Tool to enable a more concise and thematically structured creation of mods for Crusader Kings 2
Project description
Suvorov: Expanded scripting language for CK2
Suvorov allows you to write CK2 modifications in a more concise and organized fashion, grouping features together according to your own file structure instead of splitting each individual feature up over a multitude of folders. For example, if you have an event that fires on a specific action and adds a character modifier, you can group the on_action, the event and the modifier together in the same file. If you add a new province, you can define its history, titles, holder character etc in the same file. If you create a trait that unlocks an associated targetted decision as well as a maintenance event to fire for all trait holders, there is no need to pollute three different subfolders. This way, mods are more maintainable and adding or removing features doesn't mean you have to go through several different files.
Install
Install with pip install suvorov
. Make sure to use pip3
if Python 3 isn't your default version.
You can now create new mods in the folder suvorovmods
in your CK2 user directory.
Mod structure
In a suvorov mod, you can add any files according to the vanilla structure (e.g. gfx, interface, common) in the pdx
subfolder. For new, suvorov-style files, you can follow any folder structure you like (except the pdx
folder of course). So your mod could look like this:
mymod
├ pdx
| ├ gfx
| | └ trait.png
| └ localisation
| └ texts.csv
├ crusade_changes
| ├ crusade_start.txt
| └ crusade_end.txt
├ various.txt
└ modinfo.yml
These new files with the ending .txt
or .suv
accept a syntax like vanilla files, only with an enclosing scope defining their type, e.g.:
events = {
namespace = mymod
character_event = {
id = mymod.1
is_triggered_only = yes
option = {
name = mymod.eventoption.1
add_trait = patient
remove_trait = cynical
remove_trait = arbitrary
}
}
}
on_actions = {
on_crusade_preparation_starts = {
events = {
mymod.1
}
}
}
In case of .suv
files, you can also use some basic templating:
events = {
namespace = mymod
character_event = {
id = mymod.2
is_triggered_only = yes
@forin = {
@for = choice
@in = choices
option = {
name = $choice.name
$choice.attribute = 2
}
}
}
}
The data source for these can be defined over any number of .yaml
files in your mod under the top key data
.
Specify your mod metadata (name, picture, esc.) in modinfo.yml
in the root of your folder directory. Then simply call the command suvorov build (modfoldername)
to prepare the mod so that CK2 can read it. Call suvorov build
without any arguments to build all your mods.
Project details
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