Steam Workshop's available, loc files are there to train it, ChatGPT is free, welcome to give it a bash!
I'm honestly expecting
someone to start managing a curated mod of AI-generated human-fixed content at some point. I'm rather sceptical about the potential quality, honestly, but I'm hardly unbiased on that front. I do wonder how folks intend to combat the loc bias, because unless you manually retrain it on this or that mod (preferrably with a modder's permission), the script & event types it's going to be imitating will presumably be based on our stuff anyway, even if you tell it to "script and write an event for CK3 in the style of [favourite author]".
That said, to my mind, the main concern is that the essential proposition is to turn event creation into 100% debugging and editing. The bits that take the absolute longest to do, are the least fun, and which require the most effort. It does not actually take that long to bang out a concept, an event, and the loc for it - it takes markedly longer to make sure that it's not causing errors which might affect stability or cause other bugs, to play-test it for interesting effects, to check that the loc flows smoothly in-game, and of course, to account for edge cases (which range from the more simple stuff like "what if a character is blind, has one arm, one leg, or doesn't technically speak your language?" all the way through to the advanced fields of "what if they're currently on holiday in Jerusalem right now and I've accidentally referenced them standing next to me at a party?" or "what do I do if I a character has an obscure cultural tradition that means they should only do The Thing Wot The Event Is About when the moon is full?").
All of this is much easier on your own stuff than someone else's stuff, because you know what you were thinking and what individual parts mean or what the intent was, whereas for someone else, you need to guess, intuit, figure it out, or rely on their script comments (if they left any,
which they bloody well should have). Already not a great start for editing an AI's content to be useable, except it's sorta worse than you might think, because the AI doesn't
have an intent. It's not coordinating which bits go together and which don't, or thinking about any of these things. It's just aping what it sees in a semi-intelligent fashion, but doesn't understand
why it's doing any of this stuff. So, now add on to the debugging/editing process that you need to retroactively construct an intent for the event, probably working outwards from the prompt you gave the AI or its initial response, and edit or amend potentially anywhere between just a few things and literally everything it wrote to account for that.
If there's events swirling around your mind right now as examples of things that
don't meet this standard, then yeah, behold examples where we probably should've spent more time on editing & debugging, or where some of this stuff wasn't accounted for early enough or thoroughly enough. An AI isn't accounting for anything at all, so its baseline is far, far below this - and this is before we get into more ephemeral concerns like the practicalities of event chains (which go up semi-quadrilaterally with however many extra events/permutations you put in that need to account for what may or may not have happened between events), whether or not it's repeating a concept that's already been done in the title before in some fashion, whether it's violating design imperatives (which are sometimes just tonal and totally something you can cross with a mod, and sometimes fundamental to how the title is expected to function but not actually
stated anywhere and breaking them will just screw the entire game up), or, of course, historicity (especially operating in a period with a lot fewer sources - most especially textual sources - than something like V3 or HoI4).
You could probably
do it, even so, but the amount of overhead created by having an AI make something that likely doesn't even initially work and also
still needs a veteran scripter & writer to repair whatever it was trying to do massively exceeds the gain compared to just having that designer do their job ordinarily.
I do think it'd be kind of interesting to see an AI-created event mod for CK3, I know I'd play it for a bit at least, but I
definitely don't fancy the actual work needed to produce one.