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Since Gars is apparently responding to this thread now, I have (quite) a few modding-related requests. Honestly, if even half of these get implemented, I would be very happy:
  • The big pie-in-the-sky one: models are currently stored in a proprietary format, making this the one area of CK2 that is completely unmoddable. It would be nice if CK2 could also support other 3D model formats so that modders could add their own.

This cannot be done due to licensing restrictions. That's what Johan told me when I asked him about it.
 
This cannot be done due to licensing restrictions. That's what Johan told me when I asked him about it.

Drat.

Well, I wasn't really expecting that one anyway.
 
  • killer and any/random_killed_character scopes. any_lover_even_if_dead, mother_even_if_dead, and the ability to scope to the former holders of a given title would all be nice as well.
mother = {} and father = {} to my knowledge both ignore the parent being dead; I seem to recall that father_even_if_dead = {} is deprecated.
 
mother_even_if_dead was added in 2.1.
 
Oh! And a way to completely disable the "of [barony name]" randomly-generated dynasty names on a culture-by-culture basis would be nice, to. Or at least a way to make randomly-generated courtiers and barons get a real dynasty name if one is available instead of an "of X" one.
 
I would just like a mod DLC Tool , instead of having to use scripts , console and edits to achieve what I want .
also to show people why this game is so much fun , when you allow so much creativity .

but everything is so eh spread out >.<

Most important more direct buttons options like concubine/excommunicate etc , that people can ad for there own mods .
Without having to go trough events and workaround .

It is so moddable this game , but it is sometimes so much work lol
 
This is less so a request for improved moddability, but rather a request that makes some modding much less frustrating.

1) When a title is gavelkind, primogenature, and ultimogenature and has absolute cognatic, enatic-cognatic, or enatic, make it so that AI rulers will not accept an unfavorable marriage with their first and second in line daughters. In enatic and enatic-cognatic they will actively seek out favorable marriages for the first three daughters in line to the throne, and are willing to accept matrilinieal marriages with sons regardless of their position in line to the throne, but are less willing to accept such an offer, same as women high in line for the throne right now. If the title is elective with absolute cognatic, then the eldest three children should be given preferential marriages in addition to the heir. If elective enatic-cognatic, or enatic, then the eldest three daughters.
2) Change succession by primogenature, gavelkind, and ultimogenature from always granting titles to the father in the event of there being no children on succession. It should go to the previous holding parent first, then the father if agnatic or agnatic cognatic, then the mother inf enatic and enatic-cognatic, and if absolute-cognatic, whichever parent the that the child got their dynasty from.
3) Make gavelkind's split titles share the gender law of the original title.
4) Fix gender law defaulting always to agnatic-cognatic, unless the ruler doesn't meet the potential requirements for agnatic-cognatic, in which case the title is always agnatic, even if the ruler doesn't meet the potential requirements for agnatic.
5) Restore title granting to default to the gender succession law of the granter. This forces a great many hoops in order to make sure that duke and count titles in Germany stay agnatic.
 
Thanks a lot. Can also see over the add_friend and add_rival? They don't seem to work in the history files. Scripted friends/rivals won't show up on either character.

From what I can see in the code, they should work.
 
From what I can see in the code, they should work.

How are they suppose to be used then? Could you give us an example?

I've tried this:
Code:
1100.1.1={
        add_friend=X
        }

I suppose it's not enough.

EDIT:

One have to do like this for it to work, apparently:
Code:
1100.1.1={
        effect={
                   add_friend=X
        }
}
 
Last edited:
How are they suppose to be used then? Could you give us an example?

I've tried this:
Code:
1100.1.1={
        add_friend=X
        }

I suppose it's not enough.

EDIT:

One have to do like this for it to work, apparently:
Code:
1100.1.1={
        effect={
                   add_friend=X
        }
}

Yeah, same as with opinion, there are no history command for add_friend, so you have to set it as a regular effect.
 
- Have "Nudge" write to a mod's positions.txt, not the vanilla positions.txt.
- Fix Duchy de jure liege from resetting on game load (right now if you change a Duchies de jure liege, and then load a save game later on, the de jure liege will be reset to whatever is in landed_titles).
- Fix free_revocation so it works even after a reload.
- Allow "can_hold_cities" as a line along with "can_hold_temples".
- Enable "alliance = yes" as an opinion effect, akin to "banish = yes"; this would allow us to define our own alliances via opinion modifiers.
- Add "playable_theocracies = yes" to a culture/religion, or perhaps even a define switch, allowing you to play theocracies for mods. We can handle the content, we just need the ability to click "Play" ;)
- Modifiable diplomacy, as an example;
Code:
send_gift = {
potential = { #Conditions of whether you can use the action on the target or not
<trigger conditions>
}
from_potential = { #Conditions of whether you can see the action at all
<trigger conditions>
}
effect = { #What actually happens when you use the diplomatic action
<effects such as character_event, or simply sending of money>
}
ai_will_do = { #Weights for whether the AI will take this diplomatic action
factor = 1
modifier = {}
}
}
Along with the ability to add our own actions. If actual dynamic actions aren't possible, then perhaps add some preset custom actions, like 1 through 10. (Like how in CK1 we had to use the preset U000 codes for adding new titles).
Code:
custom_action_1 = {
potential = { #Conditions of whether you can use the action on the target or not
<trigger conditions>
}
from_potential = { #Conditions of whether you can see the action at all
<trigger conditions>
}
effect = { #What actually happens when you use the diplomatic action
<effects such as character_event, or simply sending of money>
}
ai_will_do = { #Weights for whether the AI will take this diplomatic action
factor = 1
modifier = {}
}
}
Note; the above diplomacy stuff is partially Groogy's idea :ninja:

Some of these already appear in the OP in some form but without much more than a "Do this!" type line, so I tied to give a little more flesh to the suggestions relevant to me.
 
I've looked into making diplomatic actions moddable but it looks like it would be way too complicated to do.
 
I've looked into making diplomatic actions moddable but it looks like it would be way too complicated to do.

Ah, that's a shame.

Noticed I made a mistake in the second line of mine; I don't mean the Duchy's de jure liege, I mean a County's. If you switch a County to another Duchy via event, and then save/reload the County will have reset to whatever is define in the landed_titles file.

Hm, seeing as how mods hijack the Assassination and Send Gift diplo actions; is there a chance you can add "on_send_gift" to on_actions it would allow us to work around the lack of moddable diplomacy a little easier at least?
 
It would be nice if we could have the portrait DNA mutation chance to defines. Having _even_if_dead versions of the <any/random>_sibling and <any/random>_child scopes would also be great.
 
I'd like to request this:
- The ability to assign an interface other than the default christian one to a religion/religious group. Even if we're limited to the DLC ones.
 
Moved to "Implemented in an upcoming patch":
  • Add an on_create_title on_action with the title as the FROM or FROMFROM scope
  • A way to disable random traits on a per-character level (disallow_random_traits = yes)
 
I not sure if it was already mentioned, but I would like for matronyms to be added to the 00_cultures.txt file. It would add to the immersion for mods having matriarchal realms.
 
I know this is probably unimportant compared to others, but it would be nice if there was an option to make there be separate flags for unit banners

e.g. d_burgundy would be more accurate:
banner: would be the red with a square shape striped bit (from a separate gfx/flags file, e.g. 'd_burgundy_banner')
everywhere else: would still display the shield shaped stripy thing.