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Calantyr

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Feb 12, 2003
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So far I've only found two files to edit that effect traits:
traits.txt in the db folder.
trait_names.csv in the config folder.

I copied existing traits from inside those two files, pasted and edited to my wishes. I couldnt find any refernces to the trait portrait....

Now when loading up CK I get a tone and it stops loading, so I guess I get an error box pop up in the background. Cant alt-tab so I have no idea what it says.

Triggered a new event (number 999999) to get the trait, nothing happened.

Now Im confused.... I've done shedloads of editing on EU2 so Im not exactly new at this.

So two questions. Do I only need to edit those two files to make a new trait, or have I missed one somewhere?

WHats the highest number available for events? I reckon the event number was too high so it wouldnt fire, as far as I can see there were no errors in the code used. Copied from another gaining trait event.

Cheers for any help.
 
greasy poop :(
oh well, thanks.
 
You can completely modify the effects of traits, kinda handy that.
Just be careful which one you change though as it will effect everyone with that trait.

And the bonus' for traits can go quite high... I've changed the Saint trait to give 20 points in all attributes. I dont see why it cant go even higher.
As only dead characters can get it (unless you cheat), its good for testing. Just spring the 'Sainted' event on the character you want.
 
You can change the trait name (how it will appear in the GUI) in the .csv file of the config folder, and change the trait effects in the traits file of the db folder.

Be careful to still refer to your modified trait by his proper name in your events, and be aware that already coded events will fire for this trait, which may not be consistent with the new way you want to use it.

So you are in for very heavy modding if you try to change traits...

Cat
 
Bump !


Some unanswered questions about editing traits.


1) the 4 skill levels gained depending on your education - are they hard coded ? I mean I find some of them to be overlaping and unecessary. So if I was to use the first trait of each category (pettyfogger/fanatical priest/ misguided warrior) and change them to: charismatic or some other trait - will they remain attached to court/clerical/martial educations and thus will they be applied once the education is completed ?

2) Is it possible to make 2 educations available (court/army - church/army) from the onset ?

3) Is it possible to specify more than one antithetic trait ? I don't find realistic that a character could be at the same time "vengeful" and "generous" - so I added "vengeful" to the list of antithetic traits for "generous". The game didn't CTD on me but I still see characters getting both at once.

4) How can I make the attribution of certain traits more gradual. I dislike the fact that a fresh 16 yo can be a "Master Theologian"... This should come
only to bishopric holders and only after a certain age. So can I somehow limit the attribution of such traits to later in life ? I would also like to be able to specify within which basic stats range a trait can be granted by the game: it's simply ridiculous to have a "Brilliant Strategist" with martial 8 while another character with martial 13 is a "Misguided Warrior".

Well that covers it. Thanks


G.
 
Apart from the antithetic stuff, you would have to do all that by events.

That's a lot of scripting, but that's not impossible.

Cat
 
Yes...


after posting I digged into the various event files and saw that all the education process can be controlled through events...

A major undertaking. One which, as usual, Paradox didn't provide tools, or even clear guidelines for. I mean how hard is it to write a document explaining which values can be changes and how they relate to each others.

To much to ask since it would cost money and besides the "fans" will work it out - for us - for free ... right !?

Anyhow.


G.
 
Well, I think it's a practical standpoint from the owner of the program code to not to reveal everything about their program code to public. I think we should be happy that CK (and other Paradox games) are at least easily moddable, if often trial-and-error.
 
What with the lack of a scenario editor (yeah, I actually use it :p ) and the increasingly more complex nature of the game files, I think it's safe to say that P'dox games have become increasingly complex to mod. After all, EU2 has an unlimited number of mods/scenarios/fixes because it's so incredibly easy to do. When all is said and done I doubt we'll see as many mods done for CK, and the game will suffer because of it.
 
I think CK is at least as easy or easier to mod than EU2 and there are lot of more interesting things that can be done by modding than in EU2.
 
Byakhiam said:
I think CK is at least as easy or easier to mod than EU2 and there are lot of more interesting things that can be done by modding than in EU2.

At least I find the multi-layer triggers of CK events to be more complex then the events for EU2, though they of course must serve different ends since the CK events can't just trigger at a certain date and claim to be historical... Anyway, my point is that the easy moddability for EU2 is one of the things that made the game great and still has a large fanbase. I bascially think P'dox should do more to help all the budding modders out there (including more tags would be one great addition, after all they did it in EU2 so it isn't impossible...).

On a separate note, why did P'dox stop including a scenario editor in every game, was it that hard to code? Was I really the only one to use it? I miss it. :(
 
Anti_strunt, remember that CK is on patch 1.03 while EU2 is on patch 1.08... They added more User Defined countries and later on CK countries to EU2 in quite a late patches (1.06 or beyond). Scenario Editor for EU2 was added in 1.05. Don't be impatient, I think it's better that Paradox starts adding additional modding support only after they have attended the most glaring issues that still bother CK gameplay itself.
 
All new tags were added with 1.08. But to me it seems that it would be much, much simpler to add a larger bunch of tags in the beginning, rather then having to band-aid them into the game at a later date when many new parameters have been introduced and must be addressed...