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Prairie_Doggin

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Is it possible to introduce a general increase of all opinion modifiers? Essentially making it so smaller interactions between characters result in a much larger swing in opinion one way or another.
 

Beyond Disbelief

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You might also consider joining the Mod Co-op discord, there are more knowledgeable people there, and discord is more appropriate to the kind of back and forth GUI assistance usually requires.
Thanks. DIdn't know about the discord. I will try there.
 

Beyond Disbelief

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Is it possible to mod succession to differentiate by traits?
Depends on what specifically do you mean/hope to change to. Most of succession is pretty hard-coded, but you could probably mod election logic or AI weights. (I haven't looked at those code in depth though)

If you mean entire overhaul to how it works then its unlikely; you'll have to piggy back on existing structure of elective/partition/primo/designate heir etc.
 

llye

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Depends on what specifically do you mean/hope to change to. Most of succession is pretty hard-coded, but you could probably mod election logic or AI weights. (I haven't looked at those code in depth though)

If you mean entire overhaul to how it works then its unlikely; you'll have to piggy back on existing structure of elective/partition/primo/designate heir etc.

yea, I was in line of adding a check to see if a person has a trait under the succession = {} bracket, but it seems it's only possible for election opinion modding and maybe viable candidates??(using some triggers connected to traits?)
 

KKrive500

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Is there a step by step guide on how to make custom cultures and religions? I find myself struggling to understand and navigate all of these folders and what files are linked to what files etc.. Would appreciate a well explained video tutorial or even just a reply. I really want to make a mod that has one new culture, religion, traits, characters, and decision and spawn event. I've wanted to make this mod since CK2 but modding always seemed so intimidating. Can anyone please link me to a guide or assist me. I have some spare time to work on this and want to make it before the year is over.
 

okawfj

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Hi. Is it possible to limit the voters in feudal elections to only those who have the same religion as the current title holder? If it is possible, it would be great if you could tell me what code I need to add.
 

Karlington

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Hi. Is it possible to limit the voters in feudal elections to only those who have the same religion as the current title holder? If it is possible, it would be great if you could tell me what code I need to add.
Take a look at common\succession_election\00_feudal_elective.txt

At line 63 the "electors" block begins, and at line 67 there's a limit block.

If I've understood the scopes there correctly, adding "faith = scope:holder.faith" to the limit block should do what you want.

If I've misunderstood the scopes, then someone please correct me, heh. :)

PS. Note that this is only for feudal elective. If you want to affect the same change in other elective systems, you have to do it individually for them as well.
 
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llye

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Is there a step by step guide on how to make custom cultures and religions? I find myself struggling to understand and navigate all of these folders and what files are linked to what files etc.. Would appreciate a well explained video tutorial or even just a reply. I really want to make a mod that has one new culture, religion, traits, characters, and decision and spawn event. I've wanted to make this mod since CK2 but modding always seemed so intimidating. Can anyone please link me to a guide or assist me. I have some spare time to work on this and want to make it before the year is over.

imo, you would have better luck in ck2 due to better documentation and abundance of mods

best thing I can offer is advice. Copy some of vanilla cultures and start changing stuff. If you don't want to bother with character starting cultures for now make a decision to convert the culture, you can copy it from, i think it's the decisions folder. After you have a copy start changing tidbits of the innovation system to get accustomed. Religion is the same, copy and change. Also regarding gfx, you can just copy the vanilla and then change the name to match your custom ones. For image editing I use paint .net so you can try that if you don't have other.
 

okawfj

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Take a look at common\succession_election\00_feudal_elective.txt

At line 63 the "electors" block begins, and at line 67 there's a limit block.

If I've understood the scopes there correctly, adding "faith = scope:holder.faith" to the limit block should do what you want.

If I've misunderstood the scopes, then someone please correct me, heh. :)

PS. Note that this is only for feudal elective. If you want to affect the same change in other elective systems, you have to do it individually for them as well.
Thanks! I'll check it right away.
 
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Beyond Disbelief

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yea, I was in line of adding a check to see if a person has a trait under the succession = {} bracket, but it seems it's only possible for election opinion modding and maybe viable candidates??(using some triggers connected to traits?)
Again, it's going to depend on specifically what you want to do. If you're trying to restrict eligibility by trait, you can consider doing the reverse; make every trait that's not an eligible trait "ineligible" by disinheriting them by copying the bastard code. You'd do this via trait modding rather than succession modding.

If you want to do more sophisticated conditions instead of a blanket disheritance across all government/religions, you can possibly apply scripted effects. It all comes down to what you want for your end result.
 

OneOnOne1162

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Hey everyone,

I hope I'm posting this question in the right place because I've never asked a question like this on this forum.

I'm trying to create my first Crusader Kings III mod. I've done modding before for a few other games (the game I've spent the most time creating mods for and am thus most familiar with is Skyrim) but I've never actually made a CK mod before.

Now, I absolutely hate using tutorials. Nothing against people who make tutorials or anything, I just like to learn while creating something I want to create and not while making the 1000th "Hello world" script. So in that context I was wondering: For Skyrim there's this page which gives you a huge list of explanations for things and functions and all that stuff. Is there anything like that for Crusader Kings III that I could use while learning to mod the game?

Because I have a bunch of stuff where I'm not 100% sure what it does or how to interact with it like the "exists =" that I keep seeing in the game's scripts.

Thanks for the help in advance!
 

Beyond Disbelief

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Hey everyone,

I hope I'm posting this question in the right place because I've never asked a question like this on this forum.

I'm trying to create my first Crusader Kings III mod. I've done modding before for a few other games (the game I've spent the most time creating mods for and am thus most familiar with is Skyrim) but I've never actually made a CK mod before.

Now, I absolutely hate using tutorials. Nothing against people who make tutorials or anything, I just like to learn while creating something I want to create and not while making the 1000th "Hello world" script. So in that context I was wondering: For Skyrim there's this page which gives you a huge list of explanations for things and functions and all that stuff. Is there anything like that for Crusader Kings III that I could use while learning to mod the game?

Because I have a bunch of stuff where I'm not 100% sure what it does or how to interact with it like the "exists =" that I keep seeing in the game's scripts.

Thanks for the help in advance!
You're in luck! There's a modding wiki and no tutorial and poor documentation. Just google the following keywords: "ck3 modding" "ck3 event modding" "ck3 decision modding" "ck3 effects" "ck3 triggers" "ck3 scopes" "ck3 modifier list" and sift through them with confused pain like the rest of us
 
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I want to add loyalty hook on all vassals upon succession and only upon succession, what's the best way to go about this?

There doesn't seem to be a succession on action, so I can only see either on_title_gain or on_death of predecessor.

I don't like the on_title_gain approach because even if one could limit to inheritance type, there's so many ways to "inherit" titles in a way that's not a real succession. I don't want the loyalty hooks to be added on random land inheritances.

With on_death, I'm not sure how to accurately scope to the actual player heir after the fact and whether or not there would be wonkiness trying to take actions during that split moment of death (such as the heir technically having no vassals)

Maybe there's someway I can leverage opinion of predecessor, wherever that code is? Is there a way to target characters with the opinion of predecessor opinion modifier regardless of the modifier value?
 

Chatoustikmou

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I want to add loyalty hook on all vassals upon succession and only upon succession, what's the best way to go about this?

There doesn't seem to be a succession on action, so I can only see either on_title_gain or on_death of predecessor.

I don't like the on_title_gain approach because even if one could limit to inheritance type, there's so many ways to "inherit" titles in a way that's not a real succession. I don't want the loyalty hooks to be added on random land inheritances.

With on_death, I'm not sure how to accurately scope to the actual player heir after the fact and whether or not there would be wonkiness trying to take actions during that split moment of death (such as the heir technically having no vassals)

Maybe there's someway I can leverage opinion of predecessor, wherever that code is? Is there a way to target characters with the opinion of predecessor opinion modifier regardless of the modifier value?

You can use on_death, scope to every_heir / every_player_heir / primary_heir depending on your intent, and then delay an event by 1 day, so when your event triggers, the heir will have inherited, and have vassals to get hooks on.
 
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llye

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Again, it's going to depend on specifically what you want to do. If you're trying to restrict eligibility by trait, you can consider doing the reverse; make every trait that's not an eligible trait "ineligible" by disinheriting them by copying the bastard code. You'd do this via trait modding rather than succession modding.

If you want to do more sophisticated conditions instead of a blanket disheritance across all government/religions, you can possibly apply scripted effects. It all comes down to what you want for your end result.

I must say, interesting solution, but it doesn't suit my purpose. I'm more in line of designing a law that can only be in effect, and passed when you have a certain trait and it filters out by that trait. Control regarding to passing the law and keeping it works fine with has_trait, only succession seems to lack it. I will look into scripts a bit more to figure something out. Also I don't want to bork the AI and the rest of the world if they have none with the trait. Example : only mages can inherit law.
 

Beyond Disbelief

Creator of House Traditions Mod
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Is there a way I can have a scripted opinion modifier on a trait or character/house modifier which changes depending on conditions?

For example, a dynasty embraces Honorable traditions in my mod. I'd like to have other Honorable houses have a higher opinion of them, while non-honorable houses have a negative opinion on them (being too uptight).

Currently I'm using fellow_vassal_opinion = -10 as a non-ideal substitute but i'd like other honorable families to not have that malus.
 

Beyond Disbelief

Creator of House Traditions Mod
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Do mods have any fair use for using music? Like can I use a song and then credit the artist in the description or how does that work?
Fair-use is not relevant for anything you're strictly using personally. If you're privately distributing them while you may be technically liable but who's going to enforce it. If you're using platforms (Steam Workshop, Paradox mods, etc.) then read their EULA.