frhghz Posted July 11 Posted July 11 (edited) On 7/5/2026 at 7:19 PM, gianclod said: 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. 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. Amazing, thanks a lot. Another error, occured while testing ingame; I Start my event chain with an decision, and immediately it should open the first story window (event 1), but it takes nearly 11 months.🤔 On the other hand there should be an 6 month delay between the first event and the second one, but the second one starts immediately. Edited July 12 by frhghz
gianclod Posted July 12 Author Posted July 12 (edited) 11 hours ago, frhghz said: Amazing, thanks a lot. Another error, occured while testing ingame; I Start my event chain with an decision, and immediately it should open the first story window (event 1), but it takes nearly 11 months.🤔 On the other hand there should be an 6 month delay between the first event and the second one, but the second one starts immediately. Hey, can you check both events under When can this event fire? Make sure neither is marked as a story start, and that Game checks automatically is off (no yearly pulse / other game moments). If a decision opens Event 1, you don’t need anything set there. the decision alone starts the chain. Having Event 1 (or Event 2) on the yearly pulse can make Event 1 show up many months later, and the follow-up can feel like it fires straight away. Then re-export and try again. If it’s still wrong, can you pls send me your saved file from the editor (dm me if you don't want to share it here) Edited July 12 by gianclod
frhghz Posted July 12 Posted July 12 (edited) 6 hours ago, gianclod said: Hey, can you check both events under When can this event fire? Make sure neither is marked as a story start, and that Game checks automatically is off (no yearly pulse / other game moments). If a decision opens Event 1, you don’t need anything set there. the decision alone starts the chain. Having Event 1 (or Event 2) on the yearly pulse can make Event 1 show up many months later, and the follow-up can feel like it fires straight away. Then re-export and try again. If it’s still wrong, can you pls send me your saved file from the editor (dm me if you don't want to share it here) Thx I will try this evening Sadly it still act wackey, sending you the saved file..... dm don't allow file attachments -_- which filehoster do you prefer? Edited July 12 by frhghz 1
gianclod Posted July 13 Author Posted July 13 19 hours ago, frhghz said: Thx I will try this evening Sadly it still act wackey, sending you the saved file..... dm don't allow file attachments -_- which filehoster do you prefer? ok i've updated the main file with the fixed verison. downlaod the new version, export again and that should be it. thank you again for the save file was very useful. main issue were: the modifer trigger was actually broken and the cooldown on the event was still being exported even after removing it, so those should be fixed now and i tested your mod in game, everything seems to be working as expected. found two more issues while playing, the after travel option, if you had only one county was still failing so now i added a fallback to pick a random neighboring county if you only old one. and second was the pilgrimage theme didn't have any background so i checked all the themes against my installed files, they should all work properly now. hope that helps and let me know if you find any other issue. also looking forward to see your mod release 😉looking very nice. 1
frhghz Posted July 13 Posted July 13 (edited) 6 hours ago, gianclod said: ok i've updated the main file with the fixed verison. downlaod the new version, export again and that should be it. thank you again for the save file was very useful. main issue were: the modifer trigger was actually broken and the cooldown on the event was still being exported even after removing it, so those should be fixed now and i tested your mod in game, everything seems to be working as expected. found two more issues while playing, the after travel option, if you had only one county was still failing so now i added a fallback to pick a random neighboring county if you only old one. and second was the pilgrimage theme didn't have any background so i checked all the themes against my installed files, they should all work properly now. hope that helps and let me know if you find any other issue. also looking forward to see your mod release 😉looking very nice. THANK YOU *_* 🤩 Also for the travel issue. ^^ Again thank you for your commitment and your fast answers 🫡😊 Edited July 13 by frhghz 1
Rexie Posted July 31 Posted July 31 It is really good but can the theme be changed? I really don't like the yellow sorry. It is a bit eye straining for me.
gianclod Posted July 31 Author Posted July 31 5 hours ago, Rexie said: It is really good but can the theme be changed? I really don't like the yellow sorry. It is a bit eye straining for me. Yess, I agree. I've been doing exactly that last couple of days xD I will release a new version soon. 1
Rexie Posted August 1 Posted August 1 23 hours ago, gianclod said: Yess, I agree. I've been doing exactly that last couple of days xD I will release a new version soon. Thank you! 😊 1
gianclod Posted August 9 Author Posted August 9 New Version out! big changes are: a new tutorial (hopefully it will make opening the editor for the first time easier), set the house of custom characters (lowborn, same as you, same as liege, random new house) hair preset for custom characters (these are just potraits modifiers not actual dna for now) ui/ux pass 5
rosheen Posted August 12 Posted August 12 (edited) is it possible to see an event from a mod in the gui? I am still pretty much an amateur and i learn by example. The things i want to do are pretty complicated for me but can be replicated if i can open another event from another mod in the gui. i saw that there is load project but cant seem to be load anything. Edited August 12 by rosheen
gianclod Posted August 14 Author Posted August 14 On 8/12/2026 at 10:27 PM, rosheen said: is it possible to see an event from a mod in the gui? I am still pretty much an amateur and i learn by example. The things i want to do are pretty complicated for me but can be replicated if i can open another event from another mod in the gui. i saw that there is load project but cant seem to be load anything. Hey, not really atm. The load project button is for you to save and reload your progress while making a mod. There is a scan functionality in the mod settings tab, that will pull traits, modifiers and other stuff from other mods that you can then use in your mod, but it doesn't pull their events.
Mouxxx Posted August 22 Posted August 22 Brand new to coding here. Tried to add an event choice that changes the player's spouse's gender, but it didn't work nor did it transfer over to the next event. I put this inside the Effect -> Raw Script section: effect = { spouse = { set_sex = female } } Am I scripting it incorrectly? Or is this beyond the scope of the Editor? Regardless, thanks for the tool and new tutorial.
gianclod Posted Monday at 04:25 PM Author Posted Monday at 04:25 PM (edited) On 8/22/2026 at 7:25 PM, Mouxxx said: Brand new to coding here. Tried to add an event choice that changes the player's spouse's gender, but it didn't work nor did it transfer over to the next event. I put this inside the Effect -> Raw Script section: effect = { spouse = { set_sex = female } } Am I scripting it incorrectly? Or is this beyond the scope of the Editor? Regardless, thanks for the tool and new tutorial. hey, unfortunately it isn't that easy, ck3 doesn't have an easy set_sex effect for existing characters. If you are just trying to create a new female character and marry it to your player character you can do that already in this editor. create the character on the left panel (both existing or completely new one) -> then in any event effect -> marry, player, "character name" (that reminds me i could add just "spouse" in the presets of the character creation maybe) Spoiler If you are trying to actually change an existing character sex, i think the way to go is to copy all the traits, modifiers, etc from the existing character, kill the character, spawn a new one of the right sex, give all the copied stuff to that one. I can have a look on how hard it is to add support to do this natively in the editor. Edited Monday at 04:25 PM by gianclod 1
hazetrixstudio Posted Tuesday at 03:54 AM Posted Tuesday at 03:54 AM Hi! The tool is very useful, powerful and very user friendly. I thank the God someone actually made it. As it develops, i would like to have an option to open the already existing mods. It will also help to debug mods easily as well. Ps.: i know ethical way people could claim the mod themselves. Ps2.: Keep up the good work. We definetely needed a tool like that. 1
gianclod Posted Tuesday at 06:50 AM Author Posted Tuesday at 06:50 AM 2 hours ago, hazetrixstudio said: Hi! The tool is very useful, powerful and very user friendly. I thank the God someone actually made it. As it develops, i would like to have an option to open the already existing mods. It will also help to debug mods easily as well. Ps.: i know ethical way people could claim the mod themselves. Ps2.: Keep up the good work. We definetely needed a tool like that. Yea, initially i had an option to straight up open another person mod, but I removed it in favor of the mod scanning feature for exactly that, ethnically I don't believe is good and all technicality I can't guarantee it will work properly with mods not exported with this editor
gianclod Posted Wednesday at 11:27 AM Author Posted Wednesday at 11:27 AM (edited) New version is in. Main changes: Court positions @frhghz New Court positions tab for custom court and landless jobs (name, description, image, skill, gold per month, how many, holder/liege modifiers). Event effects Appoint position and Remove position, plus a Has position trigger. The appoint picker includes vanilla jobs, your catalog types, and types from required other mods. Landless (camp officer) jobs sit in their own family, separate from court. Spoiler Who / Applies to The existing Who field can target court, council, and family roles by name: physician, bodyguard, spymaster, chancellor, marshal, steward, court chaplain, heir, real father, realm priest, without using Custom. should be easier to target more existing roles Change sex @Mouxxx New Change sex effect. Titles, family, and player control move with them. This uses a kill and replace logic not an actual character sex change. The old character dies of natural causes (not murder). Spoiler Export / install You can save your CK3 mod folder in Mod settings. Later exports overwrite that mod instead of only downloading a ZIP. doesn't work with all browser What's next Too much stuff xD the backglog is getting only bigger, but after working on the color modifiers for new character i had the idea of adding generic custom potrait modifiers, so in the same way you can give modifiers to characters you should be able to assign potrait changes, like hair, clothes, etc Edited Wednesday at 11:32 AM by gianclod 4
gianclod Posted Thursday at 11:13 AM Author Posted Thursday at 11:13 AM (edited) Hey everyone, no new content this time, just some minor bug fixes. I also put up an online version of the editor, which I think is pretty cool! (first time i have a website online) https://ck3-storyline-editor.pages.dev/ I haven’t stress-tested it too much yet, so if something’s off, let me know. It’s the same build as 1.7.4, so it should behave the same as the files you’re already using. If anyone wants to support the project, I’ve also set up a Buy Me a Coffee page: https://buymeacoffee.com/Ck3StorylineEditor Edited Thursday at 11:13 AM by gianclod 2
Mouxxx Posted Thursday at 05:38 PM Posted Thursday at 05:38 PM Did the recipient options break after 1.7.3? I can only make the Player the recipient.
gianclod Posted Thursday at 07:28 PM Author Posted Thursday at 07:28 PM (edited) 1 hour ago, Mouxxx said: Did the recipient options break after 1.7.3? I can only make the Player the recipient. select "Player (recipient)" -> backspace or delete. does that work? Edited Thursday at 07:28 PM by gianclod 1
Mouxxx Posted yesterday at 06:37 AM Posted yesterday at 06:37 AM The "Change Sex" works! Thanks for adding it. The only bug I noticed so far is that Lowborns will generate into a new house upon "respawn". I wish there were a way to implement this feature without requiring death, since all death triggers pop up when either the player or NPCs respawn. But this is still a great compromise. And in terms of writing, I can turn this bug into a narrative component. I have two suggestions if you feel like polishing the feature: 1. Transfer the memories of the dead player to the new one. 2. Delete the old character entirely so they don't show up in "former spouses". Thanks again.
Anon16th Posted yesterday at 06:46 AM Posted yesterday at 06:46 AM I am very new to modding and just stumbled upon this great mod builder, but I am not able to understand how will the raw triggers work, I am not able to find one for checking if OP has title >= empire, by searching in ck3 triggers list, I am trying it with highest_title_tier >= tier_empire this but I am not sure how it will work. Rest all is very clear till now, great mod.
gianclod Posted 18 hours ago Author Posted 18 hours ago 9 hours ago, Mouxxx said: The "Change Sex" works! Thanks for adding it. The only bug I noticed so far is that Lowborns will generate into a new house upon "respawn". I wish there were a way to implement this feature without requiring death, since all death triggers pop up when either the player or NPCs respawn. But this is still a great compromise. And in terms of writing, I can turn this bug into a narrative component. I have two suggestions if you feel like polishing the feature: 1. Transfer the memories of the dead player to the new one. 2. Delete the old character entirely so they don't show up in "former spouses". Thanks again. hey, looking into the lowborn bug thanks, it will get fixed with the new version. also memories is a good call, I'll add that as well. For removing the old character completly, unfortunatly i'm not sure that is actually possible, i'll investigate but can't promise there. And thank you again for the support!! 9 hours ago, Anon16th said: I am very new to modding and just stumbled upon this great mod builder, but I am not able to understand how will the raw triggers work, I am not able to find one for checking if OP has title >= empire, by searching in ck3 triggers list, I am trying it with highest_title_tier >= tier_empire this but I am not sure how it will work. Rest all is very clear till now, great mod. Welcome, and you’re in the right place. The wiki name highest_title_tier isn’t a CK3 trigger. The real one is highest_held_title_tier. On the event (or option) whose character you want to check: Under Triggers -> click "+ Raw" -> paste highest_held_title_tier >= tier_empire That goes straight into the event’s trigger = { } for root, the person the event is about (the player on a story-start). >= tier_empire means their highest title is an empire. that said, it's a good idea and easy enough to implement, i'll add it in the tool in the next release.
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