The realm rejoices as Paradox Interactive announces the launch of Crusader Kings III, the latest entry in the publisher’s grand strategy role-playing game franchise. Advisors may now jockey for positions of influence and adversaries should save their schemes for another day, because on this day Crusader Kings III can be purchased on Steam, the Paradox Store, and other major online retailers.
Placeholders for what? Characters? It would be easier for me to explain if I knew what you are referring to.The only issue I really have is Creating Valid place holders . And the to Auto-create place holders for Baronies. Some guy in Italy will nullify Temple holdings through out the map and I dont know Why . The Place holder is a different religion and culture and different liege. But this my Is issue in my Current Mob
when you got blacked out unplayable county. When modding you need yo put a place holding i there. I ve look every were for a Tutorial and cant find one. Most of the problem its with the ID number of the character.Placeholders for what? Characters? It would be easier for me to explain if I knew what you are referring to.
Oh I totally get you. I have done that two different ways both of which work. You really just need a fictional character with an authentic name.when you got blacked out unplayable county. When modding you need yo put a place holding i there. I ve look every were for a Tutorial and cant find one. Most of the problem its with the ID number of the character.
so start up the game. Pick a playable Toon. Then start game. The game random populates the rest of map.Oh I totally get you. I have done that two different ways both of which work. You really just need a fictional character with an authentic name.
I always either:
- Load the game as someone else and type in char info. Then I can create a new character in the history files that is exactly the same (he'll probably need his own dynasty).
- Often easier than going thru the process of loading the whole game is the other option: Come up with a first name you want to use. If you have a specific name you want to use great, otherwise common\cultures\00_cultures.txt file has a helpful list of historical names from any culture. Just ctrl+f on the culture's name to find the list and pick one of those names. Then you need a dynasty. You can either find a pre-existing one in the common\dynasties\00_dynasties.txt file by ctrl+f on the desired culture and then ctrl+f on each of the dynasty ids for that culture within the culture's character history file. That checks to see if it's already used; I generally prefer to use ones that aren't already used.If there aren't any you like I generally look at what the cultures.txt file says how the culture's random dynasties names are generated. It's typically either named after a place inhabited (of [blank], of being in their native language) by the culture or a man of the culture. To do this, I will either find what it has as the appropriate translation of "of" or use any online source such as Google Translate and then select one of the holdings in the area this ruler will be ruling in. All holdings are listed in the landed_titles.txt file and can be searched using ctrl+f once you open it, just like any other text file. An example of this is af Husavik as a Norse dynasty ruling in c_austisland (Iceland). An alternative dynasty naming system uses the name of the founder and would be translated roughly as "son-of". In Spanish this is [name]-"ez". The suffix can be found in the cultures.txt file as a previously mentioned. An example of this is kurê Feriburz, named after Satrap Feriburz of Kabulistan (in Afghanistan). Both of the names of these dynasties have functioning characters in a mod I am in the process of improving.
Then, in addition to their first name and dynasty (basically their last name), each character should have at the bare minimum a culture, religion, birth date and death date. You may also want to add parents and/or traits. Vanilla files provide great example/template characters.
Does all of that make sense? It's really much simpler once you get the hang of it!
LOL Little dysgraphia there !!That sounds correct. I assume "Mob" is a typo for "Mod". When you say overright, I think you mean editing the vanilla file directly in the vanilla directory, which is not what you want to do. As you said, you want to make a copy which will override the vanilla file. And make sure it's the [any given culture].txt in the history\characters folder, rather than the 00_cultures.txt in the common\cultures.
https://forum.paradoxplaza.com/foru...user-made-mods-and-edits-of-pds-games.708039/I am working on a re-scale of the vanilla user interface. I was going to provide new fonts + all the modded gui files to achieve this plus a python script that would use gimp to re-scale all *.dds/*.tga gfx assets. The python script would unpack dlc zips, and scale those gfx assets as well. Can I release this mod? Are there any rules for mods that I can reference?
7) Mods created with content owned by Paradox Interactive must be made so that they will only be usable by players who have the corresponding game or DLC installed. If this requirement is beyond the technical ability of the particular mod maker (or it is impossible due to the nature of said mod) then they cannot be used.
So post install of mod, users will be able to create gfx assets using provided python script. This will increase the mod size from 29 Megs to just over 2 Gigs. Do I need to be concerned that someone using the mod can now publish modified Paradox gfx assets (DLC assets included)?13) Bonus step - Upload your mod to Steam!
Now you’ve made your awesome event mod, you might want to upload it to Steam to share with your friends. Uploading your mod to Steam simply requires launching the game and clicking a few buttons…
- On the title screen of the game, click ‘Content’.
- Now click on the ‘MOD’ tab.
- Next to your mod, you should be able to click on a button named ‘Manage’.
- Enter a description for your mod in the text box.
- Click ‘Publish’!
I would direct all questions to @Castellon over in that thread as he is likely to have better answers than me.So post install of mod, users will be able to create gfx assets using provided python script. This will increase the mod size from 29 Megs to just over 2 Gigs. Do I need to be concerned that someone using the mod can now publish modified Paradox gfx assets (DLC assets included)?
You need to enable Steam Cloud Synch globally and for CK2 game (Steam -> Settings -> Cloud -> Enable cloud sync).Publish to Steam question: My 'manage' button is grayed out in the game for my mod. How do I go about enabling that button?
Also my mod has additional files that are needed in order to complete the installation. Those additional files reside in the mod directory (a readme, a python script, a batch file). When I do publish how do I get those files uploaded to steam workshop as part of the mod?
During publishing I would like it to ignore the post-install generated directories how do I go about doing that? I could just moves those directories out of the mod directory before publishing, but I wanted to know if there is another way.
While it's explained in here http://www.ckiiwiki.com/Modding#Mod_structure (see "Small mod" example for the *.mod file),i created a basic mod but it is not popping up in the launcher i made the mod folder created another folder in there called my mod and then a my mod.mod and put the text inside as text but nothing pops up in the launcher could use some help to figure out what im doing wrong
An image or tags are not necessary. Only recommended for if you upload it to the Workshop.image or tags and didnt know if it was completely necessary or if the two lines i have would suffice