• 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.
Hi, I created a mod using the launcher, seems pretty straightforward. In order to test if it was working I simply copied CK3/game/common/men_at_arms_types/00_maa_types.txt

This is the only thing in my mod, all I did was change light infantry damage from 10 -> 30 (was just testing)

Its not working even when I remove all other mods, and it seems like it should be so simple so I can't figure out the problem. Could it be the mod path/directory? Under directory I just used the same name as the mod (mod/JPTESTMOD)

My steam workshop subscribed mods are working fine.

Attaching the zipped mod file here, any help would be appreciated. Thanks!
 

Attachments

  • JPTESTMOD.rar
    3,2 KB · Views: 0
Hellos!

I am a returning player to CK3 - its been a very long time. I'm wanting to create two modest modes- one that reorganizes a few duchies, and another which adds a few cultures. I wish for these mods to be compatible with most other mods out there.

On Youtube, I am following [CK# Modding} Creating New Titles by The Iron Workshop . The tutorial appears to be about four years old. I'm trying to faithfully follow his instructions. Some of the instructions includes coping all of the 00_landed_tittles folder (and renaming it to the new mod).

But my question is.... do I need to copy the whole folder? As I'm really creating about four new duchy titles spread between Wales, England and Brittany? Or do I only need to include in the files those titles that are effected by the mode?

For instance, I simply want to create the Duchy of Glamorgan from Glamorgan and Gwent. Would the new folder have to contain titles from France or the rest of the world?

Thank you!!
 
I would like an effect to fire at the start of a game, targeting any wandering/pool character of a set culture, and making them courtiers of a set title.

Would the syntax look something like this?

Code:
    title:k_thessalonika.holder = {
        every_character = {
            limit = {
                culture = trojan
                is_pool_character = yes
                }
        add_courtier:prev
        }
I second this! I'm struggling with something similar myself!
Altough mine is more focused on converting every single character of said culture to a new culture (even dead characters) but its not working.
Code:
        every_character = {
            limit = {
                culture = norse
            }
            set_culture = culture:norwegian
        }
 
Hi, I created a mod using the launcher, seems pretty straightforward. In order to test if it was working I simply copied CK3/game/common/men_at_arms_types/00_maa_types.txt

This is the only thing in my mod, all I did was change light infantry damage from 10 -> 30 (was just testing)

Its not working even when I remove all other mods, and it seems like it should be so simple so I can't figure out the problem. Could it be the mod path/directory? Under directory I just used the same name as the mod (mod/JPTESTMOD)

My steam workshop subscribed mods are working fine.

Attaching the zipped mod file here, any help would be appreciated. Thanks!
Hi im just learning modding in general and i did a similar mod to yours but i just eddited stats of a special building so something similar i tried it to work by using ai but didnt helped i got fed up and just copied the few lines from the base game files and edited only two numbers and it worked idk why or how but it works maybe this helps you here is the file how it is in the mod folder i only did my own (localization) the description
Edit: idk why it doesnt work with other mods
 

Attachments

  • Visby_walls.mod.rar
    1,2 KB · Views: 0
Last edited:
Hello so i created my first mod its purpose is to increase the stats of a special building and it works fine but when i combine it with other mods it doesnt work (no crashes just like it doesnt exist) the load order doesnt matter i tried it as first and last but it just dont work i give the files to my mod in the rar file if anybody got any advice pls tell me
 

Attachments

  • Visby_walls.mod.rar
    1,2 KB · Views: 0
Hi, how can I change the capital of a county? I.e. the county has a castle barony (capital), and a city barony. I'd like to swap it around so that the city barony will be both capital and a castle, and the former castle turned into a city. I'd thought that editing the corresponding k_whatever.txt would do it, but it doesn't seem to register? Thank you.
 
Anyone know how to use the effect unequip_artifact_from_owner? I cannot get it to work correctly. Ty in advance
if you want to just unequip the item from your character just do it by hand if you cant for whatever reason use debug mode change character go on take away artifact and than switch back and do the same again. if you want to unequip a artifact from a character i dont think its possible because the moment time runs ai would just equip it again.
 
Two quick questions:
1) Is there any way to force a character to be the House Head of a dynasty? I know that there is a inheritance aspect to it but I'm not finding it always turning out the way I would expect.
2) Can de jure drift progress be set in the title history? I'm working on a mod and I'd like it to start with this or that title being 52 years or whatever along the process of drifting in order to add urgency to the starting situation.

Many thanks.
 
Hello,

I'm trying to make a small personnal mod to make characters having 4 personality traits instead of 3. I'm totally noob at modding, never did anything, but I figured out I just had to change some numbers in the childhood personality events file, but to my great dismay it seems more complicated than that.

I managed to change the thing in defines which makes randomly generated characters having 4 traits but for children I don't know how to change that.

Any kind soul could point me towards to files I should edit to get the desired outcome ? Thanks
 
Hello,

I'm trying to make a small personnal mod to make characters having 4 personality traits instead of 3. I'm totally noob at modding, never did anything, but I figured out I just had to change some numbers in the childhood personality events file, but to my great dismay it seems more complicated than that.

I managed to change the thing in defines which makes randomly generated characters having 4 traits but for children I don't know how to change that.

Any kind soul could point me towards to files I should edit to get the desired outcome ? Thanks
no character spawns with personality traits kids gain it while ageing
 
Hi, how can I change the capital of a county? I.e. the county has a castle barony (capital), and a city barony. I'd like to swap it around so that the city barony will be both capital and a castle, and the former castle turned into a city. I'd thought that editing the corresponding k_whatever.txt would do it, but it doesn't seem to register? Thank you.
Nobody knows? Surely logically if I change this:
Code:
###c_abauj
538 = {        #Abauj
    culture = croatian # White Croats
    religion = slavic_pagan
    holding = castle_holding
    
    861.1.1 = {
        religion = catholic
    }
    950.1.1 = {
        culture = hungarian
    }
}
3876 = {    #Kassa aka Košice
    holding = city_holding
    #Fairly populated with buildings & fortifications by slavs as soon as the IXth
}
3978 = {    #Torna
    holding = none
    #1st mention of Torna castle in 1387
}

into this:
Code:
###c_abauj
3876 = {    #Kassa aka Košice
    culture = croatian # White Croats
    religion = slavic_pagan
    holding = castle_holding
    
    861.1.1 = {
        religion = catholic
    }
    950.1.1 = {
        culture = hungarian
    }
    #Fairly populated with buildings & fortifications by slavs as soon as the IXth
}
538 = {        #Abauj
    holding = city_holding
}
3978 = {    #Torna
    holding = none
    #1st mention of Torna castle in 1387
}

it should make 3876 into a castle & 538 into a city??
 
I managed to change the thing in defines which makes randomly generated characters having 4 traits but for children I don't know how to change that.
It's in "common\script_values\00_basic_values.txt"
Change childhood_fourth_personality_trait_chance = 5 to 100 to guarantee the 4th trait.
 
  • 1
Reactions:
can anyone direct me to something regarding the "smart material" brush in the map editor? I cant find anything for some reason. Alternatively anything that makes the terrain painting process easier/automatic
 
Am I correct in believing that it is impossible to create another interaction that targets secrets similar to blackmail? The blackmail gui appears to be hard-coded to some extent to check for the blackmail interaction itself, otherwise just transforming into the expose_secret gui, even if you remove all the IsBlackmail checks from the code.
 
Hello, I coded my own religion into the game, and got it working for the most part the way I want except despite me putting "
abrahamic_hostility_doctrine", it still lists Catholic as "Astray", as a result I cannot holy war catholic lords. I've uploaded the file as an attachment.

What would I need to change to also make Catholic faiths evil instead of astray for my religion? Thanks in advance.
 

Attachments

  • Screenshot_8.png
    Screenshot_8.png
    64,2 KB · Views: 0