I’ve been lurking this thread for a few days now and have fiddled around with the mod. Figured I’d make an account and offer to help pitch in writing stuff. I took a look at your design doc ideas and your earlier post where you talked about wanting to “tie things together” so to speak.
That’s currently where the ideas I’ve had fit into. Giving the mod more of a sense of purpose regarding “why are these characters getting fat?” and how other people react to that and also the various events that could arise because of it. Fatocracy for CK2 had a pretty good foundation for that…unfortunately like none of it was localized…I’m still way too green on the actual writing new code stuff (I can read a bit of it and get the gist tho) but I should be able to at least give a general idea of what kind of thing my idea would need and also I’d happily write the localization text for it.
So if you do want the help, I’d be happy to pitch in. If you want I could cobble together a really rough design doc probably later today or tomorrow. That way you and also Vocon could give it a read–I already know that Vocon has plans for the religion/culture stuff so I’d be sure to avoid anything with that really.
Good point. It would be nice to have a reason for the characters getting fat. There could be religious and cultural events related to all faiths. Possibly even special leblouh related events for African cultures.
I mean so far the motivator is ‘they like food lmao’ but depending on how vocon wants to make his religion and culture it can be any number of things. Maybe fat is seen as a symbol of wealth and fertility? Maybe a beloved ruler does so, and his court and subjects take inspiration from this ‘court fashion’? I’m sure you can write any number of scenarios for the above question.
As for your idea it would probably be lower on implementation for me personally due to its complexity and various prerequisites it relies on not being complete. You’re free to do the writing and design for it, but I may not implement the idea until after Vocon has his religious/cultural framework done. Your idea for world and tag interaction also makes implementation a lot more difficult, so without a very good design doc and well written and executed events I may have to settle for a far simplified version of your ambitions, depending on what they are.
At the moment there also isn’t an ‘everyone gets fat’ theme for the mod either. Its mostly localized to individual people in rich courts who are gluttonous, have many children, or certain genetic predispositions towards appetite or weight. There is a lot of room for change in this, but I think you’ll want to discuss with Vocon first for optimal compatibility between your visions. I am interested to see where you take the idea.
I’ve also been making good progress with my personal part of this project, though admittedly it is a bit biased (and probably better written) towards the heavier end of the spectrum. They also get a fair bit more decadent at higher levels (especially at super obese to blob). There are a couple more events for feasts and a 6th level for every court item to put it in par with food standards.
It also comes with a few weight focused artifacts - right now a book, and an event choice between mobility trinket options. None of these have permanent gfx yet, and I plan to add more.
I’m also experimenting with special court positions that become available as your character gains weight, ranging from assorted full time support staff to a regent. These positions only counter penalties for your character. IDK if i’ll actually implement these in the next release, but I am curious about them at the moment.
This also comes with minor balance changes - mostly changes to weight trait stats and making certain events and modifiers less effective (no more everyone being a sedentary slob!). Its nothing huge and I don’t think it’ll interfere with Vocons developments much. If it does, these changes can be very easily reversed.
I was successfully able (without usage of overhaul body mods or anything else) to make us a custom set of meshes with x5 amount of details via the increasing of a polygon count, had to wrestle with vertex groups, but everything seems fine now. I also edited animations, so no more clipping for fatties!
Now that is not everything. I have figured a way around the blob problems by implementation of a brand new blob meshes and animation sets that activate only upon reaching specific amount of weight. So when you get that big, you automatically change animations to a sitting blob.
The set is still pretty boring, with only 3 animations and one set of clothes (simple nightgown), but hey, at lest it works!
Now there is still a problem of fixing some lightning issues caused by old normal maps, but I will bake new one so there won’t be any.
Works pretty neat so far.
I have to redo a LOT of clothes and other blendshapes (old, gaut etc) though, so I’d say it is early alpha right now. If anyone wishes to playtest it, reply below.
First we need vocon to upload the latest overhaul characters non-depended mod of their’s. Because for me everything is broken. Everyone is either super fat the moment you start the game (177kg~ average weight)
Or negative weight (-20 kg average weight) with EVERYONE being short height (155 average for women and 160 for men).
This is not about models or meshes, but their code that calculates weight based on traits
It’s looking fantastic, I’d be happy to playtest as well if that is still open. Oh, and I can help with any event or dialogue writing if that is needed.
I don’t have this problem. Are you sure this problem is not on your end? Does anyone else suffer from this? This issue usually happens when you turn on the mod and load an already existing save that you played previously. Or you could have a mod conflict.
Your textures look amazing. Unfortunately, I don’t have an opportunity to work on the mod currently. I believe other modders should try contributing to the mod instead of me, since my work pace is too slow and unsteady.
Well, a blessing in disguise. Remaking everything was a good opportunity to push the details even further. The mesh is now even higher poly. Means bigger sizes with less bugs and clipping for us!