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Can we please just write our own succession scripts? That would be best. Just some way to define succession on our own.

Include traits, culture, gender, age, stats, etc. Everything.
Yeah, that's covered by this: "Moddable succession laws (E.G., ability to add new ones)"
I'd love to see something like it, but I doubt it'll actually happen.
 
Added to the list: "A way to limit retinues to specific title tiers and above; E.G., only dukes and above"
I'm hoping there'll be a way to stop barons at least from having retinues; it slows down the game a noticeable amount if almost every ruler has a retinue.
 
+1

Adding allow = { } or potential = { } to retinues would greatly enhance their usefulness for modding.
Yup.
In PB I make the subunits 250-man instead of 500-man, to allow for more granularity. The issue however is that this makes a number of small counts, and even barons, able to get retinues. And this sadly slows down the game by a noticeable amount.
 
Does retinuesize work in a triggered modifier?

Code:
negative_money = {
    potential = {
        is_ruler = yes
    }
    
    trigger = {
        NOT = { higher_tier_than = count }
    }
    
    icon = 28
    
    retinuesize = -10000
}

If not, having that work anywhere would be great for a host of reasons.
I'm pretty sure it only works on the holding level. I believe I tried doing it at some other level once, though I can't quite remember.
 
Playing as a Republic I think is strange that a Feudal Lord has not a Royal Palace... what do you think?

And Price - Bishop could have special building for their principal Church maybe?
Added as "Allow giving a capital holding (like the Family Palace) to any character type"
This has probably has been mentioned before, but I don't see it in the opening post (or I just looked over it): Split landed titles, cultures and religions into a separate text file for each top level (plus files with titular titles, religious heads, holy orders and mercenaries for landed titles). That way, mods could be a lot more modular.

Plus;
Dehardcode the Muslim features. In the religion file, it would be nice if we could configure the Muslim interface, Decadence and Open-Agnatic Succession separately.
Unlink Anti-popes and Investiture, and unlink the Pentarchy and Autocephaly. I'd like to be able to set pentarchies with Investiture (a reunited church), and papacies with autocephalous religious leaders (to simulate conciliarism or gallicanism).
Added as "Split up the landed_titles, cultures, and religions files by top-level group (E.G., a file for christian religions, another for muslim religions)"
I'm pretty sure you can give Open Agnatic to anyone.
Added decadence as "Allow using the decadence mechanic for any religion"
Working on

1. Fix any_realm_province and any_demesne_province when not used as trigger.
Currently random_realm_character will affect one character matching limit = {...}, while any_realm_character will affect all matching characters. However, while random_realm_province will affect one province matching limit = {...}, any_realm_province will not affect any provinces at all.

2. Allow the use of *both* culture *and* religion when adding a localized title.
Currently «title»_«religion» is preferred over «title»_«culture» which is preferred over plain «title», but I'd like «title»_«religion»_«culture» to be preferred over either, while it currently is ignored...
1. Bug reports should go in the bug report forum.
2. Added as "Allow localizing by the combination of religion and culture (E.G., king_muslim_castillan)"
 
My attempts in this have failed up to now, so here is my request:
The possibility to create new interfaces by religion, for example, there is a zoroastrian_interface in the gfx folder, let me create a classical_interface for a hellenic religion, the folder would contain the same files than the zoroastrian one, namely, the religious map mode and religious tab buttons plus the whole religion tab.
Added "More moddable UI, E.G., being able to make specific UIs for specific groups"
Could you also add the homeland attrition penalty to moddable things list? Right now you either have it against others and are immune for it, or you take it. I'd like to make some more variations on that one.
Added "Make homeland attrition more moddable, E.G., being able to have several types of it of varying severity and varying tech longevity"
 
Make difficulty usable for general modding, e.g. by adding a condition like difficulty = hard or global flags like has_global_flag = difficulty_very_hard.
Great idea.
Added as "Add conditions to check the difficulty level, E.G., difficulty = hard, and higher_difficulty_than = easy"
 
Add condition "matrilineal_marriage = yes/no" in religions.

Also, how about a religion condition "other_religion_marriage = yes/no", which would allow the women of that religion to marry men (or men to matrilineally marry women if allowed) of a different religion (whether or not the other religion allows other_religion_marriage). Or really just any way to turn off or tune down the "is a filthy heathen" 5-minus on marriages.

Both added:

  • Add condition "matrilineal_marriage = yes/no" in religions
  • Add condition "other_religion_marriage = yes/no" in religions (allow marrying members of other religious groups)
 
I am not sure if the signing is still going on, but I want improved moddability for graphics, especially European medieval unit models. The dlc is good, but the CK2 non dlc models are horrible, especially the fantasyish looking heraldric knight model. I want to sign for period specific models(if possible) and the ability to import meshes for unit models in-game.
Paradox have said that the unit models will never be moddable, as they use a proprietary system that can only be read by software that costs a ton of money (something like 20k USD if I remember correctly).
The e_byzantium use "duchy_revokation=yes" for a free revokation of duchies ('The Emperor can revoke duchies at no prestige cost and no opinion penalty with other vassals').

I would like to have a moddable:

barony_revokation
county_revokation
kingdom_revokation

This would be helpfull in some mods. In a Carolingian mod the emperor of Francia should have the possibility to revoke county titles, how it was in real life.
Added as "Similar to duchy_revokation for the Byzantine Empire, add barony_revokation, county_revokation, and kingdom_revokation"
 
Two things:

1) Bring back dead characters' prestige/piety in the save file.

2) It would be awesome to add a custom logging feature. I'd love to be able to hook "on_actions" to log relevant stuff so I can parse it into a narrative history later.
1) Not sure what you mean?
2) Added as "A mode with more extensive logging of what's going on in a game (events, decisions taken, etc) so that modders can find the cause of bugs easier. Preferably with the different things being logged toggle-able. Could be enabled in the settings.txt file like Nudge for example is"

I might ask for something which is already in, but I would like to have a trigger for the province to be adjacent to a major river, like coastal=yes adjacent to sea.
Oh yes, definitely.
Added as "Add condition "borders_major_river = yes/no" or similar, making it possible to check if a province borders a major river"

I thought this one was recently added.
Might as well look it up :p

Code:
-- Title creation and usurpation requirements    
    DEJURE_COUNTY_LIMIT_TO_CREATE = 0.51,            -- Fraction of de jure counties that you must control to create a non-imperial title
    DEJURE_COUNTY_LIMIT_TO_USURP = 0.51,            -- Fraction of de jure counties that you must control to usurp a non-imperial title
    EMPIRE_DEJURE_COUNTY_LIMIT_TO_CREATE = 0.8,        -- Fraction of de jure counties that you must control to create an imperial title
    EMPIRE_DEJURE_COUNTY_LIMIT_TO_USURP = 0.8        -- Fraction of de jure counties that you must control to usurp an imperial title
Far from the same thing I'm afraid. One might for example want the Byzantine Empire formable at 50%, while Scandinavia would only be formable at 80%. Entirely random example, but you get my point.
 
Change holy_sites definition to religion file instead of landed titles file.
Also, being able to split religion groups across files.

This way we could add new religions without editing landed titles and religion original files and keep maximum compatibility between mods.
Good point; it should make some modding projects a bit more compatible.
Added: "Define holy sites in the religion files rather than the landed titles files so that keeping small mods compatible with other projects becomes simpler"
And: "Allow splitting culture/religion group across multiple files so that so that keeping small mods compatible with other projects becomes simpler"

Someone mentioned in a thread about trying to recreate a dynastic score calculator that piety/prestige are no longer saved in the save file for dead characters. I haven't had a chance to check, but if it's true that's really annoying.
Sounds like it's been done to make save files less enormous and make the game run faster. It seems to've worked, so it's probably not something that should be undone.
Making it optional might be an idea, but that's not really something to do with modding in my opinion.
 
Export the max age for pregnancy? With the possibility of removing it completely, so that when women become infertile can be applied as a trait only?
MAX_CHILD_BIRTH_AGE = 45, -- Female menopause age.
 
How about these? A trait that disqualifies you from succession (no other effect), and a trait that gives you preference over anyone without the trait. This would let you simulate Enatic and Enatic-cognatic by adding and removing them through events.
The first you can already do. See the Bastard trait for example.
The second would be nice though. Remind me of it tomorrow.

But really, they should just add Enatic and Enatic-cognatic, as traits aren't limited to specific titles.
 
The ability to specify the name of a petty king and petty kingdom, rather than simply adding the PETTY localised prefix before the title.
Added as "Separate localisation for petty kings/kingdom; not all cultures would call it the same as the kingdom tier"
Fair enough, but I stand by the option to say prevent marriage in your dynasty's favor.
Added as "A trait flag preventing marriages that preserve your dynasty; E.G., forcing you into matrilineal marriages if you're a man"
 
Reminded?
Thinking further it'd be a terrible idea in most cases, as for any dynastic type of succession it'd lead to bypassing the ruler's own children even in favor of some random guy in the dynasty with the trait.
Still, added as "A trait flag giving the character preference in succession over anyone without it"