gianclod Posted June 22 Author Posted June 22 14 hours ago, gianclod said: @elinon7 here it is, hope this helps. you now have an effect to make character have sex (if you leave the pregnancy empty it will use normal ck3 chance). And also an effect to make people straight up pregnant. It should work but I didn't test it so I'm just posting it here for now, let me know if it works for you. CK3StorylineEditor.zip ok just tested they both works, i'm gonna update the file in the main page 1
thepwnerer Posted June 22 Posted June 22 (edited) This looks fantastic! I did a bunch of writing for a mod ages ago, but got stuck in the weeds with portraits and event timings. I don't need it to do everything for me, but anything that reduces the time spent digging through files from the base game and troubleshooting code is a huge help. Looking forward to giving it a whirl. Edited June 22 by thepwnerer 1
gianclod Posted June 22 Author Posted June 22 52 minutes ago, thepwnerer said: This looks fantastic! I did a bunch of writing for a mod ages ago, but got stuck in the weeds with portraits and event timings. I don't need it to do everything for me, but anything that reduces the time spent digging through files from the base game and troubleshooting code is a huge help. Looking forward to giving it a whirl. I hope you'll be able to make your mod! Let me know any feedback 1
elinon7 Posted June 23 Posted June 23 On 6/22/2026 at 12:07 PM, gianclod said: ok just tested they both works, i'm gonna update the file in the main page Awesome, thank you! I'll try it out when I have some free time from work 1
thepwnerer Posted June 25 Posted June 25 (edited) Hey! I've tried it out and made a decent amount of progress (took me a sec to find the event tooltips, but everything else is pretty intuitive). One thing that would help for me personally is if there was a way to reference characters who hold certain positions (e.g. a councilor, or someone with an important court position, like the Court Physician). Say for instance I want a scene where the character is injured and the Court Physician comes to treat them, or one where you meet in secret with your Spymaster. I don't think there's a way to achieve this within the current story character interface - the filters are designed more to create or find someone with specific characteristics, rather than someone your character knows from court, which would be helpful for a lot of stories. I believe you can achieve this with something like: scope:my_character = { has_court_position = example_position } However, there doesn't seem to be anywhere to define this in the Characters panel. There's the Advanced -> Custom option under Character Scope in the Event Portraits panel, but I'm not sure if it's designed for this, and it doesn't seem to work properly for me - as soon as you type anything in there it closes the field, and reverts to showing "Right portrait" under Character Scope. I've also encountered a bug when trying to delete characters - this string appears, and clicking OK doesn't actually get rid of the character. Edited June 25 by thepwnerer
frhghz Posted June 25 Posted June 25 Hey, concerning the ttravel system, when you choose to activate the follow up event after travel, does my player need to actively start the travel, or does the travel start automatically?
gianclod Posted June 25 Author Posted June 25 2 hours ago, frhghz said: Hey, concerning the ttravel system, when you choose to activate the follow up event after travel, does my player need to actively start the travel, or does the travel start automatically? The travel options will start automatically and when you arrive the next event will fire. If you cancel the travel options that's it. You might want to set up a flag with a repeating event as a safeguard in case the player cancels the travel. 2 hours ago, thepwnerer said: Hey! I've tried it out and made a decent amount of progress (took me a sec to find the event tooltips, but everything else is pretty intuitive). One thing that would help for me personally is if there was a way to reference characters who hold certain positions (e.g. a councilor, or someone with an important court position, like the Court Physician). Say for instance I want a scene where the character is injured and the Court Physician comes to treat them, or one where you meet in secret with your Spymaster. I don't think there's a way to achieve this within the current story character interface - the filters are designed more to create or find someone with specific characteristics, rather than someone your character knows from court, which would be helpful for a lot of stories. I believe you can achieve this with something like: scope:my_character = { has_court_position = example_position } However, there doesn't seem to be anywhere to define this in the Characters panel. There's the Advanced -> Custom option under Character Scope in the Event Portraits panel, but I'm not sure if it's designed for this, and it doesn't seem to work properly for me - as soon as you type anything in there it closes the field, and reverts to showing "Right portrait" under Character Scope. I've also encountered a bug when trying to delete characters - this string appears, and clicking OK doesn't actually get rid of the character. Hey thank you very much for the bugs report, I will look into it. Yes at the moment if you want anything more custom you are looking at the right place. I can definitely add some more of the usual court positions in the preset fields tho.
gianclod Posted June 25 Author Posted June 25 @thepwnerer have a try with this build, I expanded the "who" in the character creation to have many more court positions. CK3StorylineEditor.zip Haven't tested it yet so maybe save your progress before you try. 2
frhghz Posted June 26 Posted June 26 (edited) okay, thank you another question, I tried my mod ingame, but the decision, which I designed as story start as well as the events, are empty, could this be an version conflict (I tried 1.18, with the custom option in the storyline editor) ?? Edited June 26 by frhghz
gianclod Posted June 26 Author Posted June 26 1 hour ago, frhghz said: okay, thank you another question, I tried my mod ingame, but the decision, which I designed as story start as well as the events, are empty, could this be an version conflict (I tried 1.18, with the custom option in the storyline editor) ?? ok i think what is happening is that you have the game running in german while the tool exports only english localisation by default. while i think how to support other langueges you can either try to switch to english or in the exported zip try to duplicate the localization/english/mymod_l_english.yml into localization/german/ and rename the header to l_german:
gianclod Posted June 26 Author Posted June 26 (edited) looks like it was actually quite easy to just copy engligh loc to other languages well, i'm gonna update the main file. also support to create custom landless contracts is coming in the same file. it's out, you should be able to just check your language in the mod settings Edited June 26 by gianclod 1
thepwnerer Posted June 26 Posted June 26 (edited) 20 hours ago, gianclod said: @thepwnerer have a try with this build, I expanded the "who" in the character creation to have many more court positions. CK3StorylineEditor.zip Haven't tested it yet so maybe save your progress before you try. Thanks, seems to be working! I appreciate the quick responses (and fixes). I've also been trying to use the Random list function to prowess check a certain choice, but it doesn't seem to be working in-game. When selecting that choice, it just closes the event without opening the next event for a successful roll or failed roll like it's supposed to. I took a look at the events file - I haven't seen that implementation of random list modifiers for every stat step in the base game before. Is there a benefit to using random list instead of a duel for stat weighting decisions? Edited June 26 by thepwnerer
gianclod Posted June 26 Author Posted June 26 1 hour ago, thepwnerer said: Thanks, seems to be working! I appreciate the quick responses (and fixes). I've also been trying to use the Random list function to prowess check a certain choice, but it doesn't seem to be working in-game. When selecting that choice, it just closes the event without opening the next event for a successful roll or failed roll like it's supposed to. I took a look at the events file - I haven't seen that implementation of random list modifiers for every stat step in the base game before. Is there a benefit to using random list instead of a duel for stat weighting decisions? Hey hey, do you mind sending over your error.log from Documents\Paradox Interactive\Crusader Kings III\logs\
thepwnerer Posted June 26 Posted June 26 1 hour ago, gianclod said: Hey hey, do you mind sending over your error.log from Documents\Paradox Interactive\Crusader Kings III\logs\ Sure, attached below. I uninstalled my other mods and wiped my saves first so it isn't a 15mb file 😂 error.log 1
gianclod Posted June 26 Author Posted June 26 36 minutes ago, thepwnerer said: Sure, attached below. I uninstalled my other mods and wiped my saves first so it isn't a 15mb file 😂 error.log 292.81 kB · 1 download Try this one CK3StorylineEditor.zip, let me know 1
frhghz Posted June 27 Posted June 27 (edited) 22 hours ago, gianclod said: looks like it was actually quite easy to just copy engligh loc to other languages well, i'm gonna update the main file. also support to create custom landless contracts is coming in the same file. it's out, you should be able to just check your language in the mod settings Damn, now I feel kinda stupid 😅 I knew I had forgotten something essential... Thank you, also for your quick responses P.S.: Is there a possibility to actually choose an target, or decide for a target, e.g. 3 counties away from your capital, for travel? Atm when I designate random county, start and end are the capital, meaning the travel over in just about 5 seconds😆, in this case I get the standart arrival system message before the starting system message..... On an other Note, I have noticed that every time, after I dragged the text input window for events on the right side and I made an input of any kind or, changed an effect or trigger, the text input window shrinks back to it's original size. Edited June 27 by frhghz
thepwnerer Posted June 27 Posted June 27 (edited) 20 hours ago, gianclod said: Try this one CK3StorylineEditor.zip, let me know That worked, thanks! Although it's giving me this error now - not sure what this is referring to as the base weight for that branch is 50 (the default). Working in game though, which is the main thing. Edited June 27 by thepwnerer 1
gianclod Posted June 29 Author Posted June 29 On 6/27/2026 at 10:42 AM, frhghz said: Damn, now I feel kinda stupid 😅 I knew I had forgotten something essential... Thank you, also for your quick responses P.S.: Is there a possibility to actually choose an target, or decide for a target, e.g. 3 counties away from your capital, for travel? Atm when I designate random county, start and end are the capital, meaning the travel over in just about 5 seconds😆, in this case I get the standart arrival system message before the starting system message..... On an other Note, I have noticed that every time, after I dragged the text input window for events on the right side and I made an input of any kind or, changed an effect or trigger, the text input window shrinks back to it's original size. Hey, I could add random county (excluding either player capital or player current location). Would that help? But if you only have one county you'll still get the same issue. On choosing the specific county, I'm not sure how to present that in the editor. For the UI issue with text input, which one are you referring to? Is the entire right panel resizing?
gianclod Posted June 29 Author Posted June 29 On 6/27/2026 at 9:28 PM, thepwnerer said: That worked, thanks! Although it's giving me this error now - not sure what this is referring to as the base weight for that branch is 50 (the default). Working in game though, which is the main thing. You can safely ignore it It was added as a heads-up but it's more noise then anything. especially because the editor exports the same changes for all just with a stat modifier, you cant set the chances manually anyway. 1
frhghz Posted June 30 Posted June 30 (edited) 10 hours ago, gianclod said: Hey, I could add random county (excluding either player capital or player current location). Would that help? But if you only have one county you'll still get the same issue. On choosing the specific county, I'm not sure how to present that in the editor. For the UI issue with text input, which one are you referring to? Is the entire right panel resizing? Yes that would be helpful, also maybe an option, considering that every travel consists of two ways, maybe an additional activity??? concerning the resizing problem Spoiler Edited June 30 by frhghz
Mee&Mee Posted July 1 Posted July 1 (edited) Does not seem to be able to work on linux, I tried 6 different browser all of them display this mod not as it is shown on the main page, or maybe it is just me the problem? Edited July 2 by Mee&Mee
gianclod Posted July 2 Author Posted July 2 On 7/1/2026 at 8:44 AM, PanPiela said: Hey, is it possible to add Gain hook feature? Yes definitely, good idea. It will come probably later this weekend. On 6/30/2026 at 8:08 AM, frhghz said: Yes that would be helpful, also maybe an option, considering that every travel consists of two ways, maybe an additional activity??? concerning the resizing problem Reveal hidden contents Ok thanks. I'll fix the UI and see what I can do for the travel. 16 hours ago, Mee&Mee said: Does not seems to be able to work on linux, I tried 6 different browser all of them display this mod not as it is shown on the main page, or maybe it is just me the problem? Humm I'm not too sure sorry. I don't have a Linux machine to test it on but in theory it should work with any modern browser. I tested on chrome, brave and opera 1
Mee&Mee Posted July 2 Posted July 2 (edited) For those on linux, all I did to "fix" the problem was rename these files... from "CK3StorylineEditor index.html" to index.html from "CK3StorylineEditor bundle.js" to bundle.js from"CK3StorylineEditor app.css" to app.css move these files into a folder called "vendor" 'CK3StorylineEditor\vendor\cytoscape-dagre.js' 'CK3StorylineEditor\vendor\dagre.min.js' 'CK3StorylineEditor\vendor\cytoscape.min.js' 'CK3StorylineEditor\vendor\jszip.min.js' thanks anyway for your quick replay and your hard work Edited July 2 by Mee&Mee
gianclod Posted July 5 Author Posted July 5 (edited) On 7/1/2026 at 7:44 AM, PanPiela said: Hey, is it possible to add Gain hook feature? in the last release 1.6.8 you have hooks. you'll find them both in effects and triggers. you can add, use, remove and check for them. On 6/30/2026 at 7:08 AM, frhghz said: Yes that would be helpful, also maybe an option, considering that every travel consists of two ways, maybe an additional activity??? concerning the resizing problem Reveal hidden contents the ui should be fixed, and i added some more checks for the random county travel, unless you only have one county it should now never choose where you are. For what's coming next, I will now start looking into makeing the node graph better and easier to use (multiselect, groups, duplicate, copy paste), memories, nicknames, secrets and story arcs. I'm hesitant in touching religions atm as there is a DLC coming soon that will most likely modify how they works. Edited July 5 by gianclod 2
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