Guest Posted September 9, 2024 Posted September 9, 2024 1 hour ago, gadansk said: Not finding the MAA in the recruit screen, and a search of the files in the mod for bno_maa finds no references other than in 00_bno_maa_types.txt need to be bbc to recruit lol. ill change it to be available to qos+ in the next update
Wra7hofAchilles Posted September 9, 2024 Posted September 9, 2024 So I saw in the mod that AI won't invite BBCs to court... only you can. But like, BBCs start appearing in the wild... a LOT. Is there some other reason they are? Also, is there anyway to only make it where court BBCs can start corrupting? Because it seems most of the time courtiers end up having kids from wandering BBCs that are half the time "wandering" on your capital OR they're half way across the map. How does the trait system work for AI? Is it all random that a courtier will go from nothing to Curious to slowly going up the chain? And is impregnation also random? Wondering as I've seen a courter get Curious and quickly pregnant but others are Snowbunny and have no kids. And this may have been addressed before; but will there be events for male characters? (BBC and non-BBC?). I feel like there's a lot of potential for having a BBC of your court "break in" female prisoners. Or you discover events of the women of your court/family. Final question, will there even be a trait where you as a non-BBC male can help spread the it around? Like you join in? Maybe marry an African woman and you start pushing that onto your family and/or neighboring realms? Thanks for answering any of the above. I am looking forward to this mod expanding and getting better and what the wandering MC ability with the upcoming update might add.
Guest Posted September 9, 2024 Posted September 9, 2024 8 hours ago, Wra7hofAchilles said: So I saw in the mod that AI won't invite BBCs to court... only you can. But like, BBCs start appearing in the wild... a LOT. Is there some other reason they are? Also, is there anyway to only make it where court BBCs can start corrupting? Because it seems most of the time courtiers end up having kids from wandering BBCs that are half the time "wandering" on your capital OR they're half way across the map. How does the trait system work for AI? Is it all random that a courtier will go from nothing to Curious to slowly going up the chain? And is impregnation also random? Wondering as I've seen a courter get Curious and quickly pregnant but others are Snowbunny and have no kids. And this may have been addressed before; but will there be events for male characters? (BBC and non-BBC?). I feel like there's a lot of potential for having a BBC of your court "break in" female prisoners. Or you discover events of the women of your court/family. Final question, will there even be a trait where you as a non-BBC male can help spread the it around? Like you join in? Maybe marry an African woman and you start pushing that onto your family and/or neighboring realms? Thanks for answering any of the above. I am looking forward to this mod expanding and getting better and what the wandering MC ability with the upcoming update might add. bbc's will populate regardless. the exposure events are available to non-playable characters, so maybe this is the root of the 'evil?' I'm looking into changing this and edit the balance as well in a future update, since i do want people to play past one generation. wdym? the 'sneak bbc' interaction should only be available to use on your courtiers. if you're talking about events triggering while being at home, then sure, maybe I can look into having it so events are tied to only being home. if you're talking about travel events, i'm pretty sure travel events might be itty bitty bit bugged - because theres only three of them lol. yes. ai gets usually the same amount of events/xp. impregnation is random using carnalitas. and even if they do get pregnant, remember that any female character, if out of wedlock, gets the event to 'abort' their baby. it isn't something that I can personally edit, without going in and writing a line for the base game code that says 'if black baby, then no trigger.' either that, or the girls are just really unfertile ;-; yes. road to power will introduce a lot of possibilites, and maybe even rescript how the current events work. at the moment though, there's no real point in making a bbc-centric path, since they're all lowborn off the rip, and you can't play unlanded lowborns. non-bbc males, though, is a different story. rewriting the whole cuck trait chain is something i need to work on, even if it isn't something im really interested in >.< good idea. i could probably do that! maybe make a male-version of the invite to court, and just work off of wm/bf raceplay. sounds hot :3
Wra7hofAchilles Posted September 10, 2024 Posted September 10, 2024 9 hours ago, soothingchell said: bbc's will populate regardless. the exposure events are available to non-playable characters, so maybe this is the root of the 'evil?' I'm looking into changing this and edit the balance as well in a future update, since i do want people to play past one generation. Lol.... yeah.... I think there needs to be something to stop the random generating BBCs. In 889 there's a total pop of only 73.2k and 29.1k are BBCs. Then a decade later... Over 140K total map population and 88.6K are BBCs. 😂 Like don't get me wrong... the END goal would be that in a playthrough but it's so fast hahaha. 9 hours ago, soothingchell said: wdym? the 'sneak bbc' interaction should only be available to use on your courtiers. if you're talking about events triggering while being at home, then sure, maybe I can look into having it so events are tied to only being home. if you're talking about travel events, i'm pretty sure travel events might be itty bitty bit bugged - because theres only three of them lol. I meant just at home. I like how in the background women are being corrupted; what I don't like is that a woman could have let's say, three kids from BBCs and not her husband, but each father is different and sometimes the father is across the map. Not sure if it's possible; but it would be great that non-wandering BBCs are the only ones who can do the corruption. I think that would solve the problem. 9 hours ago, soothingchell said: yes. road to power will introduce a lot of possibilites, and maybe even rescript how the current events work. at the moment though, there's no real point in making a bbc-centric path, since they're all lowborn off the rip, and you can't play unlanded lowborns. non-bbc males, though, is a different story. rewriting the whole cuck trait chain is something i need to work on, even if it isn't something im really interested in >.< good idea. i could probably do that! maybe make a male-version of the invite to court, and just work off of wm/bf raceplay. sounds hot :3 I offered last year to assist the original mod in writing events and someone else DMd me on it but never got replies so I think they lost interest or got busy. I'd be willing to help on events; especially since I know how Cuck POV can be not always worthwhile. Anything I could do to assist I'd be happy to help as I get a lot of enjoyment out of all these mods but rarely get to give back. Another question I have unrelated is in the original version of the mod a woman would replace their husbands with the BBC lover, (or a BBC in general), does that still happen? I see traits on men like Beta, Jack of Spades and Cucked, (no idea how some get this while others do not), but it'll say for Beta how their former spouse left them for a BBC but they're still married. Oh and one last question; will there be an option in the future, (like a game rule or maybe just an alternate version of the mod), where all of Africa is just Black trait? Or to just add all African cultures to automatically have the Black Trait? Asking only because it's odd seeing a BBC marry a Nigerian woman and their kids end up with "Mixed Black" trait. Again; keep up the great work as the mod is fun and has so much ability to grow and expand.
Wankomancer Posted September 10, 2024 Posted September 10, 2024 If I make a new Black Supremacist faith, would my character and their courtiers and vassals not auto-convert into the default one? I'm trying to play with a custom religion and it gets really annoying since there are BBCs in the wild and they'd end up taking over my entire court (since I'm playing a matriarchy) and replacing my religion with their own.
Ozvelpoon Posted September 10, 2024 Posted September 10, 2024 11 hours ago, Wra7hofAchilles said: Oh and one last question; will there be an option in the future, (like a game rule or maybe just an alternate version of the mod), where all of Africa is just Black trait? Or to just add all African cultures to automatically have the Black Trait? Asking only because it's odd seeing a BBC marry a Nigerian woman and their kids end up with "Mixed Black" trait. I think this would be the most elegant solution for the population explosion as well. If the mod added the trait to existing characters (ie those of certain race/culture from Africa) rather than create the somewhat clone like new black characters you would end up with better variety in the mod as well. It would make use of the vanilla population growth mechanic as well so no more slowdown due to excessive NPC's out in the wild. Maybe add the Black trait to all African race/culture, and the BBC traits to any male that also has a large dick trait from Licentia?
Dragul17 Posted September 10, 2024 Posted September 10, 2024 5 hours ago, Ozvelpoon said: I think this would be the most elegant solution for the population explosion as well. If the mod added the trait to existing characters (ie those of certain race/culture from Africa) rather than create the somewhat clone like new black characters you would end up with better variety in the mod as well. It would make use of the vanilla population growth mechanic as well so no more slowdown due to excessive NPC's out in the wild. Maybe add the Black trait to all African race/culture, and the BBC traits to any male that also has a large dick trait from Licentia? What we consider as "black" are typically west African so maybe just have it be available for the southwestern tribals like the Igbo and Guineans
dekeche Posted September 11, 2024 Posted September 11, 2024 (edited) I noticed that the included religion "doubles down" so to speak on carnal exaltation. I'm not sure how practical that is? It might be better to swap that tenet for another one. Might I suggest Sacred Prostitution, Polyamory, Ecclesiarchy, or Pursuit of Power? Although that last one is less useful if you have the special CB's. But Polyamories probably the best fit, due to the nature of the mod. As for the CB's - I do wonder what the fleshed out versions will look like. I suppose the main question is, what is the goal? Is the goal to conquer territory? Because that makes sense if you are playing a BBC character, but that doesn't seem to be the current focus of the mod and it's events. Which would mean the goal is to spread BBC. With that in mind, I see two possibilities - "slave raid" where you use a CB to capture prominent women in another realm to... introduce them to BBC. Or. a CB to insert BBC characters (and maybe culture/religion) into another realm. Maybe with the benefit to your realm being cash/prestige. Or maybe some combination of the two. As for the mod itself.... The events are well written and quite hot. But the gameplay itself is... not exactly present? The mod is very event driven currently, with basically no interesting things to do for the player outside of events. Adding interesting CB's could help with that, or adding more ways to spread BBC to other nations (we really do need a scheme for doing this). This issue is compounded by the events basically only effecting female rulers, and the base game being male dominated. So basically you only get one lifetimes worth of content from the mod, Then your son takes over, and no more events from your end. So, some suggestions; add a new succession mechanic, that favors Women and BBC heirs over men. And, maybe a revolt or event driven mechanic for snowbunnies to overthrow their husbands, taking the realm for themselves. It really doesn't help the spread of BBC if landless women married to rulers divorce their husbands to pursue BBC. Particularly if you're goal is to spread the religion. Edit; also, it seems like the AI does, in fact, take the BBC recruitment decision. Currently the AI potential is set to always, with the chance of picking it set to 0%, with +1% if female, +3% if they posses the "blacked" trait, +2 additional if they have 75+ xp in that trait, and +1 if their number of knights is less than their maximum. So the AI effectively has a 1% chance of taking this decision every year, if they don't have enough knights. With female rulers having an extra +1% chance baseline. Also, it's possible that the AI does not respect is_shown arguments. I can't find any information on if it does or not, but it seems like most base game decisions mirror is_shown and ai_potential. So it's possible that the AI doesn't check to see if the decision would be visible. If that's true, then even landless or underage characters could potentially be taking this decisions. I do think that there should probably be some baseline spread of BBC, it's potentially possible that some realms might not produce enough home-grown, and re-supplying them could be tedious. But maybe the AI probability should be looked into. For instance - ai_check_interval = 12 ai_potential = { is_ruler = yes is_adult = yes is_female = yes has_trait = bno_lifestyle_whitegirl } ai_will_do = { base = 0 modifier = { add = 3 trigger = { has_trait_xp = { trait = bno_lifestyle_whitegirl value >= 25 } } } modifier = { add = 2 trigger = { has_trait_xp = { trait = bno_lifestyle_whitegirl value >= 75 } } } modifier = { factor = 2 trigger = { number_of_knights < max_number_of_knights } } } This would prevent character that aren't already corrupted from taking the decision, while still allowing corrupted AI's between a 3-10% chance of getting new recruits every year. So you'd be the initial source of the spread, but the AI would at least be self-sustaining. Also, for travel events, you can use if/else statements in the chance_of_no_event scope, so you can potentially set different values for the player vs the ai. Which would allow you to decrease the AI's chance of popping one. I assume it's a % value, so setting the AI to a value of 100 should prevent them from triggering those events. Edited September 11, 2024 by dekeche
dekeche Posted September 11, 2024 Posted September 11, 2024 Also, as a test, I disabled all travel events, but kept the existing ai weights for the decision. Starting in 867, in observation mode. Within one year, there were 21 BBC characters on the map (with 0 existing on game start). Did the same test, with my above modifications, but with travel events enabled. Didn't see any characters with BBC traits (either from spawned "refugee" characters or characters effected by travel events.) within the first 5 years. By 879, I only had 18 BBC characters, with only two of them still being in someone's court. If people are seeing a lot of BBC all around the map, it's not being caused by the travel events, it's the decision.
Guest Posted September 11, 2024 Posted September 11, 2024 (edited) EDIT: Also thank you all so much for being so supportative!!!!! i'm sure it's super easy to rip into some of the design decisions of the mod, so thanks for sticking it out with this ;-; On 9/9/2024 at 7:51 PM, Wra7hofAchilles said: Lol.... yeah.... I think there needs to be something to stop the random generating BBCs. In 889 there's a total pop of only 73.2k and 29.1k are BBCs. Then a decade later... Over 140K total map population and 88.6K are BBCs. 😂 Like don't get me wrong... the END goal would be that in a playthrough but it's so fast hahaha. I meant just at home. I like how in the background women are being corrupted; what I don't like is that a woman could have let's say, three kids from BBCs and not her husband, but each father is different and sometimes the father is across the map. Not sure if it's possible; but it would be great that non-wandering BBCs are the only ones who can do the corruption. I think that would solve the problem. I offered last year to assist the original mod in writing events and someone else DMd me on it but never got replies so I think they lost interest or got busy. I'd be willing to help on events; especially since I know how Cuck POV can be not always worthwhile. Anything I could do to assist I'd be happy to help as I get a lot of enjoyment out of all these mods but rarely get to give back. Another question I have unrelated is in the original version of the mod a woman would replace their husbands with the BBC lover, (or a BBC in general), does that still happen? I see traits on men like Beta, Jack of Spades and Cucked, (no idea how some get this while others do not), but it'll say for Beta how their former spouse left them for a BBC but they're still married. Oh and one last question; will there be an option in the future, (like a game rule or maybe just an alternate version of the mod), where all of Africa is just Black trait? Or to just add all African cultures to automatically have the Black Trait? Asking only because it's odd seeing a BBC marry a Nigerian woman and their kids end up with "Mixed Black" trait. Again; keep up the great work as the mod is fun and has so much ability to grow and expand. yeah, that's definitely not intended. I'll go ahead and push out an update soon to address this. Maybe the decision is available to AI? Otherwise, all of the current random events rely on a bbc already being within the court, which is impossible without spamming the decision. There are also the travel events, which I'll just make AI only just to be safe i think the wandering bbcs are caused from random spawns. there shouldn't be any wandering bbcs, as the events that do spawn bbcs in, recruit them to court. but i'll double check. please dm me!!!!! I'd love someone working on events for the cuck perspective. my writing experience really only lends itself to the subby aspect in a scene (sorry, im not a diverse writer ;-;). Also, please ignore the cuck traits atm. they need an overhaul akin to the QoS traitline. For now, they're pretty much legacy content. i would love to figure that out. Last weekend i looked through gamerule sample code, and some of that stuff is a little confusing to wrap my head around. If I were to accomplish something like that, though, I'm 99% sure i'd have to hardcode, or manually go into CK3, and edit the starting save, which is doable, but time consuming. again, havent looked much into it, but its definitely a facet i have planned 20 hours ago, Wankomancer said: If I make a new Black Supremacist faith, would my character and their courtiers and vassals not auto-convert into the default one? I'm trying to play with a custom religion and it gets really annoying since there are BBCs in the wild and they'd end up taking over my entire court (since I'm playing a matriarchy) and replacing my religion with their own. probably not. if you diverge that faith you'll just end up with the ck3 religion stupidity, where youd have to demand conversion. 15 hours ago, Ozvelpoon said: I think this would be the most elegant solution for the population explosion as well. If the mod added the trait to existing characters (ie those of certain race/culture from Africa) rather than create the somewhat clone like new black characters you would end up with better variety in the mod as well. It would make use of the vanilla population growth mechanic as well so no more slowdown due to excessive NPC's out in the wild. Maybe add the Black trait to all African race/culture, and the BBC traits to any male that also has a large dick trait from Licentia? As Dragul said, the 'Africans' we think of today are... not quite what we see in CK3. There are 'African' cultures in ck3 that are 50% black people, 50% middle easterners. Just above modern day ethiopia, for example. It was one of the things that were annoying about merging the culture name lists, because in the old version of the mod, it just called, like, Yoruba names. That would definitely be the easiest way to do it! We'd just be leaving a lot of blacks out lmfao. 3 hours ago, dekeche said: I noticed that the included religion "doubles down" so to speak on carnal exaltation. I'm not sure how practical that is? It might be better to swap that tenet for another one. Might I suggest Sacred Prostitution, Polyamory, Ecclesiarchy, or Pursuit of Power? Although that last one is less useful if you have the special CB's. But Polyamories probably the best fit, due to the nature of the mod. As for the CB's - I do wonder what the fleshed out versions will look like. I suppose the main question is, what is the goal? Is the goal to conquer territory? Because that makes sense if you are playing a BBC character, but that doesn't seem to be the current focus of the mod and it's events. Which would mean the goal is to spread BBC. With that in mind, I see two possibilities - "slave raid" where you use a CB to capture prominent women in another realm to... introduce them to BBC. Or. a CB to insert BBC characters (and maybe culture/religion) into another realm. Maybe with the benefit to your realm being cash/prestige. Or maybe some combination of the two. As for the mod itself.... The events are well written and quite hot. But the gameplay itself is... not exactly present? The mod is very event driven currently, with basically no interesting things to do for the player outside of events. Adding interesting CB's could help with that, or adding more ways to spread BBC to other nations (we really do need a scheme for doing this). This issue is compounded by the events basically only effecting female rulers, and the base game being male dominated. So basically you only get one lifetimes worth of content from the mod, Then your son takes over, and no more events from your end. So, some suggestions; add a new succession mechanic, that favors Women and BBC heirs over men. And, maybe a revolt or event driven mechanic for snowbunnies to overthrow their husbands, taking the realm for themselves. It really doesn't help the spread of BBC if landless women married to rulers divorce their husbands to pursue BBC. Particularly if you're goal is to spread the religion. Edit; also, it seems like the AI does, in fact, take the BBC recruitment decision. Currently the AI potential is set to always, with the chance of picking it set to 0%, with +1% if female, +3% if they posses the "blacked" trait, +2 additional if they have 75+ xp in that trait, and +1 if their number of knights is less than their maximum. So the AI effectively has a 1% chance of taking this decision every year, if they don't have enough knights. With female rulers having an extra +1% chance baseline. Also, it's possible that the AI does not respect is_shown arguments. I can't find any information on if it does or not, but it seems like most base game decisions mirror is_shown and ai_potential. So it's possible that the AI doesn't check to see if the decision would be visible. If that's true, then even landless or underage characters could potentially be taking this decisions. I do think that there should probably be some baseline spread of BBC, it's potentially possible that some realms might not produce enough home-grown, and re-supplying them could be tedious. But maybe the AI probability should be looked into. For instance - ai_check_interval = 12 ai_potential = { is_ruler = yes is_adult = yes is_female = yes has_trait = bno_lifestyle_whitegirl } ai_will_do = { base = 0 modifier = { add = 3 trigger = { has_trait_xp = { trait = bno_lifestyle_whitegirl value >= 25 } } } modifier = { add = 2 trigger = { has_trait_xp = { trait = bno_lifestyle_whitegirl value >= 75 } } } modifier = { factor = 2 trigger = { number_of_knights < max_number_of_knights } } } This would prevent character that aren't already corrupted from taking the decision, while still allowing corrupted AI's between a 3-10% chance of getting new recruits every year. So you'd be the initial source of the spread, but the AI would at least be self-sustaining. Also, for travel events, you can use if/else statements in the chance_of_no_event scope, so you can potentially set different values for the player vs the ai. Which would allow you to decrease the AI's chance of popping one. I assume it's a % value, so setting the AI to a value of 100 should prevent them from triggering those events. Thank you for the input. Carnal Exaltation felt natural, but, you're right - With carnalitas dei i'm pretty sure some things carry over!!!! my inclusion of carnal exaltation was before i realized i was missing dei, and hence why so much of the original religion code looked insane to me lmfao Converting culture would be what i'd want it to do - but the CBs atm lend themselves to you being able to capture mass swathes of land and roleplay as you see fit. ideally, i'd maybe change the culture itself to be able to raid (if that's possible while being feudal). i am so sapped rn so i'm trying my best to keep a composed reply, but would you mind sharing your mod folder here (in a zip or wtvr) so i can take a look at decisions.txt??? i think i understand what you're talking about, changing the ai_chance, but it'd be super helpful if you could share the file for the thread! also, i'm sure travel events arent the root of this issue, but i'll be adding a similar modifier for the on_action for travelling soon. The chance of calling the decision should be near none, whereas the chance of the travel events triggering should happen just barely more. quick test.zip Edited September 11, 2024 by soothingchell attached is a test of the hopefully fixed decision!!!!! plz excuse some of the bloat from trying to add new events
dekeche Posted September 11, 2024 Posted September 11, 2024 11 hours ago, soothingchell said: i am so sapped rn so i'm trying my best to keep a composed reply, but would you mind sharing your mod folder here (in a zip or wtvr) so i can take a look at decisions.txt??? i think i understand what you're talking about, changing the ai_chance, but it'd be super helpful if you could share the file for the thread! also, i'm sure travel events arent the root of this issue, but i'll be adding a similar modifier for the on_action for travelling soon. The chance of calling the decision should be near none, whereas the chance of the travel events triggering should happen just barely more. Not going to copy the whole folder, since I haven't made that many changes, but I'll share my modified decision and on_action files so you can see what I'm talking about. Personally, I've set it so that only adult, female rulers with the appropriate trait can take the decision. Then the actual chance of taking the decision depends on their trait level, with a multiplier applied if they need more knights. This works for my purposes, but I don't know if you want to use the same weights. As for travel events being the cause of the spread of BBC? They could contribute, but currently they don't seem to have much impact. When I tested it, I didn't notice a lot of BBC characters spawning in compared to just testing the decision. But, I will note that there were a number of wandering BBC characters when testing just the travel event, it looks like you don't actually kill the characters those events spawn in if they aren't added to a court. Which does mean that those characters end up as wanderers. I'm also noticing a number of similar circumstances for the random events, with them spawning in new characters and then not killing them or adding them to a court. I've added both of those event files as well, with the random events including some general bug fixes. (there's a few places where you 'correct' the traits of a spawned character, but the wrong scope is used. I've fixed those.) You might not want to use those wholesale though, there's some events where it might be more appropriate to either add the character to your court, or to trigger the event when you have the required number of valid BBC characters and just use those instead of creating a new one. suggested_changes.zip
Guest Posted September 11, 2024 Posted September 11, 2024 24 minutes ago, dekeche said: Not going to copy the whole folder, since I haven't made that many changes, but I'll share my modified decision and on_action files so you can see what I'm talking about. Personally, I've set it so that only adult, female rulers with the appropriate trait can take the decision. Then the actual chance of taking the decision depends on their trait level, with a multiplier applied if they need more knights. This works for my purposes, but I don't know if you want to use the same weights. As for travel events being the cause of the spread of BBC? They could contribute, but currently they don't seem to have much impact. When I tested it, I didn't notice a lot of BBC characters spawning in compared to just testing the decision. But, I will note that there were a number of wandering BBC characters when testing just the travel event, it looks like you don't actually kill the characters those events spawn in if they aren't added to a court. Which does mean that those characters end up as wanderers. I'm also noticing a number of similar circumstances for the random events, with them spawning in new characters and then not killing them or adding them to a court. I've added both of those event files as well, with the random events including some general bug fixes. (there's a few places where you 'correct' the traits of a spawned character, but the wrong scope is used. I've fixed those.) You might not want to use those wholesale though, there's some events where it might be more appropriate to either add the character to your court, or to trigger the event when you have the required number of valid BBC characters and just use those instead of creating a new one. suggested_changes.zip 13.62 kB · 0 downloads i appreciate you so so so so much!!! added these fixes, and also made the 'death disappearance' a hidden_effect so that way it doesn't display under the options/immediate lol. I knew i was missing something when adding the new events!!! also, as for the succession stuff, i've been looking into it this morning before class, and i really don't see a way to add a whole new succession law - unless it either overwrites another, or we enact it through a decision (which i have no problem with), but even then it'd have to be an election law, akin to Scandinavian or Saxony, and the pool of candidates is strictly restricted to title owners, family, or mayors - even if i expand it. so, unless you know a mod that has a whole new level of title inheritance that i can draw code from, im unsure how to solve this issue, other than add what i can with the elective law, and you'll just be forced to either elect one of your children, or give a title to a bno_bbc to takeover. hopefully the new dlc is able to fix this though, since you'd have the ability to - presumably - rise to power
dekeche Posted September 11, 2024 Posted September 11, 2024 1 hour ago, soothingchell said: i appreciate you so so so so much!!! added these fixes, and also made the 'death disappearance' a hidden_effect so that way it doesn't display under the options/immediate lol. I knew i was missing something when adding the new events!!! also, as for the succession stuff, i've been looking into it this morning before class, and i really don't see a way to add a whole new succession law - unless it either overwrites another, or we enact it through a decision (which i have no problem with), but even then it'd have to be an election law, akin to Scandinavian or Saxony, and the pool of candidates is strictly restricted to title owners, family, or mayors - even if i expand it. so, unless you know a mod that has a whole new level of title inheritance that i can draw code from, im unsure how to solve this issue, other than add what i can with the elective law, and you'll just be forced to either elect one of your children, or give a title to a bno_bbc to takeover. hopefully the new dlc is able to fix this though, since you'd have the ability to - presumably - rise to power Took a look myself, and maybe I was remembering something else? I seem to have remembered a mod in CK2 with futa succession mechanics, but I can't find it now, and it doesn't look like you can actually create a basic non-voting succession law. Oh well. Still might be interesting to have a trait based succession law, but it's not quite as important. Particularly not if there are valid ways for corrupted women to overthrow their husbands.
Guest Posted September 12, 2024 Posted September 12, 2024 4 hours ago, dekeche said: Took a look myself, and maybe I was remembering something else? I seem to have remembered a mod in CK2 with futa succession mechanics, but I can't find it now, and it doesn't look like you can actually create a basic non-voting succession law. Oh well. Still might be interesting to have a trait based succession law, but it's not quite as important. Particularly not if there are valid ways for corrupted women to overthrow their husbands. i'm working on a demo version of scandinavian election, except where the candidates would only be those who're fit to rule - in the scope of this mod. it'll probably just be a roleplay decision that isn't accessible to the ai, and meant for the player to be able to enact some form of carrying things on, without changing their religion/law to female dominated.
cniht Posted September 13, 2024 Posted September 13, 2024 (edited) This may just be me but with this current iteration of the mod I am not able to get the decisions to invite to court or any of the traits to show up. Was there some compatibility or load order dependency (Other than being below Carnalitas and Carnalitas Dei) issues that were added to the mod. I run a lot of things but for now it seems like it's being either overwritten or ignored in despite being in the loader. Found the issue: Two .MOD files with almost the same name and not having the correct one in the listing and active. Bad delete job on my part. Edited September 13, 2024 by cniht Issue Resolved
rickybobbbby Posted September 13, 2024 Posted September 13, 2024 Hi gang What are the criteria needed for the mod to start... Do I need my female ruler to have a traits ? or is it just a event that happen ? and when. Am lost.
Guest Posted September 13, 2024 Posted September 13, 2024 1 hour ago, rickybobbbby said: Hi gang What are the criteria needed for the mod to start... Do I need my female ruler to have a traits ? or is it just a event that happen ? and when. Am lost. to 'initiate' the mod, (as long as you have it installed in your mod folder), you need to be a female ruler. you will get the option to get the trait as time passes, and progress the trait. there are some moderate gameplay options, but i'm working on adding more.
rickybobbbby Posted September 13, 2024 Posted September 13, 2024 Fantastic, thanks Soothing. And if its not to much to ask, what are your favorite way to set up your game. custom rulers, historic ruler, witch one, put a black rulers close by ?
Guest Posted September 14, 2024 Posted September 14, 2024 9 hours ago, rickybobbbby said: Fantastic, thanks Soothing. And if its not to much to ask, what are your favorite way to set up your game. custom rulers, historic ruler, witch one, put a black rulers close by ? i'd recommend making your own female ruler for the game. as for nearby black rulers, you don't really worry about that since you'll have the decision to invite foreigners. however... attached is a version of the mod with a half-baked succession that you can enact (wasn't able to get elections to work!!), and a brand new implementation of historically black rulers with the right traits added. if anyone wants to test this - go ahead! and if you notice rulers not having traits on start, don't be afraid to let me know the county/culture/start date - though, for the most part, western africa, somalia, and the horn have been fully fleshed out interracial_takeover_test.zip
cniht Posted September 15, 2024 Posted September 15, 2024 I'm having a different issue with the mod getting actual African ethnicities to show up. For whatever reason it's not reading the culture or religion files that are added with the mod. So instead I'm getting white PIctich full-blooded Africans of the Akan religion with a BBC. Quite the interesting scenario. 🤣 Load order doesn't seem to matter and this only started happening when the mod with to the leveled rewrite of the traits. Crazy thing is I figure the actual culture and religion didn't change, and they are at issue, traits show up fine.
Guest Posted September 15, 2024 Posted September 15, 2024 7 hours ago, cniht said: I'm having a different issue with the mod getting actual African ethnicities to show up. For whatever reason it's not reading the culture or religion files that are added with the mod. So instead I'm getting white PIctich full-blooded Africans of the Akan religion with a BBC. Quite the interesting scenario. 🤣 Load order doesn't seem to matter and this only started happening when the mod with to the leveled rewrite of the traits. Crazy thing is I figure the actual culture and religion didn't change, and they are at issue, traits show up fine. wait, what do you mean? are you saying that the original african people on game start are getting removed? or that the courtiers you are adding via the decision are not even black? because the African DNA files have been untouched
LSVince Posted September 15, 2024 Posted September 15, 2024 8 hours ago, cniht said: I'm having a different issue with the mod getting actual African ethnicities to show up. For whatever reason it's not reading the culture or religion files that are added with the mod. So instead I'm getting white PIctich full-blooded Africans of the Akan religion with a BBC. Quite the interesting scenario. 🤣 Load order doesn't seem to matter and this only started happening when the mod with to the leveled rewrite of the traits. Crazy thing is I figure the actual culture and religion didn't change, and they are at issue, traits show up fine. In the past I have seen this occur opening an existing game after a new version of the mod is installed with the invited refugees because the culture they were created under didn't exist in the start setup. If the user confirms it is on an entirely new game then it seems the Akan of the edited character may not be recognized as the start version of Akan, to use the example mention.
cniht Posted September 15, 2024 Posted September 15, 2024 (edited) 1 hour ago, LSVince said: In the past I have seen this occur opening an existing game after a new version of the mod is installed with the invited refugees because the culture they were created under didn't exist in the start setup. If the user confirms it is on an entirely new game then it seems the Akan of the edited character may not be recognized as the start version of Akan, to use the example mention. I'll check this because the update was done on a game that was ongoing. Update: A new game did indeed fix the issue. On a new game it works fine, on an existing game there are issues. Edited September 15, 2024 by cniht Confirming issues and fix. 1
stevenlu Posted September 16, 2024 Posted September 16, 2024 (edited) In my current game, after about 80 years in, there was 120k BBC characters out of 160k total. I had to use console command to kill all of them to stop the game from lagging. Also more than half of all females have some degree of the whitegirl trait. I don't think the problem is with the invite refugee decision, but with all those random events that generate new BBC characters for AIs. For example, the mother/sister events would spread BBC characters to daughter/sister's courts, even if they aren't in the same realm. A BBC in a liege's court would spread BBC to all its vassals. And any female ruler with the traits would pump out lots of BBC characters every year, especially the gangbang events, create multiple new BBCs every time. And those characters could migrate randomly through base game mechanics, spreading BBCs every where. My thoughts on possible ways to fix this: 1. Limiting all random events to the player character and their direct liege, relatives, fellow vassals and courtiers. I don't think many people would care what happens in some random kingdom on the other side of the map anyway. 2. Kill off all characters spawned in random events after the event ends. If more BBC characters are needed, make a special event for it, don't let random events handle it. 3. Limit who can trigger events for AIs. Take bno_random.0025 for example, currently it triggers for every female character with 0-50 bno_lifestyle_whitegirl, doesn't even need to be a ruler. Every time this triggers, it spawns 3 BBCs. Would be much better if this only triggered for Duchesses and Queens, and kill off the spawns after the event. 4. Make all events Player only, and make other ways for the trait to spread. Edited September 16, 2024 by stevenlu 2
Guest Posted September 17, 2024 Posted September 17, 2024 21 hours ago, stevenlu said: In my current game, after about 80 years in, there was 120k BBC characters out of 160k total. I had to use console command to kill all of them to stop the game from lagging. Also more than half of all females have some degree of the whitegirl trait. I don't think the problem is with the invite refugee decision, but with all those random events that generate new BBC characters for AIs. For example, the mother/sister events would spread BBC characters to daughter/sister's courts, even if they aren't in the same realm. A BBC in a liege's court would spread BBC to all its vassals. And any female ruler with the traits would pump out lots of BBC characters every year, especially the gangbang events, create multiple new BBCs every time. And those characters could migrate randomly through base game mechanics, spreading BBCs every where. My thoughts on possible ways to fix this: 1. Limiting all random events to the player character and their direct liege, relatives, fellow vassals and courtiers. I don't think many people would care what happens in some random kingdom on the other side of the map anyway. 2. Kill off all characters spawned in random events after the event ends. If more BBC characters are needed, make a special event for it, don't let random events handle it. 3. Limit who can trigger events for AIs. Take bno_random.0025 for example, currently it triggers for every female character with 0-50 bno_lifestyle_whitegirl, doesn't even need to be a ruler. Every time this triggers, it spawns 3 BBCs. Would be much better if this only triggered for Duchesses and Queens, and kill off the spawns after the event. 4. Make all events Player only, and make other ways for the trait to spread. new update will have a fix for this - limiting random events for non-trait havers heavily (like 99%), putting control in the hands of the player solely. besides that, i've also added a piece of code that'll kill the unused bbc characters. i think i may have posted a file for it before in the thread, but i can attach what work i have here in order for you guys to enjoy it sooner, even if it may be a little broken.
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