Jump to content

[mod] Adultery & Affairs


Recommended Posts

Posted

Adultery & Affairs


Requirements:

* Carnalitas 2.15

* Phaze's Additional Degeneracy 3.2

Adultery & Affairs adds a full affair lifecycle to Crusader Kings III, centered on clandestine relationships and their consequences. Players and AI can pursue seduction opportunities, establish secret affairs, and face escalating suspicion, investigations, and discovery events with multiple outcomes (caught in the act, rumors, or a revealed bastard). Choices include exposure, blackmail, imprisonment, divorce, or forgiveness, with stress, prestige, and opinion shifts that reflect the fallout. Ongoing trysts and relationship development can deepen bonds (including soulmate outcomes) or end through distance, guilt, or mutual breakups, supported by temporary modifiers. The system runs on story-cycle pulses with quarterly affair events, yearly discovery checks, and automatic cleanup when affairs end. Game rules let you enable/disable and control frequency (rare/normal/frequent). Integration hooks are included for Carnalitas.

When Updating: Ensure you delete the Adultery & Affairs folder from the previous version before installing the new version as files may get removed/deleted throughout development. Do NOT just overwrite files when updating to future versions.

 

How it works:
 

Spoiler

System Overview

How the System Activates

The system runs through two main entry points:

  • Primary: random_yearly_playable_pulseadultery_affairs_quarterly_pulse (main controller)
  • Fallback: adultery_affairs_yearly_pulse (bootstrap for active affairs)

What the Pulse Does

  1. Re-creates story cycles for any active affairs
  2. Initiates new affair attempts for eligible female rulers
  3. Initiates new affair attempts for eligible male rulers and unlanded wives

 

Eligibility Requirements

Female Characters (is_eligible_for_affairs)

Must meet all of these:

  • Adult, female, married, not imprisoned
  • Mod not disabled
  • Has at least one of these traits:
    • lustful, deceitful, sadistic, adulterer, fornicator, rakish, disloyal, degen_slut

Male Characters (is_eligible_for_affairs_male)

Must meet all of these:

  • Adult, male, married, not imprisoned
  • Mod not disabled
  • Has at least one of these traits:
    • lustful, deceitful, sadistic, adulterer, fornicator, rakish, disloyal

 

Partner Selection

Valid Target Requirements

  • Same top liege as initiator
  • Not the initiator's current spouse
  • Not imprisoned
  • Adult
  • Desirability score ≥ 0 (calculated from traits)

Positive Traits:

Trait Weight
degen_prized_stud +4
conqueror, athletic, strong +3 each
lustful +2
brave, ambitious, profligate, gregarious +1 each
beauty_good (1/2/3) +1/+2/+3
dick_big_good (1/2/3/4) +1/+2/+3/+4

Negative Traits:

Trait Weight
scaly, dwarf, hunchbacked -3 each
beauty_bad (3/2/1) -3/-2/-1
chaste -2
dick_small_bad (1/2/3) -1/-2/-3
craven, dull, impotent, disfigured -1 each

 

Affair Probability (Will They Try?)

Base Calculation (for both genders)

Starting Point: 0%

Trait Bonuses

Trait Bonus
degen_slut +15%
lustful, deceitful, sadistic, adulterer, fornicator, rakish, disloyal +5% each

Spouse Quality Gap

  • Compare spouse's desirable vs undesirable traits
  • Gap × 5 added (if spouse is worse) or subtracted (if spouse is better)
  • Minimum of 0% (can't go negative)

Situational Modifiers

Condition Modifier
Spouse at war +10%
Spouse on pilgrimage +10%
Stress level ≥ 2 +5%
Opinion of spouse < 0 +15%
Opinion of spouse < 20 +5%
Opinion of spouse > 50 -15%

Game Rule Multipliers

Setting Multiplier
Reduced ×0.5
Rare ×0.3 (+ extra 25% gate)
Normal ×1.0
Frequent ×2.0

 

Seduction Attempt

Event Flow

  1. Dispatcher fires

    • Women: adultery_affairs.0001
    • Men: adultery_affairs.0011
  2. Player Choice Events (if initiator is player)

    • Women: adultery_affairs.0002
    • Men: adultery_affairs.0012
    • Ignoring the urge = 365-day cooldown
  3. AI Safety Checks

    • Cooldown active? → Skip
    • Already lovers? → Skip
  4. Success Roll

Success Chance Calculation

Base: 20%

Initiator Bonuses

Factor Bonus
Seducer trait +20%
Beauty_good (1/2/3) +10%/+20%/+30%
Female: Big breasts/ass (tiers) Variable
Male: Big dick (tiers), strong, athletic Variable

Initiator Penalties

  • Bad beauty traits
  • Small physical traits
  • Genetic negatives (scaly, dwarf, giant, hunchbacked)
  • Disfigured, impotent, shy
  • Male: craven

Target Willingness

Increases chance:

  • Lustful, rakish
  • High opinion of initiator

Decreases chance:

  • Chaste, content, honest, humble, trusting, compassionate, forgiving, just
  • Low opinion, hostile faith, low cultural acceptance

Outcomes

Result Woman Event Man Event
Success 0003 0013
Failure 0005 0015
Target Response (if player) 0006 0016

 

Affair Establishment

When an affair begins, the system:

  1. Sets lover relation between both characters
  2. Marks both with active/partner flags
  3. Starts story cycle (ongoing tracking)
  4. Applies mutual opinion modifier (+30 for 30 months)
  5. Fires celebration event (0004 or 0014)

Active Affair Management

Once established, affairs are tracked by story_cycle_adultery_affairs:

Monthly Checks

  • Partner dead? → End affair
  • Lover relation broken? → End affair
  • Flags missing? → End affair

Quarterly Events (Every 3 Months)

1. Secret Trysts (adultery_affairs.0300)

  • Base chance: 25%
  • Modified by: lustful/chaste traits, game rules
  • Effects:
    • Increments suspicion counter
    • Stress/opinion changes
    • May branch to sub-events (guilt, emotional bonding, lover's perspective)
    • Carnalitas integration (if active)

2. Suspicion Checks

Trigger Chance:

  • Base: 10%
  • +5% per affair event this year
  • +10% if cheater's intrigue < 8
  • -10% if cheater's intrigue > 15
  • +15% if spouse's intrigue > 12

If triggered: Spouse gains suspicion → Investigation chain begins

3. Natural Ending Checks

Affair ends if any of these occur:

  • Age gap ≥ 20 years
  • Not in diplomatic range
  • Partner opinion < 0
  • Duration ≥ 5 years

Yearly Events

Discovery Roll

  • Base chance: 20%
  • Doubled if spouse has suspicion flag

Possible outcomes:

  1. Caught in the Act → 0201 → Spouse response
  2. Rumors Spread → 0202 → Public exposure, prestige/opinion penalties
  3. Bastard Child Revealed → 0203 → Spouse response
  4. Nothing Happens → Stress only

Investigation & Discovery Chains

Suspicion Investigation

  1. Spouse becomes suspiciousadultery_affairs.0100
  2. Investigation beginsadultery_affairs.0101
  3. Outcomes:
    • Failed: adultery_affairs.0102 (false alarm)
    • Success: adultery_affairs.0103 → Selects discovery flavor (0105, 0106, 0107, or 0108)
  4. Confrontationadultery_affairs.0104
    • Spouse choice: Expose secret OR keep it for leverage

Spouse Response (Discovery Events)

After discovery, spouse chooses from events 0205-0208:

  • Punish the cheater
  • Divorce the cheater
  • Forgive (grudgingly or fully)

 

Natural Affair Endings

When conditions trigger a natural end, end_affair_naturally():

  1. Removes lover relation
  2. Clears all affair flags
  3. Resets duration counter
  4. Fires one of these ending events:
Event Scenario
0400 Mutual breakup
0401 Drifted apart
0402 Too dangerous / feelings grew
0403 Partner moved on
0404 Distance ended it

 

 

Note: While I have done personal mods for my game, this is the first mod I am ever publishing so please be patient with feature additions and bugfixes. I have played this mod for a few hours and have not had any issues with my particular modlist but this is subjective and you may have issues with your particular modlist.


Plans for the future:

- More events?
- More branching outcomes?
- Other stuff I come up with that are interesting

I've made this mod on a whim so there is no particular direction I am taking with it. I am open to any suggestions and ideas.

Credits:

Cheri Song for the amazing carnalitas framework.

Phaze Star for the multitude of mods that are now an integral part of my playlist.


  • Submitter
  • Submitted
    01/29/2026
  • Category
  • Requirements
    Carnalitas
    Phaze's Additional Degeneracy

 

Posted (edited)
3 hours ago, Phaze Star said:

Wow this mod sounds interesting! Congradulations on the public release! 👍


Thank you for the support! I greatly appreciate it and I look forward to seeing the development of your mods!

 

 

1 hour ago, hellohelloish said:

Congrats! Are there any mods that you would assume be incompatible - or are there any mods which are for sure compatible?


I can't think of any conflicts right away as this mod does not modify any base game behaviours, it ties into the base games lover and secrets system as is.

Edited by mnmn565
Posted

Love to see a new mod hit the scene. Minimally (or not at all) modifying base game systems is always a big plus.

 

Should note that it appears that the mod doesn't really check for anything else from Additional Degeneracy outside of certain traits. If that's the case, AD wouldn't be a strict requirement, though the game will certainly throw a fuss about referring to nonexistent traits.

 

Posted
11 minutes ago, Lyskorie said:

Love to see a new mod hit the scene. Minimally (or not at all) modifying base game systems is always a big plus.

 

Should note that it appears that the mod doesn't really check for anything else from Additional Degeneracy outside of certain traits. If that's the case, AD wouldn't be a strict requirement, though the game will certainly throw a fuss about referring to nonexistent traits.

 

 

Thank you for the support, and yes you could say that Additional Degeneracy is not a hard requirement but I like to keep my error logs clean of any issues, regardless of how minor it could be. It also helps people who are new to modding that might not understand the implications of certain errors in mods and begin to wonder if the mod is causing any issues they might be facing.

Posted

Do outcomes or odds of events firing change at all based on religion tenets/doctrines? Such as a religion that accepts adultery making success chance increased or husbands/wives more likely to forgive? Or a religion that exalts sex having a higher firing rate?

Posted
2 hours ago, mpoynar32 said:

Do outcomes or odds of events firing change at all based on religion tenets/doctrines? Such as a religion that accepts adultery making success chance increased or husbands/wives more likely to forgive? Or a religion that exalts sex having a higher firing rate?

No, the mod currently does not take religion tenets/doctrines into consideration, although it is something I can look into implementing.

Posted

How about some mechanics for adventurers?

 

Maybe some rumor based events for a adventurer/camp ruler who has many spouses/concubines for jealousy/rivalry etc

Posted
12 hours ago, Durante said:

How about some mechanics for adventurers?

 

Maybe some rumor based events for a adventurer/camp ruler who has many spouses/concubines for jealousy/rivalry etc

Implementing mechanics for adventurers/landless would be my plan after I release 1.2.0 update.

Posted
On 2/7/2026 at 11:19 AM, lingzang963 said:

This MOD doesn't seem to be working? How should I sort it correctly?

 

On 2/5/2026 at 12:11 AM, iurgnodoahz said:

it doesn't seem work?

 

If you turn on debug mode, there is a debug decision to enable notifications for when affairs are established between any characters in the world. In my game, there is a new affair established about every 20-30 seconds at full game speed with a world population of 40k people. Let me know how it behaves in your game.

Posted

This is a really cool idea for a mod, but I played for around 50 years or so across a few different saves and didn't really get any events, even though the game rule was set to 'frequent' 🥲

 

The debug decision to enable notifications was activated, so I could see it was getting triggered for other NPCs but it didn't seem to fire for my character or their spouse for some reason. Both my character and their spouse had lustful, low opinion of each other, etc.

 

Maybe another debug decision to force it to trigger for the player character or their spouse, or maybe some game rule that forces the initial event to fire for the player character or their spouse after years, or something similar would be a really awesome addition.

 

Posted (edited)
4 hours ago, 793t2bvbwucgf87dsui said:

This is a really cool idea for a mod, but I played for around 50 years or so across a few different saves and didn't really get any events, even though the game rule was set to 'frequent' 🥲

 

The debug decision to enable notifications was activated, so I could see it was getting triggered for other NPCs but it didn't seem to fire for my character or their spouse for some reason. Both my character and their spouse had lustful, low opinion of each other, etc.

 

Maybe another debug decision to force it to trigger for the player character or their spouse, or maybe some game rule that forces the initial event to fire for the player character or their spouse after years, or something similar would be a really awesome addition.

 

I will look into why it doesn't trigger for the player character, but I won't be home for the next week. I won't be able to update until March most likely.

Edited by mnmn565
  • 2 weeks later...
  • 1 month later...
  • 2 weeks later...
Posted

Is it possible to make a version that doesn't require "Phaze's Additional Degeneracy 3.2" mod? Or, alternatively, a guide for a user to edit files, so the mod will work without Phaze's one?

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...