NoxBestia Posted September 22, 2017 Author Posted September 22, 2017 only the centaur and the werewolf dungeon works for me. all other is written : sorry but this part of module isnt ready yet (kennels also doesnt work) Ah. I may have started the kennels (I'm not sure), but I received a lot of complaint PMs about all the self-directed stuff so I never wrote the rest and switched to more randomly executed events. I wouldn't care much about the PM though, if you have a good idea for a story event then go for it. It wasn't just one person, or I wouldn't have put it aside so abruptly. I had negative feedback about it from many different people, so I asked some other gamers I knew and they agreed with the feedback. One older one like me even compared my player-directed stuff to a "mere" chose-you-own-adventure book (I did love those as a kid) and wasn't up to any kind of modern gaming standards. Would be great if you could finish the rest^^ for example kennel would be great for a werewolf family tree^^ But first cure yourself :-p I'll give it some thought, but this is more than just finishing the rest. I never wrote the rest, so I have nothing to actually finish. I'll make sure there is more canine content in upcoming versions, however.
Halakason Posted September 22, 2017 Posted September 22, 2017 Hey Nox, just to let you know that the Ghost Fucker trait is going a bit out of hand at times, is it possible to have a rule set up to disable or enable it at will?
NoxBestia Posted September 24, 2017 Author Posted September 24, 2017 Hey Nox, just to let you know that the Ghost Fucker trait is going a bit out of hand at times, is it possible to have a rule set up to disable or enable it at will? Tell me what is happening with it, please. The system should only ever have about 13 NPC ghost fuckers in the known world, but I haven't play-tested it much at all.
NoxBestia Posted September 24, 2017 Author Posted September 24, 2017 Starting the game, my ruler had a micropenis, but I never saw any trap options. Thinking back on it, maybe he's too old? Dunno. I also noticed there were decisions that looked like they belonged with BeastBred stuff (Dominate & Rape, Use as Toilet, Use as Urinal) but they didn't do anything. I wasn't surprised that they didn't work, but I guess I was a little surprised that they were visible. These have been filtered to require BeastBred culture, and then disabled for now since I don't have them coded to do anything yet anyway. They will be a future feature for BeastBred with special variants for people who have attained the appropriate kinks. Don't expect them in the near future, however. I have too much other stuff that needs fixed & added that is a higher priority. If I don't get these pent up dogs some action, they might start going after me when I'm trying to code! (I'm working on canine events while cleaning up problems with 0.0.4.0.)
Ashra XIII Posted September 24, 2017 Posted September 24, 2017 Starting the game, my ruler had a micropenis, but I never saw any trap options. Thinking back on it, maybe he's too old? Dunno. I also noticed there were decisions that looked like they belonged with BeastBred stuff (Dominate & Rape, Use as Toilet, Use as Urinal) but they didn't do anything. I wasn't surprised that they didn't work, but I guess I was a little surprised that they were visible. These have been filtered to require BeastBred culture, and then disabled for now since I don't have them coded to do anything yet anyway. They will be a future feature for BeastBred with special variants for people who have attained the appropriate kinks. Don't expect them in the near future, however. I have too much other stuff that needs fixed & added that is a higher priority. If I don't get these pent up dogs some action, they might start going after me when I'm trying to code! (I'm working on canine events while cleaning up problems with 0.0.4.0.) Yes I didn't really expect them to do anything just yet, but they were still visible in my game, so I just figured I'd let you know in case you didn't mean to do that. I have started a couple different games with your mod, and it seems that every starting male ruler gets a micropenis automatically, though subsequent male heirs the the usual variety in size. Also, your mod seems to conflict with Turtle's Traits mod, in that two sets of genital traits get added to everyone. Obviously you can't be expected to be fully compatible with other mods, but I figure it's worth mentioning. You probably already know that the trap family has lots of dialogue choices that end up with the player trapped with no options, forced to reload a save. I also went through at least one path with the trap family where I focused on the father; he took me through the gardening quest which was mostly vanilla with a few side-events... but at the end, he just sorta went quiet and became a regular member of my court. Future heirs that I ended up playing had no interaction with the family and never had the chance to become traps themselves. That's all I can remember at the moment. I am looking forward to see what comes of the canine content for sure!
vienastoks Posted September 24, 2017 Posted September 24, 2017 Nox's work is always in progress . Even though enormous amount has already been done. Just like Ashra, I tried a lot of options too, including Trap. Doesn't really work, except as a teaser. I liked what I saw in code, though - there's a nice randomizer that's being developed for the trap family. It's also the first instance that will probably eventually use Nox's kink system. I'm also rooting for fleshed-out werewolf branch. It's gonna be a hoot to play! For now the most playable path seems to be CoL/succubus, in part because DW:R brothel was already mostly set up for female use. Midnight Ritual decision is also very interesting. Has anyone tried to do broodmother with furries? Amazing. I guess it could end up producing around 100 babies from a single mother in the two years it takes the 'orgy' to end. I quit and reloaded after I ran out of names for children ('Shovel' and 'Clothesline' been already used...). Multipregnancy is dangerous. And so is CoL and 'uncensored' rules option. You could end up with five or six generations before you finish building that keep in your castle (OK, kidding, but it's close). Most of these things are decision driven, so player is always in control. That's a good thing and a bad thing. I would dearly like to see more events that fire randomly based on character's traits and choices. Like childhood events in vanilla/Way-of-Life. E.g. even if I know what sort of personality I could expect to develop it always pleasantly surprises me when 'random' event fires (sharing toys with another kid in the court, kid-guardian interactions, etc.). So it would be nice if some traits of Nox would act as sort of 'magnets' for certain events that would fire randomly. Event choices could then increase or decrease further encounters of the kind in question. I know this kind of event is not easy to write compared to decision-based or chainlinked events, but therefore much more precious. A bunch of events of this kind could go a long way against the accusations of self-direction. I don't know whether there's some way to pitch in - I could do a bit of coding, I could also help with fleshing out DESCs given some pointers. If I took the most tedious/menial parts, maybe that could help Nox to move things along in other areas. Anyway, Nox, PM me if you need any help. And thanks for yiffin amazing mod!
NoxBestia Posted September 25, 2017 Author Posted September 25, 2017 Starting the game, my ruler had a micropenis, but I never saw any trap options. Thinking back on it, maybe he's too old? Dunno. I also noticed there were decisions that looked like they belonged with BeastBred stuff (Dominate & Rape, Use as Toilet, Use as Urinal) but they didn't do anything. I wasn't surprised that they didn't work, but I guess I was a little surprised that they were visible. These have been filtered to require BeastBred culture, and then disabled for now since I don't have them coded to do anything yet anyway. They will be a future feature for BeastBred with special variants for people who have attained the appropriate kinks. Don't expect them in the near future, however. I have too much other stuff that needs fixed & added that is a higher priority. If I don't get these pent up dogs some action, they might start going after me when I'm trying to code! (I'm working on canine events while cleaning up problems with 0.0.4.0.) Yes I didn't really expect them to do anything just yet, but they were still visible in my game, so I just figured I'd let you know in case you didn't mean to do that. I have started a couple different games with your mod, and it seems that every starting male ruler gets a micropenis automatically, though subsequent male heirs the the usual variety in size. Also, your mod seems to conflict with Turtle's Traits mod, in that two sets of genital traits get added to everyone. Obviously you can't be expected to be fully compatible with other mods, but I figure it's worth mentioning. You probably already know that the trap family has lots of dialogue choices that end up with the player trapped with no options, forced to reload a save. I also went through at least one path with the trap family where I focused on the father; he took me through the gardening quest which was mostly vanilla with a few side-events... but at the end, he just sorta went quiet and became a regular member of my court. Future heirs that I ended up playing had no interaction with the family and never had the chance to become traps themselves. That's all I can remember at the moment. I am looking forward to see what comes of the canine content for sure! Thank you for the feedback; it is appreciated. What is "Turtle's Traits" mod? Is it on LL, steam workshop, paradox forums, or...??? There should _never_ be an event of mine that ends with you having to reload a save. I'll work on this as soon as I can. I was in the middle of coding the modified WOL event when I got sick, so yeah, it just goes dead for now. It will have more. The random system that is not finished will allow for a lot more trap family interaction when I get it fully live.
Ashra XIII Posted September 25, 2017 Posted September 25, 2017 Thank you for the feedback; it is appreciated. What is "Turtle's Traits" mod? Is it on LL, steam workshop, paradox forums, or...??? Turtle's Dark World: Traits and Other Stuff is on the same page as your mod, but it's a bit down the page so here's the link: http://www.loverslab.com/topic/75933-ck2-turtles-dark-world-extra-traits-and-other-stuff-dw-etos/ He updated it recently so I wanted to try it and see what it added, but when I had it installed at the same time as this mod, traits got added twice and it was a bit of a mess. I didn't play with it for too long, but I checked several members of my court and they all had double version's of Turtle's traits, plus anyone who got a micropenis from this mod had that PLUS double traits. Removing either his mod or this one fixes the problem, but obviously it'd be cool to play with both.
NoxBestia Posted September 25, 2017 Author Posted September 25, 2017 Nox's work is always in progress . Even though enormous amount has already been done. Just like Ashra, I tried a lot of options too, including Trap. Doesn't really work, except as a teaser. I liked what I saw in code, though - there's a nice randomizer that's being developed for the trap family. It's also the first instance that will probably eventually use Nox's kink system. I'm also rooting for fleshed-out werewolf branch. It's gonna be a hoot to play! For now the most playable path seems to be CoL/succubus, in part because DW:R brothel was already mostly set up for female use. Midnight Ritual decision is also very interesting. Has anyone tried to do broodmother with furries? Amazing. I guess it could end up producing around 100 babies from a single mother in the two years it takes the 'orgy' to end. I quit and reloaded after I ran out of names for children ('Shovel' and 'Clothesline' been already used...). Multipregnancy is dangerous. And so is CoL and 'uncensored' rules option. You could end up with five or six generations before you finish building that keep in your castle (OK, kidding, but it's close). Most of these things are decision driven, so player is always in control. That's a good thing and a bad thing. I would dearly like to see more events that fire randomly based on character's traits and choices. Like childhood events in vanilla/Way-of-Life. E.g. even if I know what sort of personality I could expect to develop it always pleasantly surprises me when 'random' event fires (sharing toys with another kid in the court, kid-guardian interactions, etc.). So it would be nice if some traits of Nox would act as sort of 'magnets' for certain events that would fire randomly. Event choices could then increase or decrease further encounters of the kind in question. I know this kind of event is not easy to write compared to decision-based or chainlinked events, but therefore much more precious. A bunch of events of this kind could go a long way against the accusations of self-direction. I don't know whether there's some way to pitch in - I could do a bit of coding, I could also help with fleshing out DESCs given some pointers. If I took the most tedious/menial parts, maybe that could help Nox to move things along in other areas. Anyway, Nox, PM me if you need any help. And thanks for yiffin amazing mod! Like @Celwenil, I have an incredible amount of ideas. Mine attack me in waves and at odd times, causing many of them to be lost. Add Adult ADD into the mix, plus a dash of OCD and you have a lot of things "in development" and not enough "completed". :/ This is a major personality flaw I fight nearly every day of my life, and I usually lose. BTW, One of the newest inspirations is a (thankfully) minor modification to one of the CK2 teenager learning events ("Romantic endeavors" ZE.13600-ZE.13699) that lets you become lustful, homosexual, or celibate. I will be adding a path for becoming bisexual. Depending on the age it hits you and your rule settings, you may even get end up with an erotic event with both the male and the female the original event tries to make you chose between. BTW, the current event wont trigger unless you are 14. I might drop that to 13, I might not. Broodmother with the furry orgy...! Yes, I made the mistake of that combination "Once. Only once!" Actually, one worse than that was the original 4th option was "Breed me to death" and you were impregnated every few days. I am working on more random and trait triggered events than player driven events. A few posts back I mentioned some early very harsh criticism on that problem which is why I stopped writing for the Hall of Discretion and wrote "Wolf Mother?" and "Horsing Around". The randomizer you saw is going to be a mix of both player-driven and random events and is being used as a base model/proof-of-concept for a much more advanced system that can be used in more places. Eventually my events will have more response choices that are dependent on what traits you have. I love those. The upcoming werewolf and canine events will have both random and player-triggered stuff, and some of it will even have optional tie-ins to the trap family stuff, just in case you are in that one.
NoxBestia Posted September 25, 2017 Author Posted September 25, 2017 Thank you for the feedback; it is appreciated. What is "Turtle's Traits" mod? Is it on LL, steam workshop, paradox forums, or...??? Turtle's Dark World: Traits and Other Stuff is on the same page as your mod, but it's a bit down the page so here's the link: http://www.loverslab.com/topic/75933-ck2-turtles-dark-world-extra-traits-and-other-stuff-dw-etos/ He updated it recently so I wanted to try it and see what it added, but when I had it installed at the same time as this mod, traits got added twice and it was a bit of a mess. I didn't play with it for too long, but I checked several members of my court and they all had double version's of Turtle's traits, plus anyone who got a micropenis from this mod had that PLUS double traits. Removing either his mod or this one fixes the problem, but obviously it'd be cool to play with both. I will work to make my stuff compatible with Turtle's stuff, if possible. I will also be re-examining my micro-penis code because I too have noticed an unusually large number of rulers _always_ starting with a micro-penis. Charles and Karl both do in my test games, every time. That screams a logic error on my part somewhere.
NoxBestia Posted September 25, 2017 Author Posted September 25, 2017 NoxBestia's Darkest Perversions & Turtle's Dark World - Extra Traits and Other Stuff First off, it must be emphasized that I like DW ETOS a lot and I think some of his methods are much better than mine. He also adds a lot more body content that I had no intention to touch such as ass and hip size. He has already written some of the events that I have on my list to write, and he has events that can affect the final size of your character's endowments. That is brilliant! I looked at some of his WIP stuff and he has some great things planned. Unfortunately, at first read-through @Liqui Turtle and I have several incompatibilities: In Darkest Perversions, genital size is assigned at birth, but kept hidden until puberty, which in the cases of some races happens at a very young age (or before being born in the case of demonoids). Turtle (like @DewGuru) waits until adulthood for genital assignment. Turtle's mod treats a eunuch as someone who has lost both balls and cock whereas Darkest Perversions separates castration and penectomy into two different traits. There will be events and conditions in Darkest Perversions based on this, especially dealing with the trauma and ever-increasing lust caused by the extra-cruel mutilation of penectomy while leaving the testicles. We use totally different trait inheritance probability scales. I also add additional re-balanced trait assignments for favoring the assigning of larger endowments under certain conditions (like for furries & werewolves and a few others). We both modify Dark World, but using different methods. I use event overrides and file supercedence while he includes files that must be used to write over dark world files in their own folder. I can't get on-board with this method for several reasons, but the most pressing one is the fact there are times I need to play Dark Wold unmodified, especially for performance troubleshooting and other types of debugging. I even have ways to deal with this on a technical level, if I decide that is the best route. Every incompatibility could be resolved, especially if we were to work cooperatively towards a unified goal of cross-compatibly. I will ponder the situation and go over his code more before I make any final decision. I will reiterate that I like his mod and I want our mods to be compatible.
vienastoks Posted September 25, 2017 Posted September 25, 2017 I have to admit I play with ETOS disabled nowadays too. It's a very nice mod, but, like Nox, I discovered that private-parts system is strictly human-oriented. So for it to work with Nox DP, they should not apply to sexualized races at all.
Alishra Posted September 25, 2017 Posted September 25, 2017 Herro Nox! Been a lurker for ages but I love your mod so much that I just had to come out of hiding and start with saying thanks for an amazing job so far! Also figure I should put my feedback and thoughts in to this, if it's any help at all..! only the centaur and the werewolf dungeon works for me. all other is written : sorry but this part of module isnt ready yet (kennels also doesnt work) Ah. I may have started the kennels (I'm not sure), but I received a lot of complaint PMs about all the self-directed stuff so I never wrote the rest and switched to more randomly executed events. I wouldn't care much about the PM though, if you have a good idea for a story event then go for it. It wasn't just one person, or I wouldn't have put it aside so abruptly. I had negative feedback about it from many different people, so I asked some other gamers I knew and they agreed with the feedback. One older one like me even compared my player-directed stuff to a "mere" chose-you-own-adventure book (I did love those as a kid) and wasn't up to any kind of modern gaming standards. Would be great if you could finish the rest^^ for example kennel would be great for a werewolf family tree^^ But first cure yourself :-p I'll give it some thought, but this is more than just finishing the rest. I never wrote the rest, so I have nothing to actually finish. I'll make sure there is more canine content in upcoming versions, however. Personally I love this feature and would love to see it completed. Admittedly immersive event chains are more- ... Well immersive, but reading your notes of it this dungeon has so many amazing things planned! The whole fall from grace thing where I start off as a powerfull dutchess but end up as a puppet or even mere breeding stock (or worse~) for animals (or werewolves/centaurs in this case) speaks to me I guess, and that's how I like to immagine it. On that note, having a centaur/werewolf army sounds pretty amazing too! Think there's any chanse to use captured slaves as breeding stock to breed up said army, perhaps as a cheaper retinue~? Meep, I don't mean to sound arrogant at all, I know you have your hands full so please don't see this as a request or anything! You always add great features to this mod so I'm more than happy to see every update you throw out there!
NoxBestia Posted September 25, 2017 Author Posted September 25, 2017 Personally I love this feature and would love to see it completed. Admittedly immersive event chains are more- ... Well immersive, but reading your notes of it this dungeon has so many amazing things planned! The whole fall from grace thing where I start off as a powerfull dutchess but end up as a puppet or even mere breeding stock (or worse~) for animals (or werewolves/centaurs in this case) speaks to me I guess, and that's how I like to immagine it. On that note, having a centaur/werewolf army sounds pretty amazing too! Think there's any chanse to use captured slaves as breeding stock to breed up said army, perhaps as a cheaper retinue~? Meep, I don't mean to sound arrogant at all, I know you have your hands full so please don't see this as a request or anything! You always add great features to this mod so I'm more than happy to see every update you throw out there! I may return to working on the player-driven stuff in the future, but right now I need to leave it in the backseat... for the most part. However, you touched on a little surprise I have been working on slipping into the system at some future release, and now is as good as time as any to let the neko out of the cage: Future Content: Extended Breeding Decisions It started with the Forbidden Midnight Breeding Ritual, and the addition of some new traits plus an old one I hadn't used yet. To wit they are: kink_breeder, nox_child_of_breeder, and supernatural_breeder. The next step is going to be an option to FORCE your heirs to breed or get bred (assuming you haven't landed them or something). If all goes as planned the option to force prisoners to breed or be bred will also be added at the same time as the decision to force your heirs. This will add functionality to the minor title of "Court Rapist" which was originally intended just for the sexual manipulation module that I started and put on hold. The third step is a new building that I am tentatively calling the breeding pits, though I'll probably come up with different names for the different governments (nomad, tribal, feudal, republic). Every male put in there will regularly attempt to impregnate any futas, females, and any impregnable men that have been put into the breeding pit as well. The goal is that any breedable thing in the pit is kept pregnant 365 days a year. This could go crazy with multi-pregnancy turned on and certain races thrown into the pit. The fourth envisioned stage is the creation of the supernatural breeder. This one may be beyond my coding skills, so right now it is just a dream but we shall see. This one is also a bit Lovecraftian and may turn a number of people off, so I am wrapping it into a spoiler tag. Anyway, the supernatural breeder is a grotesque, fleshwarped being composed of 4 female _direct_ blood relatives (i.e. parents, siblings, children, and if you are desperate enough, female, and ready for your heir to take over, yourself) conjoined into a rather hideous, mindless beastie that has 8 individual vaginas, each leading to multiple wombs where its stomachs and intestines had once been. The supernatural breeder no longer has a normal digestive system (nor even a single head remaining from the 4 subjects that make it up), so like some variants of the succubus of legend, it must be kept fed with semen. Therefore, pregnancy is not guaranteed with every breeding, but if it is kept supplied enough to keep it alive, then every month 1-3 "things" are born from this abomination. Usually they will be of the mother's race, but strange and unpredictable mutations can and will happen. I have no predictions when any of this will be added in. Some of them could show up as soon as the next preview or they could be several revisions out. We are sort of at the mercy of my Muse and my ADD here.
NoxBestia Posted September 25, 2017 Author Posted September 25, 2017 Future Content: Incorporation of DW Kitsune Mod Since before my surgery and long absence, I had been discussing the old DW Kitsune MOD with its creator, @Lapsa. She has turned it over to me and I will be incorporating parts of it directly into Darkest Perversions. I am currently undecided as to how much of the Japanese Invasion content I will be bringing over as well, but that is a future possibility if I don't start with it. Initially, this will add some Kitsune spells and @Lapsa's multi-tail system to Kitsune characters. We may also collaborate on making some of the other future features she had planned happen. EDIT: Here is the original text from the MOD's download page: First off, for the description of the kitsune mod: The kitsune mod is a mod by myself with help from Zia, creator of slavery expanded, in order to bring the kitsune that are missing from core mod to life. So far the mod isn't much, but I hope to be able to continue to add onto and expand it. Currently the mod features:- A tail system; kitsune are now immortal and gain tails every 100 years until becoming the mythical nine-tailed fox- A modified version of the Japanese Invasion mod; special thanks to those modders, this is included in order to actually have kitsune show up in game. I've modified several things from the basic mod including adding a separate kingdom for the emperor of Japan who now acts as the head of the Shinto religion.- A basic magic system that advances along with your character; There isn't much to look at now, but I've already gotten things planned. Each spell will grow more powerful as your character advances in either age or wisdom.- A separate (OPTIONAL) portrait file to add portraits for kitsune- Events to seed kitsune throughout Europe- I'm probably forgetting something! Known issues:- some things might be missing localization, some of these files I merely updated to work from a mod I created for myself a few years ago.- Shinto has no holy sites, please recommend holy sites (preferably with at least four being in India/Afghanistan) for me to use.- The special title I use for the Japanese Imperial family and head of the Shinto religion is always active even though it should only activate via event, so you can see the Imperial family before you are supposed to.- There are not a lot of portraits (if you want to help out in that end and make the portrait files yourself I just might make them 'official' to the submod, so to speak) Planned features:- Zenko and Yako lifestyles. Zenko are holy kitsune that either serve Inari or the general good while Yako, commonly called Nogitsune, are evil pranksters or generally self-serving.--- Events for Zenko to hunt down Yako within their realms to add some flavour- A special Buddhist heresy- More cultures - Korean, Manchu, and Ainu to just add more diversity to the rather bland setting in the Japanese side of things- If both parents are kitsune, child will always be kitsune 1
vienastoks Posted September 25, 2017 Posted September 25, 2017 Yeah, it was kind of sad foxies, kittens and other DW:R species promised never went anywhere. More furry content is always good news! The submod, as described above does not seem to be adult-oriented, but I guess that in Nox's capable hands...
NoxBestia Posted September 25, 2017 Author Posted September 25, 2017 Yeah, it was kind of sad foxies, kittens and other DW:R species promised never went anywhere. More furry content is always good news! The submod, as described above does not seem to be adult-oriented, but I guess that in Nox's capable hands... Oh, I know a few things (maybe a lot!) about what should make @Lapsa tingle. Some of these are things other people have asked for and/or hinted at. Also, I definitely took note of @Alishra's 4th paragraph in post 714. Some years back I wrote some rather perverted Kitsune stuff for the already perverted "Dark Tokyo" 3rd party setting for Pathfinder RPG. I also have my own perversions and alternate lore to include. Of course from what I hear as feedback, at least one of my favorites might be censored by most people, but that is their loss. Regardless, Kitsune will be sex fiends and you may not even know you have had one (or been had by one), but more on that a little further below. Players will be very hard pressed to ever have some of the strongest Kitsune characters since the game doesn't give you a full 900 years without expanding the dates. However, you can expect thousand year old 9-tailed NPCs will exist in the 769 start that will be able to use & abuse their vast (not-yet-written) powers to have their way with anyone who might catch their interest. (I'm warning anyone with the diphallic trait to be extra wary of female Kitsune right now.) If I can code it correctly, and it actually works as I want it to work, there very well may be Kitsune in your court and you wont be able to tell until they are discovered as such, by which time you may have unwittingly fathered one or two dozen little trickster kits. Female rulers may not even know that their little bastard child will suddenly turn into a fox some day. Of course there is always the classic trick of a Kitsune (or Tanuki) taking the shape of your spouse and you unwittingly eating your original mate for dinner. The most vile people _may_ even find themselves being eaten for dinner by their unwitting spouse. <evil grin> Yes, Noxie will definitely apply the trusty "sick, twisted, and wrong" filter to them.
Bah! Posted September 25, 2017 Posted September 25, 2017 Finally some Kitsune stuff! Things are really starting to shape up in an interesting way for my CK2 experience.
mirlo1 Posted September 25, 2017 Posted September 25, 2017 When will you release a update to the mod?
NoxBestia Posted September 25, 2017 Author Posted September 25, 2017 When will you release a update to the mod? I'm not really sure at this point. Right now I am working on the bugs that have been reported. I want to hurry up and get 0.0.4.0 out because I have a lot of new stuff I want to be working on.
mirlo1 Posted September 25, 2017 Posted September 25, 2017 thank you. your mod is realy funny and nice.
NoxBestia Posted September 25, 2017 Author Posted September 25, 2017 thank you. your mod is realy funny and nice. I am glad it is being enjoyed! I will always strive to make it better.
NoxBestia Posted September 25, 2017 Author Posted September 25, 2017 Ran into a bug with the "Yffi trap family arrives", game pauses and you cant dismiss the event window. Oh and get well! EDIT: the Trap family thing can only be dismissed if choosing option one, seems you are doomed to be a trap as a male (tried 3 times always micropenis) and the Penis enlargement potion doesnt work Okay, I have replaced DWCourt.210 and .215 with a new scripted penis growth system that can take you (one step at a time) from anything as small as nox_penectomy to dick_horse. I am still trying to determine my so many starting rulers get dick_micro. As for the trap event that only works with option one... can you get me the text (or a screen capture) of that event so I know which one is broken? There are many many parts to the trap events and so many different places it could be broken.
NoxBestia Posted September 25, 2017 Author Posted September 25, 2017 <--snip--> During the time I played, I kept getting hammered with Yiffic revolts; sometimes one would pop up even as I was bringing my troops down from the last one I defeated. Eventually I stopped them by using my court chaplain to turn the province back to Catholic.I also (and I don't think it's this mod) had a Centaur show up in my realm right at the beginning of the game and try to rebel... unfortunately for him, I had my futanari troops already so he basically got a free trip to the dungeon. <--snip--> Edit: Oh, I started another game this morning, with a custom male 16 year-old ruler, and did get the Trap event! I chose the 2nd option, which eventually comes to a point where there are no choices for me to make, so I can't proceed or get rid of the event. I imagine this is the same thing reported above, where only the first option will go all the way through. To be honest, I usually play with "Provincial Revolts" set to none and shattered retreats set to "on." The centaur may have been from this mod, since it can generate from 1 to 5 different starting centaur lands. What tier was your character (count, duke, king, emperor) during all of this and where in the known world were you playing during this test? As for any events you can't get rid of, I need to be able to track them down. The event text of the part where you can't continue or a screen shot would help me do that.
NoxBestia Posted September 26, 2017 Author Posted September 26, 2017 TEST: Micro Penis Epidemic? It seemed like way too many starting characters were being assigned a micro penis. For numerous new test games, both Karl and Karloman had always been given the micro penis trait. Since their father is dead, he has no penis size and their mother is not a futa. That meant they should be getting assigned by the generic random chart with the following probability: random_list = { 10 = { add_trait = dick_micro } 15 = { add_trait = dick_tiny } 20 = { add_trait = dick_small } 25 = { add_trait = dick_average } 20 = { add_trait = dick_large } 15 = { add_trait = dick_huge } 10 = { add_trait = dick_horse } } For troubleshooting I began a new game at the 769 start. The first thing I saw was that Karl got a micro penis again, but this time Karloman didn't! So I started counting manually, all the male rulers, count or higher, to see their endowment. I stopped the rather tedious task after getting the following results: 54 = micro penis 103 = tiny penis 140 = small penis So... despite it seeming like it always gives the starting character a micro penis, it does not and the distribution between the first three sizes is more or less what can be expected from the random settings above. The fact that Karloman didn't get a micro penis this time also added proof that the random assignment really is working. That means sooner or later, I will start a new game and Karl wont have a micro penis!
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