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[mod] Physical Attribute Optimised


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Posted

Physical Attribute Optimised

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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.


 

Posted
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.

Posted

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.

 

Posted
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.

Posted
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/"

Posted (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 by dewguru
Posted

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.

Posted

 

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

Posted
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. 

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