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KovaLars

Private
Jun 27, 2021
20
12
Hey, I've made my first mod, a custom genetic trait, following this guide and now I can use it in-game.

Last thing I'd like to add is a physical appearance that triggers for every character carrying my custom trait, similar to what "Albino" does (pale skin, red eyes and white hairs), and that will pass to his descendant.

I like the idea of a house where everyone carries something unique and easily noticable.

I play the Ghorderja map and I wanted to add a bit lore on my own, so i came up with the "Salt Blooded" trait. Basically my character is just a wild oat, born from a man and probably a mermaid (not particulary cool ones).

salt_blooded = {

#inherit_chance = 100 # recessive
genetic = yes
physical = yes

birth = 0.5

general_opinion = -10
same_opinion = 10
dread_baseline_add = 5
negate_health_penalty_add = 0.10
no_water_crossing_penalty = yes
both_parent_has_trait_inherit_chance = 85

ruler_designer_cost = 1

desc = {
first_valid = {
triggered_desc = {
trigger = {
NOT = { exists = this }
}
desc = salt_blooded_desc
}
desc = salt_blooded_desc
}
}

culture_modifier = {
parameter = saltblood_trait_modifiers
}

What change for the characters now is that they have pale skin, grey eyes and slightly green hairs. Also a (very) small health boost, the same opinion bonus/malus for the "albino" trait and a naval advantage (but I'll probably change it, sounds too overpowered after all).

Capture d'écran 2024-01-06 153641.png


I also use the More Hair and Eye Colors Remade mod so I was hoping to use this for the green hairs.

Problem is: I have no idea how to add this physical changes and I can use your help ! Also open for any suggestion for this trait if your think this needs improvement.

Thanks !

Capture d'écran 2024-01-06 163225.png
 
Last edited:
Quick update:

I tried to apply the exact same physical changes for Albino to my custom Salt Blooded trait.

This can be found into trait_portrait_modifiers, located in \Steam\steamapps\common\Crusader Kings III\game\gfx\portraits\trait_portrait_modifiers and it looks like this:
albino = {
albino = {
traits = { albino }
dna_modifiers = {
color = {
gene = skin_color
mode = modify

x = -1.0
y = -1.0
}
color = {
gene = hair_color
mode = modify

x = -1.0
y = -1.0
}
color = {
gene = eye_color
mode = modify

x = -1.0
y = 0.0
}
morph = {
mode = modify_multiply
gene = gene_eyebrows_shape
value = 0.3
}
morph = {
mode = modify_multiply
gene = gene_eyebrows_fullness
value = 0.3
}
}
}
}

I've created a similar file saltblood_trait_modifiers, located in ck3_mod_saltblood\gfx\portrait\trait_portrait_modifiers in my mod folder and pasted the albino modifiers above, only changed every "albino" entry to "salt_blooded" (which how my trait is named), like this:

salt_blooded = {
salt_blooded = {
traits = { salt_blooded }
dna_modifiers = {
color = {
gene = skin_color
mode = modify

x = -1.0
y = -1.0
}
color = {
gene = hair_color
mode = modify

x = -1.0
y = -1.0
}
color = {
gene = eye_color
mode = modify

x = -1.0
y = 0.0
}
morph = {
mode = modify_multiply
gene = gene_eyebrows_shape
value = 0.3
}
morph = {
mode = modify_multiply
gene = gene_eyebrows_fullness
value = 0.3
}
}
}
}

But it still doesn't seem to link/apply any physical change to it :(

What am I missing ?
 
Last edited:
Found the solution, in my mod the path was simply wrong:

ck3_mod_saltblood\gfx\portrait\trait_portrait_modifiers

after correction:

ck3_mod_saltblood\gfx\portraits\trait_portrait_modifiers

(all this trouble for a missing "s" :oops:)

Hope this helps someone else in the futur.