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About This File

Hi everyone,

I've been working on a small browser tool for CK3 story mods for a while and I feel it's finally in a good enough state to share it with you guys.
The goal is simple: you don't need modding or Paradox scripting experience to make a story mod.

Hopefully it will empower some of you to make cool stuff :D

 

CK3 Storyline Editor is a visual editor that runs fully offline in your browser.

Instead of writing script by hand, you:

  • Design your story on a graph
    • each node is an event; lines show “if the player picks this option, go to that event.
  • Fill in forms
    • titles, descriptions, choices, when events fire, and what happens (gold, stress, traits, flags, etc.). The tool generates localization, trigger_event links, and the rest of the CK3 script.
  • Add more than events
    • story starts, repeatable events, decisions, character interactions, custom traits (including tracked traits with XP), story characters, flags, custom modifiers, custom artifacts and custom images (backgrounds, trait icons, etc.), converted to DDS when you export.
  • Check your work before testing in-game
    • live preview and Walk chain let you play through a rough mock of your mod in the browser. (Triggers are approximated, it’s not the real CK3 engine, but it’s useful for catching obvious mistakes.)
  • Save and export
    • project JSON for backups, autosave in the browser, and a one-click Export ZIP for a ready-to-use mod.
    • You can also import a mod ZIP (works well for mods exported by this tool, don't expect it to work correctly with any mod tho)

 

How to run it?

  • download the ZIP from here
  • double click index.html

 

There's a bundled demo (Dragon Slayer Saga) that you can just load the JSON and export as a mod, and a few starter templates if you want to click around before building your own mod from scratch. The templates are in order of complexity to showcase a bit of everything this tool can do.

 

If something breaks in-game
Export has been tested on a lot of story setups and works well for mods built in the tool. If CK3 throws errors, please send:

  • Your error.log from Documents\Paradox Interactive\Crusader Kings III\logs\
  • A short note with what broke and the name of your mod. 

That helps a lot with fixing edge cases.

 

Feedback welcome: bugs, ideas, “I wish it could…”, all good.

 

Mods you make are yours; no permission needed to publish them. A casual “made with CK3 Storyline Editor” credit is appreciated but not required.

 

Full disclosure: this tool was built with help from AI (coding assistant + iteration).

 

Changelog:

Spoiler

Version 1.6.2

  • Add effects for characters to have sex
  • Add effect to make characters pregnant  

Version 1.6.1

  • New Event and Decision option to trigger an event "after travel"
    • you can choose between a random county in your realm, your liege capital or the county a character is currently at
    • it will prompt the normal ck3 travel options
    • when you arrive at the destination the linked event will start
  • removed the triggers "has rival/has lover" and unified them into "character has relationship"
    • you should be able to check any relationship now
  • fixed getting imprisoned not working properly
  • fixed generic scopes not exporting properly
  • more minor bug fixing
  • more UI/UX improvements

Version 1.6.0

External mods interoperability

(to scan, click mod settings on the top left, just under the thumbnail you'll find a new required mods section. You will be prompted to point to the target installed mod folder (the folder you usually dump into the paradox mod folder))

  • You can now scan other mods for (traits, modifiers, artifacts, cultures and religions)
  • These data will appear in triggers and effects like vanilla data
  • Scanned mods will become requirements of your exported mod
  • No files of the original mods end up in the export of this tool

 

Other improvements 

  • Add effect to change faith/culture of characters and counties 
  • More UI/UX improvements 

Version 1.5.2

Ui/Ux improvements

  • Refactor traits creation tab ui
  • Refactor add/has trait effect ui
  • Unify + button style
  • Clicking new event now created the new node in the middle of the current graph view

Version 1.5

  • Artifacts!
    • create weapon/armor/regalia/crown/trinket
      • rarity
      • effects
      • uniqueness
      • wear and tear
      • starting condition
    • Give/Remove and check if character have them in Events
  • Stat Weighted random list (PanPiela)

Version 1.4

  • Custom modifiers
    • new left tab to create modifier
      • also add option to choose from an icon of the game instead of only custom image
    • both character and county
    • support for remove/add and for how long in the events effect
    • triggers for "has modifier?"
    • fix template option trigger making all the options disappear (thanks @Elgate for finding it)

Version 1.3

  • Characters
    • Add possibility to spawn new NPCs 
      • in character tab use source -> spawn new 
    • refactored character filters to resemble more the effects in events
    • add filters for faith/culture (default to same as player)
    • hide script id behind toggle (you shouldn't care anyway
  • Events
    • refactored effects style to be more consistent and hopefully more intuitive to use
    • add new effects
      • opinion change
      • imprison
      • kill
      • add to court
      • remove from court
    • Add new options under "what happens next?" in events
      • other then the default one followup event you can now choose "random between a list" and "if/else" block
  • Bug fixing

 


What's New in Version 1.6.5

Released

  • Add landless contracts support
  • Add support for other localisation (it does not translate your mod, it  just copies it in other localisations)
  • Expand characters "Who" to have more court positions

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