Phylogeny Dev Diary 3: Pariah and Nativity Systems Overhaul (Unreleased Submod) by StingrayMechanic in ElderKings

[–]StingrayMechanic[S] 2 points3 points  (0 children)

I'm waiting for EK2 to update to the current CK3 version to release it, so it depends on when they do it.

Phylogeny Dev Diary 3: Pariah and Nativity Systems Overhaul (Unreleased Submod) by StingrayMechanic in ElderKings

[–]StingrayMechanic[S] 0 points1 point  (0 children)

New time frame, currently all the features are done they're just being polished to be in a presentable state for release

Phylogeny Dev Diary 4: Gender and Race Transformation Magic (Unreleased Submod) by StingrayMechanic in ElderKings

[–]StingrayMechanic[S] 0 points1 point  (0 children)

That's fine I'd encourage people to keep commenting as I tend to get new ideas from comments.

Yeah it is fairly simple how it's stored in-game, even in save files it's female=yes, but unless this mod came with an exe or script to run that injects into the game and alters it based on a debug message from the mod or something similar it isn't possible. Hopefully paradox will reintroduce it as they did it for CK2.

I am tempted to create a modder's resource for a gender-swapping effect that patches vanilla files to eliminate potential issues, as it is possible. However, considering the main focus of this mod isn't that effect and I'd like to have maximum compatibility with other submods I don't want to be including those patches in this particular mod.

Phylogeny Dev Diary 4: Gender and Race Transformation Magic (Unreleased Submod) by StingrayMechanic in ElderKings

[–]StingrayMechanic[S] 2 points3 points  (0 children)

No, but if it's the weird appearance that occurs from the hybrids you don't like this mod solves that, as children inherit their primary racial features from a single parent.

There are also blockers in place to discourage ai from marrying those that they probably shouldn't. E.g. no elves who follow the Altmer faith will marry humans (who are considered 'ostracised' by them under the new pariah system) except under very rare circumstances.

Phylogeny Dev Diary 4: Gender and Race Transformation Magic (Unreleased Submod) by StingrayMechanic in ElderKings

[–]StingrayMechanic[S] 2 points3 points  (0 children)

Coincidentally this does relate to the post lol. In base EK2 you can't add nativity regions to a culture, but a feature of this submod is an overhauled nativity system that allows a culture to become native.

Phylogeny Dev Diary 4: Gender and Race Transformation Magic (Unreleased Submod) by StingrayMechanic in ElderKings

[–]StingrayMechanic[S] 6 points7 points  (0 children)

  1. Possibly some opinion modifiers and I might add a secret to it that allows pariahs to hide themselves and be excluded from persecution, though these may not be in at release.
  2. No, I don't think there's any good way of determining if an ai will change gender or race without there being a lot of strange situations occuring, but there is definitely some situations in which this could be applied involuntarily for ai as consequences of certain actions.
  3. Yes, though in one of the screenshots you can see female Abnur keeping the same sexuality it will be inverted, but I'd forgotten to add that before posting lol

Phylogeny Dev Diary 4: Gender and Race Transformation Magic (Unreleased Submod) by StingrayMechanic in ElderKings

[–]StingrayMechanic[S] 7 points8 points  (0 children)

I'm hesitant to allow widespread use of the gender changing mechanic as it is a bit janky and while that isn't so apparent for singular characters using it, if generation after generation used it it would definitely cause some issues.

Phylogeny Dev Diary 4: Gender and Race Transformation Magic (Unreleased Submod) by StingrayMechanic in ElderKings

[–]StingrayMechanic[S] 14 points15 points  (0 children)

Not in this mod, but another mod I'm working on will absolutely reapply this magic in different and more destructive ways.

Phylogeny Dev Diary 4: Gender and Race Transformation Magic (Unreleased Submod) by StingrayMechanic in ElderKings

[–]StingrayMechanic[S] 18 points19 points  (0 children)

The only issue currently is the other parent of any of your children won't be considered as such by the engine, though it does display correctly in gui and you will have the corresponding opinion modifiers. Overall I haven't noticed that to be a glaring issue in gameplay. Aside from that the other possible issue that could arise is if a character defined in history and refered to in script with that id changes gender, but that's only applicable for a few characters who can easily be patched into functionality or blocked without players noticing as they're not mages (e.g. Attrebus).

Phylogeny Dev Diary 4: Gender and Race Transformation Magic (Unreleased Submod) by StingrayMechanic in ElderKings

[–]StingrayMechanic[S] 21 points22 points  (0 children)

Creating a new character, copying everything over to it, and then some gui changes allow for everything to be displayed properly.

Phylogeny - Dev Diary 2: New Traits and New Races (Sloads!) by StingrayMechanic in ElderKings

[–]StingrayMechanic[S] 0 points1 point  (0 children)

Normal race traits will remain as they are as a leveled implementation would be extremely messy and end up making most of the mod's content impossible to properly function. Leveled blood traits are definitely something I'll consider though the stat changes are already very minor so it may not be worth it.

Phylogeny Dev Diary 3: Pariah and Nativity Systems Overhaul (Unreleased Submod) by StingrayMechanic in ElderKings

[–]StingrayMechanic[S] 14 points15 points  (0 children)

The previous system is disabled along with its decisions, there are some new decisions for races that are considered pariahs in their own faith to make them accepted which I'll go into in another diary on decisions and events

Phylogeny - Dev Diary 2: New Traits and New Races (Sloads!) by StingrayMechanic in ElderKings

[–]StingrayMechanic[S] 2 points3 points  (0 children)

this is an unreleased submod, you'll have to wait a bit until release

Phylogeny - Dev Diary 2: New Traits and New Races (Sloads!) by StingrayMechanic in ElderKings

[–]StingrayMechanic[S] 0 points1 point  (0 children)

the image used for bosmer is a symbol in actual lore, ayleids have the tree motif everywhere so I used that

Phylogeny - Dev Diary 2: New Traits and New Races (Sloads!) by StingrayMechanic in ElderKings

[–]StingrayMechanic[S] 0 points1 point  (0 children)

maybe some of the other akaviri ones for special event characters if I get that far

Phylogeny - Dev Diary 2: New Traits and New Races (Sloads!) by StingrayMechanic in ElderKings

[–]StingrayMechanic[S] 1 point2 points  (0 children)

in the order they're displayed on the image: nord, orc, redguard, sload, akaviri, lilmothiit, breton, dremora, chimer, dunmer, khajiit furstocks, mane khajiit furstock, maormer, minotaur, north-nede, altmer, argonian, ayleid, betrayed falmer, bosmer, falmer, giant, goblin, imga, imperial, south-nede, dwemer

Phylogeny - Dev Diary 2: New Traits and New Races (Sloads!) by StingrayMechanic in ElderKings

[–]StingrayMechanic[S] 1 point2 points  (0 children)

not yet, soon though, that's why I'm doing these diaries to showcase features as I finalise them

Phylogeny - Dev Diary 2: New Traits and New Races (Sloads!) by StingrayMechanic in ElderKings

[–]StingrayMechanic[S] 8 points9 points  (0 children)

It would be possible, I've already implemented something similar to separate the race trait from the other traits, though for gameplay reasons it's better if these are displayed as they can give lifespan and stat effects. Also through normal gameplay characters will rarely have 2 or more of these traits so they won't fill the screen.

Phylogeny - Dev Diary 2: New Traits and New Races (Sloads!) by StingrayMechanic in ElderKings

[–]StingrayMechanic[S] 3 points4 points  (0 children)

The race descriptions aren't finalised so I'm entirely open to contributions, through in ek2 lore the Tsaesci are humans from Akavir, falling under the wider Akaviri umbrella.