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CK3 Storyline Editor – Free visual no-code mod maker for Crusader Kings 3 event chains

 

Hi everyone,

CK3 Storyline Editor is a free, offline browser tool that lets you make Crusader Kings 3 story mods without writing any Paradox script.

If you’ve ever wanted to create a CK3 event chain, decision, or character interaction mod but got stuck on scripting and localization, this is built for you: design the story visually, fill in forms, and export a ready-to-install mod ZIP.

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
    • events, 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), characters, flags, custom modifiers, custom artifacts, nicknames, secrets 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.

 

Links: 

 

favicons?domain=pages.dev&sz=64 Online Version  |  favicons?domain=buymeacoffee.com&sz=64 Support the project  

 

 

Changelog:

Spoiler
Spoiler

Version 1.7.4

Released August 27

Court positions

  • New Court positions tab for custom court and landless jobs (name, description, image, skill, gold per month, how many, holder/liege modifiers).
  • Event effects Appoint position and Remove position, plus a Has position trigger.
  • The appoint picker includes vanilla jobs, your catalog types, and types from required other mods.
  • Landless (camp officer) jobs sit in their own family, separate from court.

Who / Applies to

  • The existing Who field can target court, council, and family roles by name: physician, bodyguard, spymaster, chancellor, marshal, steward, court chaplain, heir, real father, realm priest, without using Custom.

Change sex

  • New Change sex effect. Titles, family, and player control move with them.
  • This uses a kill and replace logic not an actual character sex change.
  • The old character dies of natural causes (not murder).

Export / install

  • You can save your CK3 mod folder in Mod settings. Later exports overwrite that mod instead of only downloading a ZIP.
    • doesn't work with all browser
Spoiler

Version 1.7.2

Released August 16

Story men-at-arms (new)

  • Regiments tab: define named story regiments (kind, size, strength, optional champion).
  • Event effects/triggers, same pattern as artifacts:
  • Give regiment
  • Remove regiment
  • Has regiment
  • Export writes custom men-at-arms types plus scripted give/remove/has wrappers.
  • Delete confirmation actually waits (same as artifacts). Re-giving a regiment no longer re-knights the champion.

Hostile armies (new)

  • Spawn enemy regiment — spawn a defined regiment as a hostile army already at war with the player.
  • Reuses that regiment’s type, size, and strength. Champion commands it; if none, a wandering knight is created.
  • Default spawn: random neighboring land province (sea tiles skipped).
  • Non-ruler commanders get a temporary landless adventurer title so the war can start.
  • Using this effect adds a Roads to Power descriptor dependency.
Spoiler

Version 1.7.1

Released August 9

Story characters

  • House filter: Lowborn / Same as you / Same as your liege; spawn also gets Random new house
  • Peasant spawn defaults to lowborn
  • Hair color on spawn: Black / Brown / Blonde / Red / Grey / Custom (portrait only, not inherited)
    • these are not dna changes, just potrait modifiers

Onboarding

  • First steps guided tour from welcome
    • it should guide a new user very quickly through the ui

Event inspector / UI

  • Hover tooltips instead of helper text under fields
  • Event form cleanup (sections, when-can-this-fire, choices)
  • Delay / cooldown as compact Years / Months / Days
  • Trigger & effect lists snappier

Graph

  • Unlinked events: glowing pin hint
  • better list of pre compiled nodes
  • Spawn palette: wheel scrolls the list instead of zooming the graph
  • Pin-drop onto empty canvas no longer offers Story start / Repeatable
  • Larger edge arrows
 
Spoiler

Version 1.7.0

Secrets (Reputation)

  • New secret definitions: presets, inspector form, export writer, loc/ZIP wiring
  • Effects: Give / Remove / Reveal to / Expose secret
  • Trigger: Has secret
  • Fix: add_secret no longer exports a stale target when the type doesn’t need one

Romance & character actions

  • New effects: Marry, Betroth, Break betrothal, Divorce, Banish
  • New trigger: Is betrothed

Travel delivery

  • New destination: Random holy site (your faith)
  • Random held-county travel improved (avoids current county; neighbor fallback)
  • Related travel/theme/modifier-trigger fixes

Graph & theme

  • Decisions show as mini nodes on the story graph (with edges to target events)
  • Color/flow tweaks for graph readability
  • UI / theme
  • Color palette refresh across the app
 
Spoiler

Version 1.6.9

  • Graph editor
    • Better node manipulation
    • Pin-to-drag to create connected nodes
    • New graph UX pieces: context menu, groups, wiring, clipboard, layout helpers
  • Nicknames
    • Full nicknames feature (form, presets, export writer, loc)
    • Nickname description support
    • Permanent modifiers tied to nicknames
  • BugFixing
    • Export cooldown only for repeatable events; clear leftover cooldown when automatic entry is off
    • Migrate stale cooldown off non-repeatable events
    • Decisions: drop invalid major = yes; use decision_group_type
    • fix Modifier triggers
    • Travel: better single-county / neighbor-province fallback;
    • fix themes mismatch
 
Spoiler

Version 1.6.8

  • add hooks support across effects and triggers
    • now you can add, check, use and remove hooks on the player or characters
  • expand and refactor "when can this event fire?" to hopefully be more clear and support more vanilla on actions
  • add travel safeguards for random county option
  • fix stat skew option not exporting properly

Version 1.6.5

  • 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

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 1.7.5

Released

Pulse pool

  • When a Game moment the editor already hooks fires, pick one of the events in a pool at random and play it (equal chance).
  • The pool is its own graph node. It owns the hook. Member events stay normal events.
  • Spawn a pool the same way you spawn an event.

Change Sex

  • Known typed memories recreate on the new character when every required participant is present. Incomplete or unknown types are dropped.
  • Lowborns stay lowborn; house is copied when they have one.
  • Follow-up after Change Sex still fires if the sex change was skipped (for example inside an If that did not run).

Highest title

  • Character trigger on highest held rank (Barony–Empire), same row style as Age. Default ≥ Kingdom.

Looks

  • Third Modifiers type:
    • hair, clothes, beards, headgear, hair color. Same Add / Remove / Has as other character modifiers.

Editor

  • Autosave keeps catalog-only work (characters, court positions, modifiers) across refresh.

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