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[mod] [mod] Daughters of Lust - updated


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Posted
1 hour ago, aswitz87 said:

Depending which one

For the Austrovelt Blood, I think you need to request an heir from the Austrovelt (I did it but its been so long I am not 100% sure).

For the Blood of Helen, it is an event.  I've only had it pop up twice, both times playing in the Byzantine (though no idea if that is a requirement).

Blood of Lilith and Blood of Sovereign of Lust I haven't gotten legitimately, tho I assume one of them maybe is when you claim divinity.

 

i got blood of sovereign after i took the decision that makes the dominion of lust, and i got an event abt the helen bloodline but it didnt give me anything

Posted

If you have Legends of the Dead, the Helen of Troy (& Queen of Sheba, for that matter) event gives a legend seed that when completed will give you an event giving you said bloodline trait + succubus ancestry, if you haven't had it already - if you don't have the DLC, it is automatically fired after around 8-10 years.

 

Sovereign of Lust is earned by proclaiming the Dominion of Lust

 

Blood of Lilith is for religions that have the decision to equate self to Lilith.

 

Auterveltin Blood is its own thing that's not entirely related, and only available for Autervelt-origin courtiers that you spawn through interacting with the Autervelt.

Posted
14 hours ago, Lyskorie said:

If you have Legends of the Dead, the Helen of Troy (& Queen of Sheba, for that matter) event gives a legend seed that when completed will give you an event giving you said bloodline trait + succubus ancestry, if you haven't had it already - if you don't have the DLC, it is automatically fired after around 8-10 years.

 

Sovereign of Lust is earned by proclaiming the Dominion of Lust

 

Blood of Lilith is for religions that have the decision to equate self to Lilith.

 

Auterveltin Blood is its own thing that's not entirely related, and only available for Autervelt-origin courtiers that you spawn through interacting with the Autervelt.

thanks, i didnt check my legends

Posted (edited)

Is there any way to disable the scripted characters like Asena? Not really interested in getting mowed down by op characters, I already cripple myself enough.

Edited by Særtr
Posted (edited)

Couple of thoughts on the augments:

 

They kinda break the economy for the player. The AI lets them rot out of inventory, but I sell them (and all of the other clutter artifacts this mod has). They're worth too much for how easy they are to get. Honestly the same complaint I had eons ago about how often the lock of hair event fires after youve converted a shitload of succubi. Its several hundred gold per year essentially for free. Is it possible to make them worth considerably less?  Also, the game rule that disables failure doesn't work. I have had multiple instances of failure, including crit failure destroying the artifact even with the game rule toggled to disabled. 

 

Second, is it intended for the Hanging Gardens great project to cost....so god damn much? (ironic, given my previous complaint). It's something like 18,000 gold using the Mandala great project calculations, which is staggeringly expensive considering the player cannot be an empire with a massive economy to even undertake the decision that unlocks the project. I edited the great project to use great_project_base_contribution_cost instead, which brought the project cost down to a considerably more reasonable 8000 gold, which is still a staggering sum for a building that's basically on par with a Grand Cathedral. A building that costs like 1200g.

 

Third, is it intended that the Tree of Eden building itself not improve from level 1 to 4? That for all of the money spent to improve it, the only effect is better fruit?

 

Finally, maybe a bug. IDK. CK3 does weird shit sometimes with titles, especially after noble family titles were introduced.

 

Basically, in my current game, I started in Kufa duchy, as a custom character of Lilim culture and Eosphoros Faith. I returned Lilith to Babylon. I conquered Mesopotamia, Jazirah, and the duchies along the Arabian coast to form Eden. After I created the empire, I converted over to administrative. And then I eventually created the head of faith title. Which basically broke succession for my empire title and all of my duchy titles. They all had Whore Theocratic Succession in addition to admin's acclamation succession, and the Whore Theocratic succession was overriding acclamation.

 

I fixed it by deleting the smdp_whore_HOF_law.txt file. It had no substantive effect on my game (that I can tell, anyway), and the succession law never applied to the head of faith in the first place. It was always regular Theocratic succession. This may just be a mod conflict; I am playing with Theresia's Administrative Overhaul. 

 

Edit:

 

The image for Common Yakshini changed to that of Common Lilin with the 1.19 update. Was that intentional? The old image file is still part of the mod files. 

 

Edited by Infinity00
Posted
2 hours ago, Infinity00 said:

Couple of thoughts on the augments:

 

They kinda break the economy for the player. The AI lets them rot out of inventory, but I sell them (and all of the other clutter artifacts this mod has). They're worth too much for how easy they are to get. Honestly the same complaint I had eons ago about how often the lock of hair event fires after youve converted a shitload of succubi. Its several hundred gold per year essentially for free. Is it possible to make them worth considerably less?  Also, the game rule that disables failure doesn't work. I have had multiple instances of failure, including crit failure destroying the artifact even with the game rule toggled to disabled. 

 

Second, is it intended for the Hanging Gardens great project to cost....so god damn much? (ironic, given my previous complaint). It's something like 18,000 gold using the Mandala great project calculations, which is staggeringly expensive considering the player cannot be an empire with a massive economy to even undertake the decision that unlocks the project. I edited the great project to use great_project_base_contribution_cost instead, which brought the project cost down to a considerably more reasonable 8000 gold, which is still a staggering sum for a building that's basically on par with a Grand Cathedral. A building that costs like 1200g.

 

Third, is it intended that the Tree of Eden building itself not improve from level 1 to 4? That for all of the money spent to improve it, the only effect is better fruit?

 

Finally, maybe a bug. IDK. CK3 does weird shit sometimes with titles, especially after noble family titles were introduced.

 

Basically, in my current game, I started in Kufa duchy, as a custom character of Lilim culture and Eosphoros Faith. I returned Lilith to Babylon. I conquered Mesopotamia, Jazirah, and the duchies along the Arabian coast to form Eden. After I created the empire, I converted over to administrative. And then I eventually created the head of faith title. Which basically broke succession for my empire title and all of my duchy titles. They all had Whore Theocratic Succession in addition to admin's acclamation succession, and the Whore Theocratic succession was overriding acclamation.

 

I fixed it by deleting the smdp_whore_HOF_law.txt file. It had no substantive effect on my game (that I can tell, anyway), and the succession law never applied to the head of faith in the first place. It was always regular Theocratic succession. This may just be a mod conflict; I am playing with Theresia's Administrative Overhaul. 

 

Edit:

 

The image for Common Yakshini changed to that of Common Lilin with the 1.19 update. Was that intentional? The old image file is still part of the mod files. 

 

 

  • I'll be flagging them as trash artifacts in the next update so they should be worth way less when you destroy them - that said, they'll still be worth *something* just because that's how Paradox coded the interaction; I can't really do much in that regard. I did entirely forget about putting in application of no failures with gamerules for augmenting though - that's going to be in the next update too.
  • Probably not. I did use the mandala temples as a template to convert the thing over to a great project, and perhaps failed to consider how absurd the costs get later on. I'll give that a tweak.
  • As for now, that's essentially what it does. I may give it a look though.
  • The Whore Theocratic prevalence issue was already fixed in the latest hotfix. Happened because I forgot to port over a scripted trigger - this should no longer be the case.
  • I'll check the image. I don't recall touching it, but I'll check it.
Posted

Forgive my ignorance, but how close to Sappho's Daughter II is this mod? I'm seeing similarities and would like to use a more updated version of this whole concept. And does this work with the Princes of Darkness mod? Thank you in advance for any response.

Posted
1 hour ago, TiberousBSD said:

Forgive my ignorance, but how close to Sappho's Daughter II is this mod? I'm seeing similarities and would like to use a more updated version of this whole concept. And does this work with the Princes of Darkness mod? Thank you in advance for any response.

 

  • Not necessarily too close, I guess? I guess both deal in tangentiallly the same ballpark ideas-wise, but implementation should be rather different. I don't really play SDII much even when it was up to date, however, so I can't really attest to what specific parts are analogous or not.
  • It should work with Princes of Darkness, as well as any other total conversion that uses the regular CK3 map (such as The Fallen Eagle). Map-altering total conversions do not work anymore without a dedicated lite version, which does exist but is slightly outdated (made for 1.18 using an older version of the mod by a different modder)
    • You will want to disable Cambion and Miracle Births in the game rule if you're playing this with PoD for lore considerations. Being a succubus would be separate from the splats in PoD so you can be both at the same time.
Posted (edited)

Are masks stuck on charcters after party fixed in current version? I'm 70+ years of playthrough and there is really epidemic of masked characters worldwide.

 

Also "Divine Blood of Lilith" and "Blood of the Soverein of Lust" perks are distributed incosistenly: Let me clarify: upon unlocking those all descendants that are uninterupted by male offspring on the way get those perk, but if i have son and he does have daughter bloodline is interupted for her ( tbh have sense ) ... but males that are born AFTER unlocking bloodline perks inherit those and so do their children. There is inconistency with logic. Please make it either way - or male descemdant interupts bloodlike for all or all gets it, no mix of those. Dunno tho if its fixed already tho and i hope my gibberish was soewhat understandable.

Edited by unwashed biomass
Posted

Also gold gain both from repealing autherwelt intervention and from reliquaries (after certain time - at start of the game gain is ok) is ridiculously high to the point money never be the issue and you can gift in to entire world in ten of thousands and have plenty left

Spoiler

Untitled.thumb.png.1384754e1cf5c06f1826cce15e44c94e.png

I see 2 option: figure out serious gold sink with nice bonuses, gameplay enchancement or do gigantic nerf of gold gained.

Posted

Also since Hegemonies are now a thing, decision to praclaim Dominion of Lust could insteadmake custom hegemony: requrements would be like controling 3-4 empires with 300-380 counties or something like that, would be dope.

Posted

New update. Changelog:

 

Quote

Update 0.19.3

  • Appropriately apply the No Failures augmenting rule into the effects
  • Adjusted price for Hanging Gardens special project, so that it is now very expensive instead of prohibitively expensive
  • Restored the Common Yakshi MaA icon
  • Highly reduced likelihood of the Lock of Hair event, and make it only possible to happen at least after 20 years
  • Augments are now flagged as trash artifacts to greatly reduce its gold value when destroyed
  • Capped gold reward from Reliquaries to 1200 gold.
  • Bloodline traits will now only be inheritable by daughters.
  • Updated even more buildings for Unlocked Religious Special Buildings

 

I'll be away from vacation tomorrow, and will be rather busy for the next week. 

 

49 minutes ago, unwashed biomass said:

Also since Hegemonies are now a thing, decision to praclaim Dominion of Lust could insteadmake custom hegemony: requrements would be like controling 3-4 empires with 300-380 counties or something like that, would be dope.

 

Definitely something under consideration, though I don't want it to be a one and done thing. Probably something like an empire formable at the highest, then like the Shambhala implementation you have to do certain things before you get to become a hegemony.

Posted
7 hours ago, unwashed biomass said:

I dont want to brag, but what about masks being stucjk on character after debauchery party?

Don't use the Masked option maybe? There is a regular option and a masked option, and when using the regular option, there's not masked characters.

Posted

Hey.

 

I am sorry is this is a stupid question, but does anyone have a recommended mod list to play a game with his mod enabled?

 

Like a load order or something like that?

Posted
1 hour ago, elcidthehero said:

Hey.

 

I am sorry is this is a stupid question, but does anyone have a recommended mod list to play a game with his mod enabled?

 

Like a load order or something like that?

 

My load order, which I have put hundreds of hours into:

 

  • Unofficial Patch
  • Community Flavor Pack
  • Clear Notifications
  • Interaction Icon Project Lite
  • Search & Trade Artifacts
  • Love Marriage Family
  • Free Console Access Compatible
  • Congenital Beauty
  • Pedagogy Enhanced
  • Wandering XP from Wandering
  • Auto Increase Control
  • Auto Promote Culture
  • Auto Conversion
  • VIET Events
  • Better Population Control
  • Carnalitas
  • Carnalitas Dei-Detenetized
  • Daughters of Lust
  • Lifestyles Improved
  • Reperk - Repeatable Perks
  • Spouse Designer for 1.18
  • Better Ruler Designer
  • Better Barbershop
  • More Lifestyles
  • More Lifestyles - Reperk Submod
  • Eastern Roman Great Projects
  • More Interactive Vassals
  • Advanced Character Search
  • Automatic Education

I used to run the Various SRE mods, but they went un-updated for a very long time and I have since dropped them. You can probably slot in RICE below the Community Flavor Pack, if that's one of your preferred mods.

 

 

Posted
On 6/25/2026 at 6:22 PM, LustDemon69 said:

Don't use the Masked option maybe? There is a regular option and a masked option, and when using the regular option, there's not masked characters.

 

I believe what he means is that random characters throughout the world start wearing, and never take off their masks.

 

I use the following effect script every few years to manually remove them via console:

 

effect every_living_character = {remove_trait = ie_masked}

 

 

Posted
45 minutes ago, Infinity00 said:

 

I believe what he means is that random characters throughout the world start wearing, and never take off their masks.

 

I use the following effect script every few years to manually remove them via console:

 

effect every_living_character = {remove_trait = ie_masked}

 

 

It's interesting that that could be happening, I've never encountered it. Could be there's some AI doing the debauchery and they're doing the masked option? Still odd

Posted
4 hours ago, LustDemon69 said:

It's interesting that that could be happening, I've never encountered it. Could be there's some AI doing the debauchery and they're doing the masked option? Still odd

 

They likely are, but the issue is that they're not taking the masks off afterward.

Posted

In version 1.9.2, after I acquired Babylonas as an adventurer, the event to establish Babylon as the capital did not pop up, whereas it was present in version 1.9.1 (which is also how I discovered the missing localization text). I initially thought the `cdol_city_of_lust` event had been hidden, but after using the console to force trigger event 0058, I found that
the “Return Lilith to Babylon” buff included the effects of event 0058 before it was triggered, but lost those effects afterward. Although the “Lilith Decision” does not include the effect of moving the capital, after trigger the decision, both the original capital and Babylon displayed the “Realm Capital” icon; however, after loading a save file, the icon for Babylon disappeared.I may seem a bit long-winded, but I do occasionally get a little overly sensitive about issues related to immersion, sorry.

Translated with DeepL.com (free version)

Posted
20 hours ago, Infinity00 said:

 

They likely are, but the issue is that they're not taking the masks off afterward.

 

It sometimes get stuck on (despite having an effect to remove the mask on activity end) - I'll have to give that a look.

 

14 hours ago, Lady Lex said:

In version 1.9.2, after I acquired Babylonas as an adventurer, the event to establish Babylon as the capital did not pop up, whereas it was present in version 1.9.1 (which is also how I discovered the missing localization text). I initially thought the `cdol_city_of_lust` event had been hidden, but after using the console to force trigger event 0058, I found that
the “Return Lilith to Babylon” buff included the effects of event 0058 before it was triggered, but lost those effects afterward. Although the “Lilith Decision” does not include the effect of moving the capital, after trigger the decision, both the original capital and Babylon displayed the “Realm Capital” icon; however, after loading a save file, the icon for Babylon disappeared.I may seem a bit long-winded, but I do occasionally get a little overly sensitive about issues related to immersion, sorry.

Translated with DeepL.com (free version)

 

The cdol_major_decisions.0058 should only fire when you found the Dominion of Lust, either having already owned Babylon or conquering it afterwards as the DOL. The CoA display on the map is also rather janky if you use the move capital barony effect; and it doesn't resolve itself unless there's a change in ownership or a save reload - that is on Paradox's end and I can't really do anything about it.

Posted

Content suggestion:

 

An activity, like the Witch Coven's Grand Rite, where secret and open Succubi could gather and do some sort of Ritual. My concept was for a ritual that could have different outcomes:

 

1. Prolong the lives of the participants, by removing any old age traits, and giving some ranks in succubus mastery. This would be the default option for the AI, I'd guess.

 

2. Drain the sexual power of the host, (and maybe participants? I don't know if NPC sexual power is tracked) and reduce the suspicion of the participants by a proportional amount. Alternatively, spend Grace.

 

3. Designate a sacrifice and earn sexual power based on their rank, traits, and cumulative skills. Maybe also earn grace?

 

I came up with this after noticing that a lot of succubus characters still die of old age around 80-90, most with few or no ranks in succubus mastery despite a lifetime of having Lustful. There are also not very many options to reduce suspicion, and the ones that are available are quite harsh. There are also a lot more ways to spend sexual power now, while earning (draining it? heh) hasn't really increased apart from augments that increase SP gain. 

 

Speaking of augments. I really like them as a concept, even though i did complain about their value/rarity disparity. I appreciate that you're fairly hamstrung by Paradox's often arbitrary valuation of...everything. Finding an augment with accolade limit on it was huge. That one augment is worth 2 entire Dynasty Legacy Perks. SP gain/capacity augments really do go a long way towards offsetting just how much sexual power a mid to late-game succubus can spend. A great feature that i'm really enjoying. It also gives the player a reason to dive into ruins after getting all of the artifacts available.

 

I did notice and really appreciate the changes to how Succubus Conversion affects the converted characters. It's pretty cool to see an older, especially very elderly character revert to looking like she's in her 20's again. 

 

Finally, I don't know if it's intended that Succubus-specific artifacts end up in the hands of random characters all over the world. It makes it hard to fulfill my inner magpie and collect up all of the various artifacts. Is it possible to implement a game rule that only Succubi can find the "good" artifacts in ruins? 

 

 

Posted
4 hours ago, Infinity00 said:

Finally, I don't know if it's intended that Succubus-specific artifacts end up in the hands of random characters all over the world. It makes it hard to fulfill my inner magpie and collect up all of the various artifacts. Is it possible to implement a game rule that only Succubi can find the "good" artifacts in ruins? 

There is a mod called "Seize Prisoner Artifacts" on Steam that allows you to.. well, take artifacts from prisoners. If you want to use that, you can just abduct the NPCs with the rare artifacts and then seize them while they're your prisoner. 

Posted
8 hours ago, Infinity00 said:

Content suggestion:

 

An activity, like the Witch Coven's Grand Rite, where secret and open Succubi could gather and do some sort of Ritual. My concept was for a ritual that could have different outcomes:

 

1. Prolong the lives of the participants, by removing any old age traits, and giving some ranks in succubus mastery. This would be the default option for the AI, I'd guess.

 

2. Drain the sexual power of the host, (and maybe participants? I don't know if NPC sexual power is tracked) and reduce the suspicion of the participants by a proportional amount. Alternatively, spend Grace.

 

3. Designate a sacrifice and earn sexual power based on their rank, traits, and cumulative skills. Maybe also earn grace?

 

I came up with this after noticing that a lot of succubus characters still die of old age around 80-90, most with few or no ranks in succubus mastery despite a lifetime of having Lustful. There are also not very many options to reduce suspicion, and the ones that are available are quite harsh. There are also a lot more ways to spend sexual power now, while earning (draining it? heh) hasn't really increased apart from augments that increase SP gain. 

 

Speaking of augments. I really like them as a concept, even though i did complain about their value/rarity disparity. I appreciate that you're fairly hamstrung by Paradox's often arbitrary valuation of...everything. Finding an augment with accolade limit on it was huge. That one augment is worth 2 entire Dynasty Legacy Perks. SP gain/capacity augments really do go a long way towards offsetting just how much sexual power a mid to late-game succubus can spend. A great feature that i'm really enjoying. It also gives the player a reason to dive into ruins after getting all of the artifacts available.

 

I did notice and really appreciate the changes to how Succubus Conversion affects the converted characters. It's pretty cool to see an older, especially very elderly character revert to looking like she's in her 20's again. 

 

Finally, I don't know if it's intended that Succubus-specific artifacts end up in the hands of random characters all over the world. It makes it hard to fulfill my inner magpie and collect up all of the various artifacts. Is it possible to implement a game rule that only Succubi can find the "good" artifacts in ruins? 

 

 

 

Thank you for your suggestions.

 

Not going to lie, I kinda dread doing activities because they're probably one of the single most complicated features in terms of modding witih so many linking parts. That's why Expeditions aren't an activity (even when the same class of events in other mods such as Elf Destiny have it out to be an activity) but instead a series of events fired during a scripted travel plan. It is an interesting idea that I'll keep in mind, though - I suppose it is overdue to have another activity.

 

NPC succubi don't really have sex, especially unlanded ones, as I believe the Carnalitas make love option doesn't allow the NPC to use it, and even with my overriding of it they don't seem to do it that much. That they even live to 80-90 is often due to there being a passive pulse fired in the background which has a chance to give NPC succubi a level of mastery every year, accounting to their lack of and/or willingness to procreate. It's something that annoyed me as well, but I don't really have an elegant solution for that right now that doesn't also heavily impact performance.

 

And yeah, it is intended that succubus artifacts can fall into the hands of anyone - much like how you can fish out random artifacts like the Ark of the Covenant from adventurer inspirations. I have actually got at least one report of an NPC ruler reportedly destroying one of them, which is kind of hilarious that it even happened. That said, a game rule to limit those to being able to be gained by succubi only is probably a fair consideration.

 

 

Posted (edited)

In the latest version of the game, a succubus player character, as she ages, events will also trigger where she realizes she's past her prime.The events don't seem to have any actual gameplay effect, but they are extremely immersion-breaking.

 

And I found that when using the "Grand Debauch" event option on the spot, the event wait time is short, very few or barely no  NPCs actually join in. (I'm not sure why this happens.)

 

Female characters created via the gender-swap ability unlocked at level 200 sometimes cannot initiate the succubus transformation scheme — it vanishes from the interface the moment it's started.

 

And the transformation is treated as a death. If the person being transformed is one's close kin, it will also cause stress gain as a result.
 

Edited by 2292917410

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