Having the genes_modified file twice in the load order was causing it. Not sure why (guessing it has something to do with one of the settings in there compounding when set twice), but once I only had one of the file (by removing it from this mod), the visual scales perfectly with the weight value.
To keep the higher weight visuals that comes with this mod, you gotta take the values from the genes_modified file you’re deleting, and plop them in the loverslab mod’s genes_modified, replacing that mod’s matching values. I say do this instead of deleting the loverslab mod’s genes_modified because that mod’s file covers more values which might break the mod if taken out, while this mod’s copy seems to be meant to just modify that file a bit.
EDIT:
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Unfortunately, the above wasn’t the case. I just forgot to reactivate this mod in my loader and thought I’d fixed it. I have narrowed it down to one file, though. that file is:
common/script_values/wgac_weight_values.txt
Specifically, the lines that define each weight state threshold. I thought this was pretty silly at first, and that it couldn’t have been causing the visual/weight value disjoint - that it had to be working in tandem with another file. But it alone is what causes the disjoint. I removed every single other file from this mod and the disjoint was still there. I left in files that didn’t refer to the weight states and took out the files that did refer to them. The disjoint stayed unless I removed that file. I’m baffled how this is the case, but it is.
I’m running a playthrough now to test how the mod performs without this file, but I’d guess it’ll mess quite a few things up.
I’m very confused why this file alone is the cause of the disjoint. If anybody has any insight, please let me know.
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Decay, change those values I mentioned to you in genes_modified over on loverslab to make the visual max less immobile-looking. To get rid of the text events in game you’re gonna have to go into this mod’s folder and edit the text files that relate to events. My guess is it’d be as simple as finding the file that defines at what weight value the immobile flag starts and commenting it out/deleting it. Make sure you don’t leave hanging brackets (if there are any) when you do so, though!
Hello, I lost access to my account (forgot the password), so I had to recreate it.
Unfortunately, I have to ask for forgiveness from everyone who was too hyped, since I wasn’t able to finish the new version. I’m having some troubles in real life, plus I wasn’t happy with how the mod was shaping up, so I deleted it in a fit of rage. So if I start working on it again, I will have to start from the version last uploaded here. Would also like to apologize to Rando121, since he worked hard on the concepts and texts, and they will probably not be implemented, even though I could still use some of his work, if he would be so kind to resend the files to my new account.
This is a bug in my mod. I fixed it when I was working on the new version. The issue was in the visuals gfx file, where I wrote that the weight visual modifier is only applied when your weight is higher than overweight_threshold, if you delete this condition it will work as intended.
Not in the current version, but in the new one I made a game rule to limit the maximum possible weight. If I ever start working on the mod again, I will implement it back, since it’s pretty easy.
There were plans and if/when I start working again, I would try to implement this.
I will elaborate a little bit, this file affects the bugs because it defines the new value of overweight_threshold, which in vanilla is 0. As I said, in the file in the gfx folder there’s a line that enables the weight visual morphs, and for some reason it’s only enabled if your weight is higher than overweight_threshold. You need to remove this line to make it work.
Now that I think about it, the system should work much more differently. There should be a separate value called fitness, which will show how fit you are. This willl mean that you can be fat and strong or skinny and weak, and if your fitness falls you will become immobile. Obviously increasing your fitness will also cause you to lose weight, but if you work really hard you should be able to achieve high weight and fitness, like those sumo wrestlers or strongmen.
Hey hey! Replaced both instances of weight_threshold with 0 in the gfx file (gfx/portraits/portrait_modifiers/weight_modifiers.txt), and it works! This shouldn’t break how anything works in the mod either - thanks a bunch!
EDIT: Better way to do it is make the overweight threshold 0 and adjust the other thresholds accordingly - the above fixes some things but overweight threshold must be used in other places of the base game’s gfx code.
Oh sadness, the mod was deleted? I got it to work and have been enjoying it quite a bit myself but hopefully your situation gets better! Please take it easy
Of course! Hope it goes the way you like when you do. Always appreciate a good mod (when I know how to work it properly lol) but hey if anything just means you get to work on it new and spin it they way you envisioned
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Hey vocon? Totally cool if you don’t want to get into it - but what do your changes to that weight portrait modifier gfx file do? It looks like you split up some morph statements, changed value to 0, and added some divides. I can’t make sense of the original file much either, but curious what you changed and why.
The problem with vanilla version of this file is that in the game there’s something called “base weight”, which is generated randomly. I don’t really understand the purpose of this value, because it’s completely separate from the real weight that is changed by traits and actions. Since each weight point now changes weight more than it used to, it created a situation when some for example normal weight people looked obese, and some obese people looked barely chubby. I simply cut out this thing, so that now only your real weight determines the graphical weight.
The formula itself was taken from Mange’s mod, I only cut the base weight out. I’m not sure why it’s separate, it could be merged into one, but I don’t really care since it works fine the way it is now.
But coincidentally overweight_threshold is something I define in my own files, so you need to compare it to 0, not to overweight_threshold. That’s a bug.
Mods been working fantastic for me, especially since it doesn’t seem to conflict with other mods I play, regardless its been a ton of fun to use during my campaigns so thanks for the wonderful work! Can’t wait to possibly see more updates eventually ^^
Unfortunately, I have to suspend this mod’s development, because of the conditions in my life. Here’s a partial version with some features added, for example the framework for the fitness system, but I don’t really advise playing it because it may contain a lot of bugs. If you are very interested in this mod for CK3, you could try taking it and working on it yourself. It’s honestly not that hard. Fitness doesn’t work now because there are no events to change it or decision to exercise, but if you make one it should work fine, maybe with some mnor bugs.
If things get better I might take a look at this mod again, especially if future updates for CK3 bring something interesting. The next DLC/update looks quite interesting in terms of potential for weight gain content.
Ah, forgot to tell, I had some problems with Mange’s mod, for some reason the maximum weight shrunk significantly. Not sure if it’s my fault or he decided to decrease the maximum weight.
Well I hope everything gets better and completely understand when you get busy or life stuff happens that people need to step away, regardless I can always be excited for when you possibly return! I would try to continue it myself however I do not know how to code or anything like influencing files haha regardless thanks for the work you did do its still really fun to use regardless~
One thing that was a small chunk of the time but showed up proportionally hugely more than it should have was how much time we spent applying and removing the modifiers for when characters gained and lost weight and were considered obese or malnourished. This was a primary example of the slowness of the script system compared to code.
Every couple of years we’d update the weight of a character and trigger an on action that their weight changed, from there we’d trigger events to add or remove the obese and malnourished modifiers based on two constant values we’d compare against. A very simple operation, but because of how many characters we have and all of them going into the script system it was actually showing up as a large part of a character’s yearly update.
My solution was to simply move this to be done in code, the events and on action is now removed and instead there are two defines for the thresholds of gaining and losing the modifiers. As an upside to this by doing it in code we would now always correctly update and apply the modifiers automatically when the change_current_weight is used so it feels more responsive to special events.