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I wanted my seamstress!I'm unsure if you have played the Game of Thrones mod for CK2, but adding another role to the Council should be possible without the need for expensive software that mod added Castellans/Hand of the King as a sixth member, which combined abilities from the other roles (mainly the Steward and Chancellor, I think). I can just move all the new actions over to the old councilors, but meh. It makes trying to balance areas of religious tension (any place where Islam/Christianity meet) incredibly hard. It doesn't seem able to cope with the new mechanics of religious defense. While i have it to where it's not so hopeless for the northern kingdoms currently, it feels like the AI weights holy wars way too heavily as that's all it ever does. Back to population event codingĮdit: Also having a of a time striking a good balance for Iberia. I actually had a few ideas myself, a little disappointed I won't be able to see those realized. Well good to know some limitations before i spend some time going in that direction. Did I mention that Emotion FX uses proprietary software and costs 10,000 dollars a license? Searching around reveals that the xsc and xac files are part of a modeling program called Emotion FX, and simply renaming the spymaster model files to what I want wont work. Unfortunately, when I place my new councilor on the map, I get a CTD. Edited all the files, put the files in the right places, and everything works fine. I wanted to add in a new councilor to my mod. I'm really excited to code more of this event line. I'm quite grateful all of the Crusader kings II files are text based and easy to fix should errors arise. How she reacts to you as a player is entirely dependent on how you deal with the problem as it evolves.Ĭoding the syntax was especially annoying, even more so than the first event I did due to how intricate i wanted to make the event (giving traits, adding province modifiers, ect). You start by dealing with peasants not wanting to work your land (a direct violation of the very idea of feudalism, after all) and will soon meet the "Joan of Arc" character I have planned for my mod. This narrative event chain has a chance of becoming triggered when one of your demesne provinces suffers either the high tax modifier, thieves' guild, or has a revolt risk of 5 or above. I have three narrative arcs planned to be implemented, this one will be the first and as they say big things have small beginnings. I suppose I'll start, here's what I'm working on currently: Along with answering any questions that anyone might have, it can serve as a show off thread where we talk about what we're currently modding into ours games. Just thought i'd make this thread for us modders to talk about various aspects of modding crusader kings II.
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