Way back I authored the "[CK2] Dark World Reborn: Toska" mod and now with CK3 out I'm trying to get some of the functionality from that old mod ported over to CK3.     CLOSE_FAMILY_FERTILITY_MULTIPLIER = 2 # Multiplier if the couple is close family and their faith does not allow divine marriage Which I'm pretty sure means it refers to our PREGNANCY_CHANCE = pregnancy_chance from earlier.     NEWBORN_HEALTH_FEMALE_BONUS = 2.5     DIVINE_MARRIAGE_FERTILITY_MULTIPLIER = 5 # Multiplier if the couple is close or extended family and their faith allows divine marriage It automatically marries/betroths the secondary participants and sets up alliances and hands out prestige. However, there is a small chance for the child to gain the  Pure-blooded trait instead. - Load order doesn't seem to matter if no incompatibilities present. First cousins share grandparents (2), two sets of great grandparents (4) and four sets of great-great grandparents (8). }, right_portrait = { Although genetic traits must be visible (active) to provide stat bonuses and other effects, a character may also carry recessive (inactive) traits which are invisible, yet can still be inherited by one's children.[1].     ACTIVE_TRAIT_CHANCE_ACTIVE_ACTIVE = 80            # Chance of outright inheriting a genetic trait if both parents have it In order to enter these console commands, players need to open Crusader Kings 3 in debug mode and then access the console window.                 PREGNANCY_CHANCE = seduce_pregnancy_chance Are you able to rape somone after kidnaping her?I havent kidnaped anyone so i dont know if when you kindap somone she counts as a prisioner or no. If two parents have the Pure-blooded trait, this effect combines to no chance of gaining traits due to inbreeding. remove_default_outfit = yes I just started looking at the code aspects today, so I can't say exactly how it's done yet. Otherwise, it may be gained naturally. }             PREGNANCY_CHANCE = pregnancy_chance That and female chance are no longer hard coded.     TWIN_MOTHER_HAD_TWINS_BONUS = 0.25     IDENTICAL_TWIN_CHANCE = 0.25 In the case of a partner being the other partner's ancestor, they are counted as a common ancestor. "A mod descriptor file is missing a path to directory containing the mod. Note that even with highly incestuous marriages, no children will gain the Inbred trait if the parents do not possess any of the enabling traits. scope:recipient = { You need to be a member in order to leave a comment. } triggered_outfit = {     PRIMARY_SPOUSE_FERTILITY_MULTIPLIER = 3     EXTRA_CHILDREN_FOR_PLAYERS = 50 # Num of extra children players can have before reaching living child limit That should work. Congenital (also known as genetic) traits can be inherited by a character's offspring.             } There are some traits that are inherited by children, but do not use the active/inactive inheritance mechanic. scope:actor = { DocToska, September 3, 2020 in Crusader Kings 3.         0.0     MATCHED_TRAIT_DIFFERENCE_MULT = 0.2                # When trying to inherit a tiered genetic trait, and the other person has one of lower tier, we pretend that means they've  got the higher tier one recessively, and reduce the chance of inheritance by this much per tier further down than 1 the other parent's trait is }, "Q: What does the special interaction type arrange_marriage_interaction do? So at the end of the day pregancy involved a fertile man and fertile woman and only the woman then has a chance of getting pregnant. As there isn't a "Dark World Reborn" or similar for CK3 (yet?) It's also used by the ai in knowing which interaction to use when setting up marriages. Cousins are not removed. Calculate active chance. I think you're looking at the completely wrong thing here.     TWIN_BONUS_MIN_AGE = 25 can't do my glorious futa empire that way... Just a heads up, having an issue. [...] If it's inherited only from one parent, it's inactive." } The inbreeding factor for a given amount of common ancestors can be found through the following:[4], The Pure-blooded trait provides −50% chance of inbreeding per parent. Alternatively, they share one parent (1), one set of grandparents (2), two sets of great grandparents (4) and four sets of great-great grandparents (8). >_>.             CHARACTER = scope:guest_lover     EXTRA_CHILDREN_FOR_RULERS = 2 # If either character is a ruler, they get extra children     MOTHER_FERTILITY_REDUCTION_PER_PREVIOUS_CHILD = 0.05 Godherja: The Dying World is a mod which you will see before the end of the month! In the ongoing events for example there's,         show_as_tooltip = { I've been able to find it within scripted_effects/romance_effects and it has a lot of stuff about what to do with the had_sex_with_effect but the pregnancy chance is still just,                 random = { The genetic versions of  Melancholic,  Lunatic and  Possessed are always inherited inactively and become active later in life:[2], The chances of inheriting a congenital trait as an active trait is based on what version (active or inactive) the parents have:[4], If the child does not inherit actively, there is a chance that they will inherit the trait as an inactive trait instead:[4]. Each level down beyond the first multiplies chance by a define, Otherwise, go down a tier, if inactive pretend 1 more parent has that tier active, otherwise 1 more parent has it inactive.GOTO 2, Inbreeding chance modifier.     FEMALE_CHANCE = 75 When trying to inherit a tiered genetic trait, and the other person has one of lower tier, we pretend that means they've got the higher tier one recessively, and reduce the chance of inheritance by 20% per tier further down than 1 the other parent's trait is.     NEWBORN_HEALTH_SPAN = 0.5 The funny part is also that neither seems to work in certain circumstances. So a mod could have a marriage take place between the same sex. Let's look at how I use it in a code fragment. } outfit_tags = { no_clothes } A Health trait is a negative trait that lowers a character's Health and is visible on the character.     CHANCE_OF_LOWERED_CHILD_LIMIT = 0.5    # Chance that the child limit is lowered by 1 Impregnation is checked every month. Currently, only the. ", add_character_flag = {     BASE_NR_OF_CHILDREN_PER_COUPLE = { 1 1 2 3 5 5 } # Based on tier of character or parents; whichever is higher Unlanded, Baron, Count, ..., Emperor     MIN_FERTILITY_CHANCE = 1 Developer comments in, https://ck3.paradoxwikis.com/index.php?title=Breeding&oldid=11518, Between 10 years and 13 years, 9 months, 12 days. Otherwise, go down a tier, if inactive pretend 1 more parent has that tier active, otherwise 1 more parent has it inactive.GOTO 2 on_accept = {     PORTRAIT_FEMALE_ADULT_AGE = 1    # The girl -> female portrait change happens at this age, were set to 18 while nudity was possible at 16 caused a graphics glitch not changed, NChildbirth = {                     chance = $PREGNANCY_CHANCE$     CHARACTER_IN_POOL_CHILD_LIMIT = -1    # If in the pool, child limit is modified by this If inherited on birth, it is initially hidden.     PUREBLOODED_CHANCE_ANCESTOR_COUNT_LEVELS = { 20 22 }    # Same as INBRED_CHANCE_ANCESTOR_COUNT_LEVELS, but for the "pure-blooded" trait.         show_as_tooltip = {     # 1. Rather than just a plain 50% chance of pregnancy, I think the base game has actually implemented something similar to the Dark World style "have sex" events with their math to calculate a chance of pregnancy.     FERTILITY_IN_POOL_MULTIPLIER = 0.25    # Characters in the pool will have their fertility multiplied by this ) about one thing, why do you set nakedness in the interaction, when you could set the nakedness right in the event, (I noticed this when searching trough base game events), 1-copy and paste the files inside your mod folder.

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