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[mod] Mystic Subjugation – A Witch’s Touch [NSFW | Femdom | MTF | Slime]


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Posted
1 hour ago, s43889 said:

作者,本网站里的另一个MOD《Interracial Takeover 3rd Edition?》已经有伪娘这个东西了,那个MOD里的伪娘也可以逐渐把男性的外观变得越来越女性化,你可以参考一下,另外,其实我挺喜欢大屌伪娘这种玩法的,可否让伪娘保持大屌(也就是高生育率)的同时继续这个游戏的玩法?


The femboy trait comes from Phaze’s mod.

I don’t plan to modify that kind of aspect in order to stay consistent with its universe. The core concept is male-to-female (MTF) transformation, so fertility would naturally come from becoming female.

Posted
2 hours ago, donut lover said:

Don't know if it's just me but i'm not able to get any of the random events to fire when visiting the witch?

Can you explain more ?  Normally, it should appear :/

Posted
1 hour ago, hawkin18 said:

Can you explain more ?  Normally, it should appear :/

same here, got 3.9 beta, after events start up '0visiting witch' decision not triggering any events

Posted
1 minute ago, DicKingLoL said:

same here, got 3.9 beta, after events start up '0visiting witch' decision not triggering any events


Argh, i will try to repair it tomorrow.

Posted

Hello! Thank you for your work, and congratulations on update release!

 

18 hours ago, hawkin18 said:


Argh, i will try to repair it tomorrow.

 

Hm.. For me (v3.9), decision [Visit the witch] starts event [The Witch's invitation] with 2 options [Let's begin.] and [Not today.] It has cooldown of 1 month. First event happened in about 1-2 weeks after choosing [Let's begin.], and after that events happened approximately once per month, without me pressing [Visit the witch] button. I thought that was intended and you just forgot to put long cooldown on [Visit the witch] decision. But that monthly interval regards only to old (pre 3.5) events. New events, it looks like they happen with random periodicity and the further in game the less frequently they appear (25 years in game equals to 1 event in 1-1,5 years). One of the events (don't remember it's name but it ends with "next time I will drink you") unlike all others, which happened once, happened twice. I allowed events to fire automatically for about 5 in-game years and then when they became rare started pressing [Visit the witch] button every month, but yeah, I don't think it did anything. I wonder what will happen if I'll press [Not today.] option, newer did that... Will it reset events or just do nothing?


Also, what are the conditions to start slime events without debug, was unable to see not a single one of them in those 25 years (i mean, I must/not be at war/travel, should it be specific time of year, or some previous event must be finished?). Or is it that monthly [Visit the witch] decision should do something, and slime event branch starts there? But in any case we need to know conditions for start to test if it works as intended.

Posted (edited)
24 minutes ago, Kitmoon said:

Hello! Thank you for your work, and congratulations on update release!

 

 

Hm.. For me (v3.9), decision [Visit the witch] starts event [The Witch's invitation] with 2 options [Let's begin.] and [Not today.] It has cooldown of 1 month. First event happened in about 1-2 weeks after choosing [Let's begin.], and after that events happened approximately once per month, without me pressing [Visit the witch] button. I thought that was intended and you just forgot to put long cooldown on [Visit the witch] decision. But that monthly interval regards only to old (pre 3.5) events. New events, it looks like they happen with random periodicity and the further in game the less frequently they appear (25 years in game equals to 1 event in 1-1,5 years). One of the events (don't remember it's name but it ends with "next time I will drink you") unlike all others, which happened once, happened twice. I allowed events to fire automatically for about 5 in-game years and then when they became rare started pressing [Visit the witch] button every month, but yeah, I don't think it did anything. I wonder what will happen if I'll press [Not today.] option, newer did that... Will it reset events or just do nothing?


Also, what are the conditions to start slime events without debug, was unable to see not a single one of them in those 25 years (i mean, I must/not be at war/travel, should it be specific time of year, or some previous event must be finished?). Or is it that monthly [Visit the witch] decision should do something, and slime event branch starts there? But in any case we need to know conditions for start to test if it works as intended.


I found the issue with “Visit the Witch” — I’m currently reworking the flags.

Basically, it still works after the MTF transformation because I mixed up the flags and inverted the conditions (pretty dumb mistake), and also because I overcomplicated my dispatch logic.
 

Because of that, the slime events are currently impossible to trigger.

And just to clarify: the random pool has nothing to do with “Visit the Witch” — they’re completely separate systems.

I’ll release a patch next week.
 

Right now, I’m pretty happy because the main system (MTF) and the transformation itself seem to be working fine.

What I want now is to make the mod more fun and challenging.
So I’ll mainly focus on the transformation and the events before, during, and after becoming female.

Then I’ll work on artifacts, maybe add some schemes, or other features.

After that, I’ll probably create a unique story mode where you start as the witch and try to corrupt the kingdom of male characters through schemes, choices, etc.
 

The last thing, if I’m motivated, would be “futa transformation.”
I’m not sure I’ll create post-transformation events for it..

I’m not sure it’s worth expanding much, since there’s already an excellent mod for that. If you transform, you’ll be redirected to events from that mod, so it’s already in a good place.
 

Summary — Next patch (3.9.1):

  • Fix flags and broken events
  • Finish transformation (futa included, but no major futa content planned for now since the existing mod "Phaze" already covers it well)
  • Balance gameplay (bonuses, penalties, etc.)
Edited by hawkin18
Posted

Also, here’s the event graph and overall mod flow I’m currently working on in Figma (see screenshot).

image.png.6f9ea020b5685abff198d5deb87b1fd2.png
image.thumb.png.8fb523bf441e7a5afaef6159fea3f94d.png

Posted

Hmm...... why do i somehow have a memory that there was a similar mod but it wasnt updated for YEARS(I think? )

 

Well at least i can help test this one out, thanks dev and looking forward to more content also good luck to your work.

Posted

One issue I had unrelated to the current 1.19 base game update is that after transformation any slaves from carnalitas would be lost, in the title history I noticed the mechanic involved "revoking" and then "granting" the title to the new character instead of direct inheritance, which could be the reason? I wonder if anyone else can confirm or deny if slaves get inherited, obviously not a huge issue but wasn't expecting it not to work. I was playing as a nomadic count-rank ruler if that would have anything to do with it.

Posted
On 4/23/2026 at 3:10 PM, MrOdd535 said:

One issue I had unrelated to the current 1.19 base game update is that after transformation any slaves from carnalitas would be lost, in the title history I noticed the mechanic involved "revoking" and then "granting" the title to the new character instead of direct inheritance, which could be the reason? I wonder if anyone else can confirm or deny if slaves get inherited, obviously not a huge issue but wasn't expecting it not to work. I was playing as a nomadic count-rank ruler if that would have anything to do with it.


 

 

The transformation does not use direct inheritance: it creates a new character, then transfers the titles through the successor handoff logic.

I avoided direct inheritance because it caused several other issues during testing. I hadn’t considered Carnalitas slaves specifically, though. If they are tied to the previous character rather than transferred through titles, that would explain why they are lost.

I’ll look into whether they can be detected and reassigned to the new character during the handoff.

Posted

I’ve seen the new Crusader Kings III update, but I’m not sure yet if anything is broken.
 

I’ll be testing things tomorrow anyway, as I’m still working on fixing the “Visit the Witch” content.
 

In the meantime, feel free to report any issues you encounter.

Posted

Finally! There’s still more content to add, but the Slime World integration went smoothly overall and is now fully functional.

🔧 Fixed the flag issues with Visit the Witch, and the events are now properly available again.
🧪 I played for about 2 hours yesterday just to test things, and everything seems stable so far.

⚖️ Balance still needs work — especially bonuses and maluses — so expect further tweaks in future updates.

Thanks for the support, and feel free to report any issues you encounter!

Posted
11 hours ago, hawkin18 said:

Finally! There’s still more content to add, but the Slime World integration went smoothly overall and is now fully functional.

🔧 Fixed the flag issues with Visit the Witch, and the events are now properly available again.
🧪 I played for about 2 hours yesterday just to test things, and everything seems stable so far.

⚖️ Balance still needs work — especially bonuses and maluses — so expect further tweaks in future updates.

Thanks for the support, and feel free to report any issues you encounter!

So how exactly do you get the slime content?

Posted (edited)

 

6 minutes ago, Akashi_1944 said:

So how exactly do you get the slime content?


The event is hidden… but pretty easy to get 😉


 

Spoiler

If you want to unlock it, pay a visit to the witch 🧙‍♀️

 

Edited by hawkin18
Posted (edited)

Maybe I am doing something wrong, but the slime events like "event slime_events.1001, event slime_events.1002" just pop up for a second and are instant gone after that, is it a known problem or is it just for me? (It doesn't matter if I trigger it with the console or if they appear naturally

Edited by Rias-Simp
Posted
26 minutes ago, Rias-Simp said:

Maybe I am doing something wrong, but the slime events like "event slime_events.1001, event slime_events.1002" just pop up for a second and are instant gone after that, is it a known problem or is it just for me? (It doesn't matter if I trigger it with the console or if they appear naturally


 

That’s strange—I haven’t experienced that issue myself. Could you share your mod list and your error.log?

 
 
 
Posted

Hello and thank you for your work! Great Update!

 

I can confirm that at least 1 of the slime events (don't know which, but it happened after first slimebirth and receiving [symbiotic comfort] modifier) instantly closes and I just get notification in bottom-right corner that [belly capacity] increased by ~20. I was participating in combat when that happened so maybe that's the reason?

 

Also, I would suggest that [Sell yourself for Relief] decision would actually give a relief (lower arousal).

Posted
8 minutes ago, Kitmoon said:

Hello and thank you for your work! Great Update!

 

I can confirm that at least 1 of the slime events (don't know which, but it happened after first slimebirth and receiving [symbiotic comfort] modifier) instantly closes and I just get notification in bottom-right corner that [belly capacity] increased by ~20. I was participating in combat when that happened so maybe that's the reason?

 

Also, I would suggest that [Sell yourself for Relief] decision would actually give a relief (lower arousal).


 

Thanks for the feedback, that’s really helpful.

Improving the “Sell yourself for Relief” decision so it actually reduces arousal is already the next goal I’m working on 👍

As for the event instantly closing, I’ll take a closer look at what could be causing it. My first guess is that one of the events isn’t properly linked to the GUI, which would explain why it flashes and disappears.

The fact that it happened during combat might also be a factor, so I’ll test that scenario specifically.

Posted

When landless and transforming to female you lose ALL your followers, including Ysaline (they all become "wandering", and the only ones who stayed with me after transformation are parents), though the decision to returnt to Ysaline still works. So if it's impossible to transfer followers, maybe forbid transformation while landless?

 

In a slime cave, buying axe from blacksmith gives you axe, but buying armor gives nothing.

Posted
4 minutes ago, Kitmoon said:

When landless and transforming to female you lose ALL your followers, including Ysaline (they all become "wandering", and the only ones who stayed with me after transformation are parents), though the decision to returnt to Ysaline still works. So if it's impossible to transfer followers, maybe forbid transformation while landless?

 

In a slime cave, buying axe from blacksmith gives you axe, but buying armor gives nothing.


 

Ok, I see the issue with the armor. (easy fix !)

As for being landless, I hadn’t taken that into account—I completely overlooked that mechanic. I’ll probably have to block the transformation decision for landless characters for now and create a specific version for it later.

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