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- TrollScron1c
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This mod actually overwrites all the EPE character DNA with vanilla DNA
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For some reason, EPE yet again shows body/face changes with the Beauty type traits. Although that was disabled ages ago. Problem especially with the Khans DLC is that the beauty morph totally un-asianizes the asian faces. Anyways, you'll see that vanilla and EPE are absolutely fine on their own. Just this mod destroys the body morphs currently.
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https://steamcommunity.com/sharedfiles/filedetails/?id=2986761825
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Probably an issue with the load order, or mod compatibility. Anyways it's of no use to make it work, because PDX changed a couple of things about the base body. Which means that with Simple Shafts / Slits installed, there is a hilarious amount of clipping on clothes. I'm seeing a lot of men with their pecs and abs peeking through (tested individually with vanilla and EPE) Sadly unplayable in the current state.
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Any chance to ever see Simple Slits + Shafts updated? I got the temporary fix for RC, and it seems to generally work in FOI DLC as well (no misplaced ruler, stretched clothes etc) Problem is that since RC, much of the clothing is clipping in various areas. I thought these were issues with clothing mods like EPE / CFP, but now it also shows with the vanilla and DLC outfits when running 1.6 with no other mods.
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Quite fun mod for a proper "harem" patriarchal playthrough. I think you should add some more sets of holy sites though, definitely something closer to east asia. Currently started in Xia, and just the nearest HS is 2 empires away from the capital.
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NP, i wrote this while waiting for the Stellaris update
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This takes around 1-2 minutes to do yourself. Here is an example mod, you just need to enter a few things. First you need to copy the content of this archive to your mod folder, which is under .../documents/paradox interactive/crusader kings iii/mod/ So that the file "MyExampleMod.mod" and the contained folder of the same name are directly resting inside the default mod folder. MyExampleMod.zip 1. In the file "MyExampleMod.mod", in line 7 you need to enter your own path for your windows user account (iirc this is necessary for loose file mods to work) 2. To edit the mod name, you need to change three instances - modname inside "MyExampleMod.mod" - modname inside "Descriptor.mod" - the name of the "MyExampleMod" folder itself 3. Then you have to tweak the inbreeding factors. This example mod only contains an unmodded, up to date version of "00_defines.txt". If Paradox updates the game you have to copy over the new version of the 00_defines.txt from your game installation and make the same changes again. Inbreeding factors start in line 388, or just CTRL+F and search for "inbreeding". The devs actually wrote notes alongside that to explain what the values do. For your purpose, these first two are the most relevant: INBRED_CHANCE_FACTOR_LEVELS = { 0.33 0.75 1 2 3 } This compares the amount of common ancestors within 4 generations, depending on the values in the line ANCESTOR_COUNT_LEVELS above that. For example the final tier with 22+ common ancestors is multiplied with the final number here, which is 3. So the chance to become inbred should be 66%. Change this to a lower number to reduce the inbred chance, example 0.5 would be 11% chance. IIRC the "inbreeding chance modifier" is 1, and halved by the pure-blooded trait and possibly the third perk from the Blood dynasty legacy. So with -50% from pure-blooded and -30% from the legacy, the inbred chance would be very low already. PUREBLOODED_CHANCE_FACTOR_LEVELS = { 0 0.15 0.3 } This is the same as above, but instead defines the chance to become pure-blooded. So to increase the chance, you would need a higher value. IIRC the appearance of pure-blooded is also affected by the Blood Legacy and the Strengthen Bloodline bonus. PUREBLOODED_CHANCE_ANCESTOR_COUNT_LEVELS = { 20 22 } If you want pure-blooded to start appearing with less common ancestors than 20, you could change this alongside PUREBLOODED_CHANCE_FACTOR_LEVELS to work identical to the inbred chance. CLOSE_FAMILY_FERTILITY_MULTIPLIER = 0.9 Lastly, this value reduces the chance for children if parents are considered "close family" (i.e. having a family tag like sister, aunt etc). If you change this to 1 then there is no reduced fertility. --------------- So if anyone wonders why i don't upload this as my own mod: 1. It makes the dynastic breeding too easy because there is zero risk involved, just marry your sister/niece/cousin in every generation and don't lose prestige or claims. 2. I probably can't be bothered to ever update such a mod if i don't use it myself. If anyone wants to upload this as a mod, you would have to convert it into a shareable .zip mod, which does not depend on the username//documents path and can also not be live edited. Just ask around what you need to do for that.
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Okay that is mentioned in the description of the original PRC ENB under "dimmed pipboy" - not something to worry about while playing. For the NAC environment effects and color presets, i would greatly recommend to keep these on default, and use the PRC camera / colorgrade / film LUTs instead (enbeffectpostpass.fx section). These look a lot better, and the ENB requires the NAC default settings to work properly.
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The Black&White world is definitely not correct, unless you changed that yourself in the PRC settings. Probably leftover files from another ENB or reshade. Otherwise i could only think of the NAC radiation vfx, you can disable that in the NAC holotape under misc settings. Pip-boy having a frame might be from the PRC lens aberration effect, you can test if the frame gets smaller or larger when you change the Lens Aberration value in enbeffectpostpass.fx (ENB GUI). Not something you'd ever notice while playing - the pip-boy itself is considered a menu by ENB so it never affects the screen itself. Well you can also get support faster on the Nexus mod page. edit: BTW if the other colored screenshot is with PRC Premiere - you can also use the NAC Skin Color Patch, it will revert the orange skintones back to vanilla for the player and in-game generated NPCs (vanilla NPCs have fixed skintones)
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Been working on a major update for PRC Premiere
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