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It's the majority of the 2.4.5 changelog:
MODDING
- Fixed tooltip for scripted_effects not working
- Mercenaries and event-spawned units will no longer reinforce unless specifically set to
- Removed unnecessary error logging from global event targets
- Setting number of wards to a higher number in defines now works properly
- Scopes are now correctly set for ai_will_do in cb_types
- Effect create_character now gives proper random name if used outside of character scope
- Fixed unknown triggers not being reported to the error log
- Title localization for custom government type now works
- Fixed initializing errors in scripted triggers/effects
- Fixed missing space in localization of special titles
- Morale effect now works in unit & character scope
- Troops effect now works in unit & character scope
- Now possible to switch to owner scope from unit scope
- Now possible to switch to leader scope from unit scope
- Now possible to switch to location scope from unit Scope
- Added missing localization for leader event target
- Siege scope now works for flank commanders
- morale effect now works with flank commanders
- reinforce effect now works with flank commanders
- in battle, in siege and looting triggers now work with flank commanders
 
The changes that the Captain advertises that he's done are always slated for _whenever the CK2 team feels like merging his changes into a future patch of some kind_. Usually, we need to wait for the next major patch/DLC, but sometimes (2.1.5 and 2.4.5) we get stuff early. Since no 2.4.6 is reasonably going to come down the pipe with brand new modding features (even 2.4.5 was bugfixes), you'll be waiting for 2.5 to pop in this case.

And what do you mean by "this case"?
 
He's saying that it's likely that any announced but unimplemented modding features won't be released until the next DLC is.

This modding feature I'm talking about hasn't been announced; it has just been stated as "easy to implement".

That is, I believe, the situation for the past 3 or 4 DLCs by now so I would like to really know when are there plans and if there are any to implement it at all. It's for me number 1 on the list of all the changes (whether easy or difficult).
I would not have shown traces of impatience had they stated that it's hard or something similar. I also think maybe the community needs to raise interest for it in order to show Captain Gars that we'd like to see it in the game.
 
This modding feature I'm talking about hasn't been announced; it has just been stated as "easy to implement".

That is, I believe, the situation for the past 3 or 4 DLCs by now so I would like to really know when are there plans and if there are any to implement it at all. It's for me number 1 on the list of all the changes (whether easy or difficult).
I would not have shown traces of impatience had they stated that it's hard or something similar. I also think maybe the community needs to raise interest for it in order to show Captain Gars that we'd like to see it in the game.

I think part of the issue is that it's hard to understand what it is your actually asking. What features specifically are you talking about? Where did you get the information your basing it on? Try something like this:

"Gars, you said at [location x] that modding features [A, B, & C] would be easy to implement. Will these features be included in the next patch? And if not could we expect them soon after?"
 
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I think part of the issue is that it's hard to understand what it is your actually asking. What features specifically are you talking about? Where did you get the information your basing it on? Try something like this:

"Gars, you said at [location x] that modding features [A, B, & C] would be easy to implement. Will these features be included in the next patch? And if not could we expect them soon after?"

Well I did pose a specific question; don't even remember anymore where or how long ago in precise (could be between half a year and a year). I understand this Wiki list contains a list of suggested modding features, including specifying which would be easy to, what's their priority and potential impact: http://www.ckiiwiki.com/Modding_suggestions

(Easy) War-participant trigger participation_percentage = N where N is [0, 100] and is true if the character's contribution in the scoped war is currently at least N% of the total
  • For an example of related effects almost like this but unfortunately useless for actually determining war participation, see participation_scaled_[prestige|piety|decadence] = N in every single CB's definition.
  • For megawars like Crusades, this would make it possible to identify the top contributors (plural) and award them proportionately.
  • Would allow mechanics that consider actual, soldiers-on-the-battlefield support of allied participants in a war, both upon completion and during.
For what it's worth, I am of the opinion that CKII has been basically crying for this one from the start. And it even seems to be pretty easy to implement.
 
Well I did pose a specific question; don't even remember anymore where or how long ago in precise (could be between half a year and a year). I understand this Wiki list contains a list of suggested modding features, including specifying which would be easy to, what's their priority and potential impact: http://www.ckiiwiki.com/Modding_suggestions

(Easy) War-participant trigger participation_percentage = N where N is [0, 100] and is true if the character's contribution in the scoped war is currently at least N% of the total
  • For an example of related effects almost like this but unfortunately useless for actually determining war participation, see participation_scaled_[prestige|piety|decadence] = N in every single CB's definition.
  • For megawars like Crusades, this would make it possible to identify the top contributors (plural) and award them proportionately.
  • Would allow mechanics that consider actual, soldiers-on-the-battlefield support of allied participants in a war, both upon completion and during.
For what it's worth, I am of the opinion that CKII has been basically crying for this one from the start. And it even seems to be pretty easy to implement.
Yeah, this was one of the many suggestions that I added to the wiki. The classification as "Easy" is one that I made, not @Captain Gars, to be clear. I'd bet everything I own that I'm qualified enough to be able to make such a classification in that case, heh, but such classifications were intended to improve the productivity of @Captain Gars and the CK2 team generally in sifting through the many suggestions on that wiki for, e.g., easy, low-hanging fruit that'd make a lot of difference to a lot of modders and especially mod end-users.

Such classifications are not to be confused with any acknowledgement from Gars. Don't blame him/Paradox for the fact that I classified it as an extremely easy extension to implement and that it's not been done. Gars only has so much time and attention to spare.

To my knowledge, the wiki has not been actively considered for modding improvements for a rather long time and presumably is not helping Gars or the CK2 team much (or at all, probably) at this point, which is largely why I've long since ceased adding to it or trying to improve its pertinence despite continuing to actively do truckloads of modding around these and many more easily-solved limitations.
 
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Yeah, this was one of the many suggestions that I added to the wiki. The classification as "Easy" is one that I made, not @Captain Gars, to be clear. I'd bet everything I own that I'm qualified enough to be able to make such a classification in that case, heh, but such classifications were intended to improve the productivity of @Captain Gars and the CK2 team generally in sifting through the many suggestions on that wiki for, e.g., easy, low-hanging fruit that'd make a lot of difference to a lot of modders and especially mod end-users.

Such classifications are not to be confused with any acknowledgement from Gars. Don't blame him/Paradox for the fact that I classified it as an extremely easy extension to implement and that it's not been done. Gars only has so much time and attention to spare.

To my knowledge, the wiki has not been actively considered for modding improvements for a rather long time and presumably is not helping Gars or the CK2 team much (or at all, probably) at this point, which is largely why I've long since ceased adding to it or trying to improve its pertinence despite continuing to actively do truckloads of modding around these and many more easily-solved limitations.

I was expecting something of that sorts; i.e. that the list is more-of unofficial; that is precisely the reason why I asked Gars. Since this would be a very significant change and make Crusaders countless times more interesting (and a reason to pursue them with no intention to win) I would like to know if there are any intentions to implement it (at all).
 
- Added a define if faction membership is blocked by having a non-aggression pact with your liege: NON_AGGRESSION_PACT_BLOCKS_FACTIONS.
 
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@Divine are these fixes going to be included in the next patch? or do we have to wait longer?
 
- The text command "GetID" now also work on titles and provinces which will return the title tag (eg "k_france") and the province ID respectively.
 
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Looks like a localization bracket command.
 
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Could you give an example of how this is used? It sounds interesting. Is it for localisation or for scripting code?
It is a localisation command.
Example usage would be inside a localisation string or a log effect.
Code:
primary_title = {
    log = "The primary title's ID is: [This.GetID]."
}
or
Code:
EVTDESC_50553;The province ID for [Root.GetFirstName]'s Capital is: [Root.Capital.GetID].;;;;;;;;;;;;x
 
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It is a localisation command.
Example usage would be inside a localisation string or a log effect.
Code:
primary_title = {
    log = "The primary title's ID is: [This.GetID]."
}
or
Code:
EVTDESC_50553;The province ID for [Root.GetFirstName]'s Capital is: [Root.Capital.GetID].;;;;;;;;;;;;x

Neat, thanks for clearing that up!