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  1. #1
    The Abominable Senior Member Hexxagon Champion Monk's Avatar
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    Default Crusader Kings II - Mod General

    Just thought i'd make this thread for us modders to talk about various aspects of modding crusader kings II. Along with answering any questions that anyone might have, it can serve as a show off thread where we talk about what we're currently modding into ours games. I suppose I'll start, here's what I'm working on currently:



    I have three narrative arcs planned to be implemented, this one will be the first and as they say big things have small beginnings. This narrative event chain has a chance of becoming triggered when one of your demesne provinces suffers either the high tax modifier, thieves' guild, or has a revolt risk of 5 or above.

    You start by dealing with peasants not wanting to work your land (a direct violation of the very idea of feudalism, after all) and will soon meet the "Joan of Arc" character I have planned for my mod. How she reacts to you as a player is entirely dependent on how you deal with the problem as it evolves.

    Coding the syntax was especially annoying, even more so than the first event I did due to how intricate i wanted to make the event (giving traits, adding province modifiers, ect). I'm quite grateful all of the Crusader kings II files are text based and easy to fix should errors arise. Because they do. Often. I'm really excited to code more of this event line.
    Last edited by Monk; 06-06-2012 at 11:15.

  2. #2
    Robot Unicorn Member Kekvit Irae's Avatar
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    Default Re: Crusader Kings II - Mod General

    This has given me a good idea for a History of the World, Part I mod

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    The Abominable Senior Member Hexxagon Champion Monk's Avatar
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    Default Re: Crusader Kings II - Mod General

    Quote Originally Posted by Kekvit Irae View Post
    This has given me a good idea for a History of the World, Part I mod
    That's nothing, you should have seen the first version - I had to tone down the humor due to the event windows not scaling to your localisation of options.

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    Robot Unicorn Member Kekvit Irae's Avatar
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    Default Re: Crusader Kings II - Mod General

    Quote Originally Posted by Monk View Post
    That's nothing, you should have seen the first version - I had to tone down the humor due to the event windows not scaling to your localisation of options.
    We should collaborate and make a parody mod. :3

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    Member Member Ishmael's Avatar
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    Default Re: Crusader Kings II - Mod General

    I feel somewhat embarrassed at having to ask, but is there a save game folder anywhere? I just want to alter a provinces culture in a single game only, so that my Khan of Ulster can convert the rest of Ireland to the Mongol culture (massively OP? Yes. Fun though ).

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    Robot Unicorn Member Kekvit Irae's Avatar
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    Default Re: Crusader Kings II - Mod General

    Quote Originally Posted by Ishmael View Post
    I feel somewhat embarrassed at having to ask, but is there a save game folder anywhere? I just want to alter a provinces culture in a single game only, so that my Khan of Ulster can convert the rest of Ireland to the Mongol culture (massively OP? Yes. Fun though ).
    Assuming you're not on an OS that sucks, your save games will be in your My Documents/Paradox Interactive/Crusader Kings II/ folder

  7. #7

    Default Re: Crusader Kings II - Mod General

    Have you thought about making a mod that covers India? The feudal system in India during this time period is similar to the one depicted in the game. I don't know anything about modding but I can help you with research. Factions can include the Kingdom of Rajputana and the Dehli Sultunate.

  8. #8
    Annoyingly awesome Member Booger Flick Champion, Run Sam Run Champion, Speed Cards Champion rickinator9's Avatar
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    Default Re: Crusader Kings II - Mod General

    Quote Originally Posted by PhilliptheGreat View Post
    Have you thought about making a mod that covers India? The feudal system in India during this time period is similar to the one depicted in the game. I don't know anything about modding but I can help you with research. Factions can include the Kingdom of Rajputana and the Dehli Sultunate.
    Welcome to the .Org Philip. Although I aren't really interested in India, you could search on the Paradox Plaza forums.

    Elder Kings has been announced (for a while). While I work for that mod, I'm also making a Diadochi mod in my spare time, whenever I'm not playing games or adding things to Elder kings.
    rickinator9 is either a cleverly "hidden in plain sight by jumping on the random bandwagon" scum or the ever-increasing in popularity "What the is going on?" townie. Either way I want to lynch him. - White Eyes

  9. #9
    Annoyingly awesome Member Booger Flick Champion, Run Sam Run Champion, Speed Cards Champion rickinator9's Avatar
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    Default Re: Crusader Kings II - Mod General

    So I have been modding a little over the last few weeks. I am aiming to make a mod about the diadochi wars. Here's some early screens:
    Spoiler Alert, click show to read: 



    rickinator9 is either a cleverly "hidden in plain sight by jumping on the random bandwagon" scum or the ever-increasing in popularity "What the is going on?" townie. Either way I want to lynch him. - White Eyes

  10. #10
    Annoyingly awesome Member Booger Flick Champion, Run Sam Run Champion, Speed Cards Champion rickinator9's Avatar
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    Default Re: Crusader Kings II - Mod General

    From the 1.07 changelog:
    FOR MODDERS:
    - IMPORTANT: Added 'inherit_chance' to traits, replacing 'congenital'
    - The 'replace_path' bug is now fixed for real
    - Added 'effect' character history command. It's like an event option that's run for the character at game start.
    - Fixed a bug with 'immortal' traits and sex appeal
    - Added trigger 'leads_faction'
    - Added trigger 'faction_power'
    - Added trigger and effect 'any_faction_backer'
    - Added trigger 'completely_controls = [title]' (I or my vassals hold everything in it)
    - Added trigger 'revolt_distance'
    - The 'ai_will_do' clause in Decisions is no longer binary (the value determines the MTTH)
    - Fixed an issue with law triggers in the 'ai_will_do' field of decisions
    - Added trigger 'in_faction'
    - Added trigger 'war_title'
    - Added trigger 'defending_against_claimant'
    - Added event targets 'supported_claimant' and 'supported_claimant_title'
    - Added 'set_parent_religion' effect
    - Can now create Lowborn characters with the 'create_character' effect
    - Fixed a bug with scripted attributes in the 'create_character' effect
    - Fixed a bug in the 'conquest_culture' trigger
    - Added 'is_conquered' trigger
    - Added event targets 'heir_under_seniority_law' and 'heir_under_primogeniture_law'
    - Added trigger 'any_claimant'
    - Added 'from_potential' trigger to decisions (vassal and dynasty decisions only)
    - Added event effect 'add_spouse_matrilineal'
    - Added 'opinion_diff' trigger
    - The event targets 'owner' and 'holder_scope' are now the same and work on both titles and provinces
    - Added event effect 'copy_title_history'
    - Added event effect 'copy_title_laws'
    - Fixed a bug with trigger 'is_landed = no'
    - Fixed a bug in the effect 'spawn_unit' with the 'match' argument
    - Can now set a specific leader in the effect 'spawn_unit'
    - Fixed a bug in trigger 'de_jure_liege_or_above'
    - Fixed a bug in trigger 'de_jure_vassal_or_below'
    - Fixed some bugs with the 'set_name' effect
    - The 'set_name' effect can now change the name of titles
    - Added 'capital' effect
    - Added 'province_capital' effect
    - Added effect 'participation_scaled_decadence'
    - Added trigger 'num_of_faction_backers'
    - Added trigger 'race'
    - Added trigger 'graphical_culture'
    - Fixed a bug with event name spaces not working in 'events' fields in On Actions
    - Fixed a bug with event name spaces not working in 'events' fields in Job Actions
    - Added 'divine_blood' marriage opinion modifiers
    - Added more gradual Attrition Defines
    - Added 'secondary_graphical_culture' to cultures and culture groups (a fallback option, when not having certain DLCs)
    - Added trigger 'has_earmarked_regiments'
    - Added 'earmark' argument to the 'spawn_unit' event effect
    - The 'disband_event_forces' effect now takes an earmark argument
    - Added trigger 'diplomatic_immunity'
    - Added effect 'diplomatic_immunity'
    - Exported PORTRAIT_MID_AGE_THRESHOLD, PORTRAIT_OLD_AGE_THRESHOLD, PORTRAIT_ADULT_MALE_AGE_THRESHOLD and PORTRAIT_ADULT_FEMALE_AGE_THRESHOLD to defines
    - Exported AGE_OF_MARRIAGE to defines
    - Ported the last old defines to lua
    - Added SeaZone province text promotion
    - Added PrevPrev text promotion
    - Added trigger 'is_tribal_type_title'
    - Added trigger 'has_horde_culture'
    rickinator9 is either a cleverly "hidden in plain sight by jumping on the random bandwagon" scum or the ever-increasing in popularity "What the is going on?" townie. Either way I want to lynch him. - White Eyes

  11. #11

    Default Re: Crusader Kings II - Mod General

    Hi, I wanted to ask a small question about traits and how to make them "congenial only":

    The idea was to have a trait like "Arthurian Blood", which can only be selected with the Ruler Designer and is always passed on to all your children. There is no w for anyone else to get this trait except for marrying into the bloodline.
    On the one hand you get a small stat-bonus but on the other hand this means your family-members are a bit more dangerous. Anyway, I wanted to try this but I cannot make the "restriction" work...
    Either none of my children get the trait, or they do and somewhere in the world others with the same trait are popping up, even if their parents dont have the trait.

    My current trait-code looks like this

    Code:
    bloodline00 = {
       inherit_chance = 100
    
       health = 1
       fertility = 0.5
       vassal_opinion = 10
    }
    I tried experimenting with various conditions listed on the CKIIwiki, but they either cause my game to crash or dont have the wanted effect. Any ideas on how to do this? Apparently the condition "is_child_of" is the solution I am looking for but I am not sure how to use it...

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