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[mod] CK3 Storyline Editor


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Posted
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

Screenshot2026-06-22130510.thumb.png.eedc9efd2e412385f1b0e4470868f18c.pngScreenshot2026-06-22130408.png.a891078ace19df0c40870ead0d8e9e7d.png

Posted (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 by thepwnerer
Posted
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 

Posted
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 :confounded:

Posted (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.
 

Screenshot2026-06-25201430.png.2a378fa33a257c863b8fff7570395801.png

Edited by thepwnerer
Posted

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?

Posted
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.
 

Screenshot2026-06-25201430.png.2a378fa33a257c863b8fff7570395801.png

 

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.

Posted (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) ??

 

1158310_92.jpg.6d88bb53c533213be1e5b7d4845df2c1.jpg1158310_93.jpg.a620274cafaba54b2a13ff474618e1db.jpg

Edited by frhghz
Posted
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) ??

 

1158310_92.jpg.6d88bb53c533213be1e5b7d4845df2c1.jpg1158310_93.jpg.a620274cafaba54b2a13ff474618e1db.jpg


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:

Posted (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 settingsimage.png.f78b9d579fb876ae8d509b295a8296de.png

Edited by gianclod
Posted (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.

 

Screenshot2026-06-26200619.png.3ad30b917fef3fadb911b63ec5e7f2d4.png

 

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 by thepwnerer
Posted
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.

 

Screenshot2026-06-26200619.png.3ad30b917fef3fadb911b63ec5e7f2d4.png

 

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\

Posted
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

Posted (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 by frhghz
Posted (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.

 

 

Screenshot 2026-06-27 202628.png

Edited by thepwnerer
Posted
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?

Posted
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.

 

 

Screenshot 2026-06-27 202628.png

 

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.

Posted (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

Unbenannt.PNGUnbenannt 2.PNG

Edited by frhghz

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