Crusader Kings 2 - 3.0's weight gain

Excellent work! This is getting really intense now.

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As I’ve been reading down the line of the thought you are putting into this I am quite pleased with the proposed directions overall, so kudos! I look forward to what develops here.

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After a bit of play testing to iron out some bugs, I have found that the temporary obesity admirer event chain is a completely broken mess for any character who is not a straight female. There is a very real possibility that I will need to rebuild that event from the ground up again, now that I’m a lot better at this than I was last November when I made the event line. Just a warning, it might be absent in the next build, but it will return either when I fixed it or rebuilt it.

@MightyHalberd if you see this, the localizations for this event can be put on hold, but if you already made some of them, they will still be used in the future.


Also I fixed a bug where the friend baker events would spring your pal from prison just so you can learn to bake. I also added a learning requirement of 7 in addition to the other requirements. It also shows up far less frequently, because I was getting harassed by this event during playtesting.

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That’s fine, I haven’t been able to do a lot of work for this in between personal drama and some other projects so I’ve been lagging a bit behind there. >.>

Redoing that event chain would be a great help though, it is a little byzantine to try and write for admittedly.

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Cool, take all the time you need :slightly_smiling_face:

Yeah sorry about it being Byzantine, I make it a habit to at least comment what all of my events are now, so that should be mitigated in the future.

Speaking of Byzantine, are you planning on something to do with the massive level of hedonistic, orgiastic feasts that the Romans were known for?

Potentially something for the Hellenistic heresies.

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Yeah I’ve thought about adding some things for specific nations or cultures as well. Just minor stuff, like maybe a slightly easier path for learning to cook for the French/Frankish, or baking for the German, Dutch, or Frisian (Although, I would need to take a look at when these cultures became known for these things, unless people wouldn’t mind a little more inaccuracy).

I could look into that for the restored Roman empire/ Hellenic Byzantine at least.

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personally accuracy is like, the least of my concerns. ck2 may use middle ages history as a back-drop but it never plays out 100% accurate.

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So I suppose now would be the time to announce that I’m going through with idea of adding a magic system for the fantasy settings, which I’ll probably split between moderate and extreme fantasy (potions being moderate, magic being extreme). The system will once again be separate from LF’s system to keep my mod independent. No real details have been worked out other than:

  1. It will be like the cooking and baking XP system
  2. You will be able to practice on others directly, but be careful, I’m still going to make ordinary people’'s reactions the same as if a peasant saw someone perform witch craft, with the exception of races that can cast spells naturally.
  3. Demons (only full, not half demons or fallen angels), Fairies, and Kitsunes (to an extent, more on that later) will be able to use the magic system right away. These races don’t need to worry about being seen using these spells, as their nature is already known. They do still need to worry about the immediate consequences however (so not a mob showing up at their door, but just the target of the spell that saw you use it)
  4. The main design philosophy is to make the spells more powerful than potions (at least as far as ability to use on others), but to make it more dangerous and harder to get access to.
  5. Some of the spells will fail, having negative or unintended effects on either the target or the caster.
  6. There will be a specialized mana system for this type of magic.
  7. Spells can be powered by the mana, the character’s weight, or sometimes both depending on what the spell is.
  8. Using the spells will be the primary way to level up the skill. There will be tomes that can be found rarely, that can be used instead.
  9. Option to practice on your prisoners. This will have a 0% chance of being found out.
  10. The mana will recharge over time.
  11. The races will have some spells available to them that the others can’t get, whether it be humans or the other magically inclined races.
  12. Turning off the magic in the settings will only disable the system for non magically inclined characters (not one of the the three previously stated races). So for those playing without LF, you won’t see any magic at all if you turn it off.

I’m also looking to integrate the “Tale of Nine Tails” Luxuria Fantasia Submod into this, but the shape shifting spells are proving to be a real pain to deal with. They set the character’s weight back to 0 every time it is cast, and the effect is not temporary, it is basically just a free reset. This would trivialize any kitsune content I make, but since it’s one of the major sub mods for LF, it would be difficult to just say it’s incompatible and leave it at that. It is possible to make overrides for other files from different mods, but then that creates the problem of needing constant maintenance every time the other mod updates that same file (and since that mod’s magic system is the primary feature, that would be all the time). Also, if anyone made a sub mod for Nine tails that edits or overhauls the magic system, it would be incompatible with Fatocracy due to both mods overriding the same file.

I’m trying to find a way to not remove the weight loss entirely, but to make it only temporary and then to have the character snap back to roughly their original weight. It would also have the potential for the snap back to go wrong, and it would put the Kitsune to go into the temporarily obese state. The higher the weight when the spell was originally cast, the higher the chance of becoming temporarily obese.

So far, I’ve only come up with a very obtrusive system where Kitsunes will have a variable go up along with every time they go up in weight class, so when the game detects the kitsune has a weight that doesn’t match the variable, it will increase the variable if the weight is higher, or cause the snap back if the weight is lower the time the next weight pulse fires. The problem is the game won’t detect what weight loss is caused by normal methods or weight loss from the spell. So the best I could come up with so far is to make it a spell for Kitsunes (my magic system, not nine tails or LF) that are underneath their variable’s weight range only. For X mana, it would lower the variable by 1 point, effectively lowering the weight range Kitsune would snap to the next tier below the previous one. The spell can be used after shape shifting (the character would have 0 weight at this point). So, to penalize this tactic, the spell will still only lower the variable by 1, but the Kitsune will suffer a significant health penalty for being more than 1 weight tier below their original snapping position. This can happen when not doing this tactic of course, but what are the odds you lose -20ish weight in the span of 2 years, between weight pulse firings?

Is this solution elegant? No, it’s damn ugly as it is, but it would be the easiest to maintain and it would work. Thoughts? I think it’s kind of crap personally, but it’s the best I’ve got right now.

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Hot dang, you manage to impress with every new idea :wink:.

Anything you come up with to implement the ToNT stuff further is a boon, so even if it’s a crude sledgehammer of a system, it’s appreciated, thank you.

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Thinking through the magic system some more, I’ve got a few more things thought out.

First, the Mana system. Mana will increase overtime, +20 mana every time the weight pulse fires if the character is one of the inclined races, or if they have the mage trait. The min/max limits for the mana is a range of 0 - 320. I’m adding an overcharge system as well to encourage use of the spells more frequently. The way it works is after you reach 100 mana, any more charge you have stored up will start to add weight to the character every time the weight pulse fires. 101-149 is +1, 150-199 is +2, 200-249 is +3, 250-299 is +4, 300+ is +5. If the absolute maximum of 320 is reached, the character will become temporarily obese and lose all of their charge. Spells will also have side effects for the caster if they are cast when you have more than 100 mana stored up. This is to encourage the player to actually use the spells, which would mean that you have to stick your neck out a bit in exchange for the abilities. This brings us to the next thing I thought of, which totally isn’t stolen from Vampire the Masquerade.


A masquerade system is to be implemented for characters that have gotten caught multiple times within too short a time frame. Violations are earned are by failing rolls against non prisoner spell targets if the caster is not a Demon, Fairy, or Kitsune (They will have a separate, but much less harsh system). Violations are cleared up once enough time has passed since one was earned, which will be about 5 years for each one. If you have 5 violations at one time, you will be punished severely. What form the punishment takes will be dependent on whether you are a vassal or not. If the mage is a vassal, their liege will have an event that will determine what will happen to you. In most circumstances, you will be executed unless you meet one a few conditions. If your character is a dynasty member, lover or friend of the liege, you will likely be sparred but will suffer a crippling general opinion debuff and an increased revolt risk. If you become independent after surviving your trial, you will be subject to the same penalties as if you were caught while independent. If the caster was independent, any character that is not a Demon, Kitsune, or Fairy will have CB on this character which will be an equivalent to how holy wars work (take a dutchy), but naturally, no one other than remaining allies will come to bail you out. If this is to much for your nation to handle politically, there will be a “suicide” option where the character goes into exile, never to be seen again. After 4 violations, you will be kicked from any the fatocracy religious factions you happen to be a part of (you can rejoin once you are back down to 3 violations and did not ever get 5 violations).

Demons, Fairies, and Kitsunes will have an infamy system which will be handled the same as the masquerade system, but instead of zealous retribution, it will simply be a less extreme general opinion debuff that will clear up more quickly than the masquerade violations. No CB’s to worry about.


One way I thought of unlocking the magic abilities is if the character is Idolized and a member of the faction that only wants to understand the event (not the fetish “cure” one), you will be given the option to go down the magic path. Getting magic from this option though could cause issues for you though if you get too many violations (4), you might have an assassin sent your way due to being a risk for the faction’s reputation now that you have been kicked out.


Also I might make Kitsune have the least amount of options for this magic system, due to how they will have so many magic options available to them already, and that many of the spells would have 0 uses for the majority of Kitsune.

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Intriguing! I think that this magic system will be quite an entertaining and overall quite engaging addition should it come into fruition in this form.

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I had an idea after a bunch of jewish people fled to me, maybe you can set up a religious system like how Jewish councilors work? have them appear fleeing persecution and naturally boost how likely people in your court are to like fatness, they could even use piety to take anyone to a meal and if that person accepts they can get more piety (this I am not sure if it would work mechanically but speaking from an idea perspective) it could add a pseudo religion that even if you arent going to be that religion you could at least ensure some benefits, and just like the jews if you have one or two in your court long enough or they get a certain rank they may make settlements in your realm that will boost likenesses of your vassals to enjoy getting fat

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Jotting down an idea regarding temporary obesity events; stuff that happens to the smitten feeder you can get as a lover when the potion wears off. When we get a good idea how the new code looks I’d love to take a shot at adding that as well.

Couple of ways that could turn out, most likely outcome is the lover leaving or encouraging you to take it again. The fun options could be the lover secretly spiking your food with the potion or maybe taking it themselves to do a whole role reversal thing.

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Now I’ve gotten the potions available as an option for characters to give to their prisoners. Any of the potions can now be used on them, it’s not just limited to the weight gain ones. I also made a small event that will force prisoners that are temporarily obese to put into house arrest to account for how that system works, and because they might not fit in the cell for very long. This won’t be the only way for a character to use potions on others, there will be more.

One will include working with/deceiving the court cook to slip the potion into your spouse/concubine/lover’s meal. This would require certain traits, attributes, or a relation with the cook in order to pull off. The meal doesn’t have to be spiked with a potion (in which case it will just give an opinion buff of the giving character), so that way if the event for receiving a meal from a loved one isn’t telegraphed to the player that you will be put under the effects of a potion if you accept the meal.

Another will be to simply give certain potions to others being upfront about the effects. Zealous characters will be upset due to it being perceived as witchcraft and refuse, but the other potions will be accepted if the receiver would have a reason to want the effects. So, any lustful (female in this case) character will be very likely to accept any of the female specific body shape potions (except belly, unless they are also a feedee/neko/follow one of my heresies), a glutton would want the potion that gives gluttons +1 stewardship so long as they keep the gluttonous trait, feedee’s would obviously accept simple weight gain potions and possibly the temporary obesity potion, hedonists might be slightly more likely to accept the fetish potion etc.

Spells will be a lot easier to use on other characters than the potions, but will come at a higher risk.


As for spells, I have a few ideas that could work. A few are copies of what some potions could do, but they are mostly unique. Here’s a list of what ideas I have so far:

Simple weight gain spell: Wild, original, and crazy idea of a spell that will add some weight instantly to a target. Can be casted on self or target. Target must be in realm. low base chance of detection on others, almost non-existant chance of detection on self. Low mana cost. Three variants that are unlocked by leveling up the magic skill: lv.1 +1 weight, lv.2 +3 weight but higher mana cost, lv.3 +5 weight, but at the a higher chance of discovery.

Gradual weight gain ritual: Spell that will add a variable to a character that will add weight when that character’s weight pulse fires. Requires access to a stationary target due to longer cast time and more involved process (this is from a narrative stand point. Mechanical translation; the target must be a courtier or prisoner). Moderate mana cost. Low chance of discovery on targets, almost non existent chance of discovery on self. Three variants unlocked by leveling up: lv.1 +2 weight (for 2 weight pulses), lv.2 +2 weight (for 4 weight pulses) at higher mana cost, lv.3 +2 weight (for 6 weight pulses) even higher mana cost. Can cast on self or target.

Kitsune weight alignment: Already described in detail what it does here: Crusader Kings 2 - 3.0's weight gain - #619 by failmuseum
Moderate mana cost. Zero chance of detection. Only 1 variant. Kitsunes only. Self cast only.

Instant weight transfer ritual: Transfer some weight between caster and target. Target needs to be a courtier or prisoner. Can’t be used if either party is temporarily obese. Moderate mana cost. High chance of discovery. Three variants from leveling up: Lv.1 -5/+5 weight caster -5/+5 weight target, Lv.2 -7/+7 weight caster -7/+7 weight target (higher mana cost), Lv.3 -10/+10 weight caster -10/+10 weight target (even higher mana cost, higher detection chance). Whether the caster gains or loses weight is chosen by the caster before casting.

Gradual weight transfer ritual: Slowly transfer weight between self and target using a hidden event (not weight pulse). High mana cost. Needs a target. Target must be courtier or prisoner. Moderate chance of detection. Three variants from leveling: Lv.1 +1/-1 weight transfer every 60 days for 1 year, Lv.+2/-2 weight transfer every 60 days for 1 year (higher mana cost), lv.3 +3/-3 weight transfer every 60 days for 1 year (higher detection chance). Target and caster must both still be alive for the transfer to happen. Whether the caster gains or loses weight is chosen by the caster before casting.

Appetite Swap Ritual: Swap temperate and gluttonous traits with the target. Requires a target. Target must be a courtier or prisoner. Caster requires either the gluttonous trait or temperate trait, and the target requires the opposite trait of the caster. Low mana cost. Low chance of detection. Only 1 variant.
Unlocked at level 2 of Fatocracy magic (still working on the name).

Demonic intervention: Make a character follow the Fatocracy heresy of their public, parent religion. Demons only. Can be casted on self (only if gluttonous, hedonist, decadent, or has one of the fetishes) or target (must not have the zealous or crusader (and equivalents) traits). Target must be in realm. The
corresponding heresy must be unlocked for the spell to work. Will only work on unreformed pagans if the reformed version of their faith has one my future religion features. High mana cost on targets, low cost on self. Non existent chance of detection. Only 1 variant.

Fetish touch: Give a character a fetish of your choice. Can be used on self or target. Target must be in realm. Target must not have a fetish already, or the spell will fail. Moderate mana cost. Moderate chance of detection on target, almost non existent chance on self. Only 1 variant.

Meditate: Give self some more mana (+10) at a cost. Self only. What is sacrificed will be random, but you will at least get to know what will be lost before committing. Only can do this Three times per weight pulse. No mana cost. Non existent chance of being caught. Only 1 variant.

Massive Fairy trickery: Pass on your temporary obesity onto someone else and be cured of it your self. Fairies only. Requires target. Target must be a courtier or prisoner. High mana cost. Will always get caught (unless target is a prisoner). Only 1 variant.

Healthy Eater: Convert fat into a base health buff. Self only. Moderate mana cost. requires at least 10 weight level. Slightly less than moderate chance of detection. Only 1 variant. learned at magic level 3.
Gain +0.10 base health, but lose 10 weight level.

Sire: Give someone else the ability to use magic. Target only. Target must be a dynasty member, friend, or lover and either a courtier or prisoner. Very high mana cost. Very likely to get caught, and if you do the one being sired will also get a masquerade violation. Only 1 variant. Learned at level 3 of magic. They will have a choice if they want to be sired or not, unless they are a prisoner. Kitsune cannot use this spell.

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Oh, I also fixed up few things. Namely, the diet and physical activity selection event will now have an option for temporarily obese characters, since none of the other options really worked with what was going on with the character. They’re already localized (for once). The new diet modifier will do nothing, but it does give the character +5 hedonism value and +1 residual weight gain value (Temporary obesity mechanics) when ever the weight pulse is triggered while having the modifier. The physical activity modifier is actually just the minimal physical activity modifier, but the option now has flavor text for temporary obesity. The other options for both of these events are disabled while you have the temporary obesity trait. Upon being cured of temporary obesity, you will get to select a normal diet and exercise routine right away.

EDIT: zdeerzzz has also informed me of how much my mod causes slow down and is helping me fix this issue with the cleanup events. Now that I know what causes issues, I can reduce in the future. I’m also reworking how the body shape events (both the normal weight tier events and the female specific ones). They will be functionally the same, but instead of making one event for each tier transfer, they will be under a single event (well, normal weight one and a female specific one) that uses triggers to determine which will fire.

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ok, im gonna feel dumb for asking but I dont feel like scrolling through 600+ messages, is there an actual mod out yet or is that still in progress, since it sounds like it is, but I dont know if I wanna scroll so far to find it

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My apologies, I have neglected to keep redirecting the link recently, here is the link to the mod:

Just note, that there is a lot of missing text currently, but you should still be able to figure out what is happening most of the time.

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thank you tons! I realy wanted to try and play this game with it as well…ive never played this game before, let alone many like it

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It’ll take some getting used to, but stick with it because it’s not as difficult as it will first appear to be. My advice is to start in the 1066 start date and play as one of the Irish counts :slightly_smiling_face:.