) On 4/15/2025 at 4:04 AM, Nosferatu623 said: do you have character with good diplomacy or something, i noticed playing with a male character with cheated stats seems to prevent the wife from advancing the QOS trait from the curious stage, so i'm guessing the character likeability affect how often your wife is targeted or how the wife character react to the events or something, idk i don't know how to read the event file so i don't know what prevent the cuck path from progressing That would probably be it. I'll have to test that out. Okay so it kind of worked, kind of didn't. wives still seems to hesitate to start cucking, despite male characters not having higher stats than her I think the code still has some work to do (not being impatient, I get it, modding takes time) Great improvements overall though! One other thing i'm noticing is that bbc characters are sometimes reproducing non-bbc gene offspring, I don't know if that's intended. They also are getting cucked and becoming jacks of spades for some reason, despite having the bbc. Edited April 17, 2025 by grud34
Dragul17 Posted April 15, 2025 Posted April 15, 2025 On 4/13/2025 at 10:54 PM, Aether7002 said: List of Traits (for reference) Level 1 Sissy: Cuck Tendencies -2 Prowess -10% Fertility -50 Sociability (AI) Can Marry Freebie Level 2 Sissy: Cuck -2 Martial -3 Prowess -10% Fertility -50 Sociability (AI) Can Mary Gives 10 Points Level 3 Sissy: Beta -4 Martial -4 Prowess -20% Seduce Scheme (Compare Chaste) -20% Fertility -50 Sociability (AI) Cannot Marry Gives 30 Points Level 4 Sissy: Jack of Spades -5 Martial -5 Prowess -3 Intrigue -2 Stewardship -2 Diplomacy -40% Seduce Scheme -20% Fertility -50 Sociability (AI) Cannot Marry Gives 40 Points Level 1 Chastity: Caged -5 Attraction Opinion -2 Martial -5 Prowess -2 Intrigue -3 Diplomacy -30% Fertility Can Marry Level 2 Chastity: Castrated -20 Attraction Opinion -5 Martial -8 Prowess -3 Intrigue -3 Stewardship -5 Diplomacy -100% Fertility Technically Can Marry (Unlike the Eunuch Trait) BNWO Camp Leader (Black Men Only) +3 Martial +3 Prowess +3 Diplomacy +3 Intrigue +3 Stewardship +10 Dread +50 Seduce Scheme Power -10 Honor (AI) +10 Vengefulness (AI) -10 Zeal (AI) +20 Greed (AI) +10 Energy (AI) +50 Sociability (AI) +20% Monthly Martial Lifestyle Experience (MMLE) -20% Dread Decay +100% Fertility Can Have 3 Spouses and 10 Concubines, for a total of 13 marriages. BBC: +5 Martial +3 Prowess +3 Intrigue +15 Dread -10 Honor (AI) +10 Vengefulness (AI) -10 Zeal (AI) +20 Greed (AI) +10 Energy (AI) +50 Sociability (AI) Same Trait Opinion +25 Whitegirl Opinion +15 Different Culture Opinion +10 +10% MMLE -20% Dread Decay +50% Fertility May Have 1 Wife and 3 Concubines, for a total of 4 marriages Can be Inherited Cost: 30 Points Whitegirl Level 1: Curious About BNWO +20 Black Opinion -20 Seduction Resistance -20 Boldness (AI) +20 Sociability (AI) Can be Inherited Can appear at Birth Cost: 10 Points Whitegirl Level 2: Blacked +30 Black Opinion -1 Martial -1 Prowess +2 Diplomacy +2 Intrigue -5 Dread -20 Seduction Resistance -20 Boldness (AI) +20 Sociability (AI) +20% Monthly Intrigue Lifestyle Experience (MILE) Cost: 20 Points Whitegirl Level 3: Snowbunny +50 Black Opinion -2 Martial -2 Prowess +3 Diplomacy +3 Intrigue -10 Dread -20 Seduction Resistance -35 Boldness (AI) +35 Sociability (AI) +20% MILE +30% Dread Decay Cost: 40 Points Whitegirl Level 4: Queen of Spades +100 Black Opinion -3 Martial -3 Prowess +5 Diplomacy +5 Intrigue -15 Dread -20 Seduction Resistance -50 Boldness (AI) +50 Sociability (AI) +20% MILE +50% Dread Decay +25% Fertility Cannot Marry Cost: 50 Points Whitegirl Level 5: Mindless BBC Slut +100 Black Opinion -6 Martial -6 Prowess -6 Diplomacy -6 Intrigue -6 Stewardship -6 Learning -10 Dread -20 Seduction Resistance -50 Boldness (AI) +50 Sociability (AI) +20% MILE +100% Dread Decay +50% Fertility Cannot Marry Cannot Divorce Cannot Lead Combat Cost: 10 Points BNWO CULTURE Hybrid Nubian/Yoruba West African Heritage Soninke Language Traditions: - Bellicose - Welcoming - Only the Strong - Staunch Traditionalists What is this sociability and boldness stat never heard of it in CK3 is it a new mechanic?
Aether7002 Posted April 17, 2025 Posted April 17, 2025 On 4/15/2025 at 1:31 PM, Dragul17 said: What is this sociability and boldness stat never heard of it in CK3 is it a new mechanic? AI characters have secret values that decide their behavior. Sociability determines the chance a character considers a character interaction. Boldness affects how much will the dread stat affect their behavior (a very bold character would treat you the same regardless of your dread level). Bold characters will propose and accept duels more often, accept faction ultimatums less often, imprison strong vassals more often, and overall take more risks (such as waging war on nations stronger than them)
XZIZ Posted April 19, 2025 Posted April 19, 2025 On 4/13/2025 at 10:59 PM, sebas99 said: i used this one , i just had to correct the path in this mod's descriptor file and it works super well might not be the best one but they did a pretty good job regardless! so i would recommend this one for now. but you can mix it with the new random event txt files Drone did it makes the game more agressive imo, as for the trait maintenance one is the one lagging the game (at least it was this one for me) thank you the trait maintenance was lagging for me too.
XZIZ Posted April 20, 2025 Posted April 20, 2025 (edited) how can i make the events fire monthly instead of yearly? i tried changing the random_yearly_everyone_pulse but couldn't figure it out. is there a script to make it monthly or every 15 days? i tried using repeat_event with days = 30 but it didn't work for me Edited April 20, 2025 by IDAZIZ
Guest Posted April 20, 2025 Posted April 20, 2025 Is there an updated version of this mod for the current game version, there are so many files throughout this discussion.
Drone1of12 Posted April 20, 2025 Posted April 20, 2025 (edited) On 4/13/2025 at 2:54 PM, manmademonster said: Don't know code enough to find it, but something in this soaks memory like a sponge. A brand new game starts slowing down immediately. A few months in and it's crawling by at a day passed every 10 min. Memory usage on my laptop is peaking, almost all used by CK3. Tried 3 different times, each time same result. I find CK3 to be a RAM hog in general, but definitely am seeing an increase with the change (not a massive one though). I play with an extensive mod list, so this may be masking the change somewhat. No performance issues on my end, and my desktop was reasonably powerful 8-10 years ago but now would be considered low end. When running the event with the debug_event command, I find it runs instantaneously (not to say you're wrong, just that I wasn't able to replicate the issue on my hardware). I did notice that RAM usage did decrease after playing for several minutes following the initial check (which is the big one) I'd say it is the "blackness checker" that is causing the spike in RAM usage because, at least at my skill/knowledge level, there is no way to efficiently catch new randomly generated characters as they are generated because there is no on_action or other game trigger that can be used to fire an event for a newly generated character. So. Option 1 is override all events that generate new random characters (i.e. those who aren't born) and insert code to check whether a blackness trait should be applied. This would require lots of work and would almost certainly break constantly with every update and wouldn't work for modded events. Option 2 is to check all characters to see whether they are new and apply the trait if they fit the criteria. I went with Option 2, and I think the requirement to check every character is what is causing the RAM usage to be increased. I started with a lightweight check for a flag to try and remove as many characters as possible as early in the process to keep CPU/RAM usage lower but ultimately CK3 itself decides what to hold in RAM so not sure how to fix it without reducing the functionality. You could modify it so it only checks your realm, this should reduce the RAM usage a lot and would be more immersive than with no checking. I went for a shorter time between checks to keep CPU usage lower and improve accuracy, but you might also be able to reduce the RAM usage by using a longer time between checks (not guaranteed, I can see a world where this increases RAM usage). It sounds like the cause of the extremely poor performance described may be RAM paging out to your SSD/HDD, which would cause slow downs in the order of what you are experiencing. As disclaimed in the original post, I'm no expert so if someone has a better way of handling it, keen to hear it or happy for you to update the code accordingly and repost it in this discussion. Edited April 20, 2025 by Drone1of12 1
XZIZ Posted April 25, 2025 Posted April 25, 2025 (edited) On 4/21/2025 at 2:45 AM, Drone1of12 said: I find CK3 to be a RAM hog in general, but definitely am seeing an increase with the change (not a massive one though). I play with an extensive mod list, so this may be masking the change somewhat. No performance issues on my end, and my desktop was reasonably powerful 8-10 years ago but now would be considered low end. When running the event with the debug_event command, I find it runs instantaneously (not to say you're wrong, just that I wasn't able to replicate the issue on my hardware). I did notice that RAM usage did decrease after playing for several minutes following the initial check (which is the big one) I'd say it is the "blackness checker" that is causing the spike in RAM usage because, at least at my skill/knowledge level, there is no way to efficiently catch new randomly generated characters as they are generated because there is no on_action or other game trigger that can be used to fire an event for a newly generated character. So. Option 1 is override all events that generate new random characters (i.e. those who aren't born) and insert code to check whether a blackness trait should be applied. This would require lots of work and would almost certainly break constantly with every update and wouldn't work for modded events. Option 2 is to check all characters to see whether they are new and apply the trait if they fit the criteria. I went with Option 2, and I think the requirement to check every character is what is causing the RAM usage to be increased. I started with a lightweight check for a flag to try and remove as many characters as possible as early in the process to keep CPU/RAM usage lower but ultimately CK3 itself decides what to hold in RAM so not sure how to fix it without reducing the functionality. You could modify it so it only checks your realm, this should reduce the RAM usage a lot and would be more immersive than with no checking. I went for a shorter time between checks to keep CPU usage lower and improve accuracy, but you might also be able to reduce the RAM usage by using a longer time between checks (not guaranteed, I can see a world where this increases RAM usage). It sounds like the cause of the extremely poor performance described may be RAM paging out to your SSD/HDD, which would cause slow downs in the order of what you are experiencing. As disclaimed in the original post, I'm no expert so if someone has a better way of handling it, keen to hear it or happy for you to update the code accordingly and repost it in this discussion. thank you for this info also can you tell me how to disable the "blackness checker" or just enable it for my realm only? i find it crazy that it checks EVERYONE, no wonder it lags and crashes everything. i'm trying to cut skim down the amount of events this mod uses, and just keep the good and relevant ones, because sometimes as a landless adventurer some events don't happen after waiting "1 WHOLE YEAR", which is another thing i want to change. Edited April 25, 2025 by IDAZIZ
RvnAnon13 Posted April 26, 2025 Posted April 26, 2025 On 4/13/2025 at 3:59 PM, sebas99 said: i used this one , i just had to correct the path in this mod's descriptor file and it works super well might not be the best one but they did a pretty good job regardless! so i would recommend this one for now. but you can mix it with the new random event txt files Drone did it makes the game more agressive imo, as for the trait maintenance one is the one lagging the game (at least it was this one for me) What changes were made to the descriptor file?
snowsissy Posted April 26, 2025 Posted April 26, 2025 On 4/13/2025 at 8:59 PM, sebas99 said: i used this one , i just had to correct the path in this mod's descriptor file and it works super well might not be the best one but they did a pretty good job regardless! so i would recommend this one for now. but you can mix it with the new random event txt files Drone did it makes the game more agressive imo, as for the trait maintenance one is the one lagging the game (at least it was this one for me) im feeling really dumb rn but how do i get the descriptor file to work
NovumD Posted April 27, 2025 Posted April 27, 2025 (edited) 8 hours ago, snowsissy said: im feeling really dumb rn but how do i get the descriptor file to work You need to modify the path in the "interracial_takeover.mod" In the "path=" line, change the path, like this : path="C:/Users/**Putyournamefilehere**/Documents/Paradox Interactive/Crusader Kings III/mod/interracial_takeover" exemple : C:/Users/NovumD/Documents/Paradox Interactive/Crusader Kings III/mod/interracial_takeover" Edited April 27, 2025 by NovumD
Drone1of12 Posted April 28, 2025 Posted April 28, 2025 On 4/25/2025 at 11:35 PM, XZIZ said: thank you for this info also can you tell me how to disable the "blackness checker" or just enable it for my realm only? i find it crazy that it checks EVERYONE, no wonder it lags and crashes everything. i'm trying to cut skim down the amount of events this mod uses, and just keep the good and relevant ones, because sometimes as a landless adventurer some events don't happen after waiting "1 WHOLE YEAR", which is another thing i want to change. If you want to disable the checker outright, just don't play with my amended files. The blackness checker is what enables the additional functionality so nothing will happen beyond what the base mod does. To change it to your realm, you'll need to piggy back off of a Paradox scope or define your own. You can review Paradox's events or other mods to see what they've done. I've done a quick check online to see if anyone has discussed this scope previously but can't find the CK3 forum post I was referring to in my previous comment when I look now. Please be polite and constructive with your criticism, Modders have to work with what Paradox gives them and (like you) I'm not very experienced with modding CK3. Like I said, I couldn't find anything in CK3 that says "hey, I'm a new character" so until such a trigger is found (and I would love to hear if you know of one), there will be an element of brute force involved for this check, whether that's editing every event or checking a whole heap of characters. More advanced modders than I am created the Physical Attributes mod (hosted here on LL) and as far as I could tell, they used the same approach of using the every_living_character scope and that one is a popular mod that definitely works for a lot of people. As I said, I've done my best to optimise by starting with an extremely light check before getting into the heavier logic and my test game has progressed about 75 in-game years (with 4 generations) without the blackness checker causing lagging and crashing. Even the initial check (which does the heavier check on literally every living character on game start) runs practically instantaneously on my system (i.e. <1 second). Again, my computer is almost 10 years old so is not high end by modern standards (my CPU would be in i3 territory these days and my GPU would, at best, be XX50 class these days). I currently have a lagging/crashing issue relating to some court position tasks which were recently added (e.g. tutor handing out virtuous traits) so make sure you check the game logs to figure out what is causing the crashing and lagging before you blame it on one mod or another. You can also manually trigger the blackness checker event (bno_trait_maintenance.0005) using the debug_event command in the console to see if it is the cause of the lagging and crashing. 1
manmademonster Posted April 28, 2025 Posted April 28, 2025 (edited) 12 hours ago, Drone1of12 said: If you want to disable the checker outright, just don't play with my amended files. The blackness checker is what enables the additional functionality so nothing will happen beyond what the base mod does. To change it to your realm, you'll need to piggy back off of a Paradox scope or define your own. You can review Paradox's events or other mods to see what they've done. I've done a quick check online to see if anyone has discussed this scope previously but can't find the CK3 forum post I was referring to in my previous comment when I look now. Please be polite and constructive with your criticism, Modders have to work with what Paradox gives them and (like you) I'm not very experienced with modding CK3. Like I said, I couldn't find anything in CK3 that says "hey, I'm a new character" so until such a trigger is found (and I would love to hear if you know of one), there will be an element of brute force involved for this check, whether that's editing every event or checking a whole heap of characters. More advanced modders than I am created the Physical Attributes mod (hosted here on LL) and as far as I could tell, they used the same approach of using the every_living_character scope and that one is a popular mod that definitely works for a lot of people. As I said, I've done my best to optimise by starting with an extremely light check before getting into the heavier logic and my test game has progressed about 75 in-game years (with 4 generations) without the blackness checker causing lagging and crashing. Even the initial check (which does the heavier check on literally every living character on game start) runs practically instantaneously on my system (i.e. <1 second). Again, my computer is almost 10 years old so is not high end by modern standards (my CPU would be in i3 territory these days and my GPU would, at best, be XX50 class these days). I currently have a lagging/crashing issue relating to some court position tasks which were recently added (e.g. tutor handing out virtuous traits) so make sure you check the game logs to figure out what is causing the crashing and lagging before you blame it on one mod or another. You can also manually trigger the blackness checker event (bno_trait_maintenance.0005) using the debug_event command in the console to see if it is the cause of the lagging and crashing. So, I'm worse at coding (than anyone), but looking at the Physical Attributes code that invokes every_living_character it looks like it ignores anything with this flag? target = flag:gene_variable_seeding On the 'which mod is causing this', I tried playing with just the base interracial takeover mod and your files, and the slowdown happens. without your files, no slowdown. Edited April 28, 2025 by manmademonster
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