Crusader Kings 2 - 3.0's weight gain

@danget Yeah that’s more or less what had in mind for them. there would be three ranks in relation to the faction. Initiate/trying to join (only for characters part of a religion that houses the factions), a member (after either earning entry or being invited personally by the faction), and a inner circle member (Monks and Mystics required, since this rank will utilize the society mechanic). Traits will be a huge determining factor for which faction the AI will want to join/which faction will approach this character.

I’ll probably also have the personal reputation ranks go from: vilified, hated, shunned, neutral, accepted, liked, idolized. Like I said, Fallout New Vegas (and Fallout 2) where the main inspiration for this feature.

Yeah it does come up too often, I’ll try and fix it. I’m not going to add an option for the control panel to hide the event, I’ll probably do the same thing I did for the horse event if you don’t want to purchase anything.

It probably will a rather difficult thing to implement, but I really think it would add quite a lot depth as well as adding new personal goals if the player wants.

I’m glad you like the mod and thank you for the input :slightly_smiling_face:


@cheddar Okay, that’s what you meant. There will be a heresy for every major religion in the game (except for eastern, but the Tibetan/Indian area has Bon and Zunist paganism to fill in the gap for the region).

I completely what you’re saying about Decadentism being picked up by the peasant population and I kind of agree. It’s just that with the way religion works in the game, if I detach it from Orthodoxy, the religion will be a real hassle to spread since there would be 0 natural conversion rate everywhere. While this is fine in the sense that a naturally elitist heresy wouldn’t normally be picked up by the peasants before their lord, it would also mean that the religion would be DOA if a human player doesn’t make a concerted effort to spread it themselves, the AI simply won’t be capable of spreading it efficiently. I will try to make make the grander in scale fetish content more earned rather than just handed to the player (Collapsing a rival scholarly faction or even joining one of those factions outside of the heresy that promotes them would be an example).

Thanks for the input :slightly_smiling_face:

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It might be possible to have the heresy triggered similar to how in Holy Fury, reforming pagans also spawns an ‘old’ variant of said religion. That might mean there’s a way to code it so that the heresy can be ‘unlocked’ rather than pre-existing at game start. The natural conversion isn’t really an immersion breaker that way.

I’ve seen a number of mods that mess with heresies in different ways so I’m cautiously optimistic that it’s doable but if it’s infeasible, so be it.

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Yeah, I’ll see if I can work it out that way.

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hmm there may be another way to implement it such that the ai would spread it, on its own. If you look at the mod Cheri - Tentacle Dreams’ way of spreading the tentacle religion then you would see that the religion is not based of any existing religion groups and is started by an event chain that is fired when a character is a tentacle slave. The ai actually does start forming multiple individual cults for the religion and some ai characters actually reveal their secret religion. It allows for the religion to pop up and also makes sense that the only way it would be started is by a tentacle slave character. most everything is already in place for your mod to have it implemented this way all you would relay need is an event or event chain that allows for a character of the feedee or fat fetish trait to become one of your religions.

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it is the same with reformed pagan heresy, they only start when an AI reforms the society related to it

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I got the first part of the feedee fetish direct interactions done. The first thing I worked on was an interaction where the feedee wants to eat recklessly but decides to run it by their partner first. The partner can have one of four responses. They can support the decision, not support the decision, get outraged by the suggestion, or start eating recklessly as well. The out rage and joining options do have requirements to pick, such as having the wroth trait, zealous trait, and temperate trait for outraged, or feedee fetish trait, gluttonous trait, hedonist trait, follows a fatocracy faith, or is a neko for the joining option.

After the partner responds, the feedee will get a choice as to whether or not they want to recklessly eat based on their partner’s response. If they support the feedee, there will be an opinion buff of +10 for 5 years regardless of what is chosen. If they don’t support the idea, they will have a +10 opinion buff if the feedee doesn’t do it, or a -10 opinion if they do. If they are outraged, the feedee can eat negatively out of spite, making the partner a rival, or conceed and the feedee will have a -20 opinion of the partner. If they partner joins in, the partner becomes a lover of the feedee (this would only have an impact on spouse or consort partners).

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Having just discovered and tried the mod, I like it so far. While the text and some stuff is missing, the framework for what is being put in is incredibly amazing. Now I can truly be a larger than life king who is bound to his bed!

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I had a thought about something, I know that, statistically, not everyone will like the heresies I make for CK2 so I might move the religions to a sub mod in the future to give people the option of playing with them or not. I also know that some people like to do mega campaigns with CK2 → EU4 → VIC2 → HOI4, and this mod as it stands would cause issues with this due to the religions not being present in the other games. The merchant republic idea I had wouldn’t cause any issues because I can just tell the EU4 converter to convert my custom republic into a standard merchant republic without any issue. I can easily make a very bare bones mod for EU4 that adds the heresies into the game, but the heresies would only have misc. buffs for countries that follow them as opposed to full systems. This would work for people that only want to continue onto EU4 and no further, but not for those wanting to go to VIC2 due to how the converters are made. So I could make two versions of the religion addon with one version being only for EU4 (which would require a small mod for EU4 as well), and another version for full mega campaigns that turns all of the heresies into it’s closest related vanilla heresy or parent religion. This is all very low priority, but it is something I want to think about.


Also, does anyone know how/if the mod functions in multiplayer? I know it’s not normally the mod you’d want to advertise to friends, but I’m curious.

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Idk how to mod the game settings as you enter a game but i don’t think you need to have the religions taken out of the mod so much as disabled at game start using the settings to allow for comparability not sure if you can do this with a religion though. never tired multiplayer but id be willing to if there are some others who want to.

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Thanks, that’d be helpful :slightly_smiling_face:. As for the religions, I know I can’t disable them using a control panel, they need to be in a separate addon to make them optional.

after doing a full playthrough to check I noticed most fatties become cancer/gout ridden uncouth stress-balls and most thin people end up dying of stress by 30 while both groups dont really make kids unless luxuria fantasia makes them sex addicts, might just be the mechanics running normally while this mod just boosts chances of certain things but I did find it interesting enough to point out

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a continuation after looking at more high profile dynasties in my game: some families were entirely destroyed genetically, producing only hareliped hunchback clubfoots due to how the mod creates traits that lead to pregnancy craving events which are solely harmful to children as all options add one defect to a child when they are born

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I’m not sure why they would have difficulty having children since I never touched that, I’ll need to use a mod to check if fertility goes down with higher weight levels. Cancer and gout are probably tied to weight, I also did not touch those either (Gout has always been the largest thorn in my side, I’ve lost more characters to it than any else other than old age). It’s possible that the thin characters are getting stressed from the learning to cook/bake or physical activity events, otherwise I’m not sure what could be causing this. The children having all of those birth defects are 100% the vanilla AI’s fault since I hadn’t done anything to that event what so ever, even gluttony which might make that event trigger (I would have to check) they should usually go for “I don’t care what it is, I just want a LOT” because of it.

Thank you for the feedback, it’s very helpful :slightly_smiling_face:.

the average fertility rate is generally between 20% and 40%, stressed and other such modifiers like sloth can cut this down by 20% so a generic 20% fertility character now has 0% fertility just from one trait which is unavoidable if a character refuses to eat, having negative traits like sloth, gluttonous and is fat will reduce health while also having ghost flags for increased health risk on cancer and gout due to how diets were back then, some really poisonous chemicals were used as flavoring cause they didn’t know they were deadly but they tasted good…that is portrayed in the system in this odd way, and pregnancy craving events always cause a defect just from triggering, picking anything but the a lot of it gives a trait where as a lot option reduces fertility and health of a child, which both of these are genetic in vanilla as it mediates between both parents and does some other calculations to account for randomness in genetic leanings (kind of long but the mechanics for CK2 are hard to go off in pieces)

small edit: calculations also go for lower scales as the ages past, health from a family in the 764 start will never be better then a family that was spawned in from a peasant revolt in 1076 due to CK2 also calculating the whole cousin of a cousin of a cousin is your sister marriages that generally happen with these long standing royal families

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cancer and gout is specify is part of the reapers due expansion not found in vanilla. from my understanding you get it from an event giving you first a symptom then another event turns the symptom into the disease. From of how reapers due works none of it is directly affected by your weight or the physic_variable rather its based off your health, and if you get the traits wounded, injured, or infected. how weight may play into it is if you get fat enough to get the obese modifier which would give you -2 health. then your weight may have helped cause the cancer otherwise your issues are coming from elsewhere. health is a hidden variable which the mod luxiria fantasia allows you to see via a intrigue menu decision your charcters base is 5 then is modified from there.

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also the traits fat, sloth, gluttonous do not effect fertility. The negative traits are spawned randomly unless given because of inheritance other traits do not play into your children getting them. also they are more likely to spawn if you are married to a close relative due to incsest. to avoid these traits much family grooming and carefull planing of marriage is needed. kill off any family member who gets these so they cannot spread their negative traits! also it should be noted the personaity traits, sin traits, and other traits are not inherited but rather learned of granted by the guardian. if a child is guardianed by a sloth ai character they are likely to become a sloth due to the sloth ai guardian. see Traits - Crusader Kings II Wiki for more info on what traits do

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ah yes forgive me, it was one in the morning and I was not thinking strait, I meant through other modifiers and abilities with most of those and how they related to event flags

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@cheddar I think you might get your wish with the heresies. I think I’ve figured out how keep the heresies from spawning at random. I found the solution in the mending the schism event chain where orthodoxy becomes Catholic’s parent religion. I’ll just make a a new parent for fatocracy heresies that will be used to “hold” the heresies until they have been unlocked through events and decisions. If the heresies are part of a parent religion that isn’t on the map, they won’t spawn naturally. Then when the events/decisions are completed, have the final event change the parent religion to what I actually need it to be.

So to give an example: Decadentism would have “Holder Parent” as it’s parent religion. Then a character completes whatever task or requirements needed to unlock the heresy. Finally the character converts, and Decadentism’s parent religion is changed to Orthodoxy. Which will make Decadentism spread naturally through Orthodox land for the rest of game, like any heresy.

And for those that prefer for the religions to be present at the start of the game, I can make either a rule or pop up event that will give you the option for which style you prefer. If you want them all present, selecting the option will just set all of the parent religions immediately and set a global flag to disable the unlocking events/decisions.


Zdeerzzz has also kindly decided to volunteer with a few events and localizations that I’ll be adding to the mod :slight_smile:.

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just a small thing to consider doing it this way although it would make sense for it to start popping up in that characters land, it still would make it pop up across the world in some characters land who it should not even be relevant for, because no one in that realm has the religion or traits necessary for it to make sense to see it there yet. For example say an ai character completes all the events and moves Bountism under Orthodoxy, then across the world from them i would start seeing Bountism heresys even thought my character and characters in my realm may not have any traits or modifiers of relevance to explain why it showed up in my land. Really this lands you back to what cheddar is complaining in the first place about having it pop up in a realm when it does not make sense. It sorta solves it temporarily assuming the player character is the one who unlocks it.

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I really pushed these past two days and I got two larger features implemented/fixed. First I got the feedee version of grabbing different body parts completed, and I also finally reworked the prisoner fattening decision.


So the feedee groping interaction is when a feedee will ask their partner to fondle a fatty part of their body (you get to choose between belly, butt, breast or thigh. Female characters that have a weight focus in one of these areas will provide a larger fertility bonus). If the partner is a fat fetishist they will get small fertility bonus for anywhere between 60 days - 365 days depending on which body part was grabbed in accordance to the character’s body shaper and/or if they have the temporary obesity trait. The feedee will always receive one of the fertility modifiers, and it’s length is based on the same factors. The ranks for which version you receive go like this:

-No body part modifier and not temporarily obese = 60 days
-Body part modifier but not temp. obesity = 90 days
-No body part modifier but IS temp. obese = 180 days
-Body part modifier and temp. obese = 365 days

I will also need to go back and do this for the fat fetish side of the event. I also need to make it possible for the partner in both versions able to pick up the corresponding fetish trait.


Second, I reworked the prisoner fattening system. Now instead of railroading the prisoner into obesity, they will gain weight like many of the other methods.

There are three options for you to choose from; you can pay for the food to be force fed to the prisoner, for massive weight gain, you can feed the prisoner a large portion of your character’s food for a small amount of weight gain, or you can (and I’m working on this currently) use any of the potions on them. Your character needs to be one of the following in order to do this (if they aren’t they wouldn’t think to do this); a kitsune, a neko, cruel, gluttonous, hedonist, either a fat fetishist or a feedee, envious, lunatic, possessed, publicly follow Bountism (or any future religion that would promote this), tribal (more on that), or has the focus of intrigue. Prisoner force feeding can be disabled if you turn off non-consensual interactions/events in the control panel.

First option will cost 30 gold for non tribal/nomadic characters or 75 prestige for tribal/nomadic characters. This feed the prisoner “once” (it’s only one event, but that event depicts it happening over several days). This will cause the character to gain 15 weight each time. I might adjust the price for this or lower the weight gained (though keep in mind this will have the cost of about 25% of an early game building upgrade). Cooks and bakers can do this at a lower price (25 gold/65 prestige), and master chefs can lower it even further (20 gold/50 prestige). The prisoner will also lose -50 prestige when this option is taken. If the captor is a Bountist they will receive a small amount of piety for feeding even the prisoners, but Decadentists will lose legitimacy(their word for piety) for wasting food on criminals (Bountist +10, Decadentist -50). The prisoner will automatically be moved to house arrest to prevent weight loss from the weight pulse if they are in either the dungeon or the oubliette. If you don’t want them in house arrest, move them back to the dungeon or oubliette.

The second option is to give them the majority of your character’s food (as well as some food food prepared for them specifically). This is free, but it will give you a penalty of -1 health for three months. You will lose -3 weight each time, and the prisoner will gain 3 weight each time. After the health modifier expires, you can choose to do it again with the same results. Bountists and Decadentists will still gain or lose piety, but for sacrificing your own food, the effects are much more pronounced (Bountist +25, Decadentist -100). The prisoner also loses -10 prestige each time.This path also will place the prisoner in house arrest automatically. The AI usually will pick this one, unless they have bad health. If the jailer is suffering from temporary obesity, choosing this option will have the effect of choosing “I’ll skip a few meals” on your temporary obesity timer.

Third option is potions. Simply put, it’s just the effect of the potions and the weight gain potions will come at a tiny prestige loss for the prisoner.

This system can be utilized for some very underhanded political moves due to it’s penalizing of prestige. This is especially potent for tribal characters whose whole government type dislikes fat characters, and their primary currency is prestige. I’m also going to be adding a few flavor events that discourages getting fat (though not cripplingly so) as a tribal nation if they don’t follow a Fatocracy heresy, have a tolerance technology level of 2 or more, or are a Neko. These events will also extend to the character’s spouse and children if they are a ruler, use this knowledge however you may (but don’t worry to much fat fetishist tribals, because no one will care if your consorts get too fat).

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