Crusader Kings 2 - 3.0's weight gain

Okay surprise is here (along with a minor update)! I’ve decided to do something I wasn’t planning on doing, I’m going to upload what I have in the mod currently again. In the download at the bottom of the post is where the mod is at currently. The reason I’m doing this is because I’m going on vacation for 3 weeks starting tomorrow, but the mod’s development shouldn’t be halted though, I’ll have quite a bit of downtime in the apartment I’m staying in, and I have a laptop that can run CK2 (fun fact: the mod’s development originally started while I was visiting last time). I wanted to give something to hold everyone over if for some reason I can’t work on the mod at all during the trip, and now that some people are starting to make addons to my mod it might be helpful to give the code for the features I currently have. I hope everyone enjoys what I have made so far.

Fatocracy Demo Build 2.zip (473.3 KB)

9 Likes

ohhhh, cool, can we get a rundown of what is different this demo?

2 Likes

Yeah, I can do that.

  1. I’ve gotten all of the content that utilized dark world fantasy and dark world tentacles updated to Luxuria Fantasia and Tentacled Dreams respectively
  2. The fetish traits are in the game now and are no longer placeholder modifiers. The traits will auto adjust to the appropriate version if the character somehow changes sex or sexual orientation.
  3. Added a metabolism system based on age, sex, and a couple traits
  4. Added modifiers that female characters can randomly get that represent them having more specific places that the weight will go to.
  5. Added a new diet system that provides buffs/debuffs and will cause characters to gain, lose, or maintain weight respectively. You can also dictate your close family and consort’s diets if they are in your court.
  6. Started working on making the narrative events during the process of gaining weight more interesting by adding more options/reactions to the event based on the character’s traits
  7. Reworked a few things, one example being that the “recently had dinner date modifier” only being visible to the character who has it. This prevents you from easily finding out if a spouse is cheating on you.
  8. Added a very simple clothing system that requires the player to have to replace their wardrobe if their weight level is high enough. As of now, there is no real penalty for ignoring this but it’s in the works.
  9. Fetishes can be revealed to your potential love interests, but I only started working on this last night so there is nothing to these yet.
  10. There is no custom art in the mod (that I can release) yet, except for the two trait Icons I edited for the fetishes.
  11. Added a few events that either punish/reward (depending on your perspective) repeated behavior. The main example is that every time you choose a “Hearty Diet” enough times you will get an event that causes you to gain the glutton trait. If you choose either balanced diet or light diet it will lower the variable that is being used to calculate whether you get the event or not. The same will happen if you choose light diet too many times, the only difference being that you get the temperate trait, and that choosing “balanced diet” will cause the variable to increase instead of decrease.
9 Likes

Yay a nice way to fatten up others without having to force them into prison

1 Like

Just tried out the new demo. It’s great! Can’t wait to see all the text for each event completed, and whatever else is in store later!

2 Likes

Enjoying what I’ve seen so far, but I have one question. The Dinner Date option has disappeared for me as a character interaction. I had uninstalled the Scrappy demo before installing Demo 2. Should I have left the scrappy demo installed?

3 Likes

I’m not sure why that’s happening. I’ll give it a look when I get the game installed on my laptop. Are you able to do the event at all, or only once. The event can’t fire if you don’t have the “recently went on dinner date modifier”. Leaving Scrappy build installed should not be a requirement. If anyone else is having this issue, please like give a like to LeftHandManGary’s post so I can easily tell that this is a common issue.

I’ll check but haven’t updated the mod yet so I’ll check later

I left the scrappy demo in, extracted the new build into the same folder and didn’t have any problem with Dinner Dates.

2 Likes

I got the game installed now along with the mod. I’m not having any issues with the dinner date option. Are you using a save file that used the previous build? I changed how the decision works a little bit, so that may be the issue if that is the case. Try completely removing everything related to my mod from the mod directory and reinstall the new build. There may be a folder that says “fatocracy something” in Documents\Paradox Interactive\Crusader Kings II that may be deleted (if its there do it just to be safe). I also did not download the scrappy build on this install of the game and mod, it’s not necessary.

1 Like

Also, are you playing a tribal or nomadic nation? If you are, that’d be why you can’t make the decision. The AI would always bankrupt themselves whenever I gave them the option, so only feudal (and it’s equivalents) and merchant republics can take lovers on dinner dates. I will very likely change this. You also can’t be in hiding or in prison. I forgot I never said anything about this, sorry.

1 Like

Tribal Irish. That makes sense now.

1 Like

Yeah I figured out a way to make it work for tribal characters, I’m thinking of using prestige instead as the currency for tribals and nomads. Again, sorry I forgot to mention that. I’ll also probably make the tribal opinion penalties on the modifiers a bit less extreme, because it kind of makes the main focus of mod unviable for anything other than fattening up a spouse/consort/political prisoner in an effort to make it easier to plot against them or to make it more difficult for them to plot against you by lowering other tribal’s opinion of them.

2 Likes

If you don’t mind me asking, what is your main focus for the next demo? The progress you’ve made so far is amazing, and I really am excited for future updates!

1 Like

Enjoying what your doing with this mod, since the game gives you the ability to eat prisoners. Would it be possible to feed prisoners to someone else as means to fatten them up?

Thanks for the kind words :slightly_smiling_face:. Odds are the next thing I upload will probably be the 1.0 version of the mod unless I find another good time to upload another demo. The whole mod so far was made in about a month and a half-ish of work. I’d say I’m about 2/3 of the way done to the 1.0 version. So I’d expect to be done with the first “official” release in either late December to mid January (but that is just an estimate). As for the theme of what I’m working on, I need to finish the narrative events, localize everything, ask for permission for using art, make the narrative events for the spouse/lover/concubine of the character gaining weight, finish the fetish system, finish the clothing replacement events, rework how the fatten prisoner decision functions, and add a few flavor events.

2 Likes

It would likely be possible to do (although it would have quite heavy limitations due to how events work), but I’m probably not going to add that into the mod myself, sorry but I’m not personally into vore (or anything related).

Sweet! I’m especially excited for the localizations and the fetish mechanics, since I generally like playing a feedee. (Trying to work out a feeder AI would be pretty difficult, I’d imagine).

Good luck to you for when you finish the first version of the mod! I’ll be away until then.

1 Like

I’ve got the event chain for 25-29 year old characters who are having difficulty adjusting to their slower metabolism in the game now (once the chain starts, it can last longer than the four year span between ages 25-29). There is a 25% chance that characters will have difficulty adjusting to their new metabolism once they reach 25 years of age. At this time you will be given a choice between trying to fix the problem where you take the gamble of relapsing into your old habits but potentially breaking said habits, or taking the safer route but more defeatist route where you don’t fully adapt to your new recommended dietary habits.

If you leave it alone, you simply gain +1 weight level every time the weight pulse fires. I will add a decision to switch to the “break habits” branch later.

But if you try and break your old habits, you every 6 months or so will be given an event with 1 option that will determine whether you break your habit this “turn” or not. This option has three variants, dependent on traits, that will increase or decrease your odds of breaking the habits:

Version 1 is not having gluttonous, hedonist, or temperate traits, 10% chance of breaking habits.

Version 2 is having either the gluttonous or hedonist traits 5% chance.

Version 3 requires the temperate trait 15% chance (if you have hedonist and temperate, the gluttonous/hedonist version will be used instead).

Depending on how many turns it takes to break the habit, you will get a different outcome.
0-2 turns gives 50% chance of getting temperate trait
3-5 turns does nothing
6-8 turns gives 50% chance of getting gluttonous trait
9 turns will give you the gluttonous trait.

but if you can’t break the habit in 10 turns, the character will not only give up, but lose control of themselves (+2 weight every weight pulse). The event options are handled like the narrative events, several options based on traits. You will always gain the glutton trait in this scenario. If your character’s age goes below 25 (fountain of youth or mod) the event chain’s flags and the number of turns taken variable will be reset, which means that this process can happen again.

6 Likes

thats cool, was going more for a Sweeny Todd then Vore theme since it’s the dark ages

1 Like