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If you are referring to the scripted regions in "map/geographical_region.txt" then they're currently not modifiable after game start. I don't see any direct obstacles for that addition though.

That's the one, if you could add something so we could trigger on and off by event/decision that'd be brilliant!

Also, any thoughts on being able to change dejure title capitals through title history (not event)?
 
That's the one, if you could add something so we could trigger on and off by event/decision that'd be brilliant!

Also, any thoughts on being able to change dejure title capitals through title history (not event)?

I'll try to fit it in on my todo list.
About de jure capitals I think it might be a bit messy. It might need some really thorough error-logging if the game assumes some relations with the de jure capitals. It would at least require quite a bit of investigations. So I see that as a bigger task, it would be nice to know in advance if it would enable any unique features that are interesting but impossible right now.
 
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I'll try to fit it in on my todo list.

Thank you :)

About de jure capitals I think it might be a bit messy. It might need some really thorough error-logging if the game assumes some relations with the de jure capitals. It would at least require quite a bit of investigations. So I see that as a bigger task, it would be nice to know in advance if it would enable any unique features that are interesting but impossible right now.

Currently it's so that the de jure AI doesn't obsess over possessing a particular county - I think it's easier to explain with an example:

England has Winchester as it's de jure capital which works well in the bookmarks where their capital is already, but in later start dates where the capital was historically moved to Westminster the AI still goes after Winchester against all odds

So my title history for England looks like:

Code:
1016.11.30 = {
    holder = 101510 # Knud the Great
    #capital = 32 # Canute uses a palace on Thorney island as his royal residence
}

......

1066.1.5 = {
    holder = 122 # Harold Godwinson
    #capital = 32 # Winchester seat of Harold
}

.......

1199.4.6 = {
    holder = 204514 # John
    #capital = 32 # Westminster becomes principal royal residence
}
 
Yes, it could be useful even to just do as a scripted event to have a de-jure capital shift, whereby a province which is a title's capital for more than 50 years becomes the de-jure capital. Though that might be better as a suggestion for the upcoming DLC and inclusion in the main game.
 
If you are referring to the scripted regions in "map/geographical_region.txt" then they're currently not modifiable after game start. I don't see any direct obstacles for that addition though.
Thank you for maintaining a presence here :). Could you create a way to exclude certain nicknames from the chronicle? As far as I know, there isn't a way to do this.

For example, I have a mod, Rank & File, that hands out nicknames such as "of [title]", to make it appear as though minor titles are originating from other courts (because I can't actually grant the titles as coming from a foreign court... though it is my hope that one day such a functionality might be added.) Anyway, this works adequately well for the moment, except my chronicle is filled with stuff like "through words and deeds, Ruler X has gained the nickname 'of England'". Seeing that sort of stuff is rather immersion breaking, so in a future patch if there could be some way to disable certain nicknames from showing up in the chronicle, I'd really appreciate it. :)
 
Thank you for maintaining a presence here :). Could you create a way to exclude certain nicknames from the chronicle? As far as I know, there isn't a way to do this.

For example, I have a mod, Rank & File, that hands out nicknames such as "of [title]", to make it appear as though minor titles are originating from other courts (because I can't actually grant the titles as coming from a foreign court... though it is my hope that one day such a functionality might be added.) Anyway, this works adequately well for the moment, except my chronicle is filled with stuff like "through words and deeds, Ruler X has gained the nickname 'of England'". Seeing that sort of stuff is rather immersion breaking, so in a future patch if there could be some way to disable certain nicknames from showing up in the chronicle, I'd really appreciate it. :)

That's handled by event CM.10028 in the chronicle_events.txt so you should be able to make a work around so it doesn't appear. Either removing the event entirely or by limiting the event to keep it from firing at inappropriate times. :)
 
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@Divine, I'm wondering would it be possible to add mod support for bicameral and tricameral chambers for the council? It could be deactivated in vanilla, but can be activated via the defines.lua file. A bicameral and tricameral would allow modders to be able to more accurately simulate legislative assemblies (Witenagemot / Parliament / Estates General) that existed during the CK2 time period. Using my More Councillors mod for example, granting a vassal the Peer minor title would allow said vassal to vote depending on the type of title they hold, either in the upper chamber (bicameral), the lower chamber (bicameral), the 1st chamber (tricameral), the 2nd chamber (tricameral), or the 3rd chamber (tricameral). Landed members of your inner council (chancellor, marshal, steward, spymaster, court chaplain) based on the type of title they hold would be automatically be part of either the upper / lower chambers (bicameral) or the 1st / 2nd / 3rd chambers (tricameral).
 
@Divine, I'm wondering would it be possible to add mod support for bicameral and tricameral chambers for the council? It could be deactivated in vanilla, but can be activated via the defines.lua file. A bicameral and tricameral would allow modders to be able to more accurately simulate legislative assemblies (Witenagemot / Parliament / Estates General) that existed during the CK2 time period. Using my More Councillors mod for example, granting a vassal the Peer minor title would allow said vassal to vote depending on the type of title they hold, either in the upper chamber (bicameral), the lower chamber (bicameral), the 1st chamber (tricameral), the 2nd chamber (tricameral), or the 3rd chamber (tricameral). Landed members of your inner council (chancellor, marshal, steward, spymaster, court chaplain) based on the type of title they hold would be automatically be part of either the upper / lower chambers (bicameral) or the 1st / 2nd / 3rd chambers (tricameral).
While I agree that it sounds cool and also interesting for the complexity and simulation part it does seem like a huge task. Especially since the voting part is already quite intricate so unfortunately I don't really see this happening any time in a long while.
 
While I agree that it sounds cool and also interesting for the complexity and simulation part it does seem like a huge task. Especially since the voting part is already quite intricate so unfortunately I don't really see this happening any time in a long while.

It's actually possible already by just limiting the grant/hold conditions in the minor_titles files (example: only landed characters get some seats, only duke+ characters get other seats, etc.), though perhaps add the possibility to have several different council tabs rather than just one?
 
@Divine divine, can we get a Disband army command, and a move army command, triggered from the *_army scopes?

Could we also get the ability to set a min or a max when using morale and troops in the army scope to get more control over how we reinforce, or how we damage an army?

So, for instance

Code:
random_army = {
move_army_to = { location = root }
}

Would move the teleport the scoped army to province which the root character is at.

Likewise a damage army command, would let us set specific damage from an event in discrete terms.

Other useful options would be able to use troop types in a limit brace.

so

Code:
random_army = {
limit = {
has_troop_type = horse_archers
}
}

would only select an army with the appropriate troop type. This again would be very useful in conjunction with something like a disband army command, or a damage army command, so you could make specific army compositons take more or less damage.

Oh and perhaps one final thing, the ability to add a flag to an army. This would be different to the earmark in that with this we could now add a flag to a raiding group for instance as a consequence of an event and then call back to that army.

At the moment we sort of have a disband and a flag function with event troops, but if we use the same event to spawn more troops, and the disband_event_troops it will disband all of them and we cannot limit this. Likewise, sometimes we may want an entire army to be disbanded, to represent for instance an army that fragments after a catastrophic defeat. In this instant the ability to use a disband and set and clear flags for the discrete army object, would enable us to store the information of a particular army, and then track it down in further event chains.

Likewise, we could probably use a has_army_flag conditional as well. These features would finally add the full functionality of the scripting potential of CKII to character armies as well as to characters. This opens up the potential for much more event driven combat events that affect the forces involved, and can add much greater levels of character to the events we can have.
 
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@Divine divine, can we get a Disband army command, and a move army command, triggered from the *_army scopes?

Could we also get the ability to set a min or a max when using morale and troops in the army scope to get more control over how we reinforce, or how we damage an army?

So, for instance

Code:
random_army = {
move_army_to = { location = root }
}

Would move the teleport the scoped army to province which the root character is at.

Likewise a damage army command, would let us set specific damage from an event in discrete terms.

Other useful options would be able to use troop types in a limit brace.

so

Code:
random_army = {
limit = {
has_troop_type = horse_archers
}
}

would only select an army with the appropriate troop type. This again would be very useful in conjunction with something like a disband army command, or a damage army command, so you could make specific army compositons take more or less damage.

Oh and perhaps one final thing, the ability to add a flag to an army. This would be different to the earmark in that with this we could now add a flag to a raiding group for instance as a consequence of an event and then call back to that army.

At the moment we sort of have a disband and a flag function with event troops, but if we use the same event to spawn more troops, and the disband_event_troops it will disband all of them and we cannot limit this. Likewise, sometimes we may want an entire army to be disbanded, to represent for instance an army that fragments after a catastrophic defeat. In this instant the ability to use a disband and set and clear flags for the discrete army object, would enable us to store the information of a particular army, and then track it down in further event chains.

Likewise, we could probably use a has_army_flag conditional as well. These features would finally add the full functionality of the scripting potential of CKII to character armies as well as to characters. This opens up the potential for much more event driven combat events that affect the forces involved, and can add much greater levels of character to the events we can have.
Great idea, this is needed badly

Also any_realm_province = {
trade_route = xxx
}

does not work, however any_demense_province does, this seems like a bug
 
I know this has been discussed before, and has generally been regarded as unneeded, or at least that there are workarounds in place that work, would it be possible to be able to save locally significant event targets. Essentially, a version of the save_event_target_as which rather than saving the scope for the event chain, instead stores the saved scope on the root character. This would help remove a lot of code work arounds like using flags and empty opinion modifiers to try and store information.
 
@Divine Would ever be possible to allow more than 4 option buttons for an event? Right now there are ways to get around this but in general it's quite a hassle. I'm prepared to accept that this isn't feasible but I figure it doesn't hurt to ask anyways.

Also, thanks for all the hard work you've done working with us modders! I for one really appreciate it. :)
 
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@Divine Would ever be possible to allow more than 4 options for an event? Right now there are ways to get around this but in general it's quite a hassle. I'm prepared to accept that this isn't feasible but I figure it doesn't hurt to ask anyways.

Also, thanks for all the hard work you've done working with us modders! I for one really appreciate it. :)
Just to clarify, you can have more than 4 options, you just can't have more than 4 buttons. You can use triggered options to limit which the game will show at all (if you want options that aren't always relevant), and if you still have too many options, those beyond 4 won't get buttons (if you just want the most important options available).

I realize, you may already know this, but I wanted to be sure. But yes, more buttons would be nice too. :)
 
Just to clarify, you can have more than 4 options, you just can't have more than 4 buttons. You can use triggered options to limit which the game will show at all (if you want options that aren't always relevant), and if you still have too many options, those beyond 4 won't get buttons (if you just want the most important options available).

I realize, you may already know this, but I wanted to be sure. But yes, more buttons would be nice too. :)

Yeah, I'll edit my post to reflect this. I meant more the 4 visible options at once (i.e. more than 4 option buttons, like in EU4 and Stellaris).
 
If I recall correctly, Gars ruled out this as an option back around the time of Charlemagne. I too would adore it, and you know exactly why Illathid :D Imagine, more magic!
 
Would it be possible to allow us access to the naming box that appears when a child is born for use in other things. Mainly the creation of characters through create_character where you can either define a specific name or let it be random, it would be nice to have a line with customise_name = yes which then gives the liege of that newly created character (if not an ai) the ability to rename them through that pop up box.
I am mostly thinking of this when you have event chains create yourself a child but you cannot decide on the name, or in the terms of AGOT when you make a Dragon it gets stuck with a random name and doesn't let you personally name it.
 
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@Divine so I was lurking in the Stellaris mod forums and noticed an interesting development with a look towards including the ability to add a new UI element linked to a script effect. IF this functionality is implemented into Stellaris, would we be able to see a similar functionality added to CKII? I can think of many things that could be better represented by their own UI elements than placing them inside the intrigue menu.

https://forum.paradoxplaza.com/foru...ow-to-make-a-new-ui-button-do-a-thing.931324/
 
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