Crusader Kings 2 - 3.0's weight gain

And I’m just on my way to family dinner, lol. Downloading now, and will play the heck out of this when I get home. Cheers!

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Would this mod work with the “After the End” mod or other map/realm changing mods?

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At this point in time, I don’t see why it wouldn’t work. The only issue would be if said mod edited HFP_health_events or 00_scripted_effects. If that’s the case, making my .mod file temporarily into txt file and adding the conversion mod as a dependency would fix the issue (if there would even be one) from my mod’s end, but it could break things in the total conversion mod. Mods that only change the map (like the random map generating tool) would still be fine however.

That being said, it is entirely possible to make a “compatibility patch” if you copied all of my changes related to the weight system into the conversion mod’s edited version of the file.

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Really excellent work, the potions system is a lot of fun and the temporary obesity event chain is great and already gave me a bunch of ideas for add-ons. Finals are gearing up so when life stops kicking my butt I may settle down and write out some localizations to go along with what MasterOfLillies did. >:)

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it good work cant wait for when we get a religion part of it since part luxuria fantasia you can make your own pagan religion can call what every you want so my is the of the fat

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Well, just tested it and it’s safe to say this mod does not play well with After the End. Whenever the “choose your personal diet” event pops up it spawns 50 blank dialog windows that have no option to close them and it keeps the game paused, essentially breaking the game.
Edit: Actually nvm. I must have a problem with the version of the game I’m playing because it does it even without After the End loaded.

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Very solid update so far. Can’t wait to see what the events will be like once they’re fully written. Only one I’m still trying to kick in is the slower metabolism events.

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Wow, and in this new update, there’s a ton of new stuff. Specifically, the variety in dialogue options for the flavor events is astounding. If I wasn’t so busy with my own personal finals, I’d definitely start unloading a ton of time into writing the descriptions for these. But first, I should probably experience the events for myself to gain an understanding of what might work.

I’ll probably start with the potion shop, then move onto the clothes bursting, and then finally finish with the temporary obesity ones. Stellar job!

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Speaking of writing, if your offer to help localize a few things is still open, I would really appreciate the help. I don’t mean to pressure you, so if you are unavailable for this for any reason I understand. I’m glad you are enjoying the mod :slightly_smiling_face:.

As a side note, the metabolism event chain was the only chain that I did fully localize right after finishing it.

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Thank you so much for all of your help localizing. If/when you do localize more of the events and options, could you put the localizations into different localization file? The reason I would prefer you to put them in a different file is because it makes it much easier to credit your work more accurately :slightly_smiling_face:.

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No trouble at all, I can manage that. Was probably going to set it up that way anyway, makes it easier to locate things.

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so my game did not have the mods folder so I created, put everything in it but the mod does not work /activate I have to do something specific?

I kind of miss the READ_ME text in this kind of situations

On the start up menu, you need to activate the mod for it to be active in game

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@Silver_Cry: My game (from steam) had a mod folder, but it contained a text file called DontPutModsHere.txt. The contents of that file were:

Mods should be put in <your user documents>\Paradox Interactive\Crusader Kings II\mod

I followed that advice and it worked.

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so, I feel stupid for this, but the reason the mod is off was because I put the folder name as “mods” just delete the S at the end, that worked :upside_down_face:

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I’m curious, what are some of the ideas you had for events?

Mostly single one and done events, but I wanted to try and lean towards making events that involve two characters interacting, fat or otherwise. For instance, two fat characters get stuck going through a door at the same time, or a thin character gets overfed by a fat character who forgets that not everyone eats as much as them, that sort of thing. I’m particularly fond of one event I threw together where you pop a button and a random courtier loses an eye. :stuck_out_tongue:

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Did you get the mod to work? I made it with the most recent version of the game, I probably used functions that an older version isn’t recognizing. Otherwise I have no idea what would be causing that issue.

My offer stands. Just name which events you need writing for and a char limit, and I can whip some stuff up. I’ve never done localization before, I’ll admit, so I may need a brief guide to the subject.

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Alright, cool, thank you. it’s rather simple to make localizations. Make a .txt file with any name, change the .txt to a .csv file (or make your localizations while it’s a .txt file and then change the file type when you’re done). Your localization file should be placed in:
Documents\Paradox Interactive\Crusader Kings II\mod\Fatocracy\localisation
I’m not sure this next bit is strictly necessary but paste this at the top of the page:

#CODE;ENGLISH;FRENCH;GERMAN;;SPANISH;;;;;;;;;x

this gives an outline of the structure of how to localize events. The code is the bit of code that needs to be localized. For my purposes, they are pretty much all event descriptions and event option’s names (the “desc = X” and “name = X” line of code in event options). Then you put a semi-colon in-between the code and the localization, without a space, that’s going to be written for anyone playing the game in English. French, German, and Spanish, portions and their semi-colons can be skipped if you can’t or don’t want to translate the event in their respective languages. I can only speak English, so that is all that’s realistically necessary right now. It’ll only become important for people making a translation of my mod if anybody does. Once you are done, copy and paste this at the end of the localization, again without a space:

;;;;;;;;;x

As for character limit, It’s fairly small for options, quite a bit larger for the standard event descriptions, and absolutely massive for events I give my custom event windows. The custom windows can easily can fit in 2-3 paragraphs if you really wanted to, but I don’t expect even half of the space being used for most of my events. The events that aren’t already larger windowed events can be changed into one by adding the line : window = “BiggerEventWindow” underneath the character event you want to edit, place it among the ID, picture, description/text, and border. Change events to use the event window as needed. I don’t know specifics on character limits though, and I don’t think there is a definite character limit either, certain letters seem to take up much more space than others due to the font that’s used. Take a look at either my localizations or MasterOfLillies for a complete example. These are best made in notepad or notepad++ (or something can keep really large amounts of text on the same line.)

As for which events I would like you to do, MasterOfLillies laid the options. Potions (shortest), clothing events (longest by far), and the temporary obesity events. I’d either pick clothing events or temporary obesity events since MasterOfLillies chose to work on potions first. Please state which you’d like to tackle in a reply since MightyHalberd or myself may tackle the final one while you are working on your section. The event descriptions are the most important localization, I can easily do the options myself if you don’t want to do them. I also need you to agree to the same terms as MasterOfLillies, that I’d need to be able make edits to your work if I have to (though I try to avoid it). Thank you so much for helping, I’ll make sure you get credited properly :slightly_smiling_face:.

One last thing, I forgot to remove some of the clothing event files that are now redundant. All of the clothing events are in “clothing_events”.

And just so you don’t have to dig through this page of text again, here are the things to copy and paste again:

#CODE;ENGLISH;FRENCH;GERMAN;;SPANISH;;;;;;;;;x
;;;;;;;;;x
window = “BiggerEventWindow”

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