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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.
This sounds interesting.

@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/
This is potentially a super-useful tool if we manage to make it in a proper way for Stellaris. I'd happily port it to our different projects but due to the different coding of our GUI systems it might not be feasible. That said it's definitely on par with different script syntax as save_event_target that we would want to spread to all of our projects.
 
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Any chance on getting more manipulators for *_army scopes?
 
If you have any good suggestions for army triggers I can look into it. The way sub-units and armies are handled however most of the time makes it clunky to work with and that might make me prioritize other suggestions that are faster to implement.
 
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I gave bunch of things over on the previous page, things like a limit based on unit type, and a couple of effect commands, like a disband_army or move_army command. Considering we can scope to them now, there might be some purpose in actually manipulating them. I think the other big one was a damage_army effect with descrete values, so you could cause an event to kill 200 troops, rather than working entirely with percentages.

The other big one would be some kind of flag support, so a set_army_flag command, to let us mark one army in an event then call it back in a later event. This of course would have a has_army_flag conditional.
 
I think it would be easy to create a set_earmark effect to complement the earmark field in create_army effect.
200 damage has the problem with deciding what part of the army that should take the damage, I guess initial implementation might just be even distribution.

Most likely I'll get some time to focus more on CK2 stuff sometime during next week. So I'll investigate then.
 
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Would the earmark have the ability to be unique? Perhaps using something like the dynamic flags?

Even distribution of damage and even troop restoration would be fine, it is more about getting a linear effect on the army, rather than the percentages exponential effects.

And, one further question, would we be able to check armies for earmarks? Oh and check for the number of troops they have ?
 
Would the earmark have the ability to be unique? Perhaps using something like the dynamic flags?

Even distribution of damage and even troop restoration would be fine, it is more about getting a linear effect on the army, rather than the percentages exponential effects.

And, one further question, would we be able to check armies for earmarks? Oh and check for the number of troops they have ?
There could be two versions. Damage to army randomly split among all types and proportionally split. In the first case all types are equally likely to be damaged so long as they exist and in the other the damage to each type is based on what percentage of the overall army they make up.
 
@Divine since you have been considering or looking to port features from other Paradox Projects, could we see about redoing as @illathid suggested on the previous page the four displayable option restriction in events? I for one could do a lot with even just a simple doubling of the available options like we see in EUIV. IF we could have Stellaris's solution with an event scrollbar, the things that would be possible would be incredible.
 
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Oh and on the topic of easy to implement solutions, how difficult would it be to include a stop_death effect? Working as an on_death effect, this effect would essentially cancel the death of a character already in progress. There are already a bunch of complex workarounds available, but this seems like it could be the most elegant way to do so, especially in the face of scripted death effects like in duels or other such mechanics in game, where the immortal = yes trait feature does not seem to apply.
 
Anyway the Cardinal title and/or trait could be added as a usable trigger?

The Culture and Portraits Revamp mod made some excellent Cardinal clothes, but are having a hard time making all Cardinals use them.

ORAjw9L.jpg
 
@Divine, I was wondering are there any plans to add mod support for matronymic prefixes and suffixes to the culture folders / files? It could of course be deactivated in vanilla, but could activated for ahistorical and fantasy themed mods that have amazon / matriarchal cultures.
 
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I was told that the following things could not be completeted in the current Modding framework, which will damage our team's production of the Super Mario Mod.

1. Catholic religious items should be addable to custom religions without giving the whole shabang over. For example, I should have a means where the Head of Religion can nominate temple vassals a la the Pope without having all the other Papal mechanics.
1.2. I should be able to mix and match all religious features (autocephalacy, free or papal investiture, etc. etc.) with all other features with few exceptions (like a ban on more than one Papacy, obviously).​

2. A "REQUIRES BRIDE PRICE" modifier that I can add to a culture, religion, or government type (etc. etc.) so that non-Republicans can use them.

3. A secular ruler that can still always exist in custom religions if AI. In the Mario Mod, several religious mechanics are based on lifestyles persued with religious devotion. Just because an AI religious head is removed shouldn't automatically mean the head ceases to exist.

4. I should be able to add modifiers for traits to each religion. For example, a "Pirate religion" should give church opinion modifiers to those who are Deceitful and have the Intriuge Trait, while the Tengri religion should have a negative malus to the Zealous Trait.
 
@Divine Would it be possible to make special troops display their names when part of a levy or under the retinue panel? The mod I am creating has several different special troop types and this would be greatly appreciated
 
Suggestion: "can_be_invested = no"

This would be a trait-Trigger that prevents certain people from becoming bishops, in the same way that certain traits can prevent them from marrying.

Example Use: I make a mod that hands out a trait with the trigger "can be invested = no" to husbands of female rulers.
 
Oh and on the topic of easy to implement solutions, how difficult would it be to include a stop_death effect? Working as an on_death effect, this effect would essentially cancel the death of a character already in progress. There are already a bunch of complex workarounds available, but this seems like it could be the most elegant way to do so, especially in the face of scripted death effects like in duels or other such mechanics in game, where the immortal = yes trait feature does not seem to apply.

Would you mind telling about these workarounds? I would find them extremely useful but I'm not aware of any
 
Alternatively, you can use an if-case statement to cause a switch and different event chains. But ultimately, you are required to insert this into every event chain that can possibly cause death.
 
Alternatively, you can use an if-case statement to cause a switch and different event chains. But ultimately, you are required to insert this into every event chain that can possibly cause death.

Can that prevent e.g. a death by the executipn diplo-action (e.g. in an event simulating a last minute idult)?
 
probably not. Which is another reason a stop_death effect, that can be used in an on_death event would be useful. The other option would be to more or less script the entire execution decision again like AGOT does, and try and cause a break in the event code.