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Nov 24, 2009
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Several modding questions:

Early on the game, you are limited to the principle of fealty. Counts ---> Dukes ---> Kings. Kings can control many counties indirectly through their vassals. There are income penalties if you directly control too many provinces. How do you get rid of this penalty or reduce it? Or how do you atleast increase intrigue's reduction of this penalty?

How do you change values? I want to mod some personality traits to add more to diplomacy, intrigue, etc.

Why don't bastard children have both parent portraits? Can you mod their mothers' portraits in?

How do you extend the fertility of women to mid to late 30s? Once they hit 32, bumping them off seems like the only option in order to have (more) heirs. :eek: Women do not become infertile in their early 30s. BTW, Medieval:TW has women becoming mothers much later than CK does.

It is crazy how nearly everyone (that is everyone who is not depressed or inbred) marries at 16. Although some did marry that young during the Middle Ages, it was not the norm. The normal age for marriage was around 18-22. Is there was way to mod when adulthood happens?

I want to create a mod that allows a ruler to possess more directly controlled counties, mod personality traits, extends childhood to 20, adds some more education events for the late teen years, lengthens the fertility of women, and allows you to find both parents of bastards. Is any of this possible and if so how?

I was able to mod Knights of Honor really well. I made an awesome mod that made gameplay much more challenging (made AI ticks more frequent, made AI marshals reinforce battles, got rid of fortified camp, cleaned-up the areas when player is given advantages. etc). I modded CK a bit, but run into many road blocks. Many more than KoH. Not that CK needs to be modded as much as KoH.

The first thing I do in any Medieval game is mod the portraits. People 1000 years ago looks like us. Medieval:TW made everyone ugly as sin. They were not all ugly or mad looking back then. KoH (out of all the Medieval games) has some of the greatest portraits, I never had to mod KoH's portraits. They are totally classic and memorable.

Speaking of that, CK portraits are saved in 256 color bitmap. How do you allow portraits to be saved in 24-bit bitmap?
 
Several modding questions:

Early on the game, you are limited to the principle of fealty. Counts ---> Dukes ---> Kings. Kings can control many counties indirectly through their vassals. There are income penalties if you directly control too many provinces. How do you get rid of this penalty or reduce it? Or how do you atleast increase intrigue's reduction of this penalty?
Hardcoded, not moddable.

How do you change values? I want to mod some personality traits to add more to diplomacy, intrigue, etc.
db\traits.csv The format should be rather obvious.

Why don't bastard children have both parent portraits? Can you mod their mothers' portraits in?
Bastards are created as a special kind of courtier, as a ruler child. There never really is a mother involved. You can mod one in in the savegame, but you cannot automatically do this.

How do you extend the fertility of women to mid to late 30s? Once they hit 32, bumping them off seems like the only option in order to have (more) heirs. :eek: Women do not become infertile in their early 30s. BTW, Medieval:TW has women becoming mothers much later than CK does.
Hardcoded.

It is crazy how nearly everyone (that is everyone who is not depressed or inbred) marries at 16. Although some did marry that young during the Middle Ages, it was not the norm. The normal age for marriage was around 18-22. Is there was way to mod when adulthood happens?
Hardcoded. And if anything CK's marriage age ought to be bumped down: after all you're playing nobility, and many marriages were made as young as 12 or younger (but consummated only later).

I want to create a mod that allows a ruler to possess more directly controlled counties, mod personality traits, extends childhood to 20, adds some more education events for the late teen years, lengthens the fertility of women, and allows you to find both parents of bastards. Is any of this possible and if so how?
You can mod trait effects and add education events. The rest is not possible.

Speaking of that, CK portraits are saved in 256 color bitmap. How do you allow portraits to be saved in 24-bit bitmap?
I don't think you can. Portraits are made up from various puzzle parts: a torso/head shape, eyes, nose, hair, clothes, etc.. The DNA string is actually a series of bits that determine which set from the bitmap image is used, theoretically there's room for 100 variants of each part (it wraps around if not all positions are used). There are four portrait sets: one for men, one for women, one for dark culture men, one for dark culture women.
You might be able to change portraits by replacing all the parts, but there's no telling how this will look in-game. I haven't seen it done yet, the only mod regarding faces I've seen is one that adds various portrait parts.
 
Hardcoded, not moddable.


f anything CK's marriage age ought to be bumped down [...] marriages were made as young as 12 or younger (but consummated only later).





By all the gods of man Jord, child brides is a horrid mod to suggest! :eek:

I have absolutely no problem with modding some kind of betrothal at about age 12ish, with the actual marriage not occuring until age 16/18 (a modern designation).:cool:

The betrothed child would continue to be exposed to all the events that the children do, education and fosterage. But when they become 16/18 an event fires that reminds the players that it is time to fulfill the betrothal contract. A penalty for breaking a betrothal could be loss of prestige or money. Not all betrothals ended with marriage.

Welcome to modding DogeKoH! Jord and Veld are the aces here, and give great advice! I look forward to your contrabutions! I myself am a cheerleader of sorts, offering suggestions and the like.
 
How do you extend the fertility of women to mid to late 30s? Once they hit 32, bumping them off seems like the only option in order to have (more) heirs. :eek: Women do not become infertile in their early 30s. BTW, Medieval:TW has women becoming mothers much later than CK does.

about that i think you can write events that increases fertility of +30s women (and mens too)... if course the limitation of getting pregnant is limited by the decrease of fertility valur in the game...if limited by age there's nothing to do so
 
Women no longer giving birth after a certain age has nothing to do with a fertility penalty, but with a hardcoded check on age. Even some female with 20 fertility will stop birthing.

@D: I know, it's more CK2 material... betrothal ought to be added, with actual marriage occuring at 17 or so. But take a look at the scenarios... there are a few "underage" marriages already set. Consummation cannot occur until they turn 16 though.
 
Thanks for all the comments

So if I want to add more education events, I'll just squeeze them among the other childhood events.

I don't think you can. Portraits are made up from various puzzle parts: a torso/head shape, eyes, nose, hair, clothes, etc.. The DNA string is actually a series of bits that determine which set from the bitmap image is used, theoretically there's room for 100 variants of each part (it wraps around if not all positions are used). There are four portrait sets: one for men, one for women, one for dark culture men, one for dark culture women.

You might be able to change portraits by replacing all the parts, but there's no telling how this will look in-game. I haven't seen it done yet, the only mod regarding faces I've seen is one that adds various portrait parts.

Thanks. Not that the CK portraits are as ghastly looking as MTW's portraits. They are tolerable. The dark dreary portraits is the standard "must have" for all Medieval games: scruffy looking guys and strange looking women. :rolleyes:

Great idea about events to add to fertility in the 30s if you don't have heirs. I can see the event popping up now... Depending on personality: "Wife complaining about biological clock..." or "Wife if you don't provide me with an heir I'll "Henry VIII" you". :D

Another question, bastards are always males, is there a way to have both bastard males and females? Or is this hardcoded too?

If it is hardcoded, a way around not allowing female bastards is an event that creates a random non-bastard child for your ruler. Is this possible? In the event, I could add trait "bastard" for the newly created child.
 
Another question, bastards are always males, is there a way to have both bastard males and females? Or is this hardcoded too?
It's hardcoded. The effect type = create_courtier value = bastard always spawns a male child.

If it is hardcoded, a way around not allowing female bastards is an event that creates a random non-bastard child for your ruler. Is this possible? In the event, I could add trait "bastard" for the newly created child.
Children cannot be created by event asides from the existing bastard event action.
 
You guys are expects. :cool:

I have been wanting to write an event that causes your vassals to be more loyal to you. Is this possible? And if so how? I have been writing it with the first condition "any_vassal" and it does not seem to work (maybe I am doing something else wrong). I am able to write events that involve my own court and they work fine. I just can't figure out how to make the primary event happen to a member of a different court (ie: my vassals).

I want an event where my ruler is a great military strategist or has a high martial skill level resulting in his vassals admiring his skill and thus becoming more loyal (0.2).

How would you write the trigger/conditions for a simple event where your vassal's loyalty can increase or decrease. Or is this not possible?

Thanks.
 
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Here is a bare bones trigger:

>trigger = {
->condition = { type = any_vassal }
->condition = { type = gender value = male }
->condition = { type = age value = 16 }
->condition = { type = liege
-->condition = { type = gender value = male }
-->condition = { type = age value = 16 }
-->condition = { type = martial value = 10 } }
-->condition = { type = save_target }
-->}
->condition = { type = has_target }
>}

">", "->", "-->" is only for this post. This forum does not allow tabs.
 
I think it should be something like:

Trigger = {
condition = { type = is_vassal }
condition = { type = liege
->condition = { type = age value = 16 }
->condition = { type = martial value = 10 }
->condition = { type = gender value = male }
->condition = { type = save_target }
->}
condition = { type = has_target }
}

Basically, yours is fine except for the first line ;p
 
I think it should be something like:

Trigger = {
condition = { type = is_vassal }
condition = { type = liege
->condition = { type = age value = 16 }
->condition = { type = martial value = 10 }
->condition = { type = gender value = male }
->condition = { type = save_target }
->}
condition = { type = has_target }
}

Basically, yours is fine except for the first line ;p

I remember running across "is_vassal" when looking through all the event txt files. So this is where I would use it. I thought "is_vassal" was referring to the player being a vassal and thus an event for the player. Thanks for your help.
 
Unless you specify condition = { type = ai } or condition = { type = not value { type = ai } }, events will happen equally to ai and human-controlled characters.