SamIAmHam Posted September 10, 2020 Posted September 10, 2020 yemlie01 decided to write a custom tool that will help you write scripts. This is from his CK3 official forum post. Features: * Syntax highlighting. * Full auto-complete and intellisense that works with all script object types in the game, as well as custom mod objects (script values/triggers, events, lifestyles, perks, activities, governments, religions, counties, titles etc) * Mod architecture. Readonly base script library accessible and serarchable and clonable into a separate mod tree, overriding files or single entries into new mod files transparently. Later features: * WYSIWYG event chain designer - create events visually how they will look in-game (minus 3d models) - and link them together in a graph. Will be released on GitHub before initial release so a) others may be able to contribute to it and b) if my work keeps me away it won't stagnate like the CK2 map generator did There's still a fair amount to do yet but progress is good, so I'd love to hear some feature requests from modders to save time on the most time consuming mod scripting tasks! Video demoing the progress so far here:
nugerumon Posted September 11, 2020 Posted September 11, 2020 for your convenience, here's the link https://forum.paradoxplaza.com/forum/threads/tool-ck3-script-editor-unreleased.1421457/
SamIAmHam Posted September 12, 2020 Author Posted September 12, 2020 A demonstration was done on Youtube and it looks good.
Untolddead Posted September 17, 2020 Posted September 17, 2020 https://forum.paradoxplaza.com/forum/threads/tool-cwtools-a-mod-validating-extension-for-vs-code-wip.1424348/ Don't know if this is the same thing but this just came out.
SamIAmHam Posted September 17, 2020 Author Posted September 17, 2020 9 minutes ago, Untolddead said: https://forum.paradoxplaza.com/forum/threads/tool-cwtools-a-mod-validating-extension-for-vs-code-wip.1424348/ Don't know if this is the same thing but this just came out. It's not since it's a validator. It's good that someone did one though.
_DarkDesires_ Posted September 18, 2020 Posted September 18, 2020 Thought this might be the right place to ask; If Paradox hasn't coded something in, what's the right way to change that? Namely I wanted to change the lifestyle trees so that you would need only one parent to be able to choose a perk. But the OR syntax doesn't work there and now I'm clueless of what to do Certainly goes way beyond my beginner modding experience ?
SamIAmHam Posted September 18, 2020 Author Posted September 18, 2020 @_Skyfire_ I wish I could help ya bud, but I don't know the scripting language used in CK3. I'm waiting for more documentation to be done before diving into modding.
poqz Posted September 18, 2020 Posted September 18, 2020 10 hours ago, _Skyfire_ said: Thought this might be the right place to ask; If Paradox hasn't coded something in, what's the right way to change that? Namely I wanted to change the lifestyle trees so that you would need only one parent to be able to choose a perk. But the OR syntax doesn't work there and now I'm clueless of what to do Certainly goes way beyond my beginner modding experience ? Looks like perk availability is determined via Jomini scripted gui (see game\gui\window_character_lifestyle.gui line 1070-1076). Unfortunately I don't know how/where to access the code that evaluates "Line_Lifestyles_CanUnlock" on line 1073. However you can get around this by making multiple copies of the perk in common\lifestyle_perks\00_learning_2_scholarship_tree_perks.txt, so instead of using an OR statement use the following: EDIT: Does not work - refer following posts # Learn on the Job learn_on_the_job_perk = { lifestyle = learning_lifestyle tree = scholarship position = { 1 3 } icon = node_learning parent = apostate_perk effect = { custom_description_no_bullet = { text = learn_on_the_job_perk_effect } } } # Learn on the Job learn_on_the_job_perk = { lifestyle = learning_lifestyle tree = scholarship position = { 1 3 } icon = node_learning parent = scholarly_circles_perk effect = { custom_description_no_bullet = { text = learn_on_the_job_perk_effect } } }
Untolddead Posted September 18, 2020 Posted September 18, 2020 1 hour ago, poqz said: Looks like perk availability is determined via Jomini scripted gui (see game\gui\window_character_lifestyle.gui line 1070-1076). Unfortunately I don't know how/where to access the code that evaluates "Line_Lifestyles_CanUnlock" on line 1073. However you can get around this by making multiple copies of the perk in common\lifestyle_perks\00_learning_2_scholarship_tree_perks.txt, so instead of using an OR statement use the following: # Learn on the Job learn_on_the_job_perk = { lifestyle = learning_lifestyle tree = scholarship position = { 1 3 } icon = node_learning parent = apostate_perk effect = { custom_description_no_bullet = { text = learn_on_the_job_perk_effect } } } # Learn on the Job learn_on_the_job_perk = { lifestyle = learning_lifestyle tree = scholarship position = { 1 3 } icon = node_learning parent = scholarly_circles_perk effect = { custom_description_no_bullet = { text = learn_on_the_job_perk_effect } } } That doesn't write over each other?
poqz Posted September 18, 2020 Posted September 18, 2020 40 minutes ago, Untolddead said: That doesn't write over each other? Oops you right. Only the 2nd entry takes effect, I didn't test it properly. Kinda obvious now you pointed it out. Sorry skyfire.
_DarkDesires_ Posted September 18, 2020 Posted September 18, 2020 Oh wow didn't expect so many responses Perhaps didn't work right away but people looking to help like this means a lot to me! Thanks guys ?
Untolddead Posted September 19, 2020 Posted September 19, 2020 10 hours ago, _Skyfire_ said: Oh wow didn't expect so many responses Perhaps didn't work right away but people looking to help like this means a lot to me! Thanks guys ? If it's hardcoded you're probably shit out of luck. You can always create a separate way to get the trait if you want.
_DarkDesires_ Posted September 19, 2020 Posted September 19, 2020 16 hours ago, Untolddead said: If it's hardcoded you're probably shit out of luck. You can always create a separate way to get the trait if you want. Yep seems like it ? So I'm all ears My idea was to make the lifestyle trees work the way I instinctively thought they did Which is, that you could choose a single path down them and thus the "junctions" would need only 1 parent perk for being able to choose them You think of another way to make that happen?
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