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Create a new localisation file in your mod's localisation directory. It should be a csv file; by default they open in Excel, but Notepad++ is far friendlier for this particular application. Copy the existing format: each line consists of the relevant key, followed by the visible name of the thing in several different languages - English, French, German, blank, Spanish, I think, followed by a generous row of blanks - make sure you have the same number of total entries in each line as the other localisation files (check the ones in vanilla if your mod doesn't have them yet), whether or not you include non-English names. So two rows for a religion and its description might look like this:

very_bad;The Bad Gods;;;;;;;;;;;;;x
very_bad_DESC;This character fearfully worships the Bad Gods of Bad, who want to bring the world to an end in a shattering CTD.;;;;;;;;;;;;;x

nd

What would I need to name the new csv file?
 
What would I need to name the new csv file?
There's no fixed rule. If you're not localising anything else, you for just call it general.csv or something; if this is part of a larger project with several religions and several other elements being localised, put all the religion bits (faiths, gods, titles) in religion.csv for ease of reference.

nd
 
Is it possible to localize what a title is called depending on religion? I want a pathway to being proclaimed God Emperor in the little mod I'm making.

You might have to make another event altogether for that one, but with a different trigger. (I haven't yet made a successful event mod, but I'm trying to work on one. That's actually why I visited the forum today, so I mean take my advice with a grain of salt.)

For example:
namespace = <your_namespace>
narrative_event = {
title = EVTTIT<your_namespace_here>.<event_id_number>
id = <your_namespace>.<event_id_number>
picture = <picture>
desc = EVTDESC<your_namespace>.<event_id_number>

#Put your fast triggers here

trigger = {
religion = muslim
#Other triggers
}

mean_time_to_happen = {
<time_in_days_months_years> = <your_mean_time_to_happen>
#Your modifiers
}

#Place your options here

namespace = <your_namespace>
narrative_event = {
title = EVTTIT<your_namespace_here>.<event_id_number>
id = <your_namespace>.<event_id_number>
picture = <picture>
desc = EVTDESC<your_namespace>.<event_id_number>

#Put your fast triggers here

trigger = {
religion = christian
#Other triggers
}

mean_time_to_happen = {
<time_in_days_months_years> = <your_mean_time_to_happen>
#Your modifiers
}

#Place your options here

But again, I could be entirely wrong. I'm working on a mod that improves the immortality event, to sorta add some drawbacks and the potential to go crazy as you get older and older, the possibility to get depressed at seeing your family and friends age around you and die one by one, the option to kill yourself if that happens, the option to seek out a mystic who could rid you of immortality, that sort of thing. But I haven't been able to get it to work, which is why I came here. The mod shows up on the menu when I tested it, but when I tried to trigger the event from the console it launched a completely different vanilla event, #0 if that matters. I thought I'd post it here to see if somebody could help me figure out what I'm doing wrong.
 

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You might have to make another event altogether for that one, but with a different trigger. (I haven't yet made a successful event mod, but I'm trying to work on one. That's actually why I visited the forum today, so I mean take my advice with a grain of salt.)

For example:
namespace = <your_namespace>
narrative_event = {
title = EVTTIT<your_namespace_here>.<event_id_number>
id = <your_namespace>.<event_id_number>
picture = <picture>
desc = EVTDESC<your_namespace>.<event_id_number>

#Put your fast triggers here

trigger = {
religion = muslim
#Other triggers
}

mean_time_to_happen = {
<time_in_days_months_years> = <your_mean_time_to_happen>
#Your modifiers
}

#Place your options here

namespace = <your_namespace>
narrative_event = {
title = EVTTIT<your_namespace_here>.<event_id_number>
id = <your_namespace>.<event_id_number>
picture = <picture>
desc = EVTDESC<your_namespace>.<event_id_number>

#Put your fast triggers here

trigger = {
religion = christian
#Other triggers
}

mean_time_to_happen = {
<time_in_days_months_years> = <your_mean_time_to_happen>
#Your modifiers
}

#Place your options here

But again, I could be entirely wrong. I'm working on a mod that improves the immortality event, to sorta add some drawbacks and the potential to go crazy as you get older and older, the possibility to get depressed at seeing your family and friends age around you and die one by one, the option to kill yourself if that happens, the option to seek out a mystic who could rid you of immortality, that sort of thing. But I haven't been able to get it to work, which is why I came here. The mod shows up on the menu when I tested it, but when I tried to trigger the event from the console it launched a completely different vanilla event, #0 if that matters. I thought I'd post it here to see if somebody could help me figure out what I'm doing wrong.

I had a look at your code, and I noticed that your event had this in one of the options:
Code:
          random = {
            chance = 55
            change_learning = 4
            change_diplomacy = 6
            add_character_modifier = {
                name = popular_ruler
                duration = 365
            }
            chance = 20
            add_character_modifier = {
                name = accused_dark_magic
                duration = 720
            }
        }
You can't have multiple chances in a random block like that. You'll need to use a random_list instead.
Code:
        random_list = {
            55 = {
                change_learning = 4
                change_diplomacy = 6
                add_character_modifier = {
                    name = popular_ruler
                    duration = 365
                }
            }
            20 = {
                add_character_modifier = {
                    name = accused_dark_magic
                    duration = 720
                }
            }
            25 = { }
        }
 
Thanks. Is there a way to change the age of a character? To try to simulate the change of portrait.

Another little question: i have an event with trigger = check_variable and MTTH days = 1 but the event triggers 7, 8 days after the variable reach the target. Is there a way to have a faster response? (save for to call the event)
If you only have a few places where you change the variable, you can just call the event from there. If the variable check in the trigger doesn't match, the event simply won't happen.
 
You might have to make another event altogether for that one, but with a different trigger. (I haven't yet made a successful event mod, but I'm trying to work on one. That's actually why I visited the forum today, so I mean take my advice with a grain of salt.)
A couple problems with your advice to TygerZen:

1. Your response doesn't really address what he wants. A character's title appears many places, not just in events. There are ways to change the title so that it shows everywhere.

2. If all you are changing in an event (based on religion) is some text, or even some options, you don't have to duplicate the event. You can make 1 event which shows different text & options to different characters. This is actually more efficient, as the game doesn't have to check both (or more) events against each character.
 
There's no fixed rule. If you're not localising anything else, you for just call it general.csv or something; if this is part of a larger project with several religions and several other elements being localised, put all the religion bits (faiths, gods, titles) in religion.csv for ease of reference.

nd

Following up on this question; are the proper names for scriptures and dieties also set in localization? Do I use the same code for them?
 
What is the proper way to check and make sure that a event_target currently is not "no character"?

EDIT: nevermind -- I found the answer.
 
Last edited:
I am trying to make a total conversion mod, based on a story I'm writing. I followed the guide to total conversion modding, that is linked on the CK2 wiki (the one where he makes a map of Ireland), and I finally got everything to load properly by downloading that Ireland mod and changing the map to mine.

The problem now is my character won't load in. I messed around with everything I can think of, but whenever I load up the mod, the one province I have says it has no character, even though the one character there is in my files is set to hold the one province there is to hold.

Does anyone have an idea what might be going wrong?

Also; my mod files in case anyone needs to take a look: http://www.mediafire.com/file/mdwxp99whelumc9/windlore_mod.zip
 
Following up on this question; are the proper names for scriptures and dieties also set in localization? Do I use the same code for them?
Yes. The names of deities and scriptures in the religion file are localisation keys; the printed forms are in the localisation file.

nd
 
I'm trying to mod the graphical cultures, not having much luck. I use HIP, I've been trying to to change the coptic (east african) culture to use the byzantine unit sprites. So basically i want to retain the eastern city graphics while using byzantine unit graphics. Is this possible?
 
So I recently got a new computer with a 2K monitor, and while ck2 looks great, I find the interface a little small. I tried the bigger interface mod, but I was kind of dissapointed that it just extended the length of a lot of the menus. Is there a way to just make everything look bigger, including portraits?
Indeed there is now: https://forum.paradoxplaza.com/forum/index.php?threads/mod-scale_ui.1036395/
The only downside is that since it just scales everything up, quality goes a bit down, but it's probably still an improvement to be able to see things ^^
 
Is the base game map as large as it can be? And if not, does there exist a mop that increases the size, while making no alterations to the map? For the purposes of a blank slate to work from?

If the answers are no, and no, then how difficultwould it be to make such a map? Would it essentially have to be remade from scratch, and redrawn, or could all map files simply be increased to the same size, and then the positional markers in teh text files adapted? Or is there a lot more to it than that?

Thanks!