Crusader Kings 2 Ruler Designer Mod

  1. Crusader Kings 2 Custom Character

Crusader Kings II - Prince of Darkness v.12062018 - Game mod - Download The file Prince of Darkness v.12062018 is a modification for Crusader Kings II, a(n) strategy game.Download for free. File type Game mod. File size 130.2 MB. Last update Wednesday, July 4, 2018. Downloads 1500. Downloads (7 days) 28.

I had started playing Crusader Kings II again and like every other time before it, I always get to the point when I want to mess up with my ruler, i.e. And by a bit, I mean a whole lot. Nothing short of the most over powered ruler possible is acceptable. Even though the game provides all the in-game cheat commands necessary to achieve this, it is not as easy as one may think. You can easily set the age of any character and change their stats, but their traits need to be added one by one. The list of good and bad traits is a long one, and you have to do a bit of searching for it on the web or by finding the right plain-text file in the game configuration folder that defines these traits (and then making sure you only add the good ones). This is further complicated if you happen to use any of the popular mods for CKII (e.g.

Lux Invicta) that more than doubles the list of ruler traits. Furthermore, the cheat command requires you to input the ID of the trait, not its display name in game. For the vanilla game, I think these two values coincide most of the time, but that is certainly not the case for mods. There are plenty of situations where the ID of the trait is either a synonym word for it or worse, a misspelling. So there is no escape, you have to find the configuration files that define the traits for every mod and dig in.

There must be a better way!Well, the game has this wonderful DLC called Ruler Designer that allows you to customize your ruler when setting up your game, which undoubtedly adds more flavor to the game and can be an excellent tool for role playing purposes. I, and many others, do not consider this designer feature a cheating tool.

Every stat and trait has an associated “age” cost and your configuration cannot go above the age of 50. This means you cannot go about creating an overpowered ruler as you always have to counter balance buffed up stats and good traits with a set of bad traits to lower the age. While this is fun and great, it doesn’t help me with creating the most OP ruler ever known to man. Not without a little bit of hacking.

If we could just somehow get rid of the age cost, creating an OP ruler via the Ruler Designer is so much simpler than using cheat commands and digging through configuration files, because everything you need is on your screen and you can just select what you want. This is how the ruler designer looks like on the attributes panel. The list of traits with their associated age-costThe list of traits clearly displays the age cost. If I were to pick the Genius trait in Figure 2, my age would increase by 30. If I were to pick Genius plus Attractive, I would be 16+30+16=62 years old, 12 years above the maximum 50 so I wouldn’t be able to create that ruler. I would need to pick some bad traits already to decrease the age, and I have only picked up 2 good traits so far!In these situations I usually use any random memory hacker to open the CKII process, scan the memory for the value that I am looking for and modify it.

For example, here I would search for the value 16 which would yield an insane amount of results, then I would narrow the results by modifying a stat or picking up an ability that modifies the age, and then I would search again for the new value from the result list, rinse and repeat until I narrow it down to 1-2 memory addresses. Then I just modify that value to set the age that I want. Sometimes the value you are looking for is not a 4-byte integer, it may be smaller or bigger, a decimal or floating point number (where decimals might be truncated). Sometimes it’s not the wrong data type you’re searching for, but the value itself. For example, age may be computed and stored in months, but a conversion function is used to display it in years.Unfortunately, it is not that simple here.

That value, the age, is never stored in memory (or not persistently; it is computed, displayed, and then forgotten), so searching the memory for it doesn’t yield any result. And even if it were, this scenario is a little more complicated than that as there is a “Finish” button you can see in the screenshots above, which gets grayed out when age goes above 50.

Finding and modifying the age may not un-gray that button. This means we have to do a bit of debugging here: search for a starting point, set some breakpoints, disassemble the code and figure out how we can modify stats and traits without changing the age. You can pretty much use any debugger for this, but there are a few simple ones written specifically for game cheating such as T-Search or Cheat Engine.

I will be using the latter.The plan of attack:. Try to find the variables that change when a stat or trait is modified. Some portion of the code will have to access these variables to then compute the age and enable or disable the “Finish” button.

Once we find the memory address of such a variable, we can set memory access breakpoint which will show us what code is reading or writing to that memory address. There can be multiple pieces of code that do this for various reasons.

We will look through each part of code that accesses those variable to understand its purpose, figuring out if it has anything to do with age or the “Finish” button. Alter the code so that the age always remains the same, and the “Finish” button is enabled so we can create our ruler. Max out the stats and choose every last good trait in that god damn long list to create the most OP ruler known to man.Actual steps with screenshots:.

Fire up CKII, start a new game and go to the ruler designer on the Attributes tab. Fire up Cheat Engine and open the CKII process. In Cheat Engine, search for every 4-byte integer with the value of 6.

This will yield a bunch of results. Go back in-game and modify the Diplomacy stat from 6 to 7. Go back to Cheat Engine and continue the search for the new value of 7. This should yield only 1 memory address. (If not, change the value again, search it up, rinse and repeat). We found the memory address where the Diplomacy value is stored.

We found the variable that stores the diplomacy. Double click on it to add in the address list at the bottom of the window, where you right-click on it and select “Find out what accesses this address”. Itwillinform you that it needs to attach a debugger to the process and you must accept. A window will pop up for the results,currently empty. You need to back in-gameandmodify the Diplomacy stat again.

The new window will then populate with a list of instruction pointers where the Diplomacyvaluewas accessed. Instructions reading from and writing to Diplomacy. Foreach of the results you have a snapshot of the register space at the time and of the stack. If you look closely, the value stored intheEDX registerplus3C (hexadecimal) is the address for the Diplomacy value above.

In the result window above, you are seeing the op codes or instructions executed by the processor that involved the edx+3C address, in other words, your Diplomacy. The first result is an instructionthatwrites to your Diplomacy variable, it adds whatever was in the EDI register to your Diplomacy. This instruction was obviously executed when I clicked to increase the value of my Diplomacy, so it’s not what we’re looking for. We’re looking for code that just reads the Diplomacy, to see what for.

Ck2 ruler designer not working

The second instruction in list does that. It reads the Diplomacy value and stores it intheECX register. Let’s disassemble the code to see what is going on there. The function where the Diplomacy value is used. We seethatthe instruction from our resultlistis executed part of a humongous function (you’d have to scroll up and way down to get to the beginning and the end of it).

What could it possibly do? So, our instruction is the one highlighted above.TheECX register stores the diplomacy value. The following instruction subtracts 6 from it. Interestingly,theminimum base diplomacy value you can have is 6 (or any other stat). The second instruction after thatmultiplesECX by 1000.

Basically,thisa normalization of sort.ECX eventually gets storedinEAX to serve as a parameter for the function call that follows. I dug into this function and this is the one that computes the age.

But we’re not really interested in that function now because of the following observation. This piece of code keeps repeating throughout this functionforeach main stat, constantly computing the age for whatever reason.

This huge function actually returns the total age computed based on stats and traits. For some reason, when you change a stat once, this function will get called 3 times.

I assume once to get the age to display it in the Ruler Designer, once to update the enabled/disabled status of the Finish button, and once for probably updating the avatar (the older you are, the older you look). It is inefficient, but it’s not really a time-consuming / heavy processing type of operation. We could dig into the functionthatdoes the conversion to age so that it always returns 16 (minimum age), or we could just change this function to always return 16 in the end, no matter what it computed along the way.

Let’s look how the end of the function looks like. The the function that computes the age ends with an if-statement that ensures age doesn’t go below the minimum 16. The highlighted code is the end of the function. After the first instruction in the highlight, EBX is storing the age after taking into account all the stats and traits selected.mov eax,CK2game.exe+B7FE6C. Overpowered character with insane stats and traits at age 16Since this part of the function is unlikely to change with game updates, you can right away just search for those opcodes plus bytes I just NOP-ed out and do it again. I believe Cheat Engine allows you to write a very small and simple LUA script to do that, so next time you fire up the game and cheat engine, you just execute the script and be done with it. Similarly, you can write a small program (a trainer) that does the same thing.Well, now, back to my game of conquering the Scottish Highlands, driving out the Norse, uniting Scotland and educating the “English” in speaking proper Gaelic 🙂-MarcelUPDATE To summarize, you can achieve this by following these two steps:.

Launch any memory hacker and open the CKII process. Search for byte sequence C3 and replace it with 90.

I mod pretty much all games I play. Some of the mods I or on this blog, but mostly they're for my campaigns.The main problem with publishing them is that CK2 architecture makes it fairly difficult to run large number of small mods - there's a number of files which are responsible for pretty much everything (like religions.txt or landedtitles.txt or defines.lua) and two mods trying to do seemingly unrelated changes which just happens to affect same files will likely conflict, and game won't even inform you of it. Without it, you probably won't be able to easily choose and mix minimods you want.Then again, a lot of minimods would work just fine standalone, so if there's anything you find interesting here, just ask and I might publish it too.This isn't a coherent mod like, just a loose collection of tweaks. I used to have a collection for CK2+ as well, but that was many versions ago.Other people's minimodsI found a lot of nice mod written by other people. Currently I use these from Steam Workshop:.

I thought I'd run this for lulz, and I'm not terribly weeaboo or anything, but it's some amazing quality work and it makes the game looks so much better. new portrait frames are dreadful UI, especially in how difficult it is to tell counts from dukes. This mod makes duke frames blue, and solves this problem completely. in game music gets boring after a while, so that increases the pool a bit. Often I end up turning off game music and using external music player instead anyway.

it gives people (do nothing) traits showing if they'd accept your invitation or not. It's a hack, but it makes UI so much nicer. it gives people (do nothing) traits showing if they're heir to some title. Huge UI improvement. adds action which target's council, commanders, and other key figures. I spent so much time trying to find people's spymaster with game UI, it's huge pain in the ass. This is a huge time saver.

notifies you when someone comes of age. This is probably the most useful of them all. Getting notification when someone becomes of age, and can be married without their regent preventing such arrangements, or allowing your spies to reach them more easily now they're not tutored somewhere inaccessible, or knowing when a duchess reaches age when you can seduce her so your bastards can inherit her lands.

It's a huge win. One thing it doesn't do is notifications a few weeks before adulthood, which would be nice for last minute guard swap tricks. (there are two more minimods there but I didn't need them). Minimods I publishedA few minimods I already published:. adds Suez Canal to the game, making areas like India, Ethiopia, and so on actually relevant.

uses consistent English names for all ranks instead of all the 'walis', 'exarchs', and 'rajas'. Game really should have option to turn this crap off. uses English title names, so it's 'Denmark', not ridiculous nonsense like 'Danmark'. Game really should have option to turn this crap off as well. uses country names based on titles, not dynasty names.

Crusader Kings 2 Custom Character

So It's 'Persia', not 'Abbasids'. Another thing which should be in game settings. Become Republic - if you're male feudal ruler with coastal capital, it allows you to become a merchant republic. I used it in. Switch to spouse dynasty - Crusader Kings is supposed to be about playing as family, but game actually wants you to play as family name, which I don't like much - and for that it introduces a lot of silly mechanics like matrilineal marriages. It would make much more sense if you just wanted what's best for your children, and who cares whose name they'll carry.

I used it in. This allows you to continue playing without game over as woman in regular marriage. Make marriage regular / make marriage matrilineal - some hacks to change marriage type.

There's some glitch that makes it trigger royal aid duty sometimes. For use when you want to play as your family, but your heir married wrong way. Educate close kin - I just like educating all my kids myself, so I made a mod that allows educating all dynasty members regardless of 2 limit. To be honest I probably don't need this and I could just as well send my daughters and extra sons to vassals for education, but I got used to it. Banish traitor - you can banish imprisoned vassal traitors seizing all their lands and money, and people are OK with it.

This probably goes too far into easy mode territory, but current situation is just silly (can't seize money, can't banish, can't execute, can only take one title, and often cant' take any titles as truce blocks revocations), with traitors risking pretty much nothing as they'll just claimant faction whoever you give their title to and get it back in zero time, and then you have vassal who hates you forever. I might come up with something more balanced someday. Mark decisions as high priority sensibly.

In EU4 you can choose which decisions you want to be notified about in game UI. In CK2 that's hardcoded by 'ishighprio' flag.

Which would be acceptable, unfortunately ishighprio flag is really dumb, and asks you stupid decisions nobody ever wants like 'conscript merchant ships' or 'ask help to manage titles', but won't tell you that it's finally the month to have a feast, summer fair, or grand hunt. I made all decisions which are specific to peace time or particular month or Jews as high priority.100% hereditary 'Hunie' trait.

This actually used to do something, but now I just add it in ruler designer (or via console). It's a 100% hereditary trait which does absolutely nothing except telling me which people are descendants of my original character, no matter which culture or dynasty names they end up with. Combos with seduction focus a lot (that's why the name).Really disable fucking hints.

There's option in game to disable hints. There are hints (mostly one at campaign start) that are explicitly set to ignore this flag. Seriously, what the fuck where they thinking? When player has explicitly chosen to disable all hints, maybe take a hint and stop showing hints?Show all CBs in diplomatic map mode. Game decided that you don't want to know when you can tributary CB someone.

I very much want to know that, as that's my favourite CB, so I want it displayed too.Don't call dukes 'kings' ever. A duke is a duke. Mercia is not a kingdom. It's modern silliness to call all such petty rulers 'kings'. I made AI stop creating extra empires ever once it has one empire title. There is absolutely never any reason to do it.This one change surprisingly has more impact than everything else put together.

Made AI always prefer high tax and levy laws. Since Great Vassal Levy Nerf you absolutely and without exception should have high feudal taxes, as you'll be relying on (now a lot more expensive) mercs/retinue and your demesne troops. Non-Muslim AI in vanilla is hardcoded to go for zero feudal tax, which is ridiculous and it's according to a bunch of AI games the main reasons why Muslims are so OP - they just so happen to not do this dumb shit.Making AI actually go for high taxes and levies makes AI realms way more powerful, without touching came mechanics in any way, just aiwilldo blocks.Made AI stop joining elective succession faction unless it's Germanic. AI just loves this faction, and I've seen elective Byzantine Empire one too many times. Historically it was Germanic silliness, and it really doesn't belong in rest of Europe. Rulers can still pass such laws if they want, but AI won't join elective faction unless it makes sense for their culture.Disabled overthrow khan faction, made nomads join independence factions instead.

Hordes are totally OP, and big part of it is that they never have any internal problems whatsoever. Even if you weaken a horde the worst thing it can get is new khan. Not any more, now it can - and will - fall apart without strong khan to hold it. It doesn't come close to making hordes not OP, but now you have some tools to deal with it.Easier title creation.

Some titles have rules preventing AI of wrong culture from creating them. This just means that AI ruling over whole de jure kingdom will stubbornly remain a duke.

Weirdly in case of Hungary it applies to player too, so if you holy war all of Hungary you can't recreate it as vassal kingdom in any way. Most of such restrictions are removed.

(the must-be-republic restrictions remain). Due to coding issues, it only works for already existing kingdom titles (it's technically completely separate decision for every kingdom title in landedtitles.txt), but it's fairly rare to have vassal with custom kingdom, and hacks to make it with custom kingdoms are probably not worth it.In the end I increased vassal limit to much higher numbers, especially for emperors (25, 40, 50, 100 for duke, double-duke, king, emperor). Reasonable alternative would be to keep it where it was but reduce penalties drastically, in addition to not counting rebels and giving you more options, but I find this to be totally unfun mechanic, so I prefer to just get it out of my way. Reduced wrong government type tax/levy penalty from -75% to -50%. In the past there were cases where you needed to hold wrong holding type for fairly long time, and it would be nice if it wasn't totally useless drain on your demesne limit. To be fair, it's been a while since I last ran into this problem, and recent patch made a lot of such holdings (such as republics holding castles, feudal lords holding same culture tribes etc.) suffer from no penalty whatsoever, so I'm not sure it's needed, but then again, I don't see much reason to increase that penalty to vanilla level.

Faster de jure drift - 100 years is ridiculously slow. Allow true cognatic succession for all cultures. It's really for roleplaying, it is mostly downside compared with agnatic-cognatic, and AI doesn't know when to make marriage regular vs matrilineal so level of weird things happening will increase drastically if you press this button.Give everybody river access. People have been using rivers this way since forever. It also makes Central Asia somewhat more relevant.Allow most minor decisions while at war. Feasts, summer fairs, pilgrimages etc.

Can now happen also when you're at war. It's silly that some peasant rabble in periphery of your realm should stop you from having a feast. The problem is that game treats even very petty squabbles as 'wars', while only major ones should block such decisions.Allow joining (almost) all wars of characters of your religion.

What could be more fun than supporting rebels trying to overthrow a king you don't like? It also makes religious wars more intense as you can no longer use de jure wars to prevent other nations of same religion from joining enemy side. This is one of the best changes i've made.Ruler designer reset. All traits free. It's up to your roleplaying choices to create characters you want.Other changes Kingdom of Italy is de jure HRE. CK2 de jure map is generally silly, with all kinds of imaginary de jure realms (Wendish Empire) and relations (Croatia de jure Byzantium, well.).

Designer

This one on the other hand, is the most factual de jure statement of all - if 'de jure' means anything, kingdom of Italy is de jure HRE. As a bonus this removes the eyeblight of one-kingdom 'empire of Italia' from the map, as Venice and Sicily as de jure Byzantine Empire (which actually makes some historical sense). With 2 Roman empires already in the game, the idea of having separate teensy 'Italia' is just painful.Made culture conversion event not require neighbouring province of same culture. It still happens, just much more slowly, with discontinous territory.Interested in any of that?As you can see, these minimods are too disconnected to turn into one mod, it would take a lot of work to publish them all, and without mod builder to resolve conflicts a lot of these minimods wouldn't work together. But if you're interested in any of these mods, just message me, and I might publish it on Steam Workshop or elsewhere., but probably not in the form which would be terribly useful.