Greetings fellow modders,
so after a long time of learning to code, publishing compatches and trying myself at my very own (sub)mods, finally has come the time where I have gotten something done that I can give back to the community.
Thus I now present to you:
Why fake you ask? Let me explain in a bit of detail:
As we all know, it is not possible to mod in new mapmodes in CK2 as it is in e.g. Stellaris. And in contrast to EU4 which has almost every mapmode imaginable, CK2 has relatively few.
Thus, I experimented a while ago with "abducting" the revolt risk mapmode and using it to display other information. Problem was that I actually had to edit revolt risk which would have made this version unusable in multiplayer. Plus, I was limited to shades of red and green, as the revolt mapmode allows.
But recently, the awesome people at Paradox have introduced the option to have custom colorization of the map for councilor jobs. I sensed another method that could work far better then the "revolt risk" version, but until a few weeks ago I was busy with other stuff and couldn't give it a try.
But now I got it to work: It's still somewhat "fake" because you need a councilor to see it, but it is an incredibly powerful tool for modders to visualize stuff on the map.
HOW IT WORKS
I created a new job action for the steward (someone remind me that I create a "councilor modding" page on the wiki...). Shout-out to the awesome people who helped me figure out how to do this, @Thezezeal & @jursamaj!
This action can only be used by a player, and really it is not even designed to be used, just clicked on. That means you can even use it while your Steward is on another job: As long as you are just "considering" the job, so to say, it will display the custom map colorization anyway.
If you accidentally sent your councilor on such a job though (which is entirely useless), fear not, for I have included a MTTH event that after a few days will cancel the job and sent him home.
(I even did a fancy new icon based on the "Administer Realm" vanilla one)
However, maybe we would want to have two different custom mapmodes. How can we solve this? Solution (technical): Make the colors change both depending on the information on the map and a character flag that can be changed. Thus, the single councilor action can in fact produce an almost unlimited amount of different mapmodes, depending on which flag has been set (and by making it dependent on the character instead of global, in multiplayer two players could use different mapmodes).
To change which mapmode is active, the player can take a decision on the player character itself that fires and event (or potentially, an event chain) that allows the choice of a mapmode:
(I even tried to make it as little immersion-breaking as possible ^^)
In this example or proof-of-concept mod I have chosen to include just three potentially useful mapmodes I could think of right away, but of course there might be numerous more.
The ones included are:
So, I hope that you are as excited as me about this new possibility, and a big thanks goes to the awesome CK2 dev team that continuously is making modding easier and more powerful!
Now, I will finish with some screens you are probably most interested of: The "fake" mapmodes in action:
Prosperity & Depopulation
Number of Holdings
Simple Terrain
Edit: Forgot to add, another cool thing about is that the game actually considers this to be sort of a mapmode. Because if you hit F10 (or whatever your button for map screenshot is), it will actually produce a .bmp screenshot of the fake mapmode! So you can have a proper image without all the interface noise ingame, if you want to evaluate data later.
(changed to .png because not allowed to upload .bmp)
Credit:
This mod is thought as a resource, and I hope it will be helpful for other mods that want to display information on the map. You can use it as standalone, but it will not be updated.
You may use it in other mods freely, but of course I'd like to be credited. However, this really is as much a technical demonstration, so unless you use my code directly you need not credit me, as I don't owe the "idea" of this mod.
so after a long time of learning to code, publishing compatches and trying myself at my very own (sub)mods, finally has come the time where I have gotten something done that I can give back to the community.
Thus I now present to you:
FAKE MAPMODES
Why fake you ask? Let me explain in a bit of detail:
As we all know, it is not possible to mod in new mapmodes in CK2 as it is in e.g. Stellaris. And in contrast to EU4 which has almost every mapmode imaginable, CK2 has relatively few.
Thus, I experimented a while ago with "abducting" the revolt risk mapmode and using it to display other information. Problem was that I actually had to edit revolt risk which would have made this version unusable in multiplayer. Plus, I was limited to shades of red and green, as the revolt mapmode allows.
But recently, the awesome people at Paradox have introduced the option to have custom colorization of the map for councilor jobs. I sensed another method that could work far better then the "revolt risk" version, but until a few weeks ago I was busy with other stuff and couldn't give it a try.
But now I got it to work: It's still somewhat "fake" because you need a councilor to see it, but it is an incredibly powerful tool for modders to visualize stuff on the map.
HOW IT WORKS
I created a new job action for the steward (someone remind me that I create a "councilor modding" page on the wiki...). Shout-out to the awesome people who helped me figure out how to do this, @Thezezeal & @jursamaj!
This action can only be used by a player, and really it is not even designed to be used, just clicked on. That means you can even use it while your Steward is on another job: As long as you are just "considering" the job, so to say, it will display the custom map colorization anyway.
If you accidentally sent your councilor on such a job though (which is entirely useless), fear not, for I have included a MTTH event that after a few days will cancel the job and sent him home.
However, maybe we would want to have two different custom mapmodes. How can we solve this? Solution (technical): Make the colors change both depending on the information on the map and a character flag that can be changed. Thus, the single councilor action can in fact produce an almost unlimited amount of different mapmodes, depending on which flag has been set (and by making it dependent on the character instead of global, in multiplayer two players could use different mapmodes).
To change which mapmode is active, the player can take a decision on the player character itself that fires and event (or potentially, an event chain) that allows the choice of a mapmode:
(I even tried to make it as little immersion-breaking as possible ^^)
The ones included are:
- SIMPLE TERRAIN - displays a color-overlay on the map that makes it easier to identify terrain (like the mapmode in EU4).
- PROSPERITY & DEPOPULATION - displays provinces that are affected by either depopulation or are prospering (in hindsight the colors I chose here are sub-optimal, but that can be changed easily).
- NUMBER OF HOLDINGS - displays how many holdings are currently constructed in a province.
So, I hope that you are as excited as me about this new possibility, and a big thanks goes to the awesome CK2 dev team that continuously is making modding easier and more powerful!
Now, I will finish with some screens you are probably most interested of: The "fake" mapmodes in action:
Prosperity & Depopulation
Number of Holdings
Simple Terrain
Edit: Forgot to add, another cool thing about is that the game actually considers this to be sort of a mapmode. Because if you hit F10 (or whatever your button for map screenshot is), it will actually produce a .bmp screenshot of the fake mapmode! So you can have a proper image without all the interface noise ingame, if you want to evaluate data later.
(changed to .png because not allowed to upload .bmp)
Credit:
This mod is thought as a resource, and I hope it will be helpful for other mods that want to display information on the map. You can use it as standalone, but it will not be updated.
You may use it in other mods freely, but of course I'd like to be credited. However, this really is as much a technical demonstration, so unless you use my code directly you need not credit me, as I don't owe the "idea" of this mod.
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