Weight Gain and Consequences: Expanded V0.6.2

This is a continuation of the original WGaC by @vocon92964, updated for Crusader Kings 3 V1.19.*

This is a collection of community additions to the original mod, bundled together and given their own thread to ease the confusion of scrolling through the original to find the most recent version.


Key Features

  • A fully functional height and weight system, with metric and imperial support. Both height and weight are displayed in the character window.

    • This expansion has retooled the height and weight systems to more accurately model character growth (no more 6’, 200lb babies), and characters with the dwarf and giant traits.
  • Traits depicting character appetites, weights, heights and weight preferences.

    • This expansion features alternate icons for these traits, courtesy of @HopelessLoner. These can be toggled with a game rule.
  • New events involving stuffing, lazing around and squashing people.

    • This expansion also includes events for feeding other characters and tearing your clothes, courtesy of @MomoKashi.
  • Dynasty modifiers to reward the most gluttonous families.

  • Full English and Russian localisation.


Download Link: weight_gain_and_consequences_expanded.zip (509.9 KB)

Patchnotes V0.6.2
Wulf_Diomhaireachd updated patchnotes v0.6.2

- Fixed Schrodinger's squashing condition (prisoners were not allowed to be squashed because they were prisoners)
- Fixed Master of the Pantry still showing as available when playing as a duke or below
- Fixed scope issue in the midnight snack event chain
- Fixed various references to weight gain values
- Updated the feast activity cost calculation to include current vanilla modifiers (protected alcohol stores + game difficulty settings)
- Updated the character weight calculation to include more age granularity
- Updated window_character.gui to include additions from CK3 V1.19
- Updated random_weight.0001 to add possibility of increasing/decreasing appetite, gain/lose comfort eater & inappetetic
- Updated random_weight.0008 to add possibility of gaining/losing diligent & lazy
- Updated wgac_love_fat.0001 to add the option of becoming an extreme fat lover & rebalanced AI liklihoods of choosing each outcome
- Added a 5 year cooldown for refusing a FA trait via the event, with an additional "never show this again" option to mirror prior functionality
- Added a marriage check to fat_lover_event_spouse_on_action to stop wgac_love_fat.0001 double firing

MomoKashi:
	- Added a new building, the Sweet Apothecary, to be built by rulers with the FA traits (excl. tribal, nomadic and herder)
	- Updated wgac_love_fat.0001 to accomodate for queer couples

Known bugs:

- 6th tier court ammenities don't count towards player or courtier weight, all 6th tier functionality commented out until fixed

Patchnotes for previous versions can be found in Patchnotes.txt


Screenshots

From left to right, all characters are at 75, 50 and 0 in-game weight

Carnalitas, CBO + WGaC: Expanded


+ CFP & EPE


+ No Beard Stubble, No More Clones, More Hair And Eye Colors Remade, Congenital Beauty & Real Eyes 3.0 (All minor changes, my personal preference)


Event Examples






Installation Guide

To add non-Steam mods to CK3, the default location to place them is C:/[Username]/Documents/Paradox Interactive/Crusader Kings III/mod. Make sure both the mod folder and descriptor file (the .mod one) are in this location, and that OneDrive isn’t messing with your Documents folder because CK3 can’t load mods from there. Also make sure that the mod is actually extracted (not zipped) in the correct location, so you should have a regular folder and a .mod file like so:

image

If your computer username contains any characters that aren’t A-Z 0-9 (meaning no other alphabet or áccéntéd characters allowed) then these mods won’t load either. Instead make a folder elsewhere like C:/CK3 Mods to place the mod folders, then keep the descriptor files in the previous location and edit them (you can use notepad) to change the path to the new location. In this example the path line would read path=“C:/CK3 Mods/weight_gain_and_consequences_expanded”.

Load Order

Load order for full functionality:


If your computer struggles with running the complete CBO Unofficial mod, it is also released in separate chunks (base, animations & mesh). Think of these as progressive “stages” to the mod: each prior stage is required for the latter to work, and they are increasingly demanding on your computer. Base should be below Carnalitas, then Animations, then Mesh. Although if you are using all 3, that is the same as using the whole mod. An example playlist could look like:

  • Carnalitas
  • CBO Unofficial Base
  • CBO Unofficial Animations
  • WGaC: Expanded

There are of course a bunch of optional mods you can add to this like CFP and EPE if you use the correct compatches, but this is the most basic load order you’ll need.


As a general rule, any mod that adds new clothing items and/or messes with the character model in some way needs to be above Carnalitas, then their respective compatches, then the load order shown above. Then in between CBO and WGaC you put the other compatches.

So, for example, if you were to play with Community Flavour Pack and Ethnicities & Portraits Expanded, the load order would be as follows:

  • CFP (Steam)
  • EPE (Steam)
  • CFP-EPE Patch (Steam)
  • Carnalitas
  • CBO Unofficial
  • CFP+EPE CBO Patch (Mega folder, sort by date added for the most recent version)
  • WGaC: Expanded

If you want to use RUI (Steam mod) with WGaC: Expanded, place that below everything listed here, then place my compatch below that, as seen below.

Compatibility & Compatches

WGaC: Expanded is compatible with most mods (yes, even AGOT :smile:), but any that change the character window will overwrite it depending on which mod is lowest in the load order (yes, even AGOT :pensive:). Compatibility patches for this can be made if there is enough demand for them or if I happen to want one.


RUI-WGaC Compatch: RUI_WGaC_Compatch.zip (5.9 KB)

RUI is compatible with many other mods that change the UI, so theoretically this could make WGaC compatible with those too (including AGOT!). However, this is untested.


:white_question_mark: Mods that change the character model may not be compatible, as this is made with CBO in mind, but that doesn’t necessarily mean other mods won’t work.


:warning: Physical Attributes is technically incompatible. It won’t crash your game, but you will end up with 2 height traits, each calculated separately. Load WGaC: Expanded afterwards otherwise PA will overwrite the weight calculations. I may make a compatch for this in the future if enough people want one.


Credits

@vocon92964 - Original author of the mod

@Shushen, @Wulf_Diomhaireachd, @MomoKashi & @HopelessLoner - Authors of subsequent compatibility updates and expansion patches

@Wulf_Diomhaireachd - Lead author of WGaC: Expanded

14 Likes

New update to V0.6.1!

Patchnotes:

Wulf_Diomhaireachd updated patchnotes v0.6.1

- Fixed visual height changing for dwarfen and giant characters
- Fixed dwarfs and giants having opposite weight effects
- Fixed the slim face trait to properly apply the low face fat value

Known bugs:

- 6th tier court ammenities don't count towards player or courtier weight, all 6th tier functionality commented out until fixed
2 Likes

Really want to thank you for putting this together, both for the work on the mod and for separating it out to another forum thread. I agree the previous thread was getting unwieldy. I think I spotted an error in 0.6.1, and likely a simple one to fix. There is a lock-out against squashing someone in prison that says they must not be imprisoned. I think someone accidentally reversed the requirement for imprisonment, and since the squashing option only appears in prison, it’s exactly a Catch-22.

If I’d known 1.19 was releasing in a few days I would have delayed this release, now there’s bound to be a bunch of stuff Paradox has changed for no apparent reason that will break something. Right after I’d started a new campaign too…

I’ll fix this prisoner bug along with whatever else needs fixing. Functionally nothing seems like it would break the mod, but I have seen the character window has been changed so I’ll need to update that for sure.

1 Like

Thanks. I’m on 1.18, fwiw. You might also want to check on the weight calculations too. Something is acting weird. My character is losing weight at times when everything is pulling in the opposite direction (ex. drops from 5% to 0% with gluttonous, max appetite trait, no choices toward weight loss, and was on an upward trajectory until that point. Why the sudden reversal?). Sorry if my advice is unclear, but I’ve played with this mod a lot before, and it feels like it is behaving differently now.

If you’re loading from a save then that’s a vanilla bug. For whatever reason the target weight isn’t saved so everyone defaults back to 0 in the first year after loading a save, then goes back to targeting what they should be at. If it’s not that then I’ll look into it.

1 Like

No, I had started a new game and was years into it. I did reload, but I don’t think it was right before the issue. Maybe I’m wrong and misremembering though. I had a similar unexplained reversal on a different new game (which I bailed on very early when I thought something was wrong), and that one had more like a sudden, unexplained drop from 25% to 20%. 0% does not seem to be a magic number for this issue. Sorry, I know this feedback is vague, but I’ll pay attention to what happens after loading though.

Yay a new more clean mod place for this. I wont be able to try it for quite a while due to some unfortunate events but epic stuff

I dont remember what version it was, but last i played with this mod (2ish months ago?) Same deal was going on

I went poking into the mod out of curiosity. Glad it is based on simple text files, because my programming skills are very limited. After testing, looks like the prison bug is fixed by deleting the line “scope:recipient = { is_available = yes } #Prisoner” from mod/weight_gain_and_consequences_expanded/common/character_interactions/wgac_prison_interactions.txt. I now see the “reset the weight to zero upon reload” issue that you (Wulf) mentioned. I don’t expect to find a solution to that anytime soon. However, I think much of my frustration with the weight is coming from the intense moderation values for age. In common/script_values/wgac_weight_values.txt, it describes some “moderation” multipliers to reduce high weights and increase low weights, intended to veer healthy people toward the middle. I’m not sure what counts as “very young” vs. “young” vs. “aging”, but with .33, .66, and 1.5 multipliers for those categories, it might explain why my 18-25 yr old character cannot gain much weight and seems to easily rubber-band back down. The needle moves more easily when I modify those multipliers nearer to 1. I don’t know whether or not I’d recommend monkeying with those numbers for the released mod, but I’ll do so privately for my own preferences. If removenow1 also has seen a change in how weight works in the last couple months, I do wonder how previous versions of the mod handled moderation.

The current multipliers are all vanilla, the effect is only more drastic due to how big the character models can become with this mod. I won’t remove those multipliers but I can easily change them around a bit.

If you use the Character UI Overhaul mod (keep it above WGaC: Expanded in the load order) you can see every character’s base, current and target weights by hovering over the health icon. That should be helpful for tracking down when a character mysteriously loses weight, because I’ve just done a test game and haven’t been able to recreate it. There are some events that just increase a character’s current weight without affecting the target, so maybe you had one of those then trended down to your target weight later?

So I followed the guide and build a mod list with EPE and CPE. But for some reason in parts of Asia, the characters are nude and have deformed bodies?

I just wanna say I love the updates for the mod, it feels better playing with it now.
One thing I kinda want to bring up which is just my personal opinion is I wish increased/decreased appetite buffs weren’t congenital. I know they were always like that for throughout the history of this mod, but I never really liked having those traits in the family and would often avoid marrying into people with them.

I do like how there are events now that can add gluttonous traits or increased appetite traits, so what would be a neat idea for a future update, if you have such traits already and you pick the opposite choices in the events you can remove the traits.

Regardless, thanks a bunch for keeping this mod alive and updating it nicely. Can’t wait to see what the future for this mod has in store!

1 Like

Hello there, I am glad to see a more organized front for this mod, and I really hope It helps with the confusion ^–^)
That being said, I was looking in the wedding events with no luck, got side-tracked and made a whole 8 tier building, and I wish to share with everyone (also if It feels unbalanced, I am more than wiling to balance It).

Installation:

It’s a addon, so extract the .zip file and there should be a “Sweets shop addon” folder, open It and copy/cut the contents (common and localization folders) and paste them inside the “weight_gain_and_consequences_expanded” folder.

How to engage with:

Since I didn’t want every ruler to be able to build the sweets apothecary, you need to have the fat_admirer_1 or fat_admirer_2 trait. It’s available for all holdings, except nomad and herders types.

The building at level 1 and at level 8:

Level 1:
What it costs:
cost_gold = normal_building_tier_1_cost

What It provides:

monthly_income = normal_building_tax_tier_1
county_opinion_add = 5
monthly_county_control_growth_add = 0.05
development_growth_factor = 0.05
development_growth = 0.05
epidemic_resistance = 5

Level 8:
What it costs:
cost_gold = normal_building_tier_8_cost

What It provides:

 monthly_income = normal_building_tax_tier_8
 county_opinion_add = 40
 monthly_county_control_growth_add = 1.2
 development_growth_factor = 0.40
 development_growth = 0.40
 epidemic_resistance = 40
Picture

https://i.postimg.cc/9XL3qvDD/image.png

Download link

https://drive.google.com/file/d/1c_VSNHOKogwNqEesHWLfJWsh6O--qdHc/view?usp=sharing

1 Like

Does this building cause weight gain for your characters or court?

1 Like

@Shevlander Both the CFP + EPE and the CPF, EPE + CBO compatches are outdated currently. None of those 3 can be played together until those get updated.

@chadpistaker I can probably make this a game rule to toggle between, I’ve always viewed those traits as a person’s inherent food capacity. Removing those traits via events should be easy enough to add too.

@MomoKashi Nice! I’m almost finished with updating this to 1.19 so I’ll be sure to add this in, then I’ll get that GitGud repo set up to make this all easier. Btw, do you know you can upload images and small files directly to this site? So long as they’re below 8MB you can just drag them into the text box and they’ll be added to the message.

1 Like

Sadly no, It’s just flavour at the moment, but I am trying to tie in a modifier to do so.

3 Likes

Ok, some sort of mod conflict must be happening because several things are not working and I do not know if they should.

I can not upgrade the fat admirer trait in the decisions, the exercise and feed interactions do not do anything but affect money, and the mater of pantry position is bugged so nobody stays in it.

Adding these to the pile of “how the fuck has this broken”.

Decisions should be easy enough to fix (emphasis on should). Are they just not appearing or are they not granting the traits when you use them?

The feed interactions have never granted instant weight gain but they really should, currently they just add a character flag to increase weight on the next calculation check. I’ll check what the vanilla events do to achieve that then add a cooldown to the interaction.

Master of the Pantry makes no sense to me. It works on my end, although I did try to disable it for dukes and below because it’s a useless court position without a royal court. Code-wise, it should be disabled, but it still appears for some reason and doesn’t accept any character when playing as a duke. If that’s the same as what you’re experiencing then I’ll just have to figure out how to properly disable it, if not then idk what’s gone wrong there.

1 Like

The decisions are appearing and are clickable at the appropriate times (Dynasty modifers, etc). But when I click them from the pop-up nothing happens or changes. My theory is that one of my very small mods is somehow(?) conflicting, so I am testing some things for that.

For the feeding interactions thing, that is most likely user error on my part. If that is how the systems work, I probably misunderstood the mechanic. I would have expected it too have some kind of cooldown if it was an over time effect, because otherwise you can find a really fat ruler and spam the “exercise” prompt for infinite money.

Also yes, that is exactly what happened for me with master of the Pantry. I guess it just pops up too early in rank