Do you have plans for other societies, Like I can think of stuff for the Medical society, or satanist for instance.
I don’t think I will be adding anything to the existing societies in the game, I’ll be leaving those untouched.
The horse event is kind of became a new mechanic now, similar to the clothing system.
The way it works is that there are three different levels of the event, each firing at different weight thresholds (40, 70, and 100). You will get the an event to purchase a stronger horse that can carry your weight fairly soon after hitting these weight levels. Purchasing a horse that can handle your weight will block other flavor events (most of which will be negative) from firing while traveling, hunting (having the focus or the trait), or leading armies. The horses are pretty pricey though costing 50, 100, and 200 gold respectively (I will probably make a special option to make it easier for nomadic characters to get these horses using prestige). You do not need to purchase every horse though, if you pass the weight threshold for the weaker horses (in other words, if you want to save money and skip the levels 1 and 2 horses, you can still get your hands on the lv.3 horse without purchasing the others). I made it so the AI is unlikely to buy these horses if they don’t have a trait that would give them a reason to really want a stronger horse. The AI also can’t buy the horse if they don’t have at least 4x the cost of the horse to prevent them from bankrupting themselves. If a character reaches weight level of 125 however, they will still prove to heavy for any horse carry them easily, causing the negative events to fire.
If you don’t buy the horse the first time the event pops up, it will come back about once every couple of years again. There is also an option to remove it from coming up again, that unlocks a decision to re-enable the event and force it to fire.
So from what I’m getting is that if you decline getting the horse the even will fire again in a few years, like wise if you get to fat for the horse the negative events will fire?
Yes, if you decline getting a horse the event will appear again later. You will also start receiving the related flavor events if you outgrow your current horse (which is functionally the same thing as not having purchased any horse, until you buy a stronger one.).
Cool this mod is shaping up to be more and more interesting the more I learn, quick question that may or may not have been answered, is this compatible with the game of thrones mod? Just curious
It would probably need a patch made for it. Check the Game of Thrones mod’s files and look for 00_scripted_effects.txt in “MODNAME”\common\scripted_effects and the HFP_health_events.txt in “MODNAME”\events. If either of these files are present in the Game of Thrones mod are present, a patch will be required. Once I figure out the specifics as to how to patch other mods, I’ll create a tutorial detailing how to make one.
“Bountist” and “Decadentist” are both adjectives. However, “Decadentist” seems like it should be the name of the Islamic heresy.
They are named Bountism and Decadentism, I just haven’t really used the religion’s names when discussing them here, I’ve mostly been referring to their followers (Bountist(s) and Decadentist(s))
Now that I’ll be working on the control panel next, is there any general avenue of this fetish that has not been covered/planned to be covered that I should include? The only things I’m not doing (currently, I might add more to this list.) are anything involving vore/cannibalism, bursting, and anything involving minor characters (beyond things like teaching them how to cook).
To give a refresher, here is the bulk of what is covered:
Dinner Dates, metabolism, more granular weight gain, fetishes (feedee and feeder/fat admirer), stomach capacity, stuffing (solo and with a partner), fantasy elements (potions and temporary obesity), cooking/baking, travel (in the form of horses), force feeding, weighing self, physical activity levels and diets, and food addiction.
How about the spells/magic besides the potions.
@madone Yeah, I think I can do something with spells in the future. I’ll have to figure out how and where to implement them, but I could do that.
While looking at the wiki to figure out how to use global flags correctly, I discovered that there are also global variables. Oh, the things I could do with those… Expect the Bountism and Decadentism conflict as well as the scholarly sects systems to become a lot more advanced in the future, I’ve got a few plans for them now.
Link to the current build:
Personally, my beef with Bountism/Decadentism as currently included is that the current implementation as heresies means they can spawned by AI for no reason, are tethered to two religions and as a result, don’t add much content outside of those boundaries.
Ideally, I’d like to see content for that shifted to a WG-centric secret society, which (similar to those for secret religions) would have an endgame option for members to spawn a heresy of their choice. That eliminates the immersion break of free-spawning heretics
I’m not quite sure I understand you when you say “(the heresies) are tethered to two religions and as a result, don’t add much content outside of those boundaries.”
I have to respectfully disagree though, I prefer the free spawning heretics for a couple reasons. First, it offers more randomness as to how a game can play out due to how from a mechanical standpoint they are not treated differently from other heresies. Second, having the other religions tied to existing religions gives me more opportunities for events, slightly more believable backstories and interactions between the parent religion and the heresy.
There will be more late game interactions with these heresies, I just need to implement more of the base features first. I only made them now because I needed a placeholder for a few events that would need them in the future.
Control panel is ready to go, just need to make the decision to fire it and it’ll work. Currently the the options are: toggle fantasy elements (potions and temporary obesity currently), toggle non-consensual interactions (prisoner and stuffing force feeding currently ), and an option to replace the less historically accurate event images with vanilla images (usually the fancy feast image from vanilla is what will replaces them).
Next will likely be the feedee fetish direct interactions with romantic partners.
A.) Nothing about those religions is believable in the slightest, I just assumed you felt the urge to have more aspects of the game fetishised (which isn’t a bad thing).
B.) Perhaps things such as health issues could be added to the list of things to toggle?
Yeah, I know that neither heresy was realistic, and they are really just for more fetish elements and to add new mechanics. I put the background and connections to other faiths in because having some justification is better than none.
As for the health effects, it would take making a copy of every health debuff modifier, but yeah I could make that another option.
While I start working on the feedee fetish stuffing path, I’m going to through this idea out there for the religious sects I detailed here: Crusader Kings 2 - 3.0's weight gain - #566 by failmuseum
Now that I know about the global variables, I had an idea to have it so that when characters in these factions complete the tasks assigned to them there would be a global variable representing the given faction’s influence and popularity that gets either added or subtracted to. The higher levels of influence will give access to new tasks for not only the specific faction that is doing well, but also to the rivals factions looking to discredit and bring that faction back down again. Lower levels would also give new tasks that revolve primarily around recruiting new members and keeping the existing members from breaking off and further damaging the influence of the group. If a faction’s influence falls to low, the entire faction can collapse and will not be able to joined by anyone unless an exceptionally pious character revives it. This would be a very difficult thing to have happen though, it would take quite a long amount of time to have this happen. It would also be very dangerous to try and destroy the other factions, because if that character’s personal reputation with the other factions falls too low, some of their members might try and assassinate that character.
I also decided to make each faction focus on a specific character attribute that best fits them. The ones looking for a cure to the fetish gain a diplomacy bonus, the indulgent ones get a stewardship bonus, and the ones just looking to understand the fetish/fascination get an intrigue bonus. All of them also benefit from and buff the learning attribute.
What does everyone think about this?
Maybe have high ranked characters in the factions have a lot of impact, while newbies have a smaller one. Just so if there is a task to bring in new people to the faction, the faction won’t collapse to quickly.
I would also have the faction that is trying to get rid of the fetish have task based around recruiting from the other factions, while the other factions recruit from the rest of the character pool.
If you want to/can maybe have it so that when characters meet the requirements for joining the factions, have them join based on traits. For example, scholars would join the faction that is trying to understand the fetish, while diligent characters would join the faction that wants to get rid of it. Of course this could be randomized and then weighted accordingly so people with clashing traits can be placed easier.
On the topic of the interface, I would like a button to turn off the baking/cooking event linked to being friends. The event fires really often if you start carousing a lot, and have more than two friends.
Overall I like the factions idea and hope the implementation is not to much trouble.
Also thanks for the mod, very fun.
IE; unless your character is Catholic or Orthodox, you miss out on the events and the like relating to the heresies. By contrast, if WG cult content was delivered via a secret society (like the ones added by certain DLCs for satanists and the like) ANYONE that joined would be allowed to have fun with that, regardless of religion. As someone that likes playing out of europe, or starting as pagans, this is perhaps more relevant to me than some other people but it really allows more flavour and intrigue. I’m not saying heresies shouldn’t exist, just that until there’s a heresy for EVERY religion the other faiths miss out.
Free-spawning mainly bugs me insofar as context; peasants deciding they’re ok with fattening rich people up to their own detriment… for no reason? Won’t bug everyone but it is the sort of thing a setting would be nice for.
I like to earn my fetish content and slowly swaying people behind a heresy, building small pockets of support and other covert activities (the secret cult societies - some of which involve heresies, already work like this) and then suddenly emerging to reveal the ‘true faith’ is my jam.