Delzarin Posted June 27 Posted June 27 Physical Attribute Optimised View File I was trying to make Physical Attribute a little bit more optimised, without too much cutting the content as Light and Ultra Light version propose. I make some changes in math, add additional checks before full chain of updates start running for every character. It make the math work not every time, so the speed become better. My changes: Tier cache — height/weight/muscle modifiers only recalculate when a character crosses a tier boundary Fewer tiers — 7 modifier tiers per direction instead of 17–20; max/min prowess unchanged Distant character throttling — rulers and characters in player realms update normally; far-away AI courtiers update once per year Compatibility preserved — traits, genes, and continuous variables unchanged; works with CBO Unofficial, Better Barbershop PA Extension, and Futa_PA_Weight_Patch I tested during the 30 years run, was working okay without problems and by feeling better then basic version. This mod replaces the Physical Attribute mod. To optimize performance, changes were made directly to a copy of the original codebase instead of using a patch. As a result, you cannot use both mods at the same time. Submitter Delzarin Submitted 06/28/26 Category Crusader Kings 3 Requirements
DazDazDaz Posted June 28 Posted June 28 Should this mod be loaded AFTER Physical Attribute? or replace it entirely?
Delzarin Posted June 28 Author Posted June 28 5 hours ago, DazDazDaz said: Should this mod be loaded AFTER Physical Attribute? or replace it entirely? This mod replaces the PA mod. To optimize performance, changes were made directly to a copy of the original codebase instead of using a patch. As a result, you cannot use both mods at the same time. 1
ZetsuboSeishin Posted July 1 Posted July 1 Think there is some pathing issue because I get the error: 1
TotalDuckes Posted July 1 Posted July 1 In the PA Unofficial Optimized.mod file, change Dmytro to the name of your user.
ZetsuboSeishin Posted July 2 Posted July 2 15 hours ago, TotalDuckes said: In the PA Unofficial Optimized.mod file, change Dmytro to the name of your user. I did, but didn't work.
Delzarin Posted July 2 Author Posted July 2 I updated the mod to use relative path, I hope this will resolve the problem. 1 hour ago, ZetsuboSeishin said: I did, but didn't work. 1
rose1232723 Posted July 2 Posted July 2 2 hours ago, Delzarin said: I updated the mod to use relative path, I hope this will resolve the problem. works fine for me now and it fixed that annoying bug that didn't let you choose your councilors.
ZetsuboSeishin Posted July 2 Posted July 2 17 hours ago, Delzarin said: I updated the mod to use relative path, I hope this will resolve the problem. It works now, thank you.
LonerEmperor Posted July 8 Posted July 8 On 7/2/2026 at 1:59 PM, Delzarin said: I updated the mod to use relative path, I hope this will resolve the problem. For future reference (with other mods), you can also do this, path="mod/MOD_FOLDER_NAME/" MOD_FOLDER_NAME is as it says, in this case it's PA Unofficial Optimized. Therefore, you can put it simply as: path="mod/PA Unofficial Optimized/" 1
Nonamestated Posted July 12 Posted July 12 1. is this mod save game compatible? 2. does this mod require any others to function?
dewguru Posted July 12 Posted July 12 (edited) My character in the Barbershop view is 180 cm. This mod decided my character would be short, giving them a value that's 30cm different. Removing the trait just results in it coming back, even if trying to use a different height trait. Any advice on how this can be corrected? Edit: Never mind, this mod clearly isn't for me. When I build a ruler with a vision in mind, I don't expect another mod to just remove traits I selected and then give me seemingly random ones instead. Edited July 12 by dewguru
sillylittleburner Posted July 12 Posted July 12 The mod keeps deciding to just remove some of the traits and replace them with others at random. I.E. I could have a ruler with the Chubby trait, that will randomly change to a lower value trait, even if the character's actual weight doesn't change.
Delzarin Posted July 15 Author Posted July 15 On 7/12/2026 at 5:50 AM, Nonamestated said: 1. is this mod save game compatible? 2. does this mod require any others to function? It is the same as the base mod Physical Attribute Unifficial, I think it is save compatible, but always better start the new run. It have the same requirement as the base one, Caranalitas and CBO Unofficial
Delzarin Posted July 15 Author Posted July 15 On 7/12/2026 at 11:17 PM, sillylittleburner said: The mod keeps deciding to just remove some of the traits and replace them with others at random. I.E. I could have a ruler with the Chubby trait, that will randomly change to a lower value trait, even if the character's actual weight doesn't change. On 7/12/2026 at 6:09 PM, dewguru said: My character in the Barbershop view is 180 cm. This mod decided my character would be short, giving them a value that's 30cm different. Removing the trait just results in it coming back, even if trying to use a different height trait. Any advice on how this can be corrected? Edit: Never mind, this mod clearly isn't for me. When I build a ruler with a vision in mind, I don't expect another mod to just remove traits I selected and then give me seemingly random ones instead. The problem is that this is the main way how the mod itself work, and this is not something I introduced. I only optimised some math. I have some plans to try to make this mod work better - (modifiers and trait migrate to the track traits and you will have simplier math, one trait and not 5-7 traits with separate 15 modifiers for numbers) but how the variables applied is another thing. Main problem is that: Traits are not authoritative — they are re-calculated outputs. Every birthday, on_seed_carn_trait fires and re-evaluates all traits from the continuous variables. If your variable says "short" but your trait says "tall", the birthday overwrites the trait. Because the trait is just the UI in the original mod, that show the real number, that is calculated by mod itself. So change of the trait, will not influence the real number.
Recommended Posts
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 accountSign in
Already have an account? Sign in here.
Sign In Now