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Haven't modded CK2 for years, I do not remember how to do these.
Find a mod that add bloodline (preferable that only add bloodline, so there's less clutter) and reverse engineer it. Like copy that whole mod and change the words/code one by one until you figure it out. It's the best way to learn IMO.
Societies are relatively complex which is why I made this mod initially. Bloodlines were barely more complex than traits iirc.
Go ahead, it's the whole point of this mod!
Been a while, but you can certainly cheat the system for that.
I basically do the reverse in my chivalry societies mod (keep the title holder of each holy order the society leader of their own society). Check the on_action and event files for stuff related to events CHI.105 ad CHI.106.
You could probably also do it in a dirty way, like a power/decision only visible to the grand master which steal the religious title. AI check decision like every month iirc and do all of those he can, so it might be delayed by a few days but he'll get the title.
Do you now if it is possible for the society's leader to be the head of faith(Pope for example) and when he dies the next in line in the society gets to become head of faith?
You are welcome!
And do not worry, I have seen worst as far as weird societies goes lol.
I opened all the files, renamed a few things, loaded it up to test... The first time trying out the shell of the society it worked brilliantly!
There is "Penis Fight Club" on my list of known societies and a list of the members from the lowly initiate "Skanks and Wankers" all the way up to the "Big Daddy" at the top of the society! Soon the men and women of the middle ages will be penis fighting and scissor fighting all across Europe!
I'm going to have fun setting up events for this one and uh... fleshing it out.! ;)
Sorry to use the gift you have granted us on something so puerile and ridiculous!
The Elder King mod add a few. You could try asking them.
In coding, the errors are always stupid stuff!
Great to see things sorted out, for now...!
Been a longwhile since I did serious CK2 modding, let's see... I think it should be automatic if the spriteTypes are named properly. Is the ".gfx" code file in the your_mod/interface folder? And is the pathing to the gfx picture in texturefile correct?
Let's look at this line:
spriteType = { #the background of the society menu
name = "GFX_society_main_background_tutorial_society"
texturefile = "gfx\\interface\\societies\\society_bg_tutorial_society.dds"
}
In the "name =" section:
GFX_ mean it is a gfx
society_main_background_ mean it is used for a society's main background
tutorial_society is the name of the society
If that didn't work, we could find a way to send me over the WIP mod, easier to check than guessing.
If you have any specific question, you can just ask.
Societies aren't a good place to start if you've never modded CK2 imo. Even with Maal's tutorial, societies are hella involved and use a bunch of differen't files.
I have never tried to use more than 4, if the ranks work but there is no pictures it might be an UI thing which I have no experience with. Sorry.
The Elder King mod has societies with more than 4 ranks. You could try asking them or looking at their code.
https://steamcommunity.com/sharedfiles/filedetails/?id=1429073254
spriteType = { #The 6 ranks pictures
name = "GFX_priesthood_of_mendes_society_ranks"
texturefile = "gfx\\interface\\societies\\rank_icons_priesthood_of_mendes.dds"
noOfFrames = 6
}
spriteType = { #The rank you are
name = "GFX_priesthood_of_mendes_society_ranks_highlight"
texturefile = "gfx\\interface\\societies\\rank_icons_priesthood_of_mendes_highlight.dds"
noOfFrames = 6
}
spriteType = { #The ranks when not available
name = "GFX_priesthood_of_mendes_society_ranks_locked"
texturefile = "gfx\\interface\\societies\\rank_icons_priesthood_of_mendes_locked.dds"
noOfFrames = 6
}
Ingame all i see is the 4 default ranks
Been a while, but if i recall correctly:
= mean >= when it come to numerical values
== mean exactly that number
A few DLC ago there was only = so we had to use other methods to replicate ==
You could get around to mod any kind of group using this. All it require is some imagination as to which power/event/mission to give, and how to code them to work.
Some people told me the same about another mod, is there any of my dds you can open? I am not an expert on dds, I picked the options that worked in the game on my side but perhaps there are other options.
Glad it helped!
Glad you liked them.
Starting a private discussion on Paradox Forum would be the easiest to follow and share files I think. But here is fine too. If you do it here, start a new discussion on my mod's page so it is easier to find.
It is a mod idea, but I have a policy to not overwrite vanilla files. As these files will not be compatible with any other mods that would also reference them. So people would keep ask/begging for compatibility for other mods.
If you want to do it yourself, you have 2 options, edit the society or edit the trigger. I'd say to not edit the trigger, it will mess more mods than just the societies.
in common/societies/00_societies.txt
find and delete this line, there is a few instance:
has_tribal_or_nomadic_government_trigger = yes
You mean Paradox's warrior's lodges?
You are welcome!
It could really use an update with the new features added to Holy Fury. Do check again later this week as the code will change a bit.
You are welcome! I hope it helped a lot of people creating societies, there is a few more today and they are fairly complex.
It could probably use a revision, I've have much more experience now.