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Thread: Editing the specialist_decisions.txt in the CK2+ mod

  1. #1
    Civis
    Join Date
    Dec 2012
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    Default Editing the specialist_decisions.txt in the CK2+ mod

    I'm using the mod CK2+ when playing Crusader Kings 2. In this mod you can employ a Marshal, a Chancellor, a Priest and a Steward. A priest costs 10 piety and all other cost 20 gold. The bad thing is that their skill is random. So when I pay 20 gold for a Chancellor I maybe get one with the skill of 2. Paying 20 gold for such a lousy Chancellor is way too expensive.

    I have now been thinking about changing the cost of employment to 10 gold but also make the characters I employ better at their work. The random skill, of for example the Chancellor, would be from 10 to the max skill (which is what, 15 or maybe 20?).

    The example from the specialist_decisions.txt from the CK2+ mod has the lua script "random_traits = yes". I guess this part is what I have to edit to give the chancellor a random skill of 10 to the max skill. I probably have to make it "random_traits = no" and even add what trait the new chancellor should have. But how do I give him a random skill between 10 to the max skill?

    Is there anyone who could give me some help with this and tell me what editing there is to be done to make the change I'd like to have?

    A small part of the specialist_decisions.txt is in the spoiler.
    Spoiler Alert, click show to read: 

    decisions = {
    employ_chancellor = {
    potential = {
    ai = no
    is_ruler = yes
    }
    allow = {
    NOT = { has_character_modifier = employment_timer }
    treasury = 20
    }
    effect = {
    treasury = -20
    create_random_diplomat = {
    random_traits = yes
    dynasty = random
    female = no
    }
    add_character_modifier = {
    name = employment_timer
    duration = 180
    hidden = yes
    }
    }
    revoke_allowed = {
    always = no
    }
    ai_will_do = {
    factor = 0
    }
    }

    }


    ##Edit: I have posted this in another total war forum where modders of CK2 actualy have a thread. When I have received the help requested I'll write the info here for those who might be interested in tampering with the CK2+ mod.##
    Last edited by Pethom; April 23, 2013 at 11:33 AM.

  2. #2
    John I Tzimisces's Avatar Get born again.
    Join Date
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    New England, US
    Posts
    12,494

    Default Re: Editing the specialist_decisions.txt in the CK2+ mod

    This decision on the intrigue tab is in the vanilla game as well.

    I suspect if you select "random_traits = no" the code may expect you to actually define what the created character's traits will be upon creation, and then, well, all characters created with this decision will have the traits defined by those lines.

    Unfortunately I'm less familiar with the .txt's in CKII than other paradox games, so I'm afraid that's my very amateurish contribution.

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