小 (咯咯炀移动页面Dynasties modding至宗族模组制作) |
无编辑摘要 |
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A new feature of Crusader Kings 3 are the improved dynasties, which can be composed by a limitless number of houses. Dynasty modding gives the opportunity to create new dynasties. | A new feature of Crusader Kings 3 are the improved dynasties, which can be composed by a limitless number of houses. Dynasty modding gives the opportunity to create new dynasties. | ||
It's also possible to change name, coat of arms and houses of any existing dynasty. | It's also possible to change name, coat of arms and houses of any existing dynasty. |
2020年11月23日 (一) 15:29的版本
A new feature of Crusader Kings 3 are the improved dynasties, which can be composed by a limitless number of houses. Dynasty modding gives the opportunity to create new dynasties. It's also possible to change name, coat of arms and houses of any existing dynasty.
Creating a new dynasty
A new dynasty is created by adding files to four folders.
The first change is applied by adding a new file example-dynasty.txt to the folder common/dynasties of the mod folder. In the file an id is assigned to the new dynasty, for example 2100001. Then lines are added for culture and name. The nsme line doesn't contain the name, but instead the path in the localisation file. It should look like this when finished:
2100001 = { prefix = "dynnp_de" name = "dynn_Lyon" culture = "french" }
The prefix only adds the "de" before the name and is already included in the original localisation files. There are several prefixes for different cultures.
The second change is made in the folder common/localization/german/dynasties either to a copy of the original dynasty_names_I_german.yml or an empty example_dynasty_names_german.yml. The same path applies for other languages, only the name of the file changes as well as the folder following common/localization. In this file, the real name of the dynasty is added.
dynn_Lyon:0 "Lyon"
The next change is made in common/coat_of_arms/coat_of_arms to the 90_dynasties.txt or the empty new file. Here is added the description of the coat of arms. Here any existing or new one can be pasted. The example uses the coat of arms of the county of Saarbrücken in Lotharingia.
2100001 = { # Lyon pattern = "pattern_solid.dds" color1 = "blue" color2 = "white" colored_emblem = { texture = "ce_lion_rampant_crown.dds" color1 = "white" color2 = "yellow" instance = { position = { 0.5 0.5 } scale = { 1.0 1.0 } } } }
Finally, the founding house needs to be assigned in a text file in common/dynasty_houses.
house_lyon = { prefix = "dynnp_de" name = "dynn_Lyon" dynasty = 2100001 #Lyon }
When every step is done, the final result ingame should look like this:
文档 | Effects • 触发器 • 修正 • 作用域 • 变量 • 数据类型 • 本地化 • 可定制的本地化 |
脚本 | AI • 剧本 • 角色 • 效果指令 • 内阁 • 文化 • 决议 • 宗族 • 事件 • 政体 • 历史 • 地产 • 生活方式 • 军队 • 宗教 • Story cycles • 头衔 • 特质 |
地图 | 地图 • 地形 |
图形 | 3D模型 • Exporters • 界面 • Coat of arms • Graphical assets • Fonts • Particles • Shaders • Unit models |
音频 | Music • Sound |
其他 | 控制台指令 • 校验码 • 模组结构 • Troubleshooting |