Crusader Kings III

Crusader Kings III

Movable Realm Capital
15 kommentarer
fihs 3. okt. 2024 kl. 21:54 
It looks like this might remove the option to move a camp to a specific barony
derduerk 2. aug. 2024 kl. 10:23 
limith 4. apr. 2024 kl. 1:29 
I actually have it for a GOT version since their UI is different....regarding the county capital move that requires another widget box.
Lunar Blacksmith 3. apr. 2024 kl. 0:49 
This isn't working for me on 1.12.4. Are there any particular known file/mod conflicts?
H3NRY27 2. apr. 2024 kl. 21:28 
pls add @limith changes into the mod that so dope or make another ver
limith 1. apr. 2024 kl. 11:17 
Second change is to allow always replacing buildings for vassal territory.


button_round = {
name = "replace_button"
onclick = "[GUITrackItem.Replace]"
tooltip = "[GUITrackItem.GetReplaceTooltip]"
# visible = "[And(GUITrackItem.IsCurrentBuildingSelected, GUITrackItem.CanReplace)]"
visible = "[GUITrackItem.IsCurrentBuildingSelected]"

button_change = {
alwaystransparent = yes
parentanchor = center
}
}
limith 1. apr. 2024 kl. 11:13 
button_move_capital = {
datacontext = "[HoldingView.GetTitle]"
datacontext = "[HoldingView.GetHolder]"
name = "set_county_capital_button"
visible = "[HoldingView.GetProvince.GetTitle.CanPlayerCustomizeTitle]"
#visible = "[HoldingView.CanSetCountyCapital]"
position = { -3 5 }
texture = "gfx/interface/icons/flat_icons/move_capital.dds"
onclick = "[Character.OpenPlayerInteractionWithTargetTitle('rcm_override_county', Title.Self)]"
tooltip = "[Character.GetPlayerInteractionWithTargetTitleTooltip('rcm_override_county', Title.Self)]"
#onclick = "[HoldingView.SetCountyCapital]"
#tooltip = "SET_COUNTY_CAPITAL_TOOLTIP"
}
limith 1. apr. 2024 kl. 11:12 
I made the following personal changes which you might want to consider integration
1) Added ability to also move county capital

rcm_override_county = {
category = interaction_category_uncategorized
special_interaction = feudalize_tribal_holding
hidden = yes

target_type = title
target_filter = recipient_domain_titles

#is_shown = {
# scope:actor = {
# this = scope:recipient
# }
#}

on_auto_accept = {
scope:recipient = {
scope:target = {
set_capital_barony = yes
#add_special_building_slot = duchy_capital
}
}
}

auto_accept = yes

ai_will_do = {
base = 0
}
}
luckylayne 1. apr. 2024 kl. 9:30 
it isn't working for me :/
Death Knight Lo 29. mar. 2024 kl. 15:24 
thank you
25. mar. 2024 kl. 5:48 
thx
WSC 20. mar. 2024 kl. 20:25 
thank you
kiss912 18. mar. 2024 kl. 8:02 
目前发现挺好用的,谢谢!:steamthumbsup:
-=Illumifant=- 14. mar. 2024 kl. 7:01 
Breaks the game on close