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Reidy

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One of the folders is called "lease_contracts" has anything relating to lease contracts been shown before?. im kinda interested in what this might entail. (leasing land for instance)
 

tuska

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Is there a mod creation tool with the launcher? Something that creates the necessary folders automatically and then I can just put in the edited files inside that folder?
 

SMiki Lorebringer

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That wasn't the problem you originally brought it up to solve. You didn't even think to mention it until some idiot misunderstood what you meant by eight genes and questioned how fantasy mods would work with only eight skin tones.
I wasn't the person who brought the 8 genes thing. I only noted that different swathes of color mixing with one another would make it simpler for the modders to add new tones.

It's not the end of the world though. The current one might work -- squeeze it a bit, add red to the left and green to blue to the right, with a bit of dark violet at lower right corner. It might give disappointing results in cases like unhealthy violet and fiery bright red giving birth to a mundane swarthy human, but I don't think such accuracy will be needed in most mods.
 

GreatWyrmGold

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Sesostris

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It occurs to me that if 3D models can be inserted, then this could be used to make a total conversion for the Girl Genius world. A Europa full of mad scientists in eternal struggle with each other, truly special troops (carnivorous ducks and steam-powered dire teddy bears and so on), and the random events would be REALLY weird. The Spark runs in families, and there is a truly stupendous amount of backstabbing going on.

If I remember right, one of the taglines was 'Mad science rules the world, but not very well'.
 
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GreatWyrmGold

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It occurs to me that if 3D models can be inserted, then this could be used to make a total conversion for the Girl Genius world. A Europa full of mad scientists in eternal struggle with each other, truly special troops (carnivorous ducks and steam-powered dire teddy bears and so on), and the random events would be REALLY weird. The Spark runs in families, and there is a truly stupendous amount of backstabbing going on.

If I remember right, one of the taglines was 'Mad science rules the world, but not very well'.
That would be cool, but it would take effort on the scale of the A Song of Ice and Fire mod to pull off decently. So either we need to get some serious fandom cross-pollination going on, or we need to wait for the hit HBO series that butchers the themes of the story in favor of blood and tits before crashing and burning from all the scuttled groundwork.
 

Corz

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I've heard mixed reports from Reddit, but will mods be allowed on the Gamepass version of CK3? Im assuming so as most of the mods go in the My Documents folder anyways but was just curious.

Thanks for all you do!
 
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Azarias59

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You can relocalise them but other than that they are hardcoded, changing the time scale would need more support on the game end to do and I'd argue its a fairly niche modding need.


As @ShadyGuy_SuspiciousGoal said, the 1.0 version is frozen from any changes unless they are of the severest impact and very critical as we do not want to risk introducing other issues into the build that could be worse than the one we fix.
So for something low impact and that does not effect the vanilla game like this issue it is not considered a worthwhile risk to take.


I answered in response to someone else, its handled by our "flavorization" system which deals with both the names of titles and the styling of character names as Count or Earl etc.


It is something I have thought of, splitting into a hard and soft checksum but I've not had time to do this as its not really a high priority compared to features, bugs or performance work. It is one of the things on my list of things to investigate during our personal development time but that list of things to look at is pretty massive so no promises.
Hi Blackninja - sorry to resurrect a post that's a few weeks old, but regarding the flavorization system... I would like to leverage this to port over my mod "Rank & File" from CK2 to CK3. However, there are some gaps with the new system that is preventing me from doing so.

1. It doesn't appear to be possible to use custom conditions in the flavorization titles.
2. We can't use custom scopes in flavorization titles - the only ones available (ruler_child and queen_mother) are hardcoded :/.

Is there a chance we could see that functionality restored in the near future? I'd love to be able to port over my mod, and I don't think I'll be able to enjoy CK3 without it.
 
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blackninja9939

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Hi Blackninja - sorry to resurrect a post that's a few weeks old, but regarding the flavorization system... I would like to leverage this to port over my mod "Rank & File" from CK2 to CK3. However, there are some gaps with the new system that is preventing me from doing so.

1. It doesn't appear to be possible to use custom conditions in the flavorization titles.
2. We can't use custom scopes in flavorization titles - the only ones available (ruler_child and queen_mother) are hardcoded :/.

Is there a chance we could see that functionality restored in the near future? I'd love to be able to port over my mod, and I don't think I'll be able to enjoy CK3 without it.
Correct, for performance reasons the things we check are limited to specific checks instead of going through the entire trigger system as that overhead is too high.

Sorry that your mod is now harder to implement for these flavour names like that, is there a subset of triggers that you specifically need to check as it may be possible for us to add them as other specific check options?

I'm sure you'll be able to find some fun and enjoyment in the rest of the game though.
 
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Azarias59

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Correct, for performance reasons the things we check are limited to specific checks instead of going through the entire trigger system as that overhead is too high.

Sorry that your mod is now harder to implement for these flavour names like that, is there a subset of triggers that you specifically need to check as it may be possible for us to add them as other specific check options?

I'm sure you'll be able to find some fun and enjoyment in the rest of the game though.
Hi blackninja - I appreciate the prompt response :).

A "has_character_flag" condition would be good, since I can hand those out via events. If that's done, I think I could solve the other half of my issues by using custom localization to emulate the "of <realm>" part of the title. I did a similar thing in CK2.

I wrote a bit about my struggles with the new system in this post here: https://forum.paradoxplaza.com/foru...the-minor-title-system.1414940/#post-26854847

I think other modders will have similar challenges, specifically the AGOT team with their "Ser" title.
 
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blackninja9939

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Hi blackninja - I appreciate the prompt response :).

A "has_character_flag" condition would be good, since I can hand those out via events. If that's done, I think I could solve the other half of my issues by using custom localization to emulate the "of <realm>" part of the title. I did a similar thing in CK2.

I wrote a bit about my struggles with the new system in this post here: https://forum.paradoxplaza.com/foru...the-minor-title-system.1414940/#post-26854847

I think other modders will have similar challenges, specifically the AGOT team with their "Ser" title.
I'll look at adding a flag entry for a future patch.
 
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Torakka

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@blackninja9939 apologies for pinging you, but would it be possible to add "autopause = yes/no" (defaulting to "no") command/parameter/whatever to both "messages" and "important_actions" so that I and others who like various notifications to autopause could at least mod that in?
 
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TheRizzler

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Really stupid question and I feel bad for asking, but I couldn't find an answer anywhere else and I've only recently started playing with the files. Where are the definitions given for kingdom CoAs? I want to change the coat of arms for Sicily but I cannot for the life of me find where and what to change.

Nevermind, worked it out.
 
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philanthropic19

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Currently we do not support creating your own new windows GUIs (though it is on my never ending to do list), but the easy work around there is just to make them as children of the main HUD window, which is always shown, and then you can have anything.
Does anyone know how to do this? How to make new windows by making them children of the main HUD window? And in general how to work with the GUI. Will appreciate if anyone here can help me out.
 

Nicolas-frm

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@blackninja9939 I have a complicated question. Is there a way to make army icons visible on the paper map (zoom level 20 or so)?

I found this in map_icon_layer_templates.gui, but I couldn't change it to make it viewable when zoom level is equal or above 20. Is it hardcoded?


Code:
type container_allied_unit_icon_item = container {
        name = "allied_unit_icon_item"
        datacontext = "[UnitItem.GetArmy]"
        visible = "[Not(Or(UnitItem.IsUnitItemEnemy, UnitItem.IsUnitItemHostile))]"

        container_unit_effect_icons = {
            position = { 38 25 }
        }

        button_group = {
            block "onclick" {
                onclick = "[UnitMapIcon.OnClickArmyGroup( Army.Self )]"
            }
I'm asking because I'm trying to make an accessibility mod for blind players. I was told by this poster that this change could make the game easier to play with OCR

https://www.reddit.com/r/paradoxplaza/comments/ip6v26/_/g4n2l4f
Thank you in advance!
 
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BlindGuyNW

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@blackninja9939 I have a complicated question. Is there a way to make army icons visible on the paper map (zoom level 20 or so)?

I found this in map_icon_layer_templates.gui, but I couldn't change it to make it viewable when zoom level is equal or above 20. Is it hardcoded?


Code:
type container_allied_unit_icon_item = container {
        name = "allied_unit_icon_item"
        datacontext = "[UnitItem.GetArmy]"
        visible = "[Not(Or(UnitItem.IsUnitItemEnemy, UnitItem.IsUnitItemHostile))]"

        container_unit_effect_icons = {
            position = { 38 25 }
        }

        button_group = {
            block "onclick" {
                onclick = "[UnitMapIcon.OnClickArmyGroup( Army.Self )]"
            }
I'm asking because I'm trying to make an accessibility mod for blind players. I was told by this poster that this change could make the game easier to play with OCR

https://www.reddit.com/r/paradoxplaza/comments/ip6v26/_/g4n2l4f
Thank you in advance!
Just for further context, @blackninja9939 and anyone else interested, I'm trying to play CK3 using my screen reading program, as detailed in this post among other places. At the moment it's a little more annoying than it could be, particularly dealing with the map and armies, though honestly any help at all in making some of the relatively small changes for improved blind accessibility I outline would be very much appreciated. The "tooltips to clipboard/screen reaDer," idea alone would solve ~95% of my issues. :)

As further elucidated in the linked Reddit post, my problem with armies is that it's difficult to find them because of the pixel hunting using the map currently requires. My own units can be found in the outliner but visible enemies cannot. @Nicolas-frm suggested that he might be able to create a mod to pan to enemy units, which would help quite a bit. I just wanted to drop a note to explain myself a bit and hope for further help, as I'm very much enjoying the game thus far but it could be so much easier with a few small enhancements.

As a stopgap measure I was trying to figure out if I could copy the tooltip(s) currently displayed to the debug log, but there doesn't appear to be a way to do this. The OCR and map/army issues are my two biggest right now, and are kind of interrelated. If we can solve one or both, I'll be very much happier. :)
 
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Nicolas-frm

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Just for further context, @blackninja9939 and anyone else interested, I'm trying to play CK3 using my screen reading program, as detailed in this post among other places. At the moment it's a little more annoying than it could be, particularly dealing with the map and armies, though honestly any help at all in making some of the relatively small changes for improved blind accessibility I outline would be very much appreciated. The "tooltips to clipboard/screen reaDer," idea alone would solve ~95% of my issues. :)

As further elucidated in the linked Reddit post, my problem with armies is that it's difficult to find them because of the pixel hunting using the map currently requires. My own units can be found in the outliner but visible enemies cannot. @Nicolas-frm suggested that he might be able to create a mod to pan to enemy units, which would help quite a bit. I just wanted to drop a note to explain myself a bit and hope for further help, as I'm very much enjoying the game thus far but it could be so much easier with a few small enhancements.

As a stopgap measure I was trying to figure out if I could copy the tooltip(s) currently displayed to the debug log, but there doesn't appear to be a way to do this. The OCR and map/army issues are my two biggest right now, and are kind of interrelated. If we can solve one or both, I'll be very much happier. :)
So here is the mod: https://steamcommunity.com/sharedfiles/filedetails/?id=2225500765

This is more of a start. What this currently does is pan the camera to one of the enemy troops. For now it creates a list of armies that are fighting you and pan the camera to one of them randomly each time you click the button. If you have suggestions on how to make it work better please let me know. I could make a list of buttons for every army too.

If it pans the camera and no tooltip appears, it means that the army is currently not in sight of player view (hidden by fog of war).

I added the button under the decisions tab button. But the issue with shortcuts, is apparently mods aren't allowed to add them in for the players. You will have to add it yourself if you can in the game folder.


The shortcut for such feature is called "pan_to_enemy". The shortcut folder for CK3 can be located in:
C:\Program Files (x86)\Steam\steamapps\common\Crusader Kings III\game\gui

The file is called "shortcuts.shortcuts". An example is to add a line:
pan_to_enemy = "F10"

F10 is currently unused in CK3 but you can replace it with any key you like.

I will continue supporting this mod with other features. If this works well, I can add a similar mechanic for ally troops as well.

I will just need your feedback on what changes may improve the experience for you. Thank you!
 
Last edited:
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