Also: Please add dna to the next release.
You can already randomize with the portraitbuilder. Perhaps use that until this tool has that feature.
Also: Please add dna to the next release.
Generated a few characters with starting IDs for both characters and dynasties at 0. While no dynasty = 0 has been generated, a character with 0 as ID was and it caused problems. I'd suggest having both fields default to 1.
Also, I wouldn't mind having the possibility to enable matrilineal marriages, though that might complicate things on your side, I suppose![]()
1251.10.1 = {
add_spouse=100063 #Eist Tuirseach
effect = {
set_character_flag = no_wedding_event
spouse = {
set_character_flag = no_wedding_event
remove_spouse = spouse
add_spouse_matrilineal = ROOT
clr_character_flag = no_wedding_event
}
clr_character_flag = no_wedding_event
}
}
Oh, I see. Thanks for the clarificationdynasty=0 is lowborn and thus perferctly valid!
add_spouse_matrilineal doesn't work by itself, then? Any idea why?Matrilineal marriages are pretty tedious to do. I usually use this block shamelessly stolen from the AGOT mod:
Code:1251.10.1 = { add_spouse=100063 #Eist Tuirseach effect = { set_character_flag = no_wedding_event spouse = { set_character_flag = no_wedding_event remove_spouse = spouse add_spouse_matrilineal = ROOT clr_character_flag = no_wedding_event } clr_character_flag = no_wedding_event } }
Oh, I see. Thanks for the clarification
add_spouse_matrilineal doesn't work by itself, then? Any idea why?
Generated a few characters with starting IDs for both characters and dynasties at 0. While no dynasty = 0 has been generated, a character with 0 as ID was and it caused problems. I'd suggest having both fields default to 1.
ID and Dynasty are now set to 1,000,000 by default for the next build.
I've added the suggested features to the planned feature list, but for now I'm going to be working on making a graphical representation of the characters, and the ability to change the generated characters through that UI, such as moving around birth/death dates and such.
That sounds awesome!Just a quick update, character displaying is coming along. Right now, characters are displayed as a bar on a timeline. Their position on the timeline and the length of their bar correlates to the period of time they are alive, allowing you to easily see at a glance who is alive and when. You can also drag the bars around, which dynamically changes that character's birth and death dates.
Now that the basic system is done, I'm going to be adding a few more things, such as the ability to re-size the bars dynamically (to change their death date), visual display of their infancy (first 16 years, to help you plan out marriages and children better, and lines that mark marriages between characters and parent/child relationships.
Once I have that, I'll add in a character editing pane that allows you to tweak a selected character's stats, traits, culture, religion, name, and so on however you wish. This is actually a lot easier to set up than the previous part, but I wanted to get the hard part out of the way first.
What tweaks did you make?JonStryker said:I've actually tweaked your tool a bit to meet my personal needs, hope you don't mind.
What tweaks did you make?
I wanted to make it possible to generate stuff like this in one step + the county holder history (1025.1.1={holder=1000} #Wesebor[2010], ...):
![]()
That way a county's history is pretty much filled with one click and there aren't all that many useless characters cluttering the game files![]()
Sure, no problem. If you'll outline exactly what you did, I'll try and work it into the base program as well so you don't have to add it in every time I update.
20612={
name = "Markwart"
dynasty = 36
dna = "mncbpcdkboo"
culture = temerian religion = melitele
martial = 7 diplomacy = 4 stewardship = 5 intrigue = 4 learning = 4
add_trait = "grey_eminence" add_trait = "deceitful" add_trait = "deceitful" add_trait = "zealous" add_trait = "shy"
father = 20609 #Herterich
1103.3.21={birth=yes}
1172.3.21={death=yes}
}