LeoToolstoy Posted September 8, 2020 Posted September 8, 2020 So I am experimenting with adding a lot of traits for the game. However, to test stuff, I need a way to add them all in at once to save time. Is there any way for me to compile the traits that I want into a file and run it from the console to add them all at once to a character? Adding them individually is frustrating and makes me want to give up. I'd be grateful for any help, cheers!
nugerumon Posted September 8, 2020 Posted September 8, 2020 I guess you could write an event or a decision that adds traits and then trigger that in the console (or if it's a targeted decision you can just click it).
jipad Posted September 8, 2020 Posted September 8, 2020 3 hours ago, nugerumon said: I guess you could write an event or a decision that adds traits and then trigger that in the console (or if it's a targeted decision you can just click it). i've trying this, but it seems the scripts options, especially scopes, are waaay limited by now. Its just me with that impression? for example, i cant assign a trait to a specfic culture of random characteres.
nugerumon Posted September 8, 2020 Posted September 8, 2020 I'm sure there is a way to write an event that fires for all characters (or by limit/allow/trigger all characters of a certain culture) - might be necessary to make it a regular (e.g. yearly) event. How did CK2 mods give everyone racial/physical traits? It might not work the same way in CK3, but maybe it gives you an inspiration. But at this point I'm not sure if it's a good idea at all. You have to think about performance! ? Maybe if you describe your ultimate goal someone can give you options on how to achieve that. My CK modding experience is very limited though so I'm not sure if I can be of further help.
chimiz Posted September 8, 2020 Posted September 8, 2020 I haven't had time to check if it works in CK3, but in CK2 you could definitely do that. For example, in CK2, you could write a command in a txt file, then do "run txtfilename.txt" from the console to trigger it. I've only used it to prune dead children myself, but it would be easy to change for adding trait I'm sure. You simply write the commands you would normally put in the immediate or option fields on its own in the file. For example; Quote any_child_even_if_dead = { limit = { is_alive = no NOT = { any_child_even_if_dead = { always = yes } } } set_father = 0 set_mother = 0 } Is the file for pruning dead children in CK2. The file would be placed directly in the mod folder, not in common or anything. KEEP IN MIND. This was in CK2. Alot of things seem similar in CK3, but some commands and file structures might be different.
Atrocide Posted October 18, 2020 Posted October 18, 2020 At this point I guess it would be good to mention that the game UI can't handle more than 22 traits (4 personality and 18 of the rest) for one character. You can add more and they work as they should, but they will be completely hidden from the UI and there is no way to see them all. Some can be seen with locking tip-windows, when you point at them in the opinions, attribute affecting traits etc. But some of them aren't viewable even thus. Also adding any commander-traits last saves some space, as you can see them when you raise army and appoint the character as commander.
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