Hopefully their windows have a bit more functionality and effort put into it than my testing one… I am really excited to see the new UIs that mods end up making for their gameplay systems and getting to try a few different mods together. This may not sound hugely impactful, but it means that mods going forward can easily create large systems which can then more easily be compatible with other mods that add systems or if they feel brave enough even with larger Total Conversions if they do not cross over in incompatible design choices. Now of course there are some limitations, the windows do not have any special data context like a code one does but it can access anything that is set globally or on the local player character which covers more than enough cases normally. Then with that simple line of script their window will appear in the game in the same way any of the windows we support in code do. Gui/test_custom_widget.gui = my_second_cool_test_widget ![]() Gui/test_custom_widget.gui = my_first_cool_test_widget In 1.5 there is a new system called “scripted widgets”, what they allow for in essence is a mod to define their own brand new windows in the gui files and then add an entry into the gui/scripted_widgets folder with the name of their gui file and the main window. And our new UI system is the most open we’ve had in terms of what custom UIs mods can add and edit, but one issue it had was letting you add brand new things entirely and keeping compatibility nicely. Scripted WidgetsCK3 is one of our most moddable games yet, not just in terms of the content that can be added but the system's mods can script. This is something that we’re very happy to be able to put into the game and have support in the game rules for unmodded games too, it is something that a lot of the team and community wanted and we are glad it is finally going to be shipped in 1.5. Mods are of course able to implement this into their different worlds without it having to be a game rule, it can be based on different cultures or anything in the game world at all. You can also have some more special roles such as if you have a court jester or poet appointed then they can show up in your court too. If you have a bodyguard or champion court position appointed for example then it tries to use them as a special guard, but if you do not then it will fallback to picking any of your knights instead. For example the two guards you see in the back are two positioned instances of the guard and knight role, which has a variety of rules of who it should pick. Instead the character positions are given a set of valid roles, and you pick a position where someone who has one of those roles may go. One aspect I will go into a bit more info on quickly is the character positioning, because the rest of the positioning is set within the editor but the characters are not positioned individually because of course not every court has the King of England to reference. I am not going to go into a huge amount of detail on the royal court modding because it is actually pretty straightforward with the editor, you position things and pick the assets you need for a configuration and then it just puts things there. Trust me, cause I remember the time whilst the editor was work in progress and doing changes by hand crushed my soul. It lets you position and change objects and switch between different settings much faster than trying to edit them all by hand. The Royal CourtOf course the Royal Court itself is open to mods, it is all defined in the gfx/court_scene folder though the majority of the complex scene_settings itself is best built using the in-game editor that we are shipping with the court scene. I’ve also attached the output of script_docs on 1.5 at the end so modders curious about the new triggers and effects in game can get a bit of a sneak peek for the release. ![]() We’ve added a variety of mod support in 1.5 so I’m not gonna cover everything, but I will give a few big ticket items that will let mods do a lot more fun custom things as well a few smaller fun ones. I’m Matthew, one of the Programmers on the CK3 team, and today I am going to talk to you about a variety of improvements and changes we’ve done to modding for the 1.5 patch which will be accompanying the Royal Court Expansion. ![]() Hello everyone and welcome to the 87th CK3 Dev Diary!
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |