Jump to content

CK2 Modding Quick Question Thread


Recommended Posts

Posted

Just a shower thought, is it possible to create a instant feedback loop between AI and Player Character? For example in the base game when a AI activates a seduce the player character event, as the player yourself you would not know and have no control over it aside from RNG and the deciding trait factors. What I would like to do is to have a triggered event for the player upon the AI activates its own event and the player can choose say to accept/ decline, ie. what the character player did is on the player's actual decisions.

 

Ideally, having major "world events" ping the player would be nice, similiar to how the base game does it with crusades (Christians/ Muslim won) but extend it to some other factors like A kingdom/ emperor title changes notification, as the notification system settings is sorta weird.

  • 2 weeks later...
Posted

Would it be possible to have characters be given certain names on a regional basis (e.g. Norse characters bearing Finnish names in Finland after converting its culture) to simulate multi-linguism?

 

P.S. I've already consulted the appropriate culture modding page on Paradoxwikis, but doing something like this isn't even mentioned on it.

Posted
6 hours ago, AlexWyrmin said:

Would it be possible to have characters be given certain names on a regional basis (e.g. Norse characters bearing Finnish names in Finland after converting its culture) to simulate multi-linguism?

 

P.S. I've already consulted the appropriate culture modding page on Paradoxwikis, but doing something like this isn't even mentioned on it.

Character names are based off of the character's culture, not the province culture.

Posted
1 hour ago, lockeslylcrit said:

Character names are based off of the character's culture, not the province culture.

That, I know. What I was asking was whether or not it'd be possible to put geographic limitations on name seeding, like it can be done for event based culture shifts.

Posted
1 hour ago, AlexWyrmin said:

That, I know. What I was asking was whether or not it'd be possible to put geographic limitations on name seeding, like it can be done for event based culture shifts.

Very doubtful. You could use set_name but that is extremely limited in its functionality. 

Posted

I'm making an event that the player ruler will head out to negotiate with a ruler (jailer) of a specific targetted prisoner in their court, that includes any landed rulers really. There will be some time before the negotiation narrative events actually fires (representing travelling time), so I want to place a check on if things are still the way they were right before the negotiation event fires after the wait time.

 

I'm hitting a wall on how do I compare if the province is still the same one as it was with both the prisoner and jailer still there. I'd like to utilize event targets to make things easier for me to deal with, and at the moment i have all characters related saved as their own event_targets (ie. ast_negotiator, ast_prisoner, ast_jailer).

 

So the specific questions I have is

1) how do I scope the province ID (I don't want the location ID as it might be different than the province ID if the character is in command while the scope happens) of a specific character I saved (ast_jailer)?

 

I have the following in my targeted decision effect block ATM and it's not working trying out diff forms of it. I'd also like to know if it's different when putting it into a event, if so, It'll be helpful if u can show me that too. 

 

            capital_scope = {
                owner = {event_target:jailer}               
                save_event_target_as = jailerOGLoc
            }

 

 

2) and save this province ID into another event_target so I can use it later on within the duration of the event chain? (ast_jailer_OG_location)?

 

3) also, if I have set a variable named XXYYZZ, is displaying the value of it [XXYYZZ.GetValue] correct for localization & log prints? I believe I've set it properly but neither are actually printing the values when I attempt to print it. I'm setting the variable in a command block as the following, and the tooltips seems to be able to know what is happening.

 

	set_variable = { which = XXYYZZ value = 10}

 

thx:)

 

 

Posted
13 hours ago, Shuzi said:

So the specific questions I have is

1) how do I scope the province ID (I don't want the location ID as it might be different than the province ID if the character is in command while the scope happens) of a specific character I saved (ast_jailer)?

 

I have the following in my targeted decision effect block ATM and it's not working trying out diff forms of it. I'd also like to know if it's different when putting it into a event, if so, It'll be helpful if u can show me that too. 

 


            capital_scope = {
                owner = {event_target:jailer}               
                save_event_target_as = jailerOGLoc
            }

 

capital_scope = {
	limit = {
		owner = {
			character = event_target:jailer
		}
	}
	save_event_target_as = jailerOGLoc
}

 

13 hours ago, Shuzi said:

3) also, if I have set a variable named XXYYZZ, is displaying the value of it [XXYYZZ.GetValue] correct for localization & log prints? I believe I've set it properly but neither are actually printing the values when I attempt to print it. I'm setting the variable in a command block as the following, and the tooltips seems to be able to know what is happening.

 


	set_variable = { which = XXYYZZ value = 10}

 

thx:)

 

[Root.XXYYZZ.GetValue]

and

[Root.XXYYZZ.GetName]

 

Replace Root with From (or whatever) to match the scope. Example: [jailerOGLoc.XXYYZZ.GetValue] 

If you're using GetName, you'll need to localise the variable too.

 

XXYYZZ;My variable;;;;;;;;;;;;;x

 

Posted

hm..I've copied the code but it's not working, giving me a parse failure with error: Token "save_event_target_as" must be an equal sign on that line 

save_event_target_as = jailerOGLoc

When I commented out the new code section there's no errors so there's something wrong there it seems?

		effect = {
			FROM = { save_event_target_as = astasker }
			ROOT = { 
				host = {
					save_event_target_as = jailer 
				}
			}
			ROOT = { save_event_target_as = astprisoner }

			#new code begin#########################################################
			capital_scope = {
				limit = {
					owner = {
						character = event_target:jailer
					}
				}	ïğż
				save_event_target_as = jailerloc
			}
			#new code end###########################################################
			
			#Check and assign prisoner type	flag
			event_target:astprisoner = {
				if = {
				#anyone betrothed to your dynasty or kin
					limit = {
						betrothed = {
							OR = {
								dynasty = event_target:astasker
								is_close_relative = event_target:astasker
							}
						}		
					}
					set_character_flag = ast_betrothed_prisoner
				}
				else_if = {
				#anyone of your kin
					limit = {
						OR = {
							dynasty = event_target:astasker
							is_close_relative = event_target:astasker
						}
					}		
					set_character_flag = ast_kinsmen_prisoner
				}
				else_if = {
				#unlanded generic chars
					limit = {
						is_landed = no
					}
					set_character_flag = ast_unlanded_prisoner
				}
				else_if = {
				#landed generic chars
					limit = {
						is_landed = yes
					}
					set_character_flag = ast_landed_prisoner
				}
			}
			
			
			FROM = {
				
					any_realm_character = {
						if = {
							limit = {
								has_job_title = job_chancellor
								liege = { character = event_target:astasker }
							}
						save_event_target_as = astChancellor
						}
						else_if = {
							limit = {
								has_job_title = job_castellan
								liege = { character = event_target:astasker }
								#top_liege = { character = ROOT }
								#host = { character = ROOT }
							}
						save_event_target_as = astChancellor
						}
					}
				}
			FROM = {
				any_child = {
					if = {
					limit = {
						host = { character = event_target:astasker }
						is_child_of = event_target:astasker
						is_adult = yes
						NOT = {trait = incapable}
						NOT = {trait = lunatic}
					}
					save_event_target_as = astHier
				}
			}
		}
			hidden_tooltip = {

				FROM = {				
					if = {
						limit = { 
							OR = {
								age < 13
								is_adult = no
								is_pregnant = yes
								trait = stressed
								trait = infirm
								trait = lunatic
								trait = incapable
								has_regent = yes
							}
						}
						if = {
							limit = {
							
							}
							character_event = { id = Astprn.100 } # Warning- send letter instead
							break = yes
						}
						else = {
							character_event = { id = Astprn.100 } # Warning- send letter instead
							break = yes
						}
					}

					else = {
						character_event = { id = Astprn.2 } #doesnt match above criteria, good to go
					}
				}
			}
		}

 

  • 2 weeks later...
Posted

I'm adding futas to my version of CK2. Is there a way females with the futa trait would be able to marry other women? Ideally without special events or circumstances; I'm basically looking for futas to be treated as both women (to marry men, like normal) AND men (to marry women, including other futas).

Posted
5 hours ago, Yakis0ba said:

I'm adding futas to my version of CK2. Is there a way females with the futa trait would be able to marry other women? Ideally without special events or circumstances; I'm basically looking for futas to be treated as both women (to marry men, like normal) AND men (to marry women, including other futas).

Other than a sex change from set_gender, there is no possible way for a female to get the hardcoded benefits of a male (or vice versa) without some heavy modding.

Posted
6 hours ago, lockeslylcrit said:

Other than a sex change from set_gender, there is no possible way for a female to get the hardcoded benefits of a male (or vice versa) without some heavy modding.

I had a feeling, I just wanted to check. Thanks though!

Posted

Hi all!

I'm looking into some information regarding my first mod.

Basically I want to assign a random static portrait (via the trait method i.e. each static portrait is associated to a unique invisible trait) when a character has a specific trait.

Example: if a character has the lustfull trait I want to automatically assign her another trait (which would be the portrait one). Indeally I would like the trait assigned to be random within a selection of possible trait, so if the character has the lustfull trait there would be a 10% chance to get assigned trait alfa.1, alfa.2, alfa.3 etc.

 

I've looked into the way in which both Dark World and Turtle's Extra Trait work, and also looked into the necromancer trait from DZ Flavor, from what I gather maybe the best way would be to have an invisible event fire on start and yearly to assign the traits? Would that bog the game down too much? I see that DZ Flavor use scripted triggers but I'm not sure how theese work... would that be a better way to do it?

 

Thanks for any help!

Posted
1 hour ago, AlexWyrmin said:

If a mod erases a vanilla culture conversion event, is it safe to mod in another one of the same type using the erased event's ID?

Only if you set that mod as a dependency, otherwise who knows which mod will take priority when it comes to that event.

Posted
10 minutes ago, lockeslylcrit said:

Only if you set that mod as a dependency, otherwise who knows which mod will take priority when it comes to that event.

I've got only one mod that does that and it just affects the Frank to French conversion by making the latter exist from the earliest start of the game, thus removing the need for a conversion in the first place.

  • 1 month later...
Posted

no idea where to ask this, so ill just throw it in here cause its a "quick question about a mod" :D

 

a few months ago when i played ck2 modded with "dark world" mods i had a game where my girl char wasnt married and got pregnant and then got + prestige/piety from that unmarried pregnancy.

in the game i play right now i noticed its the -prestige/piety again for unmarried pregnancys.

 

and i wondered if anyone knows what mod might have changed that?... maybe it was one of the religion mod? or more lewd herecy religions? or lilith stuff? (even though i wasnt succubus the game it was +).

 

the game i play atm i am shinto religion.. and i think the game where it was +positive values i was one of the "eastern horse normads" from vanilla ck2 i played as... could it be that shinto is more like christiany or so where its negative and the horse peoples i had back then was more like pagan and dont care?  so is it maybe a vanilla thing with some vanilla religions not giving negatives?

 

maybe someone knows something about this what made unmarried pregnancies give positive prestige/piety etc back then.

Posted
1 hour ago, Neliahawk said:

no idea where to ask this, so ill just throw it in here cause its a "quick question about a mod" :D

 

a few months ago when i played ck2 modded with "dark world" mods i had a game where my girl char wasnt married and got pregnant and then got + prestige/piety from that unmarried pregnancy.

in the game i play right now i noticed its the -prestige/piety again for unmarried pregnancys.

 

and i wondered if anyone knows what mod might have changed that?... maybe it was one of the religion mod? or more lewd herecy religions? or lilith stuff? (even though i wasnt succubus the game it was +).

 

the game i play atm i am shinto religion.. and i think the game where it was +positive values i was one of the "eastern horse normads" from vanilla ck2 i played as... could it be that shinto is more like christiany or so where its negative and the horse peoples i had back then was more like pagan and dont care?  so is it maybe a vanilla thing with some vanilla religions not giving negatives?

 

maybe someone knows something about this what made unmarried pregnancies give positive prestige/piety etc back then.

Was this before 3.0? CK2 updated nearly all vanilla files, so if you modded a vanilla file, you'll need to remod it again.

Posted

ahh nono i didnt mod anything...  and yes it was before 3.0... think with dark world reborn back then few months ago.

 

i just rememeber that i played a game then with a bunch dark world mods where not married and getting pregnant gave me + prestiege etc... and not the negative 50.

i just dont remember if it was some dark world mod, some DW religion stuff that added a religion or changed one so its like that or if its in vanilla ck2 with some of the more "pagan" religions or so... hmm

 

seems event 401 is the pregnant one ... guess some mod might edited it back then.

after checking some files it might been the christianity mod... seems it has some edit in event 401 about "lustfull_religion"... might take a look at that mod again.

 

cause the game i played back then with not marrying and just being one female ruler was pretty fun. :D

Posted
On 3/25/2019 at 10:09 AM, Neliahawk said:

no idea where to ask this, so ill just throw it in here cause its a "quick question about a mod" :D

 

a few months ago when i played ck2 modded with "dark world" mods i had a game where my girl char wasnt married and got pregnant and then got + prestige/piety from that unmarried pregnancy.

in the game i play right now i noticed its the -prestige/piety again for unmarried pregnancys.

 

and i wondered if anyone knows what mod might have changed that?... maybe it was one of the religion mod? or more lewd herecy religions? or lilith stuff? (even though i wasnt succubus the game it was +).

 

the game i play atm i am shinto religion.. and i think the game where it was +positive values i was one of the "eastern horse normads" from vanilla ck2 i played as... could it be that shinto is more like christiany or so where its negative and the horse peoples i had back then was more like pagan and dont care?  so is it maybe a vanilla thing with some vanilla religions not giving negatives?

 

maybe someone knows something about this what made unmarried pregnancies give positive prestige/piety etc back then.

Think you're looking for the christianity mod.

  • 2 weeks later...
Posted

This isn't particularly on topic for Loverslab, but I haven't been able to find answers elsewhere. If I wanted to adjust the levy penalties for being above Demesne limit, what file would I need to edit? 

Posted
5 hours ago, Ardran said:

This isn't particularly on topic for Loverslab, but I haven't been able to find answers elsewhere. If I wanted to adjust the levy penalties for being above Demesne limit, what file would I need to edit? 

I don't think there is a way to edit that. The /commons/defines.lua file only controls the demesne limit, vassal limit, and vassal limit penalties, not the demesne limit penalties.

Posted

might not be the right thread, but I was wondering if there was a mod for CK2 that make all character to be born at 16 instead of modifying their age one by one or waiting for them to grow up.

or is there a way to make a batch file to do it for me?

Posted
47 minutes ago, WolfieKnot said:

might not be the right thread, but I was wondering if there was a mod for CK2 that make all character to be born at 16 instead of modifying their age one by one or waiting for them to grow up.

or is there a way to make a batch file to do it for me?

I have never heard of a mod doing that before. Seems like I tried to make a mod that used the diplomacy menu to quickly change the age to skip the console commands needed everytime but it failed.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

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