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Does max_tradepost = x (or wha


No need to mody the script syntax (I understand that minor titles are relational attributes, as in court_poet of realm_name). The "only" think needed is to uplift the restriction on having minor titles. Currently, it seems that to hold a minor title (or job title) you need to either be a courtier or direct vassal.

Right now, if you hand out a minor title via event, it grants the title as coming from the character's liege. That's the *only* way one can get a non-hardcoded minor title; coming from their liege. So yes, a change in syntax is needed.

Divine, if you're reading this, I'd be eternally grateful if you could do this. :)
It'd open up so many possibilities.
 
Howdy,

If it would be possible, could you please add 3 items into your script engine.

1) Add "enemy" scope for 'battles' (maybe need a battle scope?) (currently only used in siege scope) that targets the opposing force of a character.
ex: Character Jon Smith is in a battle against Army BETA. Army BETA has three characters.
With enemy we can now select:
Jon Smith = {
enemy = {
leader = { blah }
}
}

2) Add "is_raided" condition to go along with above so that we can script for when you or your liege is being raided (as opposed to looting others), we can manipulate the forces involved in a NON-WAR battle.

3) A "dynasty_name_first = yes" flag for cultures. Because my mod is based on China, I am trying to allow for Surname + Given name. getBaseName or the getHouse or Dynasty name alone cannot do this. I am able to do this by hacking nicknames, but the majority of the game still shows Jon Smith as opposed to Smith Jon. Some means to produce Surname then Given name throughout the game would be awesome. (The nickname hack does not work for courtiers/lowborns)



There are more, but these are the ones that are primarily in my targets. Please let me know if these requests are feasible or difficult/outside your purview. Thank you.

~JaceX
 
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3) getBaseName or the getHouse or Dynasty name. Because my mod is based on China, I am trying to allow for Surname + Given name. I am able to do this by hacking nicknames, but the majority of the game still shows Jon Smith as opposed to Smith Jon. Some means to produce Surname then Given name throughout the game would be awesome. (The nickname hack does not work for courtiers/lowborns)


+1
 
3) getBaseName or the getHouse or Dynasty name. Because my mod is based on China, I am trying to allow for Surname + Given name. I am able to do this by hacking nicknames, but the majority of the game still shows Jon Smith as opposed to Smith Jon. Some means to produce Surname then Given name throughout the game would be awesome. (The nickname hack does not work for courtiers/lowborns)

You mean like "GetOnlyDynastyName" which is already in the game? ;)
 
No. That's not quite what he means. He wants a way for surnames to precede given names. He literally said, as an example, "Smith John" as opposed to "John Smith".

Ok, I get what he would like to do, I'm just unsure how that lines up with his first sentence. He asked for a "getHouse or Dynasty name" to be added to the script engine. There's already that with the GetOnlyDynastyName.

I understand wanting a last names first thing, but wouldn't it make more sense to request that in the form of a cultural flag or the like? i.e. "dynasty_name_first = yes"
 
Ok, I get what he would like to do, I'm just unsure how that lines up with his first sentence. He asked for a "getHouse or Dynasty name" to be added to the script engine. There's already that with the GetOnlyDynastyName.

I understand wanting a last names first thing, but wouldn't it make more sense to request that in the form of a cultural flag or the like? i.e. "dynasty_name_first = yes"

Yeah, it was a little confusing on how he presented it. Your suggestion is better formatted and more specific. +1
 
Ok, I get what he would like to do, I'm just unsure how that lines up with his first sentence. He asked for a "getHouse or Dynasty name" to be added to the script engine. There's already that with the GetOnlyDynastyName.

I understand wanting a last names first thing, but wouldn't it make more sense to request that in the form of a cultural flag or the like? i.e. "dynasty_name_first = yes"

Yeah, it was a little confusing on how he presented it. Your suggestion is better formatted and more specific. +1

Editted with your suggested change. dynasty_name_first. That would make everything frosty. But the mechanics for naming schemas differ from menu to menu, window to window in the game.
 
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I'll admit, I'm loathe to add to this thread. I imagine, from the perspective of a developer who might happen to look at it, it's essentially a wall of text full of requests that are so specific in their application and devoid of context it'd be easy to dismiss them outright. Even so, we now have a developer in the form of @Divine actually working on CK2 at the moment, so I'm going to do it.

To admit my personal biases up front: I'm the head of CK2Plus, and even before I became the mod lead I was the primary coder for quite some time, so I'm quite familiar withe the API and ways to get around it. That said, CK2Plus's primary goal is to expand on CK2's scope and not to make it do things it wasn't really intended to do -- it's not a total conversion mod, doesn't try to take the game to an earlier or later timeline, and tends to avoid adding new features that can't be done using the current modding tools. I totally respect mods that do so (or attempt to do so), but that's just not where my interest lies, and I'm personally leery of asking devs to add modding tools useful only for turning CK2 into something it isn't. But that's just me.

With that in mind, a few things that CK2Plus could really use (and which I think would be useful to others):

1) join_faction and leave_faction: the API has back_plot and leave_plot, but nothing that does the same for factions. The only way to have someone join or leave a faction is to set a flag or otherwise change the condition on their joining and wait for the game to update their status...which can be awkward. I imagine it's never been done because, if you didn't change those conditions anyhow, they would just join or leave the faction on their own in short order. Timeliness is the important factor here, though -- being able to have someone join a faction as it's about to rebel, or as an effect for an event, would be way better than "I'll think about it and do it in a week or so".

2) verifying the checksum: this may only be possible if the checksum is actually stored somewhere, but it would be excellent if we could verify that the player's checksum is the one the mod requires. Our #1 issue as a mod is people having changed files (sometimes without their knowledge), then coming to report issues where our first question must always be "what is your checksum?" The ability to warn the player up front that their checksum is incorrect and what that means would be invaluable.

3) activating/deactivating trade routes: the trade route system was intended solely for the Silk Road -- I get that. That makes the system's moddability difficult, however. Of all the things I could ask for regarding making it more moddable, it would be the ability to turn a route on or off. If this doesn't involve a command, even having an entry in the route's definition which allowed for a date where the route is activated (or deactivated) would make it much more useful.

4) dynamic alert icons: you know the icons at the top of the screen that warn you about things like titles you can form, or children who require guardians? It would be lovely if there was some way for us to create alert icons of our own -- even if, say, it was something that could be added into the triggered_modifiers which essentially turned it into an alert rather than a modifier applied to the character (or both).

5) plot moddability: this is a bit more vague -- personally, I love the plot system, and I'd love to do more with it. Two big factors prevent this, however: a lack of ability to determine who's eligible (or willing) to join a plot, and a lack of ability to change what the reaction to a plot should be. If I were to make this more specific, I'd suggest an allow_join field for plots similar to that for factions, which can narrow the field of who can be approached. I'd also suggest an on_discovery field which determines the reaction someone has when they find out the plot exists -- which could be an opinion modifier (other than the one currently applied, which makes all plots considered equally bad, and a crime in the liege's eyes even if it's in their interests) or a specific reaction if the discoverer is the actual target.

6) allowed_to_grant and allowed_to_hold on landed titles: these fields exist on minor titles but not on landed titles, and it would be excellent to have them as optional. Obviously, they might not be able to override existing conditions (such as the limitations applied on gavelkind, or the requirement that you can only grant a non-titular duchy to rulers who own a de jure county), and allowed_to_hold would really be allowed_to_be_granted since you probably couldn't disqualify someone from having a title they already possessed...but if they could optionally add to those requirements, that would be really useful.

7) moddable autocephaly: this is really specific, I know, but it's been an annoyance for as long as I can remember that the autocephaly system for religions was clearly created to be specific to the Orthodox religion even though it's also applied to others like Miaphysite and Nestorian. If I were to give my top wants for how to change this? One would be to allow pentarch entries in the religions themselves, to identify which titles that religion considers to be part of their pentarchy. Another would be to add a command which can be used in title scope to change its pentarchy alignment (the command exists, actually, but is only usable in the title's history file). Lastly, and perhaps least importantly, the separation of autocephaly (kingdom- or empire-tier Lord Spirituals are the rightful religion head for the realm) from pentarchy (theocracies with the pentarchy title have primacy in their territory) in the religion defines.

There are likely other things, but I don't want to make the list any more giant than it already is, and I'm trying to restrict myself to requests that we can't code around on our own. I'll add these into the list on the wiki, if they aren't already there (they might be, but that list is long), but I thought for the moment I'd throw my pennies into the fountain along with everyone else. :)

For those who read it, thanks for listening.
 
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I'll admit, I'm loathe to add to this thread. I imagine, from the perspective of a developer who might happen to look at it, it's essentially a wall of text full of requests that are so specific in their application and devoid of context it'd be easy to dismiss them outright. Even so, we now have a developer in the form of @Divine actually working on CK2 at the moment, so I'm going to do it.

To admit my personal biases up front: I'm the head of CK2Plus, and even before I became the mod lead I was the primary coder for quite some time, so I'm quite familiar withe the API and ways to get around it. That said, CK2Plus's primary goal is to expand on CK2's scope and not to make it do things it wasn't really intended to do -- it's not a total conversion mod, doesn't try to take the game to an earlier or later timeline, and tends to avoid adding new features that can't be done using the current modding tools. I totally respect mods that do so (or attempt to do so), but that's just not where my interest lies, and I'm personally leery of asking devs to add modding tools useful only for turning CK2 into something it isn't. But that's just me.

With that in mind, a few things that CK2Plus could really use (and which I think would be useful to others):

1) join_faction and leave_faction: the API has back_plot and leave_plot, but nothing that does the same for factions. The only way to have someone join or leave a faction is to set a flag or otherwise change the condition on their joining and wait for the game to update their status...which can be awkward. I imagine it's never been done because, if you didn't change those conditions anyhow, they would just join or leave the faction on their own in short order. Timeliness is the important factor here, though -- being able to have someone join a faction as it's about to rebel, or as an effect for an event, would be way better than "I'll think about it and do it in a week or so".

2) verifying the checksum: this may only be possible if the checksum is actually stored somewhere, but it would be excellent if we could verify that the player's checksum is the one the mod requires. Our #1 issue as a mod is people having changed files (sometimes without their knowledge), then coming to report issues where our first question must always be "what is your checksum?" The ability to warn the player up front that their checksum is incorrect and what that means would be invaluable.

3) activating/deactivating trade routes: the trade route system was intended solely for the Silk Road -- I get that. That makes the system's moddability difficult, however. Of all the things I could ask for regarding making it more moddable, it would be the ability to turn a route on or off. If this doesn't involve a command, even having an entry in the route's definition which allowed for a date where the route is activated (or deactivated) would make it much more useful.

4) dynamic alert icons: you know the icons at the top of the screen that warn you about things like titles you can form, or children who require guardians? It would be lovely if there was some way for us to create alert icons of our own -- even if, say, it was something that could be added into the triggered_modifiers which essentially turned it into an alert rather than a modifier applied to the character (or both).

5) plot moddability: this is a bit more vague -- personally, I love the plot system, and I'd love to do more with it. Two big factors prevent this, however: a lack of ability to determine who's eligible (or willing) to join a plot, and a lack of ability to change what the reaction to a plot should be. If I were to make this more specific, I'd suggest an allow_join field for plots similar to that for factions, which can narrow the field of who can be approached. I'd also suggest an on_discovery field which determines the reaction someone has when they find out the plot exists -- which could be an opinion modifier (other than the one currently applied, which makes all plots considered equally bad, and a crime in the liege's eyes even if it's in their interests) or a specific reaction if the discoverer is the actual target.

6) allowed_to_grant and allowed_to_hold on landed titles: these field exist on minor titles but not on landed titles, and it would be excellent to have them as optional. Obviously, they might not be able to override existing conditions (such as the limitations applied on gavelkind, or the requirement that you can only grant a non-titular duchy to rulers who own a de jure county), but if they could optionally add to those requirements, that would be really useful.

7) moddable autocephaly: this is really specific, I know, but it's been an annoyance for as long as I can remember that the autocephaly system for religions was clearly created to be specific to the Orthodox religion even though it's also applied to others like Miaphysite and Nestorian. If I were to give my top wants for how to change this? One would be to allow pentarch entries in the religions themselves, to identify which titles that religion considers to be part of their pentarchy. Another would be to add a command which can be used in title scope to change its pentarchy alignment. Lastly, and perhaps least importantly, the separation of autocephaly (kingdom- or empire-tier Lord Spirituals are the rightful religion head for the realm) from pentarchy (theocracies with the pentarchy title have primacy in their territory) in the religion defines.

There are likely other things, but I don't want to make the list any more giant than it already is, and I'm trying to restrict myself to requests that we can't code around on our own. I'll add these into the list on the wiki, if they aren't already there (they might be, but that list is long), but I thought for the moment I'd throw my pennies into the fountain along with everyone else. :)

For those who read it, thanks for listening.

Excellent list of suggestions as well as attached points. As the HIP lead, an experienced software developer, and an experienced modder that knows how to code around limitations and knows where certain limitations simply cannot be transcended but would make a huge impact upon my popular mod projects and others, I definitely second this list. In particular among Rylock's suggestions, my personal preference would be to most highly prioritize (i.e., forcing myself to be very selective) join_faction, leave_faction, dynamic alert icons, and then allowed_to_grant and allowed_to_hold on landed titles.

Thanks for listening, @Divine @Captain Gars ; I know that you guys have a lot of suggestions to slog through and very scarce time within which to do it. @Rylock, thanks for bringing-up some mainstream and high-impact moddability requests, as I certainly understand your reluctance to add to this very long thread.
 
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2) verifying the checksum: this may only be possible if the checksum is actually stored somewhere, but it would be excellent if we could verify that the player's checksum is the one the mod requires. Our #1 issue as a mod is people having changed files (sometimes without their knowledge), then coming to report issues where our first question must always be "what is your checksum?" The ability to warn the player up front that their checksum is incorrect and what that means would be invaluable.
What do you mean here? How would you verify the players checksum other than that they check it themselves?

7) moddable autocephaly: this is really specific, I know, but it's been an annoyance for as long as I can remember that the autocephaly system for religions was clearly created to be specific to the Orthodox religion even though it's also applied to others like Miaphysite and Nestorian. If I were to give my top wants for how to change this? One would be to allow pentarch entries in the religions themselves, to identify which titles that religion considers to be part of their pentarchy. Another would be to add a command which can be used in title scope to change its pentarchy alignment (the command exists, actually, but is only usable in the title's history file). Lastly, and perhaps least importantly, the separation of autocephaly (kingdom- or empire-tier Lord Spirituals are the rightful religion head for the realm) from pentarchy (theocracies with the pentarchy title have primacy in their territory) in the religion defines.
This would be awesome!
 
What do you mean here? How would you verify the players checksum other than that they check it themselves?

I mean a trigger which checks what's the player's current checksum is.

If it returns false, we know they have a different checksum and can throw them a message on_startup. They may already know why, and ignore it, but they might not...and that means we can, at least, give them a heads-up that any problems they experience may be due to that, and if they report said problems to us on the forum they should mention it.
 
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I mean a trigger which checks what's the player's current checksum is.

If it returns false, we know they have a different checksum and can throw them a message on_startup. They may already know why, and ignore it, but they might not...and that means we can, at least, give them a heads-up that any problems they experience may be due to that, and if they report said problems to us on the forum they should mention it.
Oh, OK, that would just in general be helpful. Good thought, would even help the vanilla game.
 
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I'll admit, I'm loathe to add to this thread. I imagine, from the perspective of a developer who might happen to look at it, it's essentially a wall of text full of requests that are so specific in their application and devoid of context it'd be easy to dismiss them outright. Even so, we now have a developer in the form of @Divine actually working on CK2 at the moment, so I'm going to do it.

To admit my personal biases up front: I'm the head of CK2Plus, and even before I became the mod lead I was the primary coder for quite some time, so I'm quite familiar withe the API and ways to get around it. That said, CK2Plus's primary goal is to expand on CK2's scope and not to make it do things it wasn't really intended to do -- it's not a total conversion mod, doesn't try to take the game to an earlier or later timeline, and tends to avoid adding new features that can't be done using the current modding tools. I totally respect mods that do so (or attempt to do so), but that's just not where my interest lies, and I'm personally leery of asking devs to add modding tools useful only for turning CK2 into something it isn't. But that's just me.

With that in mind, a few things that CK2Plus could really use (and which I think would be useful to others):

1) join_faction and leave_faction: the API has back_plot and leave_plot, but nothing that does the same for factions. The only way to have someone join or leave a faction is to set a flag or otherwise change the condition on their joining and wait for the game to update their status...which can be awkward. I imagine it's never been done because, if you didn't change those conditions anyhow, they would just join or leave the faction on their own in short order. Timeliness is the important factor here, though -- being able to have someone join a faction as it's about to rebel, or as an effect for an event, would be way better than "I'll think about it and do it in a week or so".

2) verifying the checksum: this may only be possible if the checksum is actually stored somewhere, but it would be excellent if we could verify that the player's checksum is the one the mod requires. Our #1 issue as a mod is people having changed files (sometimes without their knowledge), then coming to report issues where our first question must always be "what is your checksum?" The ability to warn the player up front that their checksum is incorrect and what that means would be invaluable.

3) activating/deactivating trade routes: the trade route system was intended solely for the Silk Road -- I get that. That makes the system's moddability difficult, however. Of all the things I could ask for regarding making it more moddable, it would be the ability to turn a route on or off. If this doesn't involve a command, even having an entry in the route's definition which allowed for a date where the route is activated (or deactivated) would make it much more useful.

4) dynamic alert icons: you know the icons at the top of the screen that warn you about things like titles you can form, or children who require guardians? It would be lovely if there was some way for us to create alert icons of our own -- even if, say, it was something that could be added into the triggered_modifiers which essentially turned it into an alert rather than a modifier applied to the character (or both).

5) plot moddability: this is a bit more vague -- personally, I love the plot system, and I'd love to do more with it. Two big factors prevent this, however: a lack of ability to determine who's eligible (or willing) to join a plot, and a lack of ability to change what the reaction to a plot should be. If I were to make this more specific, I'd suggest an allow_join field for plots similar to that for factions, which can narrow the field of who can be approached. I'd also suggest an on_discovery field which determines the reaction someone has when they find out the plot exists -- which could be an opinion modifier (other than the one currently applied, which makes all plots considered equally bad, and a crime in the liege's eyes even if it's in their interests) or a specific reaction if the discoverer is the actual target.

6) allowed_to_grant and allowed_to_hold on landed titles: these fields exist on minor titles but not on landed titles, and it would be excellent to have them as optional. Obviously, they might not be able to override existing conditions (such as the limitations applied on gavelkind, or the requirement that you can only grant a non-titular duchy to rulers who own a de jure county), and allowed_to_hold would really be allowed_to_be_granted since you probably couldn't disqualify someone from having a title they already possessed...but if they could optionally add to those requirements, that would be really useful.

7) moddable autocephaly: this is really specific, I know, but it's been an annoyance for as long as I can remember that the autocephaly system for religions was clearly created to be specific to the Orthodox religion even though it's also applied to others like Miaphysite and Nestorian. If I were to give my top wants for how to change this? One would be to allow pentarch entries in the religions themselves, to identify which titles that religion considers to be part of their pentarchy. Another would be to add a command which can be used in title scope to change its pentarchy alignment (the command exists, actually, but is only usable in the title's history file). Lastly, and perhaps least importantly, the separation of autocephaly (kingdom- or empire-tier Lord Spirituals are the rightful religion head for the realm) from pentarchy (theocracies with the pentarchy title have primacy in their territory) in the religion defines.

There are likely other things, but I don't want to make the list any more giant than it already is, and I'm trying to restrict myself to requests that we can't code around on our own. I'll add these into the list on the wiki, if they aren't already there (they might be, but that list is long), but I thought for the moment I'd throw my pennies into the fountain along with everyone else. :)

For those who read it, thanks for listening.
Your requests are very good, even though I am the not actually lead developer of AGOT I am still gonna give my 2 cents...
The join_faction and leave_faction commands would be amazingly useful in all mod scenarios and even good for making vanilla events force people into factions, it would eliminate the need for having to make the ai check their logic for things which we know we want them to do. The ability to create our own custom alert icons would also be amazing, it would be a much cleaner and nicer system than maintenance events to prompt you to do something or warn you of an impending issue.
Like you and zijistark have said the wiki's list is huge and full of highly specific things or things that are just gonna be far too difficult to fulfill easily, speaking of which I think compiling a list of the requests that are generic enough to benefit everyone and also easy to implement would be a good idea and might actually be something I will work on. I feel bad for Divine though, only recently here as the CK2 user mod coordinator and already getting bombarded with all of our requests...
 
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I will be honest, a single scope that gets all your legitimate targets for an attack (raiders, at war, vassal of someone your at war with} would also represent another one of the amazing simplifications for events. To be honest, with only a couple of additional commands, I think the only thing really needed is a further expansion of scopes.
 
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I feel bad for Divine though, only recently here as the CK2 user mod coordinator and already getting bombarded with all of our requests...

Yeah, I hesitated due to that, as well, but...well, if we never ask we have zero chance of getting what we need. Or think we need. :)
 
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