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:o
Or are did you use internet rule 42 or whatever the rule was?
This probably wouldn't be that hard to tweak the code to allow though. At the very least they'd just have to put a check for Culture and stop the *IsPlayerMarried* line from ticking off. Aside from that, I don't really know of any issues it'd cause? As far as I can tell, your wife is just another companion that spits out babies.
Uh, I'm just trying to have my cadre of Noble Lords who would literally die on the battlefield to prove their love for me. Devs plz.
So instead of 20 babies you have 100, since in my playthrough I have one wife and 20 kids, on top of that you would be giving them free companions which imbalances the game quite a bit (since they don't take slots).
True though, if a modder wanted to overwrite the base game code and change the checks that would work, just seems to have a slew of consequences.
There is the check for it, modders do your magic ;)
Would probably just need to overwrite the function once the campaign loads and change the check based on Faction instead of checking for an existing spouse, like guy above stated.
There might be more checks at further stages (like completing the marriage), I didn't wanna look that deep into it lol
... But which file?
I'm sure they could and will put a limit to the amount of active offpsring you can have, sounds like it's needed already..
TaleWorlds.CampaignSystem.dll
Root folder of BL > bin > Win64_Shipping_Client
If it were me, I wouldn't. I'd instead slow the birth rate substantially (no more than one pregnancy per year) and fix the fact that your wife can get pregnant while you're not there.
I'd also make it so that the odds of pregnancy on the road are greatly reduced.
Alternatively, throw it all out and handle it via a Sims-style "try for baby" dialog option.
Good stuff. I'll fiddle. If my amateur brain manages to crack the code, I'll report my findings.