Crusader Kings III

Crusader Kings III

35 ratings
Movable Realm Capital
   
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376.699 KB
13 Mar, 2024 @ 3:34pm
1 Change Note ( view )

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Movable Realm Capital

Description
An updated fork of "Always Move Realm Capital" to work with the v.1.12 update.
15 Comments
fihs 3 Oct, 2024 @ 9:54pm 
It looks like this might remove the option to move a camp to a specific barony
limith 4 Apr, 2024 @ 1:29am 
I actually have it for a GOT version since their UI is different....regarding the county capital move that requires another widget box.
Lunar Blacksmith 3 Apr, 2024 @ 12:49am 
This isn't working for me on 1.12.4. Are there any particular known file/mod conflicts?
H3NRY27 2 Apr, 2024 @ 9:28pm 
pls add @limith changes into the mod that so dope or make another ver
limith 1 Apr, 2024 @ 11:17am 
Second change is to allow always replacing buildings for vassal territory.


button_round = {
name = "replace_button"
onclick = "[GUITrackItem.Replace]"
tooltip = "[GUITrackItem.GetReplaceTooltip]"
# visible = "[And(GUITrackItem.IsCurrentBuildingSelected, GUITrackItem.CanReplace)]"
visible = "[GUITrackItem.IsCurrentBuildingSelected]"

button_change = {
alwaystransparent = yes
parentanchor = center
}
}
limith 1 Apr, 2024 @ 11:13am 
button_move_capital = {
datacontext = "[HoldingView.GetTitle]"
datacontext = "[HoldingView.GetHolder]"
name = "set_county_capital_button"
visible = "[HoldingView.GetProvince.GetTitle.CanPlayerCustomizeTitle]"
#visible = "[HoldingView.CanSetCountyCapital]"
position = { -3 5 }
texture = "gfx/interface/icons/flat_icons/move_capital.dds"
onclick = "[Character.OpenPlayerInteractionWithTargetTitle('rcm_override_county', Title.Self)]"
tooltip = "[Character.GetPlayerInteractionWithTargetTitleTooltip('rcm_override_county', Title.Self)]"
#onclick = "[HoldingView.SetCountyCapital]"
#tooltip = "SET_COUNTY_CAPITAL_TOOLTIP"
}
limith 1 Apr, 2024 @ 11:12am 
I made the following personal changes which you might want to consider integration
1) Added ability to also move county capital

rcm_override_county = {
category = interaction_category_uncategorized
special_interaction = feudalize_tribal_holding
hidden = yes

target_type = title
target_filter = recipient_domain_titles

#is_shown = {
# scope:actor = {
# this = scope:recipient
# }
#}

on_auto_accept = {
scope:recipient = {
scope:target = {
set_capital_barony = yes
#add_special_building_slot = duchy_capital
}
}
}

auto_accept = yes

ai_will_do = {
base = 0
}
}
luckylayne 1 Apr, 2024 @ 9:30am 
it isn't working for me :/