• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
These could actually be traits themselves. Courtiers with a "high" Diplomacy stat could get a "Famous Diplomat" trait. It could be somewhat random, so depending on luck and events, a good diplomat could lack the trait, or a poor diplomat could get the trait anyway because of some circumstances. For example, the leade of the winning side in a large battle can have a chance of becoming a "Famous Marshal", irrespective of his martial trait.

I second this proposition. I love the idea of hiding the numbers and forcing the player to focus on traits (it also makes marriage a little more... interesting), but people should at least have a reputation for something if they are above average at a certain skill. Being opposed to the use of numbers to quantify abilities, maybe incorporating a two-tier system for people with 12-16 of a certain stat to have a significant chance of being characterized as an 'Able Diplomat/Commander/Steward/Intriguer/Theologian' and 17+ as 'Renowned Diplomat/Commander/Steward/Intriguer/Theologian". The trait would just be a marker, of course, and provide no significant bonuses (maybe a prestige or piety bonus for fun, but nothing more).
 
This is quite interesting. How does this work with HIP, you think?
It needs some tweaking in domestic_dynastic.gui file if you are using Arko interface, but otherwise it works without problem. It's a pretty simple if brilliant mod.
 
I'm very pleased to see that the mod is viewed as interesting and to see that people are using it and thinking about ways to use it in their mods, or to improve on the basic thought behind it!

Excellent!

I've been playing myself a couple of hours with the mod on and I must say: the greatest achievement of the mod (for me at least) is that I don't miss the stats. My game goes quicker, cos I'm not scrolling for 15 minutes to find that perfect bride for my heir. Granted, in the unit-screen, I still sort on the best, but if you have multiple armies, you just say, "F it, he has a good mil.trait, lets put him on the flank."

Also, I tend to remember people by their names and not by that one value that makes them my top general, or my spymaster or whatever. That to me makes the game more immersive, cos i see them as persons, not numbers.

Further more, I sometimes forget that my courtiers gain/lose traits, so their "value" rises and drops, but the game reminds me nicely with the "Im a better steward/marshall than your current one" event.

I do have a CTD when I open the diary (i forgot the correct name), but who cares.

All in all, I'm very happy with the mod and am curious to see if people will expand on it.
 
An interface mod giving a ctd only for moving positions? Weird. I hope rhe cause is found, since I was hoping to use thisbwith the chronicle overhaul mod...
I do have two other mini mods running, so not saying it's this mod perse. I'll verify my files, and maybe it just was a onetime thing.
 
I do have two other mini mods running, so not saying it's this mod perse. I'll verify my files, and maybe it just was a onetime thing.

the CTD was caused by a font mod I had running (100% sure)


edit: 100% sure
 
Last edited:
It needs some tweaking in domestic_dynastic.gui file if you are using Arko interface, but otherwise it works without problem. It's a pretty simple if brilliant mod.
What do I need to change?
 
What do I need to change?
You need to change positions of several text boxes. They are named diplomacy, diplomacy2, martial, martial2, intrigue, intrigue2, stewardship, stewardship2, learning, learning2. Just change x position of each box to 9999. Like here:
Code:
instantTextBoxType = {
	name = "diplomacy"
	position = { x = [color=red]9999[/color] y = 113 }
	textureFile = ""
	font = "vic_18_black"
	borderSize = {x = 0 y = 0}
	text = "42"
	maxWidth = 20
	maxHeight = 20	
	format = right
}
 
Last edited:
Very nice idea, been thinking about this ever since I've seen CKII for the first time (even made me post for the first time).
I have an idea on how to build up on this, along the lines of thought of ngppgn & Careful Plum, but I guess I'll open a new thread as to not to spam yours.
 
very good idea...
 
While risking a necromancy-charge.... I was wondering, it has been a couple of months, does anyone like to share his/her experiences with the mod? I haven't played for a while (work/vacationing) and I'm waiting for the new patch/DLC, but I'd like to know if people still use the mod or did you switch back to the numbers?
 
that's a brilliant idea.

This is the first time I notice the mod. I will try it and let you know, Tazzoz.
 
When you mouse over main characteristic of councillors, in the council view, there is a word to qualify the value, based on those localisation:

Code:
STAT_MARTIAL_CHAR_DESC;With a Martial skill of §Y$VALUE$§W, §Y[GetTitledFirstName]§W is considered $DESC$ commander.
STAT_DIPLOMACY_CHAR_DESC;With a Diplomacy skill of §Y$VALUE$§W, §Y[GetTitledFirstName]§W is considered $DESC$ diplomat.
STAT_INTRIGUE_CHAR_DESC;With an Intrigue skill of §Y$VALUE$§W, §Y[GetTitledFirstName]§W is considered $DESC$ schemer
STAT_STEWARDSHIP_CHAR_DESC;With a Stewardship skill of §Y$VALUE$§W, §Y[GetTitledFirstName]§W is considered $DESC$ administrator. It also affects the maximum size of your demesne.
STAT_LEARNING_CHAR_DESC;With a Learning skill of §Y$VALUE$§W, §Y[GetTitledFirstName]§W is considered $DESC$ scholar.

STAT_DESC_1;an incompetent;
STAT_DESC_2;a poor;
STAT_DESC_3;a decent;
STAT_DESC_4;a competent;
STAT_DESC_5;a masterful;

Might it be possible to keep use of this statistic description in tool tip for each characters?
 
When you mouse over main characteristic of councillors, in the council view, there is a word to qualify the value, based on those localisation:

Code:
STAT_MARTIAL_CHAR_DESC;With a Martial skill of §Y$VALUE$§W, §Y[GetTitledFirstName]§W is considered $DESC$ commander.
STAT_DIPLOMACY_CHAR_DESC;With a Diplomacy skill of §Y$VALUE$§W, §Y[GetTitledFirstName]§W is considered $DESC$ diplomat.
STAT_INTRIGUE_CHAR_DESC;With an Intrigue skill of §Y$VALUE$§W, §Y[GetTitledFirstName]§W is considered $DESC$ schemer
STAT_STEWARDSHIP_CHAR_DESC;With a Stewardship skill of §Y$VALUE$§W, §Y[GetTitledFirstName]§W is considered $DESC$ administrator. It also affects the maximum size of your demesne.
STAT_LEARNING_CHAR_DESC;With a Learning skill of §Y$VALUE$§W, §Y[GetTitledFirstName]§W is considered $DESC$ scholar.

STAT_DESC_1;an incompetent;
STAT_DESC_2;a poor;
STAT_DESC_3;a decent;
STAT_DESC_4;a competent;
STAT_DESC_5;a masterful;

Might it be possible to keep use of this statistic description in tool tip for each characters?

I think not, cos it's a UI mod... it simply puts the tooltip of your screen, if that makes any sense to you... (x-position of each box is set to 9999)
 
I'm still using the mod, though I didn't have much time to play the last couple of months. But when I do play it really enriches the game for me. Decisions about personnel are really tough, and it made for some very nice stories.

To give an example, I've had one of my brothers die in battle. Usually that makes me say "that's life, no other choice" and move on, very utilitarian. But I realized that in giving him command I basically gambled on my brother's life. And since that choice was not based on "neutral" stats, that kind of makes me feel morally responsible for his death. The question I was asking myself before giving him the command was: What kind of Kingdom do I rule? Does the nobility hide in the castles, having wine and festivities, while their people, being led by grim, cruel warriors, are dieing in the fields of battle over some foreigner's claim on a foreign land? Or do our nation's Princes lead the charge and take responsibility for the deaths of the brave men, risking their lives in doing so.

Now that could happen without the mod too, but when I compare stats it's not much of a decision. Unless the numbers are really really close, if my Prince is a good warrior and he's not the only heir, he will lead. If not, someone else will - because it's efficient. With the mod I can not be that efficient, and therefore I need find different scales to take decisions, as seen above. All in all, to me, the mod adds to the immersion. You're encouraged to move away from that cold, utilitarian, number-maximizing approach that Paradox games normally favor (imho) and you move towards a more invested way of playing, asking the question "what would I have done if I was a medieval king?".


If I could I'd also block or remove all "sort by stats" options in the gui and change the defaults to sort by name. I'd also tweak the event where your courtiers ask to be on the council, in practice I don't have the inner strength to not cheat myself on the occasion.

It also still bugs me that there is no proper 'roleplay' approximation for the stats - I've not yet given up on modding that in, though I didn't have the time to finish coding over the last months. And on the very long run, if Paradox ever allowed grouping traits and the positioning of said groups in the gui, I'd also hide or approximate some traits and opinions.