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Aniknk

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Feb 25, 2012
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Hello everyone!
So, I can't see any decent culture creation turtorial, and I'm new to modding as well. Here I'll share what I can do so far with cultures. It's not too much, but maybe some people will help and share their experience with me so it could be usefull thread.

To create new culture you need in your mod folders: common/cultures, localisation. First of all, you have to creat common/cultures/someculturegroupname.txt. Edit it with "Notepad++" and add:

yourculturegroupname = {
graphical_cultures = { westerngfx } (for example. You could use your own graphical culture )
alternate_start = { NOT = { has_alternate_start_parameter = { key = special_culture value = animal_world
}
}
}

yourculturename = {
graphical_cultures = { westerngfx }

color = { 0.3 0.3 0.3 } (in RGB scale)

male_names = { (male names for your culture goes here)
MEname
}

female_names = { (female names for your culture goes here)
FEname
}

from_dynasty_prefix = "example " (prefix befor your dynasty name)
bastard_dynasty_prefix = "bastardexample"

allow_looting = yes (allow your culture to loot)
seefarer = yes (allow your culture to see raids)

modifier = default_culture_modifier (you could use your own modifier)

pat_grf_name_chance = 30 (your child chance to be named after: father's GF, mother's GF, father)
mat_grf_name_chance = 10
father_name_chance = 25

pat_grm_name_chance = 20 (your childe chance to be named after: father's GM, mother's GM, mother)
mat_grm_name_chance = 40
mother_name_chance = 5 (sume can't be bigger than 100)
}
}

nextculturename = { (this will be next culture under "yourculturegroupname")
... (do as with before culture)

In yourmod/localisation you create culture.csv and edit it with "Notepad++".

It have to looks like this:

#CODE;ENGLISH;FRENCH;GERMAN;;SPANISH;;;;;;;;;x
yourculturegroupname;englishname;frenchname;germanname;;spanishname;;;;;;;;;x
yourculturegroupname_desc;englishdesc;frenchdesc;germandesc;spanishdesc;;;;;;;;;x
yourculturename;englishname;frenchname;germanname;;spanishname;;;;;;;;;x
yourculturename_desc;englishdesc;frenchdesc;germandesc;spanishdesc;;;;;;;;;x

And, if you want for example, add only english names it'll looks like this:
yourculturegroupname;englishname;;;;;;;;;;;;;x (all missing translations ";" have to be added on end)

For custom graphical culture and culture modifier I ask. If someone know something about it, please, share!
 
First, I suggest you use
Code:
code
formatting because it keeps indents and so helps with readability a lot.

Second, adding a culture modifier is quite easy: For any modifiers that are related to provinces (e.g. more troops, better taxes, less revolt risk) you need to use the
Code:
modifier = default_culture_modifier
inside the culture file, and change the name to something else, like
Code:
modifier = my_own_culture_modifier
Then, you have to define that modifier in /common/static_modifiers.txt, where also the (empty) default_culture_modifier is defined:
Code:
...

default_culture_modifier = {
}

my_own_culture_modifier = {
    heavy_infantry_offensive = 0.1
    knights_offensive = 0.1
    local_revolt_risk = -0.01
}

...
Lastly, if you want to apply any modifier that affects characters (e.g. more health, more sex_appeal_opinion, better learning skill) you need to define that directly inside the culture file, by adding a clause like this
Code:
character_modifier = {
    learning = 4
        sex_appeal_opinion = 5
}
This info is actually available on the wiki page, but tbh I overlooked it as well.

As for custom graphical cultures, I'm afraid I can't help as that is more complicated and I am no expert on that.
 
Thanks. I actually did this things with modifier, but my game crash after, or something like this happend. I'll try once more though. For the custom graphical cultures, I know how to add static portraits, but know only how to active them by console. Still need something to do with on_action, scripted_effects, and event modding... And don't know how. I try to use some mods as reference material, but still don't get it...