宗族模组制作

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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. It's also possible to change name, coat of arms and houses of any existing dynasty.

Creating a new dynasty[编辑 | 编辑源代码]

A new dynasty is created by adding files to four folders.

创建一个新宗族需要向四个文件夹中添加文件。

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 name line doesn't contain the name, but instead the path in the localisation file. It should look like this when finished:

首先需要在mod文件夹下的目录common/dynasties 下创建新的example-dynasty.txt 文件。在这个文件中每个id被分配给一个新的宗族,譬如说2100001。然后是文化和名称的行。名称那一行里面包含的不是(宗族的)名字,而是本地化文件中的路径。它完成的时候看起来应该是这个样子的:

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.

前缀(prefix)仅仅是在名字前面加“de”并且已经包含在初始的本地化文件中了。不同文化有好几种前缀。

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.

其次是在localization/german/dynasties文件夹中添加初始的的dynasty_names_I_german.yml 拷贝或者一个空的example_dynasty_names_german.yml文件。同样的路径也适用于其他语言,只有文件名和common/localization文件夹有变化。在这个文件中,添加宗族真正的名字。

(他这个例子举的是德语的,其实你打开原版游戏目录里面的common/localization文件夹就晓得了,“本地化”页面里面会详细讲。本地化格式如下所示:)

dynn_Lyon:0 "Lyon"

Prefixes[编辑 | 编辑源代码]

To see a list of existing prefixes, see localization/english/dynasty_names_l_english.yml (or the version for your language). They are at the top of the file, starting with dynnp_.

To add a new prefix, simply add it to your customised dynasties file, or (if you have a lot), create a new file, such as dynasty_prefixes_l_english.yml.

Note that you need to leave a space in the localization string if there is supposed to be a space in the resulting text. For example:

# In localization/english/my_dynasty_names_l_english.yml
dynnp_de:0 "de " # Space after de
dynnp_d-:0 "d'" # No space after d'

# In common/dynasties/my_dynasties.txt
200001 = {
  prefix = dynnp_de
  name = dynn_Lyon
}
200002 = {
  prefix = dynnp_d-
  name = dynn_Oeuvre
}

Results in:

  • de Lyon
  • d'Oeuvre

Coat of arms[编辑 | 编辑源代码]

Main article: Coat of arms modding

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 }  }			
	}		
}

Motto[编辑 | 编辑源代码]

Mottos can be added to dynasties or to houses (or both):

2100001 = {
	prefix = "dynnp_de"
	name = "dynn_Lyon"
	culture = "french"
	motto = "dynn_Lyon_motto"
}

You will then need to localize the motto.

House[编辑 | 编辑源代码]

Finally, the founding house can be assigned in a text file in common/dynasty_houses. If you choose not to do this, the game will create a founding house using details from the dynasty.

house_lyon = {
	prefix = "dynnp_de"
	name = "dynn_Lyon"
	dynasty = 2100001 #Lyon
}

When every step is done, the final result ingame should look like this:

Modded Lyon-Dynasty.jpg