Crusader Kings III

Crusader Kings III

PDXCON Tutorial Mod
36 Comments
Sparc  [author] 13 Nov, 2022 @ 5:44pm 
Also, consider joining us on the Mod Coop Discord
https://discord.gg/invite/ck3modcoop
Sparc  [author] 13 Nov, 2022 @ 5:43pm 
LazyIcarus, Glad to hear it! I look forward to seeing your creations on Steam Workshop one night in the future!
LazyIcarus 13 Nov, 2022 @ 4:37pm 
Yup, thank you for the help. I ended up creating a scripted effect to populate a list composed of `every_prisoner`, `every_knight` and so on, with some limitations. Then
Sparc  [author] 13 Nov, 2022 @ 2:56pm 
I create a list with PDXCON_populate_CK3_staff_list_effect
and inside PDXCON_populate_CK3_staff_list_effect is specify my triggers to which characters I want (in this case, specific character: ). You will want to have different criteria as well as a scope smaller than global.

Take a look into vanilla CK3 files and see how they populate lists with "add_to_list"
Sparc  [author] 13 Nov, 2022 @ 2:53pm 
To populate a list of already existing characters, look at the random characters picked from the paradox staff list in the cafeteria and speak easy events.

To dynamically generate a list of pre-existing characters, you will need an event that generates that list based on the triggers you define. Depending on your criteria, this could be a very long list. On average, a CK3 generates at least 40,000 characters on game start because it needs to have a count for each county (with a full court + wife), and for barons I think its a minimum of 3 characters.

You will probably want to limit any list of characters to something like any character in a realm, any vassal or courtier, or at the very lease diplomatic range plus additional restrictions by trigger.
LazyIcarus 13 Nov, 2022 @ 9:52am 
Thanks for the response! By "scripted templates" are you referring to character templates? The robot spawns randomly generate characters, but what I'm looking for is to populate a list with already existing characters (my bad, the "generate a list of people dynamically" may have been confusing - I wanted to dynamically generate a list of pre-existing characters).

I guess what I want is sort of like being petitioned by your vassals in the royal court, or deciding who goes to a feast. For example I'd like a pool of characters who would periodically find you to duel/spar with. The event would only recur with like a cooldown of a year so it shouldn't be too bad.
Sparc  [author] 13 Nov, 2022 @ 6:45am 
LazyIcarus, you would use scripted templates. Take a look at the robot spawns. If you too away the unique names, names would instead be chosen at random from the culture list names.

If you have an event you want to repeatedly call, set it up for a trigger that causes the event to be repeatedly called.

You want to be careful with any event that loops, as the game might do it a lot unless you have it on some sort of counter to tell it when to stop.

If your goal is that you want a random 1000 characters, then maybe have a single event that just does that; rather than making an event loop.
LazyIcarus 12 Nov, 2022 @ 11:26pm 
Hi thanks for this mod! Is it possible to add an event showcasing how to generate a list of people dynamically? Currently the PDXCON_populate_CK3_staff_list_effect scripted effect adds a fixed set of characters into the list, but what if I wanted the list to contain a list of characters satisfying some conditions (for example being in the same realm, close in physical distance, and so on)? Also this list is generated only once through setting the scripted event to yes - how would you generate it repeatedly (at the end of the scripted event reset itself back to no)?
Dracon Mortifierre 8 Nov, 2022 @ 8:31am 
Understandable!
Sparc  [author] 8 Nov, 2022 @ 7:48am 
You're welcome DraconMortifierre. I want to teach humans to fish.
Dracon Mortifierre 8 Nov, 2022 @ 5:17am 
Woah, did not expect that so quickly.Thanks!
Sparc  [author] 7 Nov, 2022 @ 7:44pm 
You're welcome notNSANE!
notNSANE 7 Nov, 2022 @ 3:41pm 
Beautiful, thanks!
Sparc  [author] 7 Nov, 2022 @ 2:00pm 
1.4 November 7, 2022: Gene Fixes
* Update mod to CK3 1.7.2
* Updated genes (index numbers) and graphic portrait modifiers
* Minor fixes for error log happiness
* Restored (PARODY) Fred Wester's Easter Egg character. Going forward, PDXCON Tutorial Mod Characters that engage in impersonation without clearly specifying 'parody' will be permanently suspended.
* Fixed (PARODY) Troy's hair, beard and hat
* Embellished the Pruitt Coat of Arms. Swapped Bear for Lion. Added Helm with a Raven on it.
* Male Dummy is no longer naked.
* Fixed some broken music cues.
* Localization fix: Synthetic Forces land in Moskva not Rome.
Dracon Mortifierre 29 Oct, 2022 @ 2:42pm 
@Sparc Yep, just this mod, and the game set to version 1.3.1. Later versions also don't work, though that's sort of expected.
Doing a tutorial on artifacts and such would be awesome as well!
Sparc  [author] 29 Oct, 2022 @ 1:19pm 
Dracon Mortifierre, I can look into updating it. Is it crashing with ONLY using this mod?

Probably it needs to be updated to the clothing added in subsequent DLC as we add a weapon, crown and helmet with this mod.

I should probably also show how to add an artifact... probably the crown and the gun.
Dracon Mortifierre 29 Oct, 2022 @ 11:18am 
When reverting back to version 1.3.1, the game just crashes on startup with this mod installed. Are there plans to update this mod for later versions, or use it's assets again in another mod?
SplittinHeads 15 Aug, 2021 @ 12:36pm 
When is the video tutorial coming?
Nirasti 31 May, 2021 @ 8:51am 
I'll check out other possibilities, thanks for helping confirm it's not this mod anyway.
AGS 30 May, 2021 @ 6:29am 
MAKE SENGOKU II :)
Serapis Memnon 29 May, 2021 @ 7:44am 
Someone pls adapt the novel Gods Demon into a mod... Wayne Barlowe's world of Hell is perfect for CK3.
Solitude 28 May, 2021 @ 4:01pm 
This is great! I been trying to learn how to mod. Looking forward to giving this a try this weekend.
Sparc  [author] 28 May, 2021 @ 7:36am 
Sparky, it should not make the game faster. I might add a decision that adds a trait to all the Pararadox staff, good idea!
Sparc  [author] 28 May, 2021 @ 7:33am 
Added Chinese translation by Juijote
ZHAMIN 28 May, 2021 @ 2:11am 
大人时代变了
Nirasti 28 May, 2021 @ 1:49am 
The game runs much faster with this mod than without. Is there a reason for that?
Also, it would be nice for all the Paradox staff to have a trait so that they're easier to find
Sparc  [author] 26 May, 2021 @ 10:01pm 
Juijote! Merge request accepted. Thank you!
It will be in the next upload to steam workshop tomorrow.
Juijote 26 May, 2021 @ 9:00pm 
@Sparc
I've submitted the Chinese translation on GitHub.
This is the address of the mod translation collaboration project, which can be put into the steam introduction(P社嘉年华MOD制作教程, 翻译项目地址 https://paratranz.cn/projects/2407)
Sparc  [author] 25 May, 2021 @ 11:00pm 
Version 1.2 May 26, 2021: Comments
* Added comments to events script
* Typo fixes for event localization
Sparc  [author] 25 May, 2021 @ 8:57pm 
Version 1.1 May 25, 2021: Tooltipapalooza
* Added tool tips to all events to explain how the events were scripted.
* Fixed issue with Thompson SMG not appearing with all portraits. It was a missing } . Be wear the missing }, it plagues modders like nothing else.
* Diversified character portrait animations.
* Diversified event icons, themes and backgrounds.
* Added music cues.
* Expanded event chain to break up Gamer Custodian Event from Synthetic Dawn III Invasion event.
* Added Paradox Office buildings.
* Started a war.
* Fixed many typos in event text.
* Made a Faulkner joke.
* Added Change Log to show a best practice.
Juke™ 25 May, 2021 @ 2:02am 
Sounds super cool! Ill check it out!
SplittinHeads 24 May, 2021 @ 11:35am 
*Fight off an alien invasion.*

X-Com assemble!
[Army of Two] AXIS 24 May, 2021 @ 6:41am 
Hahahaha this is very original! xD I usually only want historical realism but this got me smiling :D
mxlte 23 May, 2021 @ 2:33pm 
This looks so great haha
Bill Clinton 23 May, 2021 @ 1:14pm 
lol
hutma009 23 May, 2021 @ 12:05pm 
Seems great!