boob genetics mockup.zip (2.1 KB)
Quick and dirty mockup of what a genetic element to a body part might look like if implemented via integration of Improved Genetics Advanced - yes it looks complex by in practise it’s not that hard imho. I’ve excluded most of the files and stuff needed just to focus on the main mechanics.
In IGA, weight gain has an extra modifier based on the number of copies of fat genes (alleles) the character inherits. For each gene there’s a fat and thin variant indicated by Capitals or lowercase letters. These are then used to assign one of ten modifiers that change how much weight is gained on each run of the WG check event as a multiplier.
Under that mod’s current form, if your dynasty manages to stack those fat genes, every time the weight gain event runs, you gain up to 25% faster than normal, which stacks heavily with the new bi-yearly timers.
Converting it to work with body parts would not be hard thought there’s more than one way to do it.
Each body part value could be tethered to body weight so that each part increases and decreases in size as weight is lost or gained rather than calculated separately. Alternatively, body weight could instead be treated like another modifier to each body part.
The mod also has other components that do other things like modify health or alter the likelihood of inheriting traits. If the above scaling looks too complex, it could instead be changed to apply one of several traits to indicate by how much that body part is smaller or bigger than normal.
I’m horribly biased in favour of this mod because I find Mendelian genetics fun so take this suggestion with a good dose of salt.
Giving each body part its own scale could allow for some really fun stuff, like dynamic body shapes. Your shape could be generated based on how each part’s size compares to each other. You know, Apples, Pears, Hourglasses, all that stuff, with levels of extremity. A pear-type might be healthier than normal for their size but have a higher combat penalty from reduced mobility, while an apple-type might be seen as more ‘regal’ (opinion buff) at a cost to health and an hourglass-type gets the biggest boost to sex appeal.
Okay, I just found out something that might be a bit of a road bump (nothing too bad though). It seems as though Dark World fantasy had bit of an issue in regards to mod ownership recently. While it doesn’t look like it will affect my mod much, Dark World Fantasy is currently unavailable until it is finished being overhauled. The only way this affects my mod is that the breast module will no longer be available to the public, so I will have to stick to my modifiers for breast based weight gain (EDIT: just found out the ABM has breast traits, so I’ll have to use that instead in the future). Just wanted to give a heads up in the low chance that I get my first full release out before DWF is public again.
As a side note, I tried to get a form of genetics to work with specific body parts but I couldn’t quite figure it out. I’m also having trouble with my baking event chain. Specifically I’m having difficulties with having the event chain stop if either character dies. I’m pretty much only working on the weight gain system right now, but the event being broken is bothering me a bit.
Do the events keep firing if the relevant flags are removed? There would need to be an event that fires when the target dies that performs a cleanup operation. Could be used to allow a response event along the lines of ‘oh my friendo/spouse died a fatty maybe I should be less of a fat slob’.
One thing I think could be a good idea if you can get around to it would be having flavor events based on the character’s focus and weight.
Something I was thinking of would be that if you had a hunting focus, you could have feasts from animals you slain that cause weight gain.
Seduction could be that your character feels unnattractive due to her/his weight and you have the option of having them focus on working out for a health benefit or focus on buying clothes and make-up. The event concludes with a +5 sex appeal reward or something.
Intrigue could have an event where the character gets caught running away from guards while spying because they got fat, as well as an event where they can open a tavern which increases their ability to discover plots but fattens people in the court and has an event chain where they can get fat from eating their own goods.
Carousing could be similiar to events you already made where the character can pick someone (including themselves) from their court or dungeon to taste test the food. This would cause weight gain and a positive opinion modifer.
One last thing is a lot of events give the stressed modifier, I think characters being able to remove it by comfort eating would be a good idea.
Anyways, just thought these ideas could be worth sharing. I might try to make my own mod for these events and using the code from your mod as a framework will be really helpful if I do so thanks for posting it!
Yeah I thought that might be what I’d need to do. The main problem I’m having is more how to set the event(s) up. I’ll probably have to study the way of life seduction events to figure it out since they more or less have the same structure.
Thank you for the ideas. I was thinking of adding events for the focuses in the future, but I was having a bit of a difficult time coming up with anything outside of family, carousing, and seduction. Feel free to make your own mod with my source code, just make sure to check to see if any changes I make in the future to things like the weight range doesn’t break things in your mod
Next thing I’m going to get started is a very simple, age based, metabolism system using the weight pulse. Characters who are around specific ages will gain weight more easily the older they are. An example would be characters who are 19 or younger will have the best metabolism that will make it easier to hover around a healthy weight, so their metabolism will kick in about halfway through the “soft body modifer” (probably -1 weight if above 15 or so). On the other end of spectrum, a character who is about 40 or so will have a chance every time the pulse fires to put on more weight. Characters who are in their mid twenties might get an event chain involving their metabolism slowing down and the character having difficulties adapting.
First of all, I gave the skeleton mod a run and it looks and runs great, can’t wait to see more of it. Hopefully we can get some more reacting to the weight gain of other characters.
In any case, I’d be happy to lend a hand with some of the flavor text and ideas, proofreading and the like. I have some lines of dialogue back from when I was fiddling with a WG mod here and there that could work.
Also have some ideas for flavor events relating to the Way of Life focuses that I wanted to share.
Hunting/Warrior: You’re injured and have to stay off your feet for a while, and your usual high calorie diet catches up with you.
Stewardship: You successfully support a chef’s business venture and he gives you a lot of free food as tribute.
Rulership: You start to enjoy the luxuries of your station too much and get some bad habits.
Learning/Theology: You stress-eat from trying to untangle a scientific or theological problem.
Also got a dumb idea the other day based on the event where your marshal asks if he can invent a new weapon and you get some military tech points, your steward could do something similar but with a feeding machine that goes haywire. Kind of a bit out there but I just wanted to share that one.
I am monitoring this thread with great interest. Ever since they added the new fat modifiers to the game, I thought this was bound to happen. I haven’t downloaded it yet, I’m gonna wait for it to get finished a little more but I’m just letting you know another dude is super eager to see your work. Keep it up!
Pretty impressed by the work that’s been done so far. The skeleton is there, just needs some skin and meat. It’s better than all my attempts at a mod. I’ve got my eye on this thread.
I got the metabolism system in place now. There are a few things that can affect how it works, they are age, sex, and whether or not you have the gluttonous or hedonist traits. As characters get older they will have different metabolic rates. Here’s a break down of how it will work for a male character without gluttonous or hedonist traits.:
age 19 or younger: weight -2 IF current weight = 15
age 20-24: weight -1 IF current weight =15
age 25-30: the system functions how it did before I added metabolic rates, but there is a chance that characters will struggle with change in metabolism through events (not yet implemented)
age 30-39: 30% chance every pulse to gain weight +1
age 40-49: 40% chance every pulse to gain weight +1
age 50+: 50% chance every pulse to gain weight +2
When a character is 30 years old or older, if they have gluttonous or hedonist traits they will have an extra 5% chance every pulse to gain weight. If the character is female they will also have an extra 5% chance to gain weight if they are 30 years old or older (did a quick google search to see if men and women had different metabolic rates to make sure I was being accurate). This means that female characters with hedonist or glutton traits will have an extra +10% chance total to gain weight through the metabolism system.
I think I’m going to work on the diet system I outlined in a previous post next. I’m not quite sure how I want to handle it in regards to landless characters though. My ideal would be to make it so landless characters in the court can choose what diet they want, but spouses, adult children of the liege, and concubines can have their decisions overruled by their liege (which would include the player). The weight gain will be handled by the weight pulse. The only way to avoid the weight changes associated with your diet will be if you are in prison and not under house arrest. After that I’m probably going to start working on polishing the narrative weight gain events from the gainer’s perspective.
Once you’ve done enough work, I think it might be a good idea to make your own thread. Speaking of, where do you think you’ll toss up the mod when it’s ready?
That’s the plan when I’m ready for what I would consider the public release. As for where I’m going to post it, I’m thinking I’ll post it here if I can and loverslab.
Diet system is ready to go, just need to add the AI chance factors for the events. The way it works is once the game starts, wait a few days and you will be presented with a popup event giving you a choice of one of three different diet settings. The choices are between balanced, light, and hearty. Balanced diets offer no benefits or drawbacks and they don’t influence your character’s weight. I may change these in the future to function as a way to help keep your weight in check (see the 20-24 year old metabolism to get an idea on how it may work in the future). Light diets will cause characters to lose -2 weight every time the pulse fires as well as +5 opinion of landed religious figures and +0.10 piety per month, but this is at the cost of -1 martial skill. Finally there is the one 99% are the most interested in, the hearty diet. Hearty diets will cause characters to gain +2 weight every time the pulse event fires as well as giving the character a passive +0.5 health while on the diet, but this is at the cost of -10 church opinion (logic behind this being religious officials getting hints of gluttony from the diet).
Every time the weight pulse fires, you (and the AI) are given the option to choose which of the three diets you want again. You as a player also have the option to directly choose a handful of character’s diets yourself. The requirements for being able to dictate a person’s diet is they must be in your court
(which means they are either landless and answering to you, or they are a vassal of your’s that has a seat on the council) and be either your spouse, concubine/consort, or a close relative (child, grandparent, aunt/uncle, grandchild, parent etc.) that is an adult. They will have the option whenever their personal weight pulse triggers to pick a different diet. You can only choose to change a
specific character’s diet once, until that character’s weight pulse triggers, at which point you will be able to hand pick their diet again. At the moment when AI character’s go off the diet you specified you will not be notified. On one hand, it adds a level of management to keep your immediate family from going against your wishes, but on the other hand it is really inconvenient for the player to constantly be making sure the npc’s are on the diet you want them to be. Please give opinions on what management system you would prefer.
Could you put it under the “important decisions menu”? Maybe have the event fire when you pick up a new character, then let the player select the option to manually change things if they wish.
I could make it a game rule instead, where players choose which version they want like you said, but without cluttering up the important decisions tab. Thanks for the input
This sounds like the perfect logic to implement a religion, or at least a reformation option for a cult of gluttony or similar.
Obviously not in the immediate future, but potentially something to consider?
Standing order with a decision to alter it would be best for the player, if there is a menu which can control all possible persons from the one decision. Alternatively, having an option on the character menu, like the Dinner Date, would be good for a per-character basis.
You’re welcome . A full religion is a bit outside the scope for the mod for me (third party addons are welcome) but a reformation for pagans wouldn’t be out of question. I’m going to have to make a list of what dlc is needed to get everything out of the mod eventually, especially with the dlc policy being more approachable on account of the game going free to play.
As for the setting, a self targeted decision would also work to have the option to be toggleable mid-game so someone who is less decisive can go back and forth as needed.