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Captain Gars

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This thread is meant to give you some information about what's being done by the Usermod Coordinator regarding the moddability for CK2, like bug fixes, new triggers & effects and new features.

This is not the place to report bugs or ask general modding questions - there are already threads for that.
 

Captain Gars

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Update:

- check_variable trigger now take a value, scope or another variable as an argument.
- Added subtract_variable, multiply_variable and divide_variable effects
- All variable effects now take a scope or second variable as right-side argument
 
Last edited:

Captain Gars

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Update:

- Added event target dynasty_head
- difficulty trigger can now take a text string as well as an integer number
- Added num_of_max_settlements trigger
- Added num_of_empty_holdings trigger
 

Captain Gars

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Update:

- Added trigger borders_major_river
 

Meneth

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Update:

- check_variable trigger now take a value, scope or another variable as an argument.
- Added subtract_variable, multiply_variable and divide_variable effects
- All variable effects now take a scope or second variable as right-side argument
Definitely my favorite change so far.
I'm really looking forward to finally being able to code proper compounding interest for PB.
 

Captain Gars

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Update:

- Added set_graphical_culture effect
- Added is_variable_equal trigger (will check if a variable has the exact value, so not >=)
 

Captain Gars

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Update:

- Added is_looting trigger
- Added is_looting_in trigger
 

Captain Gars

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OMG :eek:hmy::eek:hmy::eek:hmy:

Best thing ever. Go and release 2.1.5 right away!!

None of this is in the new patch. Will see if I can lift some of it for the next patch. Anything big I might do down the line though will probably only be included in the next expansion/DLC patch.
 

Captain Gars

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If I can ask, what does the "set_graphical_culture" effect take as a argument?

Does it only take culture or can you do something like "set_graphical_culture = FROM"

You can use both a culture or a scope, and the scope can point to another character or a province.
 

Hotl3looded

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Update:

- Added event target dynasty_head
- difficulty trigger can now take a text string as well as an integer number
- Added num_of_max_settlements trigger
- Added num_of_empty_holdings trigger

Does the num_of_empty_holdings trigger considers a holding slot in which a settlement is being built as empty?
 

Captain Gars

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Does the num_of_empty_holdings trigger considers a holding slot in which a settlement is being build as empty?

No. Empty is completely empty.
 

Captain Gars

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Update:

- Untangled and made cardinal election moddable
- Added moddable opinion for brother
- Added moddable opinion for half-brother
- Added moddable opinion for sister
- Added moddable opinion for half-sister
- Added moddable opinion for grandfather
- Added moddable opinion for grandmother
- Added moddable opinion for grandchild
- Added moddable opinion for uncle
- Added moddable opinion for aunt
- Added moddable opinion for nephew
- Added moddable opinion for niece

These opinions are by default set to zero, but setting them to any other value will apply them in the game.
 

fanoI

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Update:
- Untangled and made cardinal election moddable

How much is this moddable? I could use this succession law to elect a feudal / republican ruler too?
As said in the Suggestion thread I wanted to use it to emulate the Senate of the Roman Republic that should elect the Consul (and after the Emperor) not a priest.