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[mod] Futanari Realm


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Posted

Hi, can you add this mod mid playthrough? Same question for your femboy ritual.
I am mid hermillia playthrough and really don't want to start all over again

Posted (edited)
6 hours ago, Rage_Halo said:

I love you putting the effort to shape this up! Does this function or have a way to become an NPC run empire/function within its themes or only designed with a player characters in mind? I admittedly tend to just play male characters through my runs but it would be cool to see this as a unique thing to encounter in a play through so I'd love to see it exist outside of my hands.

Thx for the compliment! And to answer your question, the AI can use every feature I’ve added as any normal feature except the custom holding. I set the chance extremely low for them to start that great project, because I didn’t want the AI to demolish their Important city's. However, I don’t think you’ll see this custom government appear very often in the world, since the requirements to start it are pretty difficult for the AI to achieve
 

 

1 hour ago, Persiee said:

Hi, can you add this mod mid playthrough? Same question for your femboy ritual.
I am mid hermillia playthrough and really don't want to start all over again

Yeah, you can add it mid‑playthrough, same for the other mod.
but this mod won’t really impact your run though, because when you fight Byzantium and end up landed, you’ll end up with an Admin government, and Admin governments can’t take the decision to switch to a Futanari realm.
Atleast I think that's what happens, it's a while ago when I played hermillia.

Edited by RandomLich
Posted
43 minutes ago, RandomLich said:

Yeah, you can add it mid‑playthrough, same for the other mod.
but this mod won’t really impact your run though, because when you fight Byzantium and end up landed, you’ll end up with an Admin government, and Admin governments can’t take the decision to switch to a Futanari realm.
Atleast I think that's what happens, it's a while ago when I played hermillia.

Thanks for the info. You can change admin gov back to feudal with "Adopt Feudal Ways" decision. I didn't want to play admin gov ether way :)

Posted
On 5/26/2026 at 8:07 AM, RandomLich said:

 

It means that you need another mod to use it, so in your load order of mods you need to put this mod under the original mod

 

You only list Phaze's mods as a requirement

Posted (edited)
1 hour ago, Flutter Moth said:

Hey i'm not sure if its a mod conflict or the mod itself but it removed all the estate buildings for non futa chars.

 

Yeah, I see the issue. It will be fixed this day, but it will probably either reset your estate to zero or make the estate in your current save file unusable.

Edited by RandomLich
Posted
2 hours ago, RandomLich said:

 

Yeah, I see the issue. It will be fixed this day, but it will probably either reset your estate to zero or make the estate in your current save file unusable.

Thanks :3 I was doing a support hermila into forming rome run lol

Posted

I'm not sure if you meant to do this, but I can't construct holdings without there being a futa sanctuary in the duchy first.

Posted (edited)
10 hours ago, Kpiozero said:

I'm not sure if you meant to do this, but I can't construct holdings without there being a futa sanctuary in the duchy first.

 

Yeah, it forces you to interact with the mod, otherwise you can’t build more holdings.
But what I can change to make it easier is that once you have a Futa holding, you no longer need a castle to build temples or cities.

 

9 hours ago, Stigga said:

When I add this mod my game doesn’t load. This is my load order: image.png.0d56dfe9b93081d2c3317d291af2a06b.png

 

Weird, I tried loading the game with only those four mods and it worked. Try putting my mod at the bottom of your load order, and if that doesn’t work, then it probably means there’s a mod conflict.
My mod should normally work with everything except big overhaul mods, so check if you have any of those. Otherwise, it’s another mod in your load order that are giving you problems.

Edited by RandomLich
Posted

When I say that’s my load order, I mean it, these 4 are the only mods I have enabled. I'll try it anyway and with phaze body.

1 hour ago, RandomLich said:

 

 

Weird, I tried loading the game with only those four mods and it worked. Try putting my mod at the bottom of your load order, and if that doesn’t work, then it probably means there’s a mod conflict.
My mod should normally work with everything except maybe other mods that add holdings, so check if you have any of those. Otherwise, it’s another mod in your load order that are giving you problems.

 

Posted
18 hours ago, frostyKitsune said:

does this work with phaze futa agot?


Never tested it but I don't think it will work

Posted

There's an issue with the Futa Sanctuary; it works but in practice it is a severe bottle neck. Because you cannot build other holdings with the Futa government, all of your territories are stuck at whatever they currently have until you complete the great project for each county. The great project to convert the primary holding to a sanctuary takes 2 years each time and only one great project can be going on at a time. This means that it will take decades for your any decently-sized demesne to be properly outfitted and nigh on impossible to get your vassals in order.

 

Could it be possible to have the sanctuary not be a great project and instead a decision that would allow for several holds to be changed at once. Or, could the great project include options for it to be applied to all primary holds in a specific duchy or kingdom?

Posted

Hi, I was trying out your mod and here what I found. It is an uncategorized option of interaction with other characters.

image.png.3e890421404beae76f9c4695e8774795.png

 

Posted (edited)

image.png.59e56cba332a7659e53f51efd682c7d7.png
 

I think there is a bug with the custom project system.

The project uses a global variable called custom_great_project_active:

set_global_variable = {
    name = custom_great_project_active
    value = 1
}

and checks it with:

NOT = {
    has_global_variable = custom_great_project_active
}

However, the requirement tooltip shows:

BUG: has_global_variable missing perspective

In addition, this appears to make the project globally exclusive, meaning only one such project can be active in the entire world at a time.

I could not find any other references to custom_great_project_active in the mod besides the project definition itself.

Could you check whether the trigger is implemented correctly and whether the restriction is intended to be global rather than character- or realm-specific?

EDIT: I just deleted this line "NOT = {

has_global_variable = custom_great_project_active
}"
And it fixed the bug report, and restriction still stays, since it ask if that kind of project is active.

Edited by Pushok
Posted (edited)
18 hours ago, pensrule said:

There's an issue with the Futa Sanctuary; it works but in practice it is a severe bottle neck. Because you cannot build other holdings with the Futa government, all of your territories are stuck at whatever they currently have until you complete the great project for each county. The great project to convert the primary holding to a sanctuary takes 2 years each time and only one great project can be going on at a time. This means that it will take decades for your any decently-sized demesne to be properly outfitted and nigh on impossible to get your vassals in order.

 

Could it be possible to have the sanctuary not be a great project and instead a decision that would allow for several holds to be changed at once. Or, could the great project include options for it to be applied to all primary holds in a specific duchy or kingdom?


You are right about your vassals and that it also kinda slows down your progress, but I kinda like my way of how you get those holdings.
But what I will do in the next update is just remove the Futanari sanctuary requirement to build other types of holdings, so that you can expand your holdings like normal and make it faster to complete the holding great project

35 minutes ago, Pushok said:

image.png.59e56cba332a7659e53f51efd682c7d7.png
 

I think there is a bug with the custom project system.

The project uses a global variable called custom_great_project_active:

set_global_variable = {
    name = custom_great_project_active
    value = 1
}

and checks it with:

NOT = {
    has_global_variable = custom_great_project_active
}

However, the requirement tooltip shows:

BUG: has_global_variable missing perspective

In addition, this appears to make the project globally exclusive, meaning only one such project can be active in the entire world at a time.

I could not find any other references to custom_great_project_active in the mod besides the project definition itself.

Could you check whether the trigger is implemented correctly and whether the restriction is intended to be global rather than character- or realm-specific?

EDIT: I just deleted this line "NOT = {

has_global_variable = custom_great_project_active
}"
And it fixed the bug report, and restriction still stays, since it ask if that kind of project is active.


Thank you very much for the code help. I'm still new to modding, and most of the time I just steal code from the game files and edit it until it fits what I want.
I will certainly add your fix in the next update.

Edited by RandomLich
Posted
On 6/1/2026 at 4:04 PM, RandomLich said:


You are right about your vassals and that it also kinda slows down your progress, but I kinda like my way of how you get those holdings.
But what I will do in the next update is just remove the Futanari sanctuary requirement to build other types of holdings, so that you can expand your holdings like normal and make it faster to complete the holding great project


Thank you very much for the code help. I'm still new to modding, and most of the time I just steal code from the game files and edit it until it fits what I want.
I will certainly add your fix in the next update.

That would definitely help. Also, as part of the same problem, if the futa sanctuary is built, you have to then build another castle holding before any others are allowed. Is there a way you can flag the sanctuary so that the game recognizes it as a castle?

Posted

I seem to have an annoying little bug where the garrison stops recruiting. Kinda makes it hard to defend 'em. At first I thought it was just after swapping to a sanctuary but it seems like it only affects futa realms. Non-futa realm vassals don't have the issue but all holdings in a futa realm seem to. I also did a new run just in case and same thing.

 

Futa-SancGarrison.png.e490ef96699fe3832c3e09b9734c5d45.png

Posted

I have a question: is it a bug on my end, so I can upgrade sanctuary for free, or is there something missing in the mod?


image.png.2a0793aaedb649c25f86fd3b21f82333.png

 

 
I also from time to time have this kind of a bug.

 



image.png.957d1c5be791515692f006a29df13406.png

 

 
Posted

While looking through the files and testing the holding system in-game, I had an idea that might solve some of the gameplay issues without requiring a complete rework of the custom holding system.

Right now, the Futa Holding is conceptually closer to a Temple holding. The problem is that CK3's county development is built around the idea that a county should have both a Castle and a Temple. Since the Great Project converts an existing holding into a Futa Holding, the player often ends up replacing one of those core holding types, which can create progression and development issues.

What if the Futa Holding was treated more like a Castle-equivalent instead of a Temple-equivalent?

From both a gameplay and lore perspective, it seems to fit better. The Futa Realm is focused on conquest, rulership, administration, and control of territory rather than religious expansion. Many of the holding's bonuses (control growth, development, taxes, garrison, prestige, etc.) already feel closer to what a Castle provides than what a Temple provides.

In that case, the county structure could be based on:

Futa Holding + Temple

instead of:

Castle + Futa Holding

This would keep the custom holding as the central power structure of the realm while preserving the normal county progression that CK3 expects.

I thought the idea was worth mentioning because it seems more consistent both mechanically and thematically.

Posted (edited)

I think it might be a good idea to keep the building list as close to vanilla as possible and only replace or modify the buildings that are actually intended to be different.

For example, if the custom holding is supposed to function more like a castle, it could simply use the vanilla castle building list as a base, while keeping the unique Futanari Realm buildings and any buildings that need custom effects.

This would reduce the amount of maintenance required and make it easier to fix issues in the future. While looking through the files, I already found and fixed a localization mistake in the quarry building where the "_futa_" part was missing from the localization reference. With fewer duplicated vanilla buildings, there would be fewer opportunities for this kind of error to appear.

 

I dug around in your mod a bit and even managed to technically convert the new holding into a castle holding. In the process, I think I figured out why you chose to implement it the way you did — mainly because of the holding level requirements used by buildings.

I'm still a complete beginner when it comes to CK3 modding, but I found it interesting to experiment with, even though I don't fully understand everything I'm doing yet.

I started looking into ways of creating a separate holding type and came across this tutorial:
https://www.youtube.com/watch?v=ZxVHhh3yeAk

Maybe it could be useful.

Edited by Pushok

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