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{{version|Timeless | {{version|Timeless}} | ||
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. | ||
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A new dynasty is created by adding files to four folders. | 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: | |||
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 | |||
<pre> | <pre> | ||
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</pre> | </pre> | ||
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 prefix only adds the "de" before the name and is already included in the original localisation files. There are several prefixes for different cultures.<br> | ||
The second change is made in the folder ''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. | 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.<br> | ||
<pre> | <pre> | ||
dynn_Lyon:0 "Lyon" | dynn_Lyon:0 "Lyon" | ||
</pre> | </pre> | ||
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. | 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. | ||
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</pre> | </pre> | ||
Finally, the founding house needs to be assigned in a text file in ''common/dynasty_houses''. | |||
Finally, the founding house | |||
<pre> | <pre> | ||
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When every step is done, the final result ingame should look like this: | When every step is done, the final result ingame should look like this: | ||
[[File:Modded Lyon-Dynasty.jpg|thumb|left|border]] | [[File:Modded Lyon-Dynasty.jpg|thumb|left|border]] | ||
{{Modding navbox}} | {{Modding navbox}} | ||
[[Category:模组制作]] | [[Category:模组制作]] | ||
[[en:Dynasties modding]] | [[en:Dynasties modding]] |