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.
You should take a look at Minor title modIs it possible to add another tab into the decision UI? Basically another tab below decisions where all decisions of my mod would go so the decisions tab doesn't get cluttered..
There is no trait scope as much I have saw, so probably you cannot save it. What you can do is make delayed event for every trait you want to add.Ayo. Is it possible to set a variable to reference a trait that can then be added to a character later?
if = {
limit = { var:myflag = 1}
add_trait = trait_1
}
if = {
limit = { var:myflag = 2}
add_trait = trait_2
}
if = {
limit = { var:myflag = 3}
add_trait = trait_3
}
if = {
limit = { var:myflag = 4}
add_trait = trait_4
}
if = {
limit = { var:myflag =5}
add_trait = trait_5
}
if = {
limit = { var:myflag = 6}
add_trait = trait_6
}
if = {
limit = { var:myflag = 7}
add_trait = trait_7
}
if = {
limit = { var:myflag = 8}
add_trait = trait_8
}
if = {
limit = { var:myflag = 9}
add_trait = trait_9
}
You're a godsend. CK3 automatically updated despite my telling it not to, and I was not looking forward to having to downgrade just for testing. Thanks!If anybody is interested here is a git patch with all the changes between 1.1.3 and 1.2 versions. You can find all changed files here, so you can check if you need to update your modes. Maybe we can make new sticky topic where we can track all CK3 changes.
Thanks for that, this is pretty useful. Also, to anyone who's not using WinMerge (or something similar) to update the game files they modded after the patch, I highly recommend it.If anybody is interested here is a git patch with all the changes between 1.1.3 and 1.2 versions. You can find all changed files here, so you can check if you need to update your modes. Maybe we can make new sticky topic where we can track all CK3 changes.
Did you try to replace entire original file (with same path)?Okay, this isn't so much of a question as it is an anguished muffled cry of maddened frustration into a pillow.
I realised I hadn't rewritten the description text for the Hellenism religion. So I added it to my localization file, along with the other religions I'd previously added. But no changes appeared. It still showed up exactly the same as before.
As an experiment I put in different nonsense words to highlight what, if anything, was working and what was not. BOOP, DOOP, WOOP, and POOP. And to my amazement, Hellenism was listed as a DOOP faith! But change it to anything other than DOOP and it switched right back to Greco-Roman! The same with BOOP! Why does the game like DOOP but not anything else? Why is it determined to send me insane?
(You gained 70 stress because you are calm (critical). You gained the trait Lunatic)
It's a new file, and it's working fine for two new religions, but not replacing the localization for the existing Hellenism (it's in the same path though). I don't want to have to copy all the original file with the same name and path as that would make it incompatible with other mods.Did you try to replace entire original file (with same path)?
I have copied and edited the game_rule.1001 to game_rule.1002:If you want to disable family generation globally (or for players), you can do that with the 'Generate Families' rule. Disabling it for a specific character is trickier, but fortunately the existing generation function provides a template for how you can do so, since it already specifically excludes Matilda of Tuscany. So take a look atgame_rule.1001
inevents/game_rule_events.txt
and overwrite it as necessary in your mod.
I presume the latter, though rather than worrying about coding an event, I'd make an on action and call it fromon_game_start
.
Code:# common/on_action/historic_alliances.txt establish_alliances = { # Do stuff } on_game_start = { on_actions = { establish_alliances } }
You shouldn't need to, I don't think—since it's a hidden event, there's no localization to show!I have copied and edited the game_rule.1001 to game_rule.1002:
Question: Do i have to create something for the new game_rule.1002 somewhere like in localization? (If, where?) I have searched for something that calls the game_rule.1001 in localization , but i didnt found anything. Thx for your help![]()
Paradox Interactive/Crusader Kings III/logs/error.log
in your documents folder and it should hopefully point you in the right direction.should_show_nudity
, seemingly can no longer be used as broadly as I'd been using its predecessor, resulting in errors the which I'm really at a loss to address.If you want to override vanilla localization entries your file needs to go inIt's a new file, and it's working fine for two new religions, but not replacing the localization for the existing Hellenism (it's in the same path though). I don't want to have to copy all the original file with the same name and path as that would make it incompatible with other mods.
...and I'm only now realising that I had been working on the assumption that the game would always override vanilla game tags with a mod but I've never actually done so with localization - just thought I had.
So yeah, I'm going to need to make my own version of the whole damn pagan religion localization file, aren't I? Bugger bugger bugger.
![]()
localization/<language>/replace
.It's been moved toDoes anyone know where the Red/Green glow effect for personality traits is located? It used to be in the window_character.gui file, but after the update it is gone. Thanks.
gui/shared/icons.gui
.add_opinion = {
modifier = angry_opinion
target = scope:actor
opinion = {
subtract = 25
}
}
my_own_modifier = {
opinion = -20
monthly_change = 0.1
decaying = yes
stacking = yes
max = 5
}
add_opinion = {
modifier = my_own_modifier
target = scope:actor
}
I can't answer your first question, but the answer to the second is a definitive 'yes':—Is there such a thing as global flags? For example to disable a decision after an event has triggered that flag.
# set global variable
set_global_variable = {
name = mongol_empire_has_spawned
value = yes
}
# to check for it in a trigger
exists = global_var:mongol_empire_has_spawned
# set global variable as a character
set_global_variable = {
name = ruler_of_ganges
value = root
}
if = {
# to check for it in a trigger…
limit = {
exists = global_var:ruler_of_ganges
global_var:ruler_of_ganges = {
is_alive = yes
}
}
# …and do something with him!
global_var:ruler_of_ganges = {
trigger_event = {
id = south_asia.0013 #Someone else has taken my title
days = 3
}
}
}