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schwarherz

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GOAL: To provide a clean, stable, readable base from which other modders can "jump off" to create their own mods more easily. Any actual gameplay changes will be purely the result of bug fixing, oversight correction, or code modernization. This should also result in a speed boost for those using the mod by itself.

As I'm sure everyone in the CK2 Modding Community is aware, the vanilla script for the game is...well...it's a mess. There are myriad bugs, hardly any of the scripting itself is human readable, and the localization is scattered over a dozen or so files with no real organization to it. There have clearly been several batches of cooks on this particular broth. To resolve this, the CK2Plus mod team presents our new (work in progress as of this post) standalone community resource: CleanSlate.

To be clear, this mod/resource will (eventually) overwrite every. single. vanilla. file. It will not be compatible with any other mod not explicitly made to build off of it.

"But Schwarherz," you may ask, "Isn't the CK2Plus team already rewriting their own mod? Shouldn't you focus on that first?" We are doing both. During the course of our mod rewrite, we kept running into...problems...that essentially had their roots in Vanilla. So we decided that, in order to fix our mod, we also had to fix vanilla. But we wanted to share the love with the entire modding community.

"Wait," you continue, "It's not done yet?" No, not yet. But we're making good progress. We thought it prudent to share the project now to raise awareness of what we're doing, to allow mod authors to see what exactly we're talking about, and to let players see the kind of differences we're talking about. Yes, players should be able to see some differences too (mostly easier to read tooltips and a potential speed increase).

Conclusion (finally): If you have any other questions about the project, or want to help us out, feel free to message me directly or post here. If you want to see the progress and/or try out the current difference for yourself, you may download the current development version HERE. (Please keep in mind that this is very much a work-in-progress at the moment and there may be bugs, vanilla or otherwise, up until the mod is released that we have not yet fixed)

Thank you all for your time and attention (and I'm sorry I didn't use any graphics, I know I'm boring),

Schwarherz


===Hall of Paradox Scripting Shame===
Location: Unknown (we forgot where we saw this)
Code:
trigger_if = {
    limit = { religion = FROM }
    religion = FROM
}
Location: Unknown (we forgot where we saw this)
Code:
ai_chance = {
  factor = 1

  modifier = {
    factor = 0
    ai = no
  }
}
Location: Scripted Triggers
Code:
#Have to be Christian denomination with potential Religious head, and have been singled out for Beatification
modifier = {
    factor = 0
    NOR = {
        NAND = {
            event_target:saint_person = {
                religion = catholic
            }
            event_target:saint_person = {
                religion = fraticelli
            }
            event_target:saint_person = {
                religion = orthodox
            }
            event_target:saint_person = {
                religion = iconoclast
            }
            event_target:saint_person = {
                religion = nestorian
            }
            event_target:saint_person = {
                religion = misphysite
            }
            event_target:saint_person = {
                religion = monophysite
            }
            event_target:saint_person = {
                religion = paulician
            }
            event_target:saint_person = {
                has_religion_feature = religion_beatification
            }
        }
        NOR = {
            event_target:saint_person = {
                has_character_flag = beatified
            }
            event_target_saint_person = {
                has_religion_feature = religion_beatification
            }
        }
    }
}
Location: Personality Traits Events
Code:
trigger = {
    trait = lustful
    personality_traits = 6
}

weight_multiplier = {
    days = 1

    modifier = {
        factor = 2
        personality_traits = 6
    }
}
Location: Succession Laws
Code:
OR = {
    AND = {
        tier = baron
        is_feudal = yes
    }
    holder_scope = { is_feudal = yes }
    holder_scope = { is_patrician = yes }
}

OR = {
    NOT = { tier = baron }
    holder_scope = { is_patrician = yes }
}
Location: Unknown (we forgot where we saw this)
Code:
random_list = {
    100 = {
        character_event = { id = ZE.11050}
    }
}
Location: CBs
Code:
OR = {
    OR = {
        is_female = no
        NOR = {
            religion_group = muslim
            ROOT = { succ_law_title = { has_law = agnatic_succession } }
            has_religion_feature = religion_patriarchal
        }
    }
    OR = {
        is_female = yes
        NOR = {
            religion_group = muslim
            ROOT = { succ_law_title = { has_law = enatic_succession } }
            has_religion_feature = religion_matriarchal
        }
    }
}
Location: CBs
Code:
ROOT = {
    OR = {
        NOT = { religion_group = pagan_group }
        is_reformed_religion = yes
    }
}
OR = {
    NOT = { ROOT = { religion_group = pagan_group } }
    ROOT = { is_reformed_religion = yes }
}
location: events
Code:
ROOT = {
    opinion = {
        who = ROOT
        value >= -20
    }
}
location: events
Code:
OR = {
    religion_group = zoroastrian_group

    NOR = {
        religion = manichean
        religion = mazdaki
    }
}
Dishonorable Mention:
Code:
2000+ references in 200+ files to "trait = incapable" instead of "is_incapable = yes"
 
Last edited:
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Aerotinge

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(check calendar) OK, not April 1 today....
AVE MARIA! May god bless you good guys.
Will you split every entries in some override-only files (for example "interface\coat_of_arms\coats_of_arms.txt") into separated files, to enhance modular compatibilities?
 
Last edited:

tsf4

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Very neat idea. Needed this tool years ago lol when I started modding :)
 

Idhrendur

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I'm not doing any CK2 modding right now, but this is amazing. Good work!
 
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schwarherz

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(check calendar) OK, not April 1 today....
AVE MARIA! May god bless you good guys.
Will you spilt every entries in some override-only files (for example "interface\coat_of_arms\coats_of_arms.txt") into separated files, to enhance modular compatibilities?
Absolutely. Because this is intended, first and foremost, to be a platform for other mods to jump off of, we'll likely make several changes like that. For instance: common\religions\00_religions.txt will be split into individual files per religion group. We'll likely do the same with common\cultures\00_cultures.txt.
 

Whizzer

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Well, you have my full support. Actually, do you need any extra pair of hand to contribute?

Also, seeing the commits is great to see how the progress advances, but it'd be nicer to keep a record of what files are done. something like "Y of Y event files done; W of Z decison files done; etc."
Any help is much appreciated. Most of the work is still ahead - events.

As for decisions and events, we've yet to start on those. We'll likely go through them alphabetically, just as we've done with the common folder, for the most part. Note that CleanSlate.mod contains which common folders are fully done. We could include individual decision and event files there, if you prefer.
 

schwarherz

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This looks like a really cool idea. I may contribute too if I have time. Looking at messy code is always painful.
Any help is absolutely appreciated! Just send me a message later if you'd like to help and I can get the permissions set up.
 

Whizzer

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Time for a progress update:

All script found in the common folder has been carefully rewritten and re-organised to be more readable, and more efficient in execution by reduced scoping, reduced use of triggers and usage of all additions to the scripting language that were barely used, if at all. In total, this entails over 400.000 lines of code processed. Any new bugs found during testing were also squashed and so far the game runs very smoothly with this maintenance work done.

Several large and unwieldy files have been split into smaller sizes, so that you can find what you're looking for much more quickly. Among these files are cultures, religions and all the scripted macros (triggers, effects and score values), as well as succession voting. Several more may follow at a later date. Of note is a particularly bad system of triggers and effects used in various religion conversion events. Over 4500 lines in total, it has been replaced by less than 100 lines in total. The new solution is both much easier to read and maintain, it should also be a lot faster in execution. It has been tested to work perfectly so far.

Additionally, almost all of the game's localisation files have been neatly sorted by category, instead of by DLC and patch number. It's now much easier to find something you want to change, instead of a directionless search through 123 files. The new files count roughly 100.

Work has started on decisions, with events to follow afterwards. This is the bulk of the workload and will take some time to process fully. Any help from experienced coders/scripters is appreciated.
 
Last edited:

Chevaresqye

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Will there be a blank state mod, where all necessary events, titles, religions are purged. Such thing would be pretty nice for overhaul mod.
 

Whizzer

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Will there be a blank state mod, where all necessary events, titles, religions are purged. Such thing would be pretty nice for overhaul mod.
That's currently beyond the scope of the project.
 
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Linred

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Time for a progress update:

All script found in the common folder has been carefully rewritten and re-organised to be more readable, and more efficient in execution by reduced scoping, reduced use of triggers and usage of all additions to the scripting language that were barely used, if at all. In total, this entails over 400.000 lines of code processed. Any new bugs found during testing were also squashed and so far the game runs very smoothly with this maintenance work done.

Several large and unwieldy files have been split into smaller sizes, so that you can find what you're looking for much more quickly. Among these files are cultures, religions and all the scripted macros (triggers, effects and score values), as well as succession voting. Several more may follow at a later date. Of note is a particularly bad system of triggers and effects used in various religion conversion events. Over 4500 lines in total, it has been replaced by less than 100 lines in total. The new solution is both much easier to read and maintain, it should also be a lot faster in execution. It has been tested to work perfectly so far.

Additionally, almost all of the game's localisation files have been neatly sorted by category, instead of by DLC and patch number. It's now much easier to find something you want to change, instead of a directionless search through 123 files. The new files count roughly 100.

Work has started on decisions, with events to follow afterwards. This is the bulk of the workload and will take some time to process fully. Any help from experienced coders/scripters is appreciated.
Jesus, talk about inefficiency... Your work is seen and appreciated :)
 

CFH1985

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"It will not be compatible with any other mod not explicitly made to build off of it"
Will it have any effect on mods which do not edit vanilla files? For example mine uses some vanilla triggers, events and localisation, amoungst others. So, are all the names remaining the same? Will there still be all the existing triggers/events/etc - just cleaned up?
 

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"It will not be compatible with any other mod not explicitly made to build off of it"
Will it have any effect on mods which do not edit vanilla files? For example mine uses some vanilla triggers, events and localisation, amoungst others. So, are all the names remaining the same? Will there still be all the existing triggers/events/etc - just cleaned up?
Most names will remain the same, some effects and triggers will be removed. It should be easy to make it compatible. We will provide a full list of significant changes, which will of course include a list of removed or otherwise adjusted scripted triggers and effects.
 
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Nendur

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As a modding hook, could you please change the graphical culture for the Eastern Christian religions to 'easterngfx'. This enables changes like adding Orthodox councillors to the other heresies and branches. The ability to make compatible overrides for religions got lost in the 3.x patch, so this will nice to settle in a central spot. The religion group will still fallback to westerngfx for normal use.
 

schwarherz

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As a modding hook, could you please change the graphical culture for the Eastern Christian religions to 'easterngfx'. This enables changes like adding Orthodox councillors to the other heresies and branches. The ability to make compatible overrides for religions got lost in the 3.x patch, so this will nice to settle in a central spot. The religion group will still fallback to westerngfx for normal use.
I'll play around with it a bit. Might require more work than it sounds like but could be worth it.

EDIT: Done. In addition to this change, I also made Miaphysite (and monophysite) use africangfx and Nestorian (and Messalian) use persiangfx.
 
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Nendur

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I'll play around with it a bit. Might require more work than it sounds like but could be worth it.

EDIT: Done. In addition to this change, I also made Miaphysite (and monophysite) use africangfx and Nestorian (and Messalian) use persiangfx.
Thanks for the inclusion. Though africangfx and persiangfx aren't great options, since these are used already for pagan and Zoroastrian religions.
 

schwarherz

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Thanks for the inclusion. Though africangfx and persiangfx aren't great options, since these are used already for pagan and Zoroastrian religions.
You're thinking of westafricangfx africangfx isn't used in any religion (though I'll double check tomorrow). So far as persiangfx I did a little research and visually Zoroastrian architecture and Nestorian architecture are very similar so it shouldn't be a problem. Unless I'm missing a use for those gfx types other than the gfx files?
 

Nendur

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You're thinking of westafricangfx africangfx isn't used in any religion (though I'll double check tomorrow). So far as persiangfx I did a little research and visually Zoroastrian architecture and Nestorian architecture are very similar so it shouldn't be a problem. Unless I'm missing a use for those gfx types other than the gfx files?
The religion graphical cultures are used for the map shields, the spiritual councillor and the temple icons, The other parts wouldn't match well. The mixup with Africans is an old error in the province icons file.