• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
it is not a petition per se. People are adding tons of complex mods, with new plots, with events, with "action listeners"...
I wonder how? is this scripting language a third-party well documented one? Are you guys guessing how each of the triggers, contexts, etc. works?
 
The scripting language is very similar in all clausewitz engine games, so everyone who has modded for EU3 or Vicky2 know 80% of all triggers and hooks.
There is no scripting manual specifically for CK2 yet, as the game is just out, but for a general overview and the basics, reading the one for EU3 will be a good start.

EDIT: me spel gud
 
People are simply working it out from the context; there is no thorough modding documentation yet. Experience with previous Paradox games helps a lot, though.
 
Thanks Dagnar, since I do not have EU3 or Vicky2 registered - I do not have access to that information. Looks like I will have to wait until some manual is posted here.
 
I am sure that a developer will upload some information about modifiers/triggers/scopes/effects.
 
You could also learn a lot from the event files themselves. In fact, they are THE textbook for many modders.
I am not sure whether a general guidance about modding will appear. For such a manual, the field of modding CK2 might be too large. However, if you have more precise questions f.e. about making a certain event or the effect of MTTH, people will answer your question.