Crusader Kings III

Crusader Kings III

Personality Tooltips (Obsolete)
 This topic has been pinned, so it's probably important
a7492  [developer] 21 Mar, 2022 @ 10:16pm
single-word issue
For those who don't know, some characters only have a single visible AI personality trait even though the majority have two. This mod does not correctly display the single-word traits. it will show something that looks like code (like paragon_female or something) then there will be no tooltip. So its not really a game-breaking or even mod-breaking bug, but its kind of annoying.

I've checked with a few modders who are much more experienced then me and even they couldn't find a solution :( Maybe its still possible to fix, but its a very tough challenge that some modding hero will come and fix for us. Or it might just be impossible because of the way the code is written on Paradox's end, and in that case only they can fix it.

For anyone interested, check out this file:

personality_tooltips\localization\english\replace\ai_personality_l_english.yml

Here you'll see that the game uses AI_PERSONALITY_ADJECTIVE_NOUN when there are two words. I think that when there is one word, it just uses the variables directly, (like honor_noun) and that's the root of the problem.
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Showing 1-5 of 5 comments
SupercanelP085  [developer] 26 Apr, 2022 @ 6:43am 
I also found no solution
In the Character GUI there is only the reference to $SECOND$
But I couldn't find this second anywhere, in this SECOND String/Localization is described from where the game picks it localization, we only edited the localization for the one with two personalities, which is in the file a7x492 told above.
Dnasis 16 Jul, 2022 @ 6:57pm 
$SECONDS$ is part of the character relation code, which is the string displayed next to AI personality (Your wife, Neighboring ruler, etc). $SECOND$ can be any value from lines 520-560 in core_l_english.yml

It has nothing to do with the AI personality strings.
Dnasis 16 Jul, 2022 @ 8:05pm 
My best guess on what's happening (as someone who is not a modder):
- GetAIPersonality is looking for "$ADJECTIVE$ $NOUN$" when a noun is present. If an adjective is not found, it will gracefully resolve to just the noun.
- Because your mod changes the syntax of AI_PERSONALITY_ADJECTIVE_NOUN:0 to "[$ADJECTIVE$|E] [$NOUN$|E]", something is breaking the graceful resolution. It must have an adjective, and because its undefined the call breaks and you end up with the string of the noun, which never got processed. I briefly looked around in vanilla and my installed mods and I found very few instances of a localization key like $ADJECTIVE$ wrapped in a game concept link. It's possible GetAIPersonality won't accept this syntax.

Have you tried some sort of method to pass a blank adjective, or one that is an empty string?
a7492  [developer] 29 Jul, 2022 @ 10:03am 
Thanks for the help chilblane. Since you seem to be on to something, if you ever get a chance feel free to try your ideas yourself from the github and submit a PR! Sorry I don't have time atm to try this. https://github.com/a7x492/Personality-Tooltips
YeetNeeter 8 Feb, 2023 @ 1:03pm 
Hi it's not GUI issue or anything. You're just actually missing the game concepts for those terms. The game concept localization is weird, taking the blackguard_female I encountered and fix for example:

Your game concept is:
blackguard = {
alias = {blackguard_female}
}

So I added one more as:
blackguard_femal = {
alias = {blackguard_female}
}

and localization:
game_concept_blackguard_femal: "Blackguard"
game_concept_blackguard_femal_desc: "A blackguard is #italic much#! #bold less#! likely to honor relationships and [alliances|E] and #italic much#! #bold more#! likely to become an [agent|E]."

So the problem isnt hard to fix, it's just tedious. Now I'm not sure about the alias, you probably don't want two concepts to have the same aliases.
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