CK3 Mod Ed is an IDE specifically for creating mods for CK3 (though it could be in theory expanded for other Jomini scripting engine based games in future). It has intellisense, syntax highlighting, reference navigation, localization tools and other useful features, along with a project structure specifically tailored to CK3 mods.
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IMPORTANT NOTE: I've released this first version now to get some public testing done, its gotten to the point now where it needs other eyes on it to find issues and improve what is there.
1) There will likely be exceptions - I've fixed all the ones I can find, but it will still likely still have errors. If you get an exception please screenshot or paste the details from the crash dialog.
THE TOOL WILL CREATE REGULAR BACKUPS OF YOUR MOD - look in the My Documents/Paradox Interactive/CK3/CK3EditorData/CK3EditBackups directory and you'll find regular 15 minute incremental backups (up to 30) - this should ensure you never lose anything due to a program error.
2) The intellisense and syntax highlighting is still very much in its infancy, and will likely be regularly wrong or nonfunctional. There was a ton to work and puzzle out (From the Jomini manuscript from blackninja9939 in the Imperator forums https://forum.paradoxplaza.com/forum/threads/grand-jomini-modding-information-manuscript.1170261/, along with studying the CK3 files themselves) and I've likely made some wrong assumptions, and there'll likely be bugs. It will get better, but that's where I could really use some experienced modders help and feedback.
DO NOT RELY ON INTELLISENSE for now - it'll still be handy but don't take its word as gospel. I'd really appreciate feedback from people with experience if either options are missing from intellisense, or worse it's suggesting invalid things.
3) Not all moddable files are accessible to the tool yet. I've added the vast majority, but a few sub directories of common etc will not be visible to the tool whatsoever. These will likely not be used much by modders anyway, but will add them in future.
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TUTORIAL / INTRO VIDEO
Please excuse the mumbling and stuttering, I don't have a future on YouTube!
INSTALLATION INSTRUCTIONS
Requires .NET 4.0 framework. If it fails to load, its probably because you're missing this: https://dotnet.microsoft.com/download/dotnet-framework/net40
IMPORTANT USAGE NOTES:
****First time you open a mod, it may take a long time. It is creating a database of the current ck3 script files. Future loads will be much quicker. ****
The tool creates a database based on the scripts in the CK3 base files. It may be you need to flush these cached files out if there are ck3 updates, or if something goes wrong. However there is no automatic system to do this yet.
To do this manually, delete the Documents\Paradox Interactive\Crusader Kings III\CK3EditorData\CachedCK3Data folder, along with the Documents\Paradox Interactive\Crusader Kings III\CK3EditorData\behaviourData.bin file.
Download link:
Feedback extremely welcome, particularly from experienced modders who can easily tell if its giving out bad information or a common task is rendered awkward somehow.
EXTRA IMPORTANT NOTE: Due to a bug in the CK3 modding system due to load orders, cloning a single object into your project with a different filename will cause problems atm with the object not being active 50% of the times you load the game. Instead, for now you should use the overriding copying of entire files method via the project explorer.
ENJOY!
--------------------------------
IMPORTANT NOTE: I've released this first version now to get some public testing done, its gotten to the point now where it needs other eyes on it to find issues and improve what is there.
1) There will likely be exceptions - I've fixed all the ones I can find, but it will still likely still have errors. If you get an exception please screenshot or paste the details from the crash dialog.
THE TOOL WILL CREATE REGULAR BACKUPS OF YOUR MOD - look in the My Documents/Paradox Interactive/CK3/CK3EditorData/CK3EditBackups directory and you'll find regular 15 minute incremental backups (up to 30) - this should ensure you never lose anything due to a program error.
2) The intellisense and syntax highlighting is still very much in its infancy, and will likely be regularly wrong or nonfunctional. There was a ton to work and puzzle out (From the Jomini manuscript from blackninja9939 in the Imperator forums https://forum.paradoxplaza.com/forum/threads/grand-jomini-modding-information-manuscript.1170261/, along with studying the CK3 files themselves) and I've likely made some wrong assumptions, and there'll likely be bugs. It will get better, but that's where I could really use some experienced modders help and feedback.
DO NOT RELY ON INTELLISENSE for now - it'll still be handy but don't take its word as gospel. I'd really appreciate feedback from people with experience if either options are missing from intellisense, or worse it's suggesting invalid things.
3) Not all moddable files are accessible to the tool yet. I've added the vast majority, but a few sub directories of common etc will not be visible to the tool whatsoever. These will likely not be used much by modders anyway, but will add them in future.
---------------------------------
TUTORIAL / INTRO VIDEO
Please excuse the mumbling and stuttering, I don't have a future on YouTube!
INSTALLATION INSTRUCTIONS
Requires .NET 4.0 framework. If it fails to load, its probably because you're missing this: https://dotnet.microsoft.com/download/dotnet-framework/net40
IMPORTANT USAGE NOTES:
****First time you open a mod, it may take a long time. It is creating a database of the current ck3 script files. Future loads will be much quicker. ****
The tool creates a database based on the scripts in the CK3 base files. It may be you need to flush these cached files out if there are ck3 updates, or if something goes wrong. However there is no automatic system to do this yet.
To do this manually, delete the Documents\Paradox Interactive\Crusader Kings III\CK3EditorData\CachedCK3Data folder, along with the Documents\Paradox Interactive\Crusader Kings III\CK3EditorData\behaviourData.bin file.
Download link:
Feedback extremely welcome, particularly from experienced modders who can easily tell if its giving out bad information or a common task is rendered awkward somehow.
EXTRA IMPORTANT NOTE: Due to a bug in the CK3 modding system due to load orders, cloning a single object into your project with a different filename will cause problems atm with the object not being active 50% of the times you load the game. Instead, for now you should use the overriding copying of entire files method via the project explorer.
ENJOY!
Last edited:
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