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Death modding

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As of patch 2.6, death reasons and text displayed on succession screen have become moddable.

Death reasons[edit]

Death reasons are defined in folder common/death/.

The format is:

<death_reason> = {
	long_desc = DEATH_REASON_DESC
	sound_list = {
		female = {
			"female_violent_death_01"
		}
		male = {
			"male_violent_death_01"
		}
	}
}

All are optionals, except for long_desc:

Configuration key Type Description
violent bool
long_desc key Localization key. Ex: DEATH_BY_MURDER_UNKNOWN (died under suspicious circumstances).
  • In case a killer is specified(e.g. death = { death_reason = death_battle killer = FROM}), the variable $KILLER$ will have its name.
  • death_trait is a bit special, as it will inject variable $TRAIT_DEATH$ in localization, with the <trait_name>_death text, defined for traits that reduce heath.
can_nokiller bool
murder_unknown bool
sound bool If set to no, killing someone with that reason will not cause a death sound.
sound_list list<sfx> Female and male lists of death sounds.
  • For custom death sounds, sound files are placed in the sound folder and referenced by sound.sfx, within the interface folder.
execution bool
death_date_desc key Changes the text shown when hovering over someone's age. Useful for death reasons like "Went to China" that aren't really outright dying.

Execution methods[edit]

When executing someone, an execution method is randomly determined from the execution methods defined in the common/execution_methods folder. They are written in execution_method blocks. Each execution method must contain a death reason defining the sound and description of the death. They also contain a weight multiplier to determine which of the available death reasons are used. Finally, they contain a trigger. If the trigger evaluates to false, the execution method is not available.

Within the weight_multiplier and trigger blocks, FROM is the executioner and ROOT is the executed.

Example[edit]

execution_method = {
    death = death_execution_bear
    weight_multiplier = {
        factor = 50
        modifier = {
            factor = 8
            FROM = { trait = hunter }
        }
        modifier = {
            factor = 3
            FROM = { trait = cruel }
        }
    trigger = {
        FROM = {
            capital_scope = {
                NOR = {
                    region = world_india
                    region = world_africa
                }
            }
        }
    }
}

Succession screen[edit]

Some flavor text appears on succession screen with:

  • an epitaph of deceased ruler
  • a presentation of the heir

This is configured in common/death_text and common/heir_text respectively.

death_text_proud = {
	weight_multiplier = {
		factor = 10
	
		modifier = {
			factor = 0
			OR = {
				NOT = { trait = proud }
				is_wicked = no
			}
		}
	}
}
heir_text_traits_falconer = {
	weight_multiplier = {
		factor = 25
	
		modifier = {
			factor = 0
			is_adult = no
		}
		modifier = {
			factor = 0
			NOT = {
				trait = falconer
			}
		}
	}
}