Crusader Kings III

Crusader Kings III

Witchcraft
ryciebani666  [开发者] 2024 年 3 月 24 日 上午 6:33
Creating Temple of the Horned God
This is my response to Axxa's comment:
引用自 Axxa
Love the mod, and I'd like to make a request/suggestion
Could it be possible, to make the special building "Temple of the Horned God" an event building you can make yourself? Or maybe a game rule that have options on the spawn location?
It's a tad sad if you play in the western europe, and want to do some demon schenanigans, but the temple spawns all the way over in asia, never to be touched :(
Hope it can be looked at <3

Well, I confess that such a modification would not be in line with my personal vision ;) Places of Power should be random, and if you need one of them, you should just get it - even if it's somewhere on the edge of the world. That's why I don't like the idea of adding an event or game rule.
But that's my personal point of view - everyone has their own. CK is also precisely about making your own fantasies come true, right?;) Mods help with that. I can show you how you can realise your own vision.
First you have to find the folder with the mod. In my case it is:
*\Steam\steamapps\workshop\content\1158310\2837844350
(1158310 - CK ID.
2837844350 - Witchcraft ID).

For you it should look similar. Go into the "common" directory and then into "decisions". There should be three files inside, open "magic_dec.txt" in notepad. Scroll to the bottom, after the last character ("}") press enter and paste the code below:
spawns_horned_god_temple = { title = building_horned_god_house desc = building_horned_god_house_desc selection_tooltip = building_horned_god_house_desc confirm_text = CONSTRUCT picture = { reference = "gfx/interface/illustrations/decisions/decision_personal_religious.dds" } is_shown = { is_ai = no has_dark_temple_trigger = no } cooldown = { days = 1 } effect = { ordered_held_county = { limit = { title_province = { has_special_building_slot = no } } order_by = { value = development_level multiply = 1 } position = 0 title_province = { add_special_building = horned_god_house } } } ai_check_interval = 0 }
Save the file and close it. When you start the game you should see a one-off decision 'Temple of the Horned God'. It will create a temple in your most developed province (among those without a special building). The decision won't work if you already have special buildings in all provinces (although this is probably unlikely).
Good luck :>
最后由 ryciebani666 编辑于; 3 月 17 日 上午 1:26
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正在显示第 1 - 15 条,共 18 条留言
Axxa 2024 年 3 月 25 日 上午 2:32 
I understand your point of vierw, thank you for this though ^_^
heh 2024 年 4 月 5 日 下午 9:49 
Does this mean yaga's chicken hut can't be moved either? It seemed like the original yaga was able to move it, before a strange series of events lead to her serving as my courtier and spymaster, then tragically dying in a duel to my son. So I took her title since I control the hut, but can't see any interaction with it.
ryciebani666  [开发者] 2024 年 4 月 6 日 上午 1:47 
Well, the hut is a special building that provides various bonuses/modifiers (described in its description), including allowing you to get Yaga trait. And that's all.
I admit that I had such an idea for the building to change its location - that’s how it worked in the early versions. On the mechanical side, the hut was simply removed from one place and added in another. It "moved" ;)
However, I quickly discovered that the previous locations left slots that could be used to rebuild the hut. Special slots cannot be removed (or at least I didn’t figure out how to do it). So, this functionality was disabled to prevent the world from being flooded by a wave of Baba Yagas huts ;)
heh 2024 年 4 月 6 日 上午 7:58 
That makes sense. I thought I saw it move, but I must've been confused by it being in slightly different places during different game starts. Amazing mod, by the way.
ryciebani666  [开发者] 2024 年 4 月 6 日 上午 11:09 
Thanks :) Basically, places of power spawn at a random location in each new game (but then they don't move anymore). Good luck :>
daniel_barlow 2024 年 12 月 14 日 上午 12:54 
How do I do this but for the Magic Academy?
ryciebani666  [开发者] 2024 年 12 月 14 日 上午 2:58 
Replace "add_special_building = horned_god_house" by "add_special_building = mage_house"
And "has_dark_temple_trigger = no" by "has_mage_academy_trigger = no"
最后由 ryciebani666 编辑于; 2024 年 12 月 14 日 上午 3:02
daniel_barlow 2024 年 12 月 14 日 下午 1:26 
Thanks
Angel DeStaar 3 月 14 日 下午 12:33 
Please help me figure this out – the decision isn't working. For some reason, the check for the special building in my most developed holding doesn't trigger. In the description it shows my capital, where the special building has already been constructed, and after activating the decision, nothing happens. I tested it with another character who has 2 holdings and no special buildings – the first building (Temple) is created, but the second one (Academy) is not.
ryciebani666  [开发者] 3 月 14 日 下午 3:12 
@Angel DeStaar
I have modified the code above so that it places two places of power in your realm - if there is room for it. GL.
Angel DeStaar 3 月 15 日 上午 4:28 
Thank you for your help. I tried the new code, but only the Academy was created because position = 0 is the capital, and as I mentioned before, there is a special building there. I still have the feeling that the condition `limit = { any_county_province = { has_special_building_slot = no } }` is not working.
I don't rule out that the issue might also be caused by the Medieval Arts mod, which adds special buildings, and because of this, the building in the capital is not being considered.
ryciebani666  [开发者] 3 月 15 日 上午 4:51 
@Angel DeStaar
Replace "any_county_province = { has_special_building_slot = no }" -> "title_province = { has_special_building_slot = no }" in both places, this will be more correct.

If this does not help, you can also experiment with the position parameters, change 0->1 and 1->2, etc.
Angel DeStaar 3 月 15 日 上午 5:05 
Thanks. Changing to title_province worked.
I had considered adjusting position before, but that wouldn't be a universal solution. I still wanted to find something that would work for all playthroughs without needing to tweak it every time. And now I'm satisfied with it))
最后由 Angel DeStaar 编辑于; 3 月 15 日 上午 5:08
ryciebani666  [开发者] 3 月 15 日 上午 5:26 
:]
The Seizureman 9 月 24 日 上午 11:15 
I know this is a very old post but I just cannot get this to work for some reason. The decision is just not appearing. If this outdated or am I doing something wrong?
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