Jump to content

Crusader Kings 2 Adult Mod Capabilities


itzaguy

Recommended Posts

So if anyone wants to start, say, writing events for CK2, I can probably script them and work on a community version of CKX with more events and the like. All I need is event text and what triggers it.

 

I suppose I could write it. I could also provide event pictures, I guess. I don't really mind as long as the mod gets finished. 

Link to comment

So if anyone wants to start, say, writing events for CK2, I can probably script them and work on a community version of CKX with more events and the like. All I need is event text and what triggers it.

 

Super awesome!

 

I need take a time for awhile. I got several great ideas while playing, but after exit the game, I forget about it.

 

It seems CK2 lovers feature is broken. The event only happened once at the beginning, after that nothing. So adding random events will make lover life alive. 

 

There's also another random events triggered every year like:

 

- Neighbor Noble/Court arrive at your kingdom to flirt with you.

 

- The party/fest you held for your noble court turn into an orgy party, random young women get pregnant by random guests.

 

- Drought happened in your kingdom, your priest suggest to hold a sacrificial ceremony to fertility goddess.

 

- etc.

 

 

Btw, I wonder if random event can be triggered without need requirement or special condition?

Link to comment
  • 2 weeks later...

^

It's the best to make a new thread, specialized for the event development.

 

So it will not confused with just random topic discussion like in here.

 

Btw, this will be awesome. Great thx!  :lol:

 

Is there a thread yet regarding this issue? I think i need some help. I digged through the official documentation and used other mods to compare for bug hunt, but i just can't figure out what my problem is. Currently, any of my events will corrupt the event sheduler, causing the game to crash upon firing an arbitrary event. 

Link to comment

 

^

It's the best to make a new thread, specialized for the event development.

 

So it will not confused with just random topic discussion like in here.

 

Btw, this will be awesome. Great thx!  :lol:

 

Is there a thread yet regarding this issue? I think i need some help. I digged through the official documentation and used other mods to compare for bug hunt, but i just can't figure out what my problem is. Currently, any of my events will corrupt the event sheduler, causing the game to crash upon firing an arbitrary event. 

 

 

can you post the code?

Or you could give http://www.ckiiwiki.com/The_Validatora try.

 

Link to comment

 

 

 

 

 

can you post the code?

Or you could give http://www.ckiiwiki.com/The_Validatora try.

 

 

 

Thanks, i'll already use the validator. 

Here's a link to a post that contains the event definition. http://forum.paradoxplaza.com/forum/showthread.php?830180-Question-Firing-a-Event-as-Decision-Effect

 

I'll try to provide the complete modfiles later.

 

 

try switching

		hidden_tooltip = {
			ROOT = { 
				character_event = { id = puschel.51 } 
				}
		}

to

		hidden_tooltip = {
				character_event = { id = puschel.51 } 
		}

using root is one of the things i've noticed causes crashes. Its 'correct' to use in some instances and not in others. The documentation isn't very clear on much of anything.

 

Link to comment

Thanks, i'll already use the validator. 

Here's a link to a post that contains the event definition.

 

I'll try to provide the complete modfiles later.

 

 

I don't see anything outright wrong with that.

But you could try removing 'is_high_prio = no' (default, not needed), and trimming down the potential. Since age 16+ finds tons of characters.

 

Adding

            ai = no

            is_playable = yes

...might help.

Link to comment

I try to clone and modify one of the event in a game.

 

My plan is to make it being executed as much as possible every year, but it seems never get executed.

 

I don't know where is wrong with it, can someone examine it for me?

 

 

# XXX - A courtier initiates romance with the liege
character_event = {
id = xxx.450
desc = EVTDESC450
picture = GFX_evt_lovers

capable_only = yes
prisoner = no

trigger = {
is_female = no
min_age = 16
max_age = 70

independent = no
religion = messalian

NOT = { trait = infirm }
NOT = { trait = incapable }
NOT = { trait = celibate }

liege = {
is_female = yes
min_age = 14
max_age = 45
prisoner = no
religion = messalian
NOT = { trait = infirm }
NOT = { is_close_relative = ROOT }
NOT = { is_rival = ROOT }
NOT = { trait = infirm }
NOT = { trait = incapable }
NOT = { trait = celibate }
NOT = { trait = eunuch }

mean_time_to_happen = {
months = 1

modifier = {
factor = 0.5
is_ruler = yes
}
modifier = {
factor = 0.1
trait = hedonist
}
modifier = {
factor = 0.1
trait = lustful
}
modifier = {
factor = 0.5
trait = strong
}
modifier = {
factor = 0.5
trait = ugly
}
modifier = {
factor = 0.1
liege = { trait = fair }
}
}

option = {
name = EVTOPTA450
liege = {
add_character_modifier = {
name = lustful_affair_timer
duration = 365
hidden = yes
}
character_event = { id = 451 days = 7 tooltip = EVTTOOLTIP451 }
}
}
option = {
name = EVTOPTB450
trigger = {
ai = no
}
piety = 5
}
}

 

 

 

It's a clone from birth_event.txt: # A courtier initiates romance with the liege

Link to comment

The number of opening brackets '{' should equal the number of closing brackets '}' (this is true for all programming languages that I know of) I count you missing 2 closing brackets. Best to try and use an editor with auto indentation to give you an idea of what nested under what.

Link to comment

^

Thanks!

 

I'm learning how to make a custom event. For now, cloning one of existed event and see how it go, before I'm going to write my own from zero.

 

 

Do you know how to make event to be triggered more often? And repeatable?

 

Is the script below is correct?

 

mean_time_to_happen = {
months = 1
Link to comment

^

Can you explain it more about event trigger? I confuse with the explanation from the tutorial in the ck2wiki. Because it doesn't explain when it will be triggered, how long I need to wait, how frequency it will be executed, kind like that. 

 

How long I need to wait and how frequency the mean_time_to_happen months = 1 command script to be executed in the game? 

 

 

I'm planning to create several events to be executed randomly several months at once. Like 20 events, a random of 2-3 events will be triggered every year from it. I don't know which code I need to write.

Link to comment

i've made a mod myself.

  • it gives women traits for different boob sizes,
  • you can get abused as a female prisoner plus the other way around.
  • also it uses a new map and has some other mods integrated not made by me.

i could make a standalone version on demand.

 

download link is on my blog

ideas for more content are appreciated

events and traits are fast and easy to make, the map and all were a shitload of work.

Link to comment

I'm planning to create several events to be executed randomly several months at once. Like 20 events, a random of 2-3 events will be triggered every year from it. I don't know which code I need to write.

 

then you create 1 event, that has a mean_time_to_happen. and that event triggers the other events, which then would be triggered_only = yes.

i could write this as example code if you want.

Link to comment

^

Yes, I want the example code.

 

But not the chain-reaction triggers (not triggered_only = yes), just an independent event.

 

Like 20 independent events in total, each year 3-4 of them will be triggered randomly.

 

 

I'm planning to make CK2 love affair more alive, more drama and interaction between courtier, neighbor ruler and children.

Link to comment

@esra

 

I just visited your Prison Entity blog and saw your nadamod.

 

  • of course, to make it more fun: women have different boob sizes
  • you can abuse female prisoners / get abused, if you are a female prisoner

 

Amazing!

 

 

Talk about sharing ideas... I wrote many of my ideas at different CK2 threads:

 

CK2Lab http://www.loverslab.com/topic/43079-ck2lab/

 

CK X Event Creation http://www.loverslab.com/topic/42700-crusader-kings-x-event-creation/

 

 

I need to see what your nadamod first, I'm downloading right now, before I can give you several ideas to improve it.

Link to comment

^

Yes, I want the example code.

 

here you go

#this is your control event, that fires the other events
character_event = {    #its type is 'character_event' because ROOT is the character you're playing as i understood from your description
    id = youreventnumber1
    
    #here you put so called "fast conditions" ask, if you don't know what that is
    #example:
    is_female = no #your ruler must be male
    age = 16 #min 16 yo
    is_ruler = yes #is a ruler, no minor court character or something
    #/example
    
    #here you put all conditions as you may know
    trigger = {
    
        #example:
        NOT = {
            trait = kind
            trait = just
            trait = incapable
            trait = homosexual
            }
            
    }
        #/example
        
    #since this is a control-event, that doesnt show up itsstelf, but rather fires other
    #events, there are no options, instead you have 'immediate', which fires
    
    mean_time_to_happen = {
        days = 90 #this event should fire on average every 90 days, which is about 3 month
        
        modifier = {    #you CAN (but don't have to) put modifiers here, which multiply the
                        #mean_time_to_happen value
            factor = 0.5 #if your ruler has the trait 'cruel', this event will fire every 45 days on average
            trait = cruel
        }
    }
    
    immediate = {        #since this event only fires the other events, you put here which events should fire
                        #idk what exactly you have in mind, but i suggest a "random_list"
        random_list = {
            25 = {         #25% chance these two events happen:
                ROOT = { character_event = { id = eventtobefired1 } } #idk, maybe you can leave out ROOT
                ROOT = { character_event = { id = eventtobefired2 } }
            }
            
            25 = {        #25% change this one event happens:
                ROOT = { character_event = { id = eventtobefired3 } }
            }
            
            50 = {        #50%change these events happen: / you can change the numbers, you can have even have 10 possibilities or whatever you'd like
                ROOT = { character_event = { id = eventtobefired4 } }
                ROOT = { character_event = { id = eventtobefired5 } }
                ROOT = { character_event = { id = eventtobefired6 } }
                ROOT = { character_event = { id = eventtobefired7 } }
            }
            
        }
    }
}

#then you just have to do the events that get triggered by the event above, which should have the triggered_only = yes tag and are 'character_event' too
Link to comment

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. For more information, see our Privacy Policy & Terms of Use