There are still some hard coded links with the interactions, specifically when it’s an interaction that’s needed to be used by the AI in a non-trivial manner. The AI can also be scripted to use all of these custom interactions, tell them who’s a good target, as well as how often they should evaluate it (which is important for performance). And of course that opens it all up for modders as well.
This gives many benefits: with script being able to change it we can now change weights for the AI’s use of these actions with just a few text file changes instead of needing code time, we can change who can do them, and what people are considered good matches etc. It was only after quite a few patches that the ability to add custom “targeted decisions” was introduced, and it’s worth noting that it was only the ability to add or modify those targeted decisions – the older hardcoded core interactions were still not particularly moddable.įor CK3 we wanted to open all of that up to go through one unified character interaction system, so every action goes through our script system now. To focus more on game level things, one of the biggest things changed from CK2 is the character interactions.įor a brief history lesson in CK2 modding, most of these core interactions were hardcoded, things like arranging marriages, declaring war, alliances etc.
If you’d like to know more about event scripting then Dev Diary 30 had a very good coverage of that which you should check out!įeel free to ask questions about both the linked threads in this one as well! Character Interactions When Imperator released I posted a lot of information about the things that come directly from Jomini and which are shared between both games, so I would recommend checking out my Grand Jomini Modding Information Manuscript thread if you are an interested modder. In the rest of this diary I’ll talk less about what you can do overall and more spotlight some things I think modders of CK2 will be excited about, as otherwise this diary would be huge and I need to get back to coding at some point.Īt its core our scripting language in Imperator and Crusader Kings III is based on an in-house grand strategy library called Jomini, which acts as a more GSG focused layer used on top of our Clausewitz engine. We’ve aimed to make the game a lot more open in terms of what can be achieved in modding: we’ve got over 80 database object folders (some even with sub-folders), a very versatile event system structure, a GUI system that can be fully changed, history files, localization, sound, music, and more! So huge parts of the game can be changed to suit your needs! I got started at Paradox as a Content Designer due to my modding work on Crusader Kings II, so being able to make sure the sequel has lots of modding opportunities and trying to give back to the community that aided me in getting into this industry is something I am very passionate about, and I know others on the team had similar starts in modding as well.
Mods are something very important to the team and something especially close to my heart.
I’m Matthew, one of the Programmers on the CK3 team, and today I am going to talk to you about the modding in Crusader Kings III! Hello everyone and welcome to the 37th CK3 Dev Diary!