Crusader Kings 3: Weight Gain and Consequences

Damn you.

I specifically wanted to avoid delving into the 3D aspects of the game since the mod author seemed to have worked something out, but I decided to put my experience with Clausewitz to use instead of writing like I dedicated to.

My focus was on portrait appearances, so I mostly focused on the bust and head genes while integrating WGaC and carnitas.

byz_lewd
fatnorse
nord_lewd

However, with a few tweaks and dumb luck, I managed to get a few full outfits to go on decently.




There is still plenty broken, but it seems like you found the right direction to work towards.

While there isn’t really a way to fix clipping animations from the model skeleton, a surprising amount still works just fine.



Commits suicide on blob sizes tho. Seriously most of it is a jank mess past perhaps 50 weight.


indianblob

If the mod author or anyone else does not find a better solution (or respond), i’ll post my experiments as a fork along with my originally planned content. Honestly the integration is pretty piss and suffers from some major bugs (such as out of place textures). The word i’ve done is lot less in-depth than this may suggest, but it seems to work well enough

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Ok this is actually close to how I remember early versions of this mod looking before something changed with CBO so amazing.

I’d love to have your fork when you’re happy with it

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Hello everyone! Sorry for disappearing for so long, but I couldn’t update the mod because I couldn’t make body shapes work currently. At some point I had an entirely working version that had different body shapes, but then Mange changed something again and it doesn’t work any more. There are different distributions like larger upper body or larger lower body, but the butt doesn’t scale any more, which leads to pancake butts. I don’t really know why Mange separated it from the fat distribution gene. It seems I have to write a crutch that scales butt off weight independently of this (which I already used to have at some point).

In what way? I don’t see this dependency honestly.

What did you do exactly? Right now my only possible solution is to add butt morphs into wgac_weight_override.txt. I’ll try to do that and if it works I’ll upload what I have. Although, to be honest, I don’t really like that I can’t keep up with Mange, he just changes things so fast and each time I have to find a new way to deal with his code.

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Never mind, I figured it out. I had to update my overwrite of Mange’s gene_bs_body_fat_distribution gene. The body shapes work correctly, most people don’t have flat butts (unless they specifically have the gene for more upper body weight), but the clipping with clothes is very serious and I was unable to fix it using the sliders Mange provided. I don’t think it’s even possible without some serious modelling work.
Here’s what I have currently, the mod is playable and has some new features (for example, trait for slim face, an option to disable weight gain for some members of your dynasty), but fat people clip with clothes way too much. I’m afraid I can’t fix it.

I think the best course of action is to ignore this for now, unless someone wants to dedicate a ton of time to fix the models/clothes. Could you please play this version and verify that it works fine for you?

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It is so great to hear from you again! I hope you’re doing all right and sorry to hear that Mange’s mod is constantly updating. Thanks for plans on adding an option to toggle weight gain for the two sexes! (I personally just like female weight gain.) I wish you luck on finding a way to fix clothes clipping! I can ignore it for the time being since I have a mod to undress portraits (kind of makes sense when they reach a certain weight that they can’t find any clothes to fit in. XD)

Actually, Mange was doing everything right in this case, he was trying to fix whatever Paradox did to models and clothes after the Iberia update. For some reason the clipping became worse, even though the point of this whole Paradox overhaul was to fix clipping issues. It seems it excessively relied on the body shapes being close to vanilla, which broke bigger body shapes that we need for our mod.

Yes, I personally only like female weight gain and prefer men to stay slim. The way I made it work is that after you pass the “dynasty of fat women” decision you have an option to also make your house “a dynasty of slim men”, which disables physical trait influence on male weight. The reason I did that is because after you breed increased appetite into your dynasty, both your men and women become fat, and staying slim as a man becomes impossible. Also fertility decreases by a ton because both genders are now fat. So this option helps prevent that. I tested it well enough imo, but if it doesn’t work for any reason, I’ll look into that.

Also there are now game settings that adjust the rate of weight gain and the influence of traits on your weight. Borabora was asking for a way to make the weight gain more like in the old versions of the mod, and these settings should help achieve that.

Honestly, I don’t think there’s a way, unless Mange does something that would help with that. And even that would not necessarily prevent clipping for very fat people. I also use the undress mod, and in the nude form fat people look fine. Maybe I should make a setting that automatically undresses all superobese people.

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As a short-term thing, would you be fine with having a version of the mod with a narrower visual weight range (reduce the slider increases past neutral vanilla weight by 50%) until clipping at the extreme high end is resolved?

Now that there’s multiple people interested in working on the mod, it may also be a good idea to publish it on github to help it keep up with both mod dependency changes and basegame changes. The hype would be immense if @mcc45 @Paragon @vocon92964 and @YasiT teamed up to bonk out the remaining bugs and really get things rolling.

I don’t know, I spent a lot of time balancing the numbers to make the visual weight as close (or believable) as possible to the displayed one, so I don’t really want to do that. The clipping doesn’t make the game unplayable and it is unlikely there is going to be a huge amount of superfat people. So for now I believe it’s better to leave it as is.

If a large interest in contributing to this mod arises, I could set up a gitlab (github bans this kind of mods, I believe Carnalitas are on gitlab).

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i rlly wish someone could backport this to CK2

There’s a mod for ck2 floating around these forums which has a lot of functionality to it. Unfortunately and also obviously it doesn’t have 3d visuals though

There is the Fatocracy mod for that, it lacks a lot of localisation but has a fair amount of content to go through. Also has compatibility with Luxuria Fantasia and Tale of Nine Tails (not on this site) if you want mess around with those.

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I really do need to at least go back and finish the localizations to that at the very least.

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Hahaha, sorry? :joy: Looks like I at least cursed you to doing something cool! It looks great!

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Sadly from a 3d perspective PoV, it would be excessively difficult to make existing meshes work at such extremes, and this would also be a very high maintenance option with many compromises. Its not only clipping, which can be resolved with a static model overlay and gene tweaks, but also skeletons and animations.

I would not recommend it, but it is likely possible to overcome this with a custom mesh in the clothes section that ignore most the existing body. This could be coupled with a custom animation that does not clip, but the rest still will. Its basically an exoskeleton that multiplies bones. It would get its general form from the base body and expand it in such a way that clothes custom built for it would not have issues. This would allow characters to reach larger sizes with little clipping, but greatly limits clothing choice and custom body part sizes. Its also generally too high maintenance to recommend for anything long term.

I don’t know if there is huge demand for collaboration here, but I at the very least hope to put some of my experience with Clausewitz to use. A lot of what IMO this mod needs does not require this skill however, such as writing, art, or even just ideas and etc. Having an open link for contributions in this sphere might be beneficial in making a mod that both draws on the talents and interests of the community, while a gitlab would help those closely collaborating to not step one each others toes.

I’m going to try out your updated variant and work on that going forward. It sounds like you have deployed a decent fix and I look forward to seeing it in action!

With just CBO, no WGaC no Carnalitas, I still had the flat butt/strange breasts problem. @cheddar mentioned the dependency and the mod installation instructions now say you need Carnalitas. Didn’t do further testing. I could’ve gotten something mixed up, though.

Apologies for not posting this sooner, but as expected things broke after my changes. Namely, getting rid of these files gets rid of the weight slider values used by WGaC - @vocon92964 made it so most of the bar is for fatness, and just the left edge is for skinnyness/emaciation, which is good but after getting rid of those files everyone starts emaciated, as that left side is the WGaC starting weight. Similarly, the values for the various states of fatness are much lower than they should be - for instance super obese is 0 when that’s the middle of the bar, normal weight on the vanilla/CBO/Carnalitas scale.

I’ve fixed this with a couple tweaks to some files, see below. I basically just replaced the values with ones similar to the old WGaC values - prior to lengthening the fat part of the weight slider. The more elegant solution would be to investigate if we could keep the fat part of the slider long by selectively commenting out the whole files I got rid of, but this method works for now. What I’ve done might limit how extreme the models can get and speed up gains, as only half the weight slider is used for fatness, but they still get plenty big and it might be an accidental/lazy solution to model clipping at high weights.

The first file that needs to be changed is /common/script_values/wgac_base_values.txt

The changes are at the top of the file and are as follow (I commented out the original code):

#base_weight_value = -80

#chubby_threshold = -73
#overweight_threshold = -65
#obese_threshold = -55
#morbidly_obese_threshold = -36
#super_obese_threshold = 0
#blob_threshold = 20

base_weight_value = 0

chubby_threshold = 5
overweight_threshold = 15
obese_threshold = 30
morbidly_obese_threshold = 50
super_obese_threshold = 65
blob_threshold = 80

Leave the rest of the file as is (you could lower some values below to slow gaining down if you wish though)

The second file I changed is /common/defines/01_fat_defines.txt
In the middle of the file you’ll see these two lines, which I’ve commented out and replaced with appropriate values.

	#DEFAULT_BASE_WEIGHT_MIN = -85 # Min for starting random base weight inclusive
	#DEFAULT_BASE_WEIGHT_MAX = -75 # Max for starting random base weight inclusive
	DEFAULT_BASE_WEIGHT_MIN = -15 # Min for starting random base weight inclusive
	DEFAULT_BASE_WEIGHT_MAX = 15 # Max for starting random base weight inclusive

This one should make it so everyone starts at a ~normal weight and not emaciated, if I understand correctly.

I believe this is all I changed - tested this pretty thoroughly and everything seemed to work, got a couple of characters from 0 to 100 weight.

Awesome! Looking forward to trying this out. You probably did a much better job fixing compatibility than I did :sweat_smile:

It’s been a while since I’ve used git/github, but it would probably beat posting code snippets and .zips here, haha

The use of the term overweight always puzzled me, since it’s a rather modern sort of phrase. I think there’s room to break up ‘chubby’ and ‘overweight’ to provide a more gradual shift from the mild buffs of ‘chubby’ to the progressively large debuffs further down the weight line. Perhaps something like soft (++), chubby (+), plush ( mixed +/-, extra modifiers for certain cultural/religious choices), fat (-)? Same can probably be said for the different flavours of obesity, though since they’re rarer irl, it’s less grating I suppose.

The long-term solution to issues with sliders scaling might be to use some form of non-linear function if possible, where weight increases above 0/‘normal’ have smaller increments but are also progressively less impacted by events that would normally increase weight by a greater amount. This could be balanced by WG events firing more often at higher weights - something that is repetitive now but could be more interesting as more content is made.

However, I don’t know how feasible that would be and there’d need to be checks to prevent skipping stages due to changes to said increments.

Changes I would like to see once slider wonkiness is ameliorated include alterations to the height system to make the buffs and debuffs less extreme - after all, historically, height has not proven to be an impediment to rulership and excessive height usually comes with enormous health problems that make them objectively worse at combat.

Just wanted to poke my head in and say I really appreciate you taking the time to add settings for the speed and rate of weight gain. Thank you so much, @vocon92964!

Hello, I will begin by apologizing if It the problem was in my end or if I messed up the load order, but with that being written… The only problem I noticed is that prowess is not adding muscle mass to people, and I find It a bit weird. Not a big problem per se, just something I noticed. Also thank you for taking time and updating the mod, especially since you don’t have that much free time.