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Ck2 Title Modding

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Kam Bergmann

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Dec 23, 2023, 1:54:08 PM12/23/23
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Titles are defined, as of Patch 3.3.X, in the files contained in the /common/landed_titles/ folder. However, the coat of arms is in /gfx/flags/ and the history is in /history/titles/. Title modding decides the extent of duchies, kingdoms, and empires and therefore the appearance of the map upon the selection of a particular start date. Titles are fairly easy to mod.



ck2 title modding

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Then, you must select a color. Colors are defined in RGB. You can see a non-exhaustive list of colors on Wikipedia. Remember you must take the decimal code and not the hexadecimal one. The title can take two color modifiers color and color2, which is optional. The color2 modifier changes the secondary color of your border.[1]


This is enough to add the title to the game, and it may now be granted to a character using console commands. However, the title's name will be k_mytitle and the coat of arms (CoA) will be the same as the rebels. (Others titles' CoAs will also be incorrectly assigned.)


The coat of arms of titles above barony level are not generated ingame like those of dynasties, but instead are premade and loaded from the /gfx/flags/ folder. Custom coats of arms must be saved as 24-bit 128128 pixel TGA images and saved in that folder with the same name as the custom title. In our example, the file should be named k_mytitle.tga. If you don't want to create a coat of arms now, you can just copy another file. While the game will run if a title (above barony) has no coat of arms file, other coats of arms may behave unexpectedly and be assigned to the wrong titles.






While baronial coats of arms are generally auto-generated by the game, custom arms may be applied to a barony title using the same system as dynasty coats of arms. A coat_of_arms tag is used within the title's tag, which may be defined in two ways. The first (explicit) system is formatted as follows:


Even if an image file matching a barony's name is present in the flags folder, baronies will not use it. However, full-color coats of arms similar to those used by higher tier titles can be achieved for baronies by using dedicated entries in Coats of arms.txt (using color = 0 to prevent it from assigning colors), in a similar manner to the dynasty arms included in the Dynasty Shields DLCs and the coats of arms for certain titles when held by pagan characters (see below).


This tells the game that when a pagan ruler holds the title, rather than displaying the normal coat of arms, arms number 8 (i.e. the 9th image; counting starts at 0) in norse_pagan arms texture number 2 will be displayed instead. The other values here are set to 0, since this is a full-color coat of arms rather than using the assigned colors. They may however be used in the same way as in normal coat_of_arms tags if so desired. (For more details, see Dynasty modding Coat of Arms.)


Probably, you want the title to be named other than Kingdom of k_mytitle, so we need to add some localisation. So create a new file in the /localisation/ folder. It must be a CSV file, so the name could be something like mymod.csv. Now you can add, for reference, a comment header so you know where is each language, and then the code and name of your new title as well as the adjetive for that title. In our example, we are creating the titular Kingdom of Paradox:


Landed titles are organized in a hierarchy, with each king title containing its de jure duchies, and so forth. Creating new counties requires modifying the map, but kingdoms may be split up or counties moved to different duchies easily. For example, suppose we want to make a de jure Kingdom of Northumbria containing northern England. Since we want our new kingdom to be part of the Empire of Britannia, we first find the beginning of that title in landed_titles.txt:


There are many additional optional modifiers that can apply to a title. All are optional. Boolean modifiers (i.e. true/false values), which are abbreviated to bool, default to the opposite of the example given.


Decide on a name for the title, which is to be added on to the prefix. Then, you must select a color. Colors are defined in RGB. The title can take two color modifiers color and color2, which is optional. The color2 modifier changes the secondary color of your border.:


This is the bare minimum required to create a title, and it can now be granted through the console. However, it will lack localization, meaning that it will appear as "k_titular_kingdom_name" in-game.Please notice that you cannot add titular barony or county titles, since baronies and counties are more linked to the game map itself (like province id for baronies and duchy capital building for counties). As the result, you cannot add county outside the scope of a defined duchy, nor can you add a barony outside the scope of a defined county. Further more, in the scope of any given county, at least 1 barony needs to be defined there, and in the scope of any given barony, the province id must be assigned. See examples below:


To locate the duchy capital building in the defined de jure duchy capital, list the capital as the first county defined under the duchy title. The special duchy building is placed in the first listed barony of the first listed county, even if a different county is defined as the capital. - doesn't seem correct anymore


Never done it myself, so I can't tell you what the problem is, but I did find a really old mod made during the beta which adjusted both rank titles and rank icons. Perhaps there's something you can learn form there?


Title: This is the big text that appears across the screen. Be careful, though, because if you put too much text here, then it'll fill up the screen with only part of what you want it to say. If you have a bit more to say, then you can extend the information into /subtitle.


Times: If you want your title to appear for a certain amount of time, then for example, do /title a times 10 80 10. The numbers stand for fade in, stay, and fade out, but in TICKS, not second. A tick is approx. a tenth of a second, so if you wanted a two second fade in time, for example, you would put 20.


Well Im using a grid and the title is part of the grid, not a card inside the grid. So this approach (which was my first try before asking here) isnt working for me unfortunately. But thats okay. Once a last question (how to combine styles for several parts in one card_mod section) is clarified Im totally happy.


Welcome to the first part of the Adding Landed Titles guide, where I shall be showing you the method of adding your own titular duchies, kingdoms, and empires. Part 2 of this guide will be showing you how to add formable de jure titles in the same vein as the Kingdom of Ireland or the Empire of Francia. Meanwhile, Part 3 will show you the ins and outs of adding a new title that can be selected from the new game map, complete with its own history, characters, and culture. Before we begin, I recommend setting up your mod directory first; as I shall be assuming that you have already done so, and this guide is building upon the knowledge that you would have gained from that guide.


The first file that we shall be modifying is the landed_titles text document found in common\landed_titles. This single file determines what each title is a de jure part of, any creation prerequisites, and other details such as a title's capital and culture. However, we are not dealing with anything to do with de jure titles today, so scroll all the way to the bottom of the file until you hit the titular duchies/kingdoms/empires section. For this guide I'll be adding a titular kingdom, but you can add a titular duchy or empire if you want while following this guide because the method for adding them is exactly the same.


Any entry will begin by defining its internal name. The internal name is the name used by the game engine itself to keep track of the title; later on I'll be showing you how to attach the external name (what players will see) to this internal name. You'll also have noticed that every duchy entry starts with d_, kingdom entries with k_, and empire entries with e_. It's important to stick with this naming scheme as it helps with navigating this file, and it helps with finding the correct entry when it come to things like c_cornwall and d_cornwall (and what I'll be adding: k_cornwall).


This is fairly self-explanatory, as we are defining the title's colour. This is done by RGB values (Red, Green, Blue). You can also define a secondary colour by using color2 = R G B , of course replacing R, G, and B with numbers. Keep in mind that the accepted range of numbers is 0 to 255, with 0 being none of that respective colour and 255 being that colour in full. So 0 0 0 is pure black, while 255 255 255 is pure white.


Again, this is fairly self-explanatory. This line is telling the game what a title's default capital county will be. For titular titles, this defines the county that needs to be held for their creation. The number is the same number used for a province, so 31 is Cornwall (you can find a list by going to history\provinces). The sharp character after the number is used to mark that anything after it is a comment. A comment is not read by the game, and it is simply there for the person modifying the file to make it easier to remember details. In this case we can see that it is being used to remind the reader that province 757 is Famagusta. I seriously recommend that you use comments in your work because it allows you to work faster (by not having to check what those numbers mean), and it allows others to immediately know what you are refering to.


By adding a capital to a titular title we are telling the game that a character must control this province to be able to have the option of creating the title. This is similer to how you need at least 50% of a de jure title's territories to be able to create or usurp it.


This section is basically saying that you have to be Catholic, or a heresy of Catholicism, to be able to create this title. The allow line is always used to denote any extra prerequisites that you might what to add.

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