I tried adding new loading screens but there is some gui overlaythat adds a blue tint that is really annoying.
Anyone know where to turn it off ?
Anyone know where to turn it off ?
I tried adding new loading screens but there is some gui overlaythat adds a blue tint that is really annoying.
Anyone know where to turn it off ?
The values are a palette lookup.What's the color format for skin/hair/eye colors for the ethnicities?
{ 0.33 0.5 0.67 0.8 } is supposed to be green, but I don't know what color format this is. It's not RGBA or HSVA.
I couldn't figure out how to mod music in this game. I can't even find the music files. Anyone got any clue?
Code:== Structure == name_of_the_music_track = { # Path to the audio event for this track music = "event:/..." # How much music weight will playing this music add, default: 0 weight = X # Is this track a mood track (i.e. a long track that the game can pick and doesn't need to be explicitly triggered)? default: no mood = yes/no # Can this track be interrupted by another track? Long mood track are good candidates for interrupting. default : no can_be_interrupted = yes/no # Cooldown in in-game time, the track will not be played for this amount of time after it has been started years/months/days = X # Cooldown in calls. After the track starts playing, it will not play again for X subsequent requests to play it. default : 0 calls = X # Does this track's cooldown reset when starting/loading a game? default : no reset = yes/no }
I couldn't figure out how to mod music in this game. I can't even find the music files. Anyone got any clue?
Code:== Structure == name_of_the_music_track = { # Path to the audio event for this track music = "event:/..." # How much music weight will playing this music add, default: 0 weight = X # Is this track a mood track (i.e. a long track that the game can pick and doesn't need to be explicitly triggered)? default: no mood = yes/no # Can this track be interrupted by another track? Long mood track are good candidates for interrupting. default : no can_be_interrupted = yes/no # Cooldown in in-game time, the track will not be played for this amount of time after it has been started years/months/days = X # Cooldown in calls. After the track starts playing, it will not play again for X subsequent requests to play it. default : 0 calls = X # Does this track's cooldown reset when starting/loading a game? default : no reset = yes/no }
At the moment it seems like you can replace music easily enough, and maybe add new generic mood tracks, but there's no control over when the new tracks will play.
It's very simple actually:
Go to game/music/music.txt , and change the 'event:/' at the beginning of a tracks music definition to 'file:/' pointing at an ogg or mp3 or whatever.
For example, to change the main menu song
main_theme_track = {
music = "file:/music/test.mp3"
can_be_interrupted = yes
}
would play test.mp3 in the music folder as the main theme.
song = {
name = "avemaria.ogg"
song_name = "Ave Maria"
chance = {
factor = 2
modifier = {
factor = 0
NOT = { religion = catholic }
NOT = {religion_group = christian }
}
modifier = {
factor = 0.5
NOT = { religion = catholic }
}
}
}
When I add a localization file to my mod, all new localizations get recognized, but if I replace existing ones, they won't - whether I name the filezz_mymod_l_english.yml
or00_mymod_l_english.yml
(for load order). Any ideas?
Also, can thetriggered_opinion
block support anything else other than religion parameters?
Looks like someone already made a music mod on Steam workshop you can use as a template: https://steamcommunity.com/sharedfiles/filedetails/?id=2217134162&searchtext=
So looking at their code (assuming it works), it seems like to add new music the code is similar to CK2.
Code:song = { name = "avemaria.ogg" song_name = "Ave Maria" chance = { factor = 2 modifier = { factor = 0 NOT = { religion = catholic } NOT = {religion_group = christian } } modifier = { factor = 0.5 NOT = { religion = catholic } } } }
The only difference is that it's organized this way now:
- Folder titled "music"
- example.txt <-- where you see the new code with mood, can_be_interrupted, etc.
- Folder titled whatever you want
- songexample.ogg
- music.txt <-- code similar to CK2 music
So basically is like CK2 except you need one extra file.
If any of that makes sense. I'll test it later today by making/uploading a mod that adds in In Taberna from CK2.
I was just trying that out before, seems like the CK2 style txt doesn't do anything, have a feeling it's leftover from porting from CK2, or just testing it out. I tried making ave maria play with a super high chance when welsh, picked a welsh ruler, still played a random song
Let us know how it goes, hoping we can solve itHmm... did you also increase the weight in the other file too? (The one from CK3 with the mood, can_be_interrupted, etc.) I'll try that as well
Let us know how it goes, hoping we can solve it