Chaotic Woofer Posted August 5 Posted August 5 View File Ritual Possession Redux Lewd Edition *Considering I dropped this recently on the steam workshop the following description is more or less just lifted from there, sorry I'm lazy* Steam description and explaination: Spoiler Orignal by BigBen Previous update by chihime Description from original: An interaction has been added that allows you to possess a close relative, inheriting your personality, appearance, and sexuality. Why Redux the update still works?: Uhhh ya but I kinda went bonkers with the additions. Specifically trait experience will transfer to the target character. Also all your perks, so if you've completed a lifestyle, ya that stays completed. Also the original missed some traits due to the lack of a properly defined category (hastiluder, knight education, republican education, etc) that all transfers now. Also some secrets, specifically witch/cannibal/deviant because those transferring just made sense Compatibility stuff: Should be compatible with most load orders, like other versions the only thing it really touches is the possessed trait, so load after anything that touches that. 1.0.0a: We officially have game rules for compatibility. Soooo saddly that means updating requires a new save game unless you can change game rules in game ¯\(ツ)/¯. Currently the mod whose traits are patched in is Witchcraft and this unfortunately did require a game rule for compatibility just so my head didn't explode. Warnings: 1.0.0a: So most of the previous issues were nix'd but fixing them created new problems. First off, I made the character swap so perfect and seamless there's absolutely no pause in gameplay. Neat? So the issue is this bypasses death flags/events and allows for absurdity. In an attempt to curb this there's a new balance setting, which means yes new save for new version, once again sorry but that's how it is ¯\(ツ)/¯. Kids are kids and I can't stop that: There's some oddities with transfering to a child, specficially education does not transfer and the childhood trait remains. While in theory this isn't *ideal* I'm not going to touch it. Firstly, system intergrity reasons. Secondly, this actually allows the player to snag a different education. Being able to swap educations is actually pretty useful considering this mod's core concept. It'll allow you to grind out different lifestyles quicker if need be. I could go futher but I chose not to, that's the limits with targeting someone that hasn't completed their education with this mod. Balance settings: Stable is, stable and the default setting. Your target can only be someone within your dynasty, they become your primary heir, you kick the bucket, death window informing you of how you perished pops up, yadda yadda. Works like vanilla, you're essentially picking your heir then jamming your traits and perks into them while obtaining their health traits. Unstable, is very unstable. You just swap to whoever the heck and jam your traits and perks into them while obtaining their health traits. Does this transfer titles? **NO**. Will it ever transfer titles? **Probably Not**. I don't want to write an entire script block of "If = { { limit {Has_crap } } scope:target= { Gets_Crap } } for every single title in game. Could I, yes, will I **man I really don't want to**. It goes without saying Unstable (while goofy and fun) can and will break the game and if you ask me why it broke the game after the multiple warnings I'll just shrug. Possible FAQs I'm anticipating: Q: Why didn't (insert mod trait) transfer? A: Cuz the mod author didn't specify a category for (insert mod trait). By design this mod grabs all traits from all categories outside traits labeled as Health (Illness, Wounds) or Physical (Genetic traits, Strong, Shrewd, Etc). If the trait doesn't fall into any of these categories (I.E has no category listed) they won't transfer to the recipient character. It *is* possible to write the code to do so along with transferring the trait experience, but this is hyper specific to each trait of each mod adding traits in this manner and I'm simply a single woofer at keyboard. Q: Will you make a compatibility patch for (insert mod name) like you did Witchcraft? A: Maybe, I have to care. It's not particularly difficult but it can be a significant amount of grunt work to type it all out. See previous comment of me being a single woofer at a keyboard. If people make enough of a fuss about a mod (I feel like AGOT or similar TC mods will be mentioned a lot) I'll lean more towards doing so. Q: Why didn't (insert mod's) lifestyle perk's transfer? A: Once again hyper specific to each perk and each mod. It's a buttload of extra lines of code, do-able but needs to be done. There's no simple catch all command to my knowledge. Q: Does it work with Mandala government? A: Amusingly yes. It can be wonky but I believe that's due to bugs with the DLC to begin with. I'd Designate Heir via the Mandala interaction that costs 1000 piety then use the possession interaction to "ensure" it works. I tested it for a bit and it *usually* works, though it's not a guarantee. Why, who knows, am but a woofer. Q: Does it still add the lunatic trait A: Ye, 7% chance I think. It's a health trait so it'll only be that lifetime. Or the next if it triggers again. Either way you get to be extra quirky for a bit. Q: Does it transfer my character's portrait like the original? A:Nu, I didn't bother touching that line of code. It's in there, it's just been muted. If people raise a stink I'll reflip the switch otherwise I don't really care to do so. Q: Can this be added mid save? A: Not anymore due to game rule shengians, unless you go out of your way to edit the save file. I really wanted it to be plug and play but it's a dangerously powerful interaction and I didn't want to brick 100+hr saves or entire achievement specific runs. It's not so much as for "This is how **I** the mod author thinks the game should be balanced" but the game "Not @#$%ing exploding or softlocking.". I allowed for the Unstable verison to exist **specifically** because I know some people just want to have fun and will disgree with my own personal concept of game balance. Q: Why are you a woofer at a keyboard? A: Awoo. Cuz I'm a woofer If the original authors have an issue with this listing *or* the witchcraft dev (for the sake of compatibility along with the script block used for perk transferring a good chunk of their code was utilized) I'll bap it from the workshop just let me know o7 Reason why I'm posting this version here: Pfft well it's compatible with some adult mods obviously. The built in mod compatibility is currently for Phaze's Futa & Additional Degen mods. I also added compatibility with DOL but there's some caveats. (Transferring the succubus secret is, weird? Seems to break the Situation tab specifically for being a Succubus, not sure what the solution there is as I have zero understanding of how situations are even handled. Everything else seems to work for the most part. I don't think sexual power transfers but you're still a succubus *shrug*) Currently supported Mods: If a mod listed here **DOES NOT** have a compatibility setting within game rules, then I hooked into it by some other means so don't worry about it Witchcraft - Steam Workshop Carn - LL Phaze's Futa - LL Phaze's Additional Degen - LL Deviant's Mask - LL More in the future when I get around to it or get asked and feel like it. Kay but what's the mod do: For those that didn't want to read the steam description text wall, lets you possess someone else, forcing them to be your designated heir and slap all your traits and perks into them before conveniently dying of natural causes. *With some nuances involved in the process*. As far as the traits that **don't** transfer those are health or physical (genetic) traits. I've selected to **ignore** the experience tracks of some traits such as the Stud/Bitch traits from Phaze's Futa because it's more of a "Fame" trait than most Fame traits are. Most "Fame" traits are more like skills you're known for. Personally I think you'd still know how to **do** said skill so it should transfer. But if something is literally based around fame or renown like "Damn this futa impregnated so many women they have 100 kids" that shouldn't transfer because it's tied more to the person that did it, not the consciousness that did it. If that makes sense. Is it compatible with (insert adult mod)?: Maybe? Depends on how the modder categorized their mods trait's. This is mostly a back end deal and not user end so I'm not expecting most modders to cleanly define the categories of traits because in most scenarios it's not required. If a trait wasn't categorized then it requires a string of code to hook into it. If a trait has an experience track it also requires a string of code to hook into that in order to transfer the experience. Will you include compatibility with (insert adult mod)?: Maybe, I have to care. If pushed enough for (insert w/e mod) I'll knock it out. I will say if I do add compatibility for a mod not featured on LL specifically for the steam release of this mod I'll forward that update to this version as well for consistency. I'm far from an experienced modder/coder so if there's any particular issues that arise let me know and I'll try to iron it out. If said problem is a known caveat that has been previously addressed here I'll just blankly stare at you. This mod is more or less practice for something else I'm working on in the background that will be repurposing a fair bit of code here. Submitter Chaotic Woofer Submitted 08/05/26 Category Crusader Kings 3 Requirements Technically none as far as I'm aware? But for the sake of this version and it's specific compatibility scope: Carnalitas Phaze's Futa/Phaze's Additional Degen/DOL/Deviant's Mask 2
Weeee1836 Posted August 6 Posted August 6 I enjoy this mod, please do look into adding experience tracking for Deviant's Mask traits I do notice that the .mod file still has your personal path in it. Do replace it with path="mod/Ritual Possession Redux Lewd"
Chaotic Woofer Posted August 7 Author Posted August 7 Alright so, just prefacing this with the obvious my experience is limited. Currently the mod stands in "It Just Works TM." territory which I'm not particularly happy about so I'm going to wrestle the background more to prevent bs in someone's save down the line (Atm you'll just get a wave of "Failed to find reference" which doesn't impact surface level shit to my knowledge). Outside cleaning up literally the single interaction this mod introduces, I want the mod compatibility to be better than "It works with thing I guess". Quirks with the current interaction: I should note I have fixed more of the initial code to the point I'd argue this interaction is just absurd and requires a global character flag to force a cooldown or something because this really isn't healthy in regards to the concept of "balance". For example: Spoiler I mean look at this, I legit just hopped bodies all the way from Africa to China seamlessly. We're effectively bypassing the conditions of "Select your fighter." in CK3 along with soaking up traits as we go. I get why people would be fine with this but I kinda want to implement a time limiter. Just for the illusion of balance in the very least. That said I feel like we're at least "Done" on that front. I'm going to add some *minor* limitations to the mod just to prevent goofy crap like this : Spoiler I'm thinking 5 Year Player flag based cool down on the interaction and limiting targets to ruler only. Possibly *dynasty* only but I understand why some people would go "Nah I want to possess my enemies, fuck them I hate them." so I'll hold off on that for now. In regards to better mod compatibility, atm it's extremely janky. As is "Yes it works with these skills but you're not looking at the rats nest of wires in the background.". I'm probably going to implement a simple list of game rules that allow for better compatibility depending on the mods loaded just to prevent the error log spewing "Can't find reference dumbass." messages. Currently Deviant's Mask and Witchcraft kinda require this game rule as I'll be damned if I can figure out a way to hook into some global variable that detects either of them so I believe the cleanest solution is just have a setting you can flip at the start of the game to force a global variable allowing this mod to be far more compatible with whatever mod list it's jammed into. Carn, Phaze's mods and DOL just flip their own switch making this easy. Currently I realized my limits were basically pointless so *yes* I'll be fixing that with the next update. What the next update will look like: Cleaned up interaction, game rule settings to help detect specific mods in your mod list, proper compatibility logic gates that *actually* fuggin work. Last thing I want is to brick someone's save due to some unforced bs. Currently I think that's a *very* low chance scenario but I still don't like that possibility existing to begin with.
Rito66 Posted August 15 Posted August 15 So, for some reason, the possessed target and the heir are always different people for me. If I try to possess my heir, it will skip him and have me play as the second-in-line instead, and if I try to possess someone other than my heir, then I get to play as my heir but without the possession trait. Lastly, if I try to possess someone from a different realm altogether, I still end up playing as my heir without the possession trait. Am I doing something wrong?
Chaotic Woofer Posted August 15 Author Posted August 15 (edited) 1 hour ago, Rito66 said: So, for some reason, the possessed target and the heir are always different people for me. If I try to possess my heir, it will skip him and have me play as the second-in-line instead, and if I try to possess someone other than my heir, then I get to play as my heir but without the possession trait. Lastly, if I try to possess someone from a different realm altogether, I still end up playing as my heir without the possession trait. Am I doing something wrong? From the gate I'm guessing there's a mod conflict going on because this sounds like a designated heir musical chairs situation. Posting the loaded mod list would help in regards to narrowing it down. I've been juggling versions with this mod so I went to double check the currently uploaded version to see if I borked the interaction script and no on my end everything is working as intended, player control shifts to the character the ritual possession interaction is used on. This is especially certain when the unstable game rule is selected as the interaction then bypasses the death event entirely. When the unstable game rule is active, this interaction is effectively the "Switch Character" button within the ESC menu allowing for direct player control of whoever was selected. Now it's possible for the Stable game rule version to bork who you're playing as simply because it does honor the death event meaning titles are passed naturally by the games vanilla methods. I haven't done extensive testing in regards to these situations, but in theory simply due to how the game handles the passing of titles I could see various title laws or electives causing issues along with the possibility of some admin/celestial based government positions behaving oddly. In regards to a solution, dunno there's something screwy going on in regards to your mod list's on_death script or inheritance scripts. I can see somethings borking up the set_designated_heir effect but not many considering it's very much a middle finger to title laws in the base game as is. If you have anything that heavily modifies succession, death effects or title laws I'd try loading this mod after it to see if that works. If you're able to isolate which mod I could attempt to fiddle with it to see if/how a patch could be made. Edit: This gave me the idea to mess about with different governments/title laws and yep some goofy stuff can happen if you're tribal and have multiple heirs and you jump around possessing the different heirs. The initial jump goes through as expected but it can get dodgy after. I'm gonna fiddle with the script and see if it can be forced 1:1 regards of title law/elective shenanigans. I cannot recreate the whole "Picking a different ruler but playing as my kid." deal but tribal confederate succession can hiccup the transfer. Edited August 15 by Chaotic Woofer
Chaotic Woofer Posted August 15 Author Posted August 15 1 hour ago, Rito66 said: If I try to possess my heir, it will skip him and have me play as the second-in-line instead, and if I try to possess someone other than my heir, then I get to play as my heir but without the possession trait. The most minor of script edits that should solve this issue *regardless* of government type but the unstable version completely shatters the game's balance. I'm wary of making this an official version because I'm not sure just how it'll wrench a long term save Ritual Possession Redux Lewd 1.0.2c [Patch].7z
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