![]() ![]() Perhaps you could make a new ethnicity template that has the genes and value ranges you like and then add that ethnicity with some small weight (so only a small portion of random character would use that template) to the culture your characters use? Although I have no idea how the game handles one culture having multiple potential gene value ranges for a particular genetic_constraint. exe itself, I think those ethnicity (or culture) files are what you are looking for, but I don't really know how you could make some exceptions there. The ugliness traits don't have genetic_constraints but do have portrait_extremity_shift which I suspect just moves all (or some hardcode defined) genes towards their extremes. I assume those genetic_constraints force the character into the specific allowed ranges defined in the ethnicity files for their culture and male & female variants are there just in case some modders want to use them. However, there is an awesome mod that covers that. Select the small icon just to the right of their name, between the 'pin' and 'go to location' options. Right click on the family member you want to customise. You are unable to create family members with the vanilla game. Here's how to use the Barbershop: Click on your character portrait in the bottom-left hand corner of the screen. Genetic_constraint_women = female_beauty_3įorced_portrait_age_index = 1 # old_beauty_1I couldn't find references to male_beauty_3 or female_beauty_3 anywhere else and searching for beauty_3 in the whole \common folder I only found matches in the trait file and those previously listed ethnicity files. Just keep creating a ruler over the previously made one. Templates used vary depending on the culture of the character, for example virtual medieval Swedish game developer noble would have the following: Also note that the traits itself are named beauty_good_x so these files most likely don't reference the traits directly. I do not know if having beauty traits override those other ranges and only make the range linked to the trait valid, but it would make sense. Stress gain through Blackmail and execution of non-criminal prisoners.1 = which, I assume, set the ranges of valid DNA values for that particular gene with various ranges having weighted random change between them.+15 Enemy Hostile Scheme Success Chance.Less likely to die from poisoning during Murder schemes.Stress gain through Blackmail and execution of prisoners.Stress gain through granting Vassals independence, legitimizing bastard or signing white peace in offensive wars.We just need the DNA string under our character ID to share characters in theory. ![]() But, if you have manually installed mods before or understand editing text files a little bit, read this as to how we can share models. Enables the Study the Art of Scheming decision For now, there isnt an easy way to do it.Stress gain through inviting characters to court and plots.Stress gain from failure during Sway schemes.Stress gain through Granting Title, if under Domain Limit.Stress loss through Execution and Murder of Rivals.Enables the Fabricate Hook scheme against Rivals.+15 Hostile Scheme Success Chance against Rivals.Stress gain through Blackmail, Murder, Torture, Imprisonment and Title Revocation.Stress gain through gifting titles (if under Domain Limit), granting Vassals independence, or signing white peace in offensive wars.Stress gain through execution of non-criminal prisoners, claim throne, or force onto council.Enables the Punish Criminal interaction.Enables the Meditate in Seclusion decision.-50% Likelihood of capture or death in Battle.+100% Likelihood of capture or death in Battle.Personality traits are listed with opposite traits to the right and left of each other. A character cannot have two opposing traits. While personality traits can change, it is very difficult to do so this most often occurs as the result of a mental break at Stress Level 2 or higher.Įach personality trait has an opposite trait and usually characters with opposite personality traits will have lowered Opinion of each other. Characters tend not to have more than 3 personality traits. how resistant they are to another character's Dread). For AI characters, it also determines their behavior (e.g. Personality traits are the traits that represent a character the most and impact if and how much Stress a character receives for actions and decisions that conflict with these traits.
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