本页面旨在协助编辑CKII存档文件。在编辑存档文件之前,强烈建议你先复制相关文件。编辑时犯的简单错误都可能让存档无法播放。存档编辑在游戏上是不可能的 ironman.
~/Documents/Paradox Interactive/Crusader Kings II/save games/~/.paradoxinteractive/Crusader Kings II/save games/C:\Users\YOURNAME\Documents\Paradox Interactive\Crusader Kings II\save games除非你在保存时取消勾选该框,否则存档文件会被压缩(ZIP格式)。自动存档和快速存档不会被压缩。存档文件的编码是Windows-1252。
游戏中的任何角色都可以非常轻松地编辑。角色的任何方面,包括属性、特质和声望/虔诚度都可以更改。你可以在记事本里打开存档,但加载起来会花几分钟。因此推荐使用更高级的文本编辑器,如 Notepad++。
要编辑角色,你必须先在文件中找到他们。玩家角色的 ID 可以在存档文件的最顶部找到。在非铁人三项游戏中,可以通过使用 charinfo console command.有了字符ID,用Ctrl+F搜索文档,输入字符ID,再输入=。
(EXAMPLE: 31443=)
如果你不知道这个数字,只需搜索角色名字,并交叉核对出生日期、父母名字或特征等信息(这需要知道特征代码)。如果角色名字不常见,这会容易很多。
(EXAMPLE: bn="charactername")
The section below, Save File Contents可以帮助你判断自己是否在正确的位置。
一旦找到你想要的角色,你可以编辑他们的任何特征。像生命值、基础属性和生育率这样的数值很容易被更改。 Traits 必须使用他们的数字ID添加,而非实际姓名。
如果你的角色已经移动了首都,并且你想让他们再次移动,可以把“moved_capital”变量从“否”改成“是”,然后在游戏中选择新的首都。如果你的有地儿子继承你的财产,这非常有帮助,因为继承会让他们更换首都。鉴于统治者通常会因儿子无地而受到声望惩罚,大多数玩家选择给他们土地,但父亲去世后发现他们只能留在当前的首都。
要创建婚姻,你需要两个角色ID。你必须搜索每个字符并添加这句话:
spouse = ID
其中 ID 是其他字符的 ID。这将游戏中的两个角色结合起来。对于非母系婚姻的免费离婚,只需删除此部分即可。要离婚母系婚姻,你还需要删除下面列出的部分。
如果你想要母系婚姻,你需要在存档文件的关系={}部分添加内容。举个例子,假设丈夫身份证为1500,妻子身份证为2800。再加到关系部分:
relation=
{
...
diplo_1500=
{
2800=
{
succession=yes
}
}
...
如果你想把母系婚姻变成正常婚姻,只需找到并删除那些话。
这是存档文件中内容的顺序。这可以帮助用户导航他们试图访问的文件区域。
version # game's patch when saved date # game’s date when saved player= # brackets containing player’s information { id # player’s character’s ID type # } player_realm # player’s main province title ID # Following information duplicate those found in player's character information player_name # player’s name (<=> Character’s name + nickname) player_age # character’s age player_portrait= # list infos on player’s character { fem # no: male, yes: female dna # charater’s DNA properties # religion # religion culture # culture government # government type dynasty # dynasty ID } is_zeus_save # game_rules= # { alternate_start # } game_speed # game’s speed (0: Paused, 4: Max) mapmode # playthrough_id #
dyn_title # information on titles that are dynamic (for rebels, nomad, etc.)
{
title # Province title ID (dynamic)
base_title # title associated with this dynamic title (e.g. if duke of “X” rebels, here will be written “X”)
is_custom # only appear if yes. yes: title specifically created for this game
is_dynamic # yes: is dynamic
}
Unit #
sub_unit #
start_date # game’s start date
flags= # list of global events and date at which they were triggered
{
[…]
}
vars= # list of specific variables, with self-explanatory titles
{
global_amount_of_times_china_civil_war
global_amount_of_times_china_expansionist_policy
global_amount_of_times_china_famine
global_amount_of_times_china_jurchen_invasion
global_amount_of_times_china_mongol_invasion
global_amount_of_times_china_plague
global_amount_of_times_china_stable
global_amount_of_times_china_unrest
global_children_of_destiny_bloodlines_founded
global_children_of_destiny_on_birth
global_china_change_to_expansionist_count
global_deaths_in_battle
global_miracle
global_raiding_adventurer_recruit_troops
global_raiding_adventurer_spawn_by_courtier_MTTH
global_raiding_adventurer_spawn_by_displacement
global_raiding_adventurer_spawn_by_jurchen_invasion
global_saint_number
global_temp_policy_years
global_temp_status_years
}
saved_event_target= #
{
#
}
For more information: dynasty modding.
dynasties=
{
# == Non historical (created for this particulier game) dynasties ==
10290905= # dynasty’s ID
{
name # name of dynasty (i.e. character’s last name
culture # original culture of dynasty. Useless in-game as used to determine if it will appear as a random name in the Ruler Designer
religion # original religion of dynasty. Useless
is_modified=yes #only appear if yes. yes: name of dynasty was modified by player
coat_of_arms= # For more information: coats of arms modding
{
data= # appearance of coat of arms
{
3 1 0 6 14 5 5 1 0 6 14 5 5 1 0 6 14 5 5 1 0 6 14 5 5
}
religion # type of coat of arms
}
set_coat_of_arms=yes # only appear if yes. yes: coat of arms was set manually by player
}
# Note on Historical dynasties ("de Valois", etc.)
25= # dynasty’s ID
{
coat_of_arms= # only coat of arms is available
{
data=
{
0 0 0 21 6 13 13
}
religion
}
}
}
For more information: character modding.
character=
{
987898= # character’s ID
{
bn # birth name
name # current name (for instance Papal name)
nick # nickname
fem # only appear if yes. yes: character is a woman
pi # only appear if yes
b_d # birth date
d_d # death date – if appear, then character is considered in game as dead
c_d # cause of death
fat # character’s father’s ID – only appear if applicable
rfat # character ID of real father – only appear if applicable
mot # character’s mother’s ID – only appear if applicable
spouse # spouse or husband character’s ID. If multiple, then character has had multiple spouse, in the order which they appear
kill_list # list information on all character’s kill
{
{ # one set of brackets per kill
id # killed character’s id
type # killed character’s type
}
}
att # attributes
tr # traits
rel # religion – does not appear if government make it unnecessary, e.g. if muslim_government and religion is sunni
secret_religion # secret religion – only appear if applicable
cul # culture – does not appear if unnecessary
g_cul # graphic culture (character’s appearance) – does not systematically appear
dnt # dynasty’s ID – appear only if applicable
dna # DNA
prp # properties
gov # government type – only appear if character has a title
fer # fertility
health # health
lover # ID of character that is a lover of current character
prs # prestige
piety # piety
bstd=yes # only appear if yes. yes: character is a bastard
player=yes # only appear if yes. yes: is player’s character
player_name=MrHuman # only appear if player’s character. Name of player (MrHuman by default for single player)
claim # information on one of character’s claims – only appear if applicable
{
title # Claimed title’s ID
pressed=yes # only appear if yes. yes: pressed claim
weak=yes # only appear if yes. yes: weak claim
}
job # character’s job (marshal, spymaster, etc.) – only appear if applicable
title # specific title (commander, consort, etc.) – only appear if applicable
wealth # money
emp # liege’s character ID
host # character ID of host (i.e. for which current character is a courtier) or jailer
imprisoned # date since which character is imprisoned
guardian # character ID of guardian
in_hiding=yes # only appear if yes. yes: character is in hiding
known_plots # list ID of characters whose plots are known but current character
{
}
emi #
eme #
eyi #
eypi #
lgr= #leger – only appear if character has a title
{
lastmonthincometable # income over the last months
lastmonthexpensetable # expenses over the last months
lastmonthincome # last month income
lastmonthexpense # last month expense
}
flags= # list of character’s events and date at which they were triggered
{
recieved_royal_marriage_aid_duty=1441.2.3
}
vars= #list of specific variable
{
physique_variable=-2.000
}
md= # modifier
{
modifier # name of modifier
hidden=yes # only appear if yes. yes: is not displayed
}
action # action as member of council (train troops, etc.)
acdate # action start date
acloc #
ambition_date # date at which ambition was set
focus_date # date at which focus was set
plot_date # date at which plot was set
cpos # council position (loyalist, etc.)
cpos_start # date at which council position was set
score # character’s score
war_target # ID of character with which current character is at war
society # ID of the society character is part of – only appear if applicable
dmn= # domain information – only appear if character has a title
{
army
{
}
navy
{
}
capital # capital of domain
liege_troops= # troops by type
{
li={18.850 25.375}
hi={15.950 39.875}
pi={2.150 5.375}
lc={1.050 2.625}
ar=1.750
}
raised_liege_troops= # raised levy
{
504504
}
my_liegelevy_contribution=75 #
}
character_player_data # player’s chronicle
{
chronicle_collection
{
chronicle # chronicle for one character
{
chronicle_chapter # chronicle for one year
{
chronicle_entry # chronicle on one entry
{
text # text
picture # picture from a predetermined set
portrait # ID of portraited character
portrait_culture # type of portrait depending on culture
portrait_title_tier # type of portrait depending on tier of title
portrait_government # type of portrait depending on government type
}
year # year of entry
}
character # character’s ID
}
chronicle_position
chapter_position
entry_position
chronicle_icon_lit
}
}
retrat #
}
}
delayed_event=
{
event= # events ID
days= # number of days before events happen
scope= # scope information
{
seed #
char # character ID
from=
{
seed #
char # character ID
root=
{
# delayed events can be recursive
}
}
}
}
relation=
{
rel_987898= # relations of character 987898
{
959480= # relation of character 987898 with character 959480
{
opinion_decreased_council_power= # modifier
{
d # end date
}
ry=4 # reigned years, determining the short or long reign opinion modifier
}
}
}
id=
{
id #
type #
}
religion=
{
catholic=
{
last_crusade # date of last crusade
parent # parent religion. If none, "noreligion"
was_heresy=no # religion was an heresy or not
authority= # modifier on religion’s authority
{
modifier # ID of modifier
d # end date
}
authority=
{
}
holy_sites= # list of baronies that are regarded as holy site by religion
{
b_koln b_sutri b_sansebastian b_santiago b_jerusalem b_canterbury
}
bloodline=
{
1 2 8 9 10 11 12 14 #
}
}
religion_group=
{
}
culture=
{
}
culture_group=
{
}
For more information: province modding.
provinces=
{
1= # province id
{
vars= # list of specific variables
{
prosperity_value=243.000
}
name="Vesturland" # name of provinces as displayed in-game
culture=Norwegian # province culture
religion=catholic # province religion
max_settlements # max number of holdings
modifier= # modifier – one by set of brackets
{
modifier # name of modifier
date # end date
}
b_reykjavik= # name of holding
{
type=castle # type of holding
date # date of creation
build_time #
# You find here the list of buildings and there level, e.g.:
ca_shipyard_1=yes # shipyard, level 1
levy= # amounts for levy
{
li=503.000
hi=1019.000
pi=132.000
lc=397.000
ar=159.000
ga=27.000
}
}
technology=
{
tech_levels # tech levels
}
loot # amount that can be looted
primary_settlement="b_reykjavik" # primary holdings, i.e. the one that is held when holding the province
}
}
bloodline=
{
0= # ID of bloodline
{
type # type of blood line
name # name of bloodline (not name of dynasty)
desc # description of bloodline
owner # founder bloodline
flags= # list of flags relating to this bloodline, and the date at which they happen
{
}
created # date of creation
member # character ID of member
inheritance # type of inheritance (matrilineal, etc.)
allow_bastards=yes # only appear if yes. yes: bastards inherit bloodline
}
}
For more information: title modding.
title=
{
e_rebels= # province title ID
{
# == FOR LIEGE ==
# Either:
liege # province title ID for liege
# Or:
liege=
{
title # Province title ID (dynamic)
base_title # title associated with this dynamic title (e.g. if duke of “X” rebels, here will be written “X”)
is_custom # only appear if yes. yes: title specifically created for this game
is_dynamic # yes: is dynamic
}
religion #
holder # character ID of current holder
name # custom name, only appear if applicable
custom_name=yes # only appear if yes. yes: name was changed by player
adjective # adjective related to the province
succession # type of succession
gender # authorized gender for succession
# == Hereafter are listed the laws, and there level ==
law="agnatic_succession"
law="succ_open_elective"
law="centralization_0"
law="law_voting_power_0"
law="war_voting_power_0"
law="revoke_title_voting_power_0"
law="imprison_voting_power_0"
law="grant_title_voting_power_0"
law="banish_voting_power_0"
law="execution_voting_power_0"
law="out_of_realm_inheritance_law_0"
law="revoke_title_law_0"
law="ze_administration_laws_0"
law="tax_levy_law_feudal_4"
law="tax_levy_law_republic_4"
law="tax_levy_law_theocracy_4"
law="tax_levy_law_tribal_4"
law="status_of_women_0"
law="vice_royalty_0"
law="succession_voting_power_0"
law="vassal_wars_law_0"
coat_of_arms= # coat of arms of province, only customable for holdings
{
data= # appearance of coat of arms
{
0 0 0 1 7 1 9
}
religion # type of coat of arms
}
de_jure_law_changer # ID of character who changed de jure law
de_jure_law_change # date at which de jure law was changed
de_jure_law_changes # number of changes of de jure law
normal_law_changer # ID of character who changed normal law
normal_law_change # date at which normal law was changed
last_change # date of last event (change of owner)
previous= # previous owners: list of character IDs
{
}
set_allow_title_revokation #
set_investiture #
history= #history of province
{
769.1.1= # date of event
{
# EITHER:
holder # character ID of holder during event
# OR:
holder=
{
who # character ID of holder during event
type # type of event (election, etc.)
}
}
}
de_jure_liege # de jure liege, applicable to all except holdings and empire
de_jure_ass_years # number of years since province started to be assimilated by another province (assimilated when it reaches 100)
assimilating_liege # province assimilating (future de jure liege)
law_vote_date # date at which a vote for change of law happened
law_change_timeout # date where law can again be changed
infamy=
{
total_infamy # current total of infamy
history=
{
name # description of cause of infamy
value # amount of infamy
}
}
}
'# == SPECIFICITIES OF DYNAMIC PROVINCES ==
k_dyn_reb_968442=
{
dynamic=yes # only appear if yes. yes: is dynamic, i.e. is specific to that game
landless=yes # only appear if yes. yes: title is not associated with a county
title # character’s title when holding province
title_female # character’s title when holding province (female)
foa # Gives localization key for holder's form of address if non-standard (e.g. "My Captain")
capital=472 # capital of the province
color={90 24 36 } # color of the province
holding_dynasty=7215 # dynasty holding that title
temporary=yes # only appear if yes. yes: is only temporary
major_revolt=yes # only appear if yes. yes: province is rebelling
base_title # title on which is based the province
}
}
active_ambition= / active_focus=
{
type # type of ambition or focus
scope=
{
seed #
char # character ID
from=
{
seed #
char # character ID
}
}
parent_scope=
{
seed
char # character ID
}
backer # character ID of backer
auto_invite=yes # only appear if yes. yes: auto invite character to these ambition
}
nomad=
{
k_dyn_925429= # dynamic province title
{
population # amount of population
manpower # manpower
technology=
{
tech_levels= # tech levels
}
}
}
combat=
{
}
war=
{
name=""
history=
{
}
}
active_war=
{
name=""
history=
{
}
}
coalition=
{
coalition_target_title # province title ID of target
coalition_target # character ID of target
coalition_member=
{
# list of character IDs of members of coalition
}
}
previous_war=
{
# list of IDs of previous wars
}
next_outbreak_id # ID of disease where next disease will outbreak
dont_break_out_again_entity= # information on disease which should not happen next
{
disease # disease ID
timeperiod # [years?] before this disease can again happen
}
disease_outbreak= # information on disease that already started
{
start_date # outbreak date
outbreak_id # disease id
origins_province # province id where the outbreak happened
disease_period=
{
#
}
provinces=
{
# list of provinces where there is currently an outbreak
}
past_provinces=
{
# list of provinces where there was an outbreak
}
active #if yes, is currently active. If no, is a past outbeak
}
disease=
{
disease_tuberculosis= #type of desease
{
active=yes # is disease active or not
}
}
character_history={ # list of characters played by player, as they appear on score panel
{
identity # character ID
date # date where they started their reign
score # score
}
}
nomad_relation=
{
k_dyn_947877 # relations of title k_dyn_947877
{
k_dyn_947877= # relation of title k_dyn_947877 with title k_dyn_947877
{
clan_opinion_created= # modifier
{
d # end date of event
}
}
}
}
playthrough_duration # number of in-game days since game started character_action #
society=
{
0= # ID of society
{
member= # information on one member of society
{
character # character ID
society_rank # rank in society
society_currency #
days_in_society # days since joining society
days_at_current_society_rank # days since reach this rank in society
}
modifier= # modifier – one by set of brackets
{
modifier # name of modifier
date # end date
}
society_leader #character ID of society leader
type # type of society
}
}
artifacts=
{
33554432= # artifact id
{
type # type of artifact
name # name of artifact
desc # description of artifact
owner # character ID of current owner
org_owner # character ID of original owner
flags= # list of flags and date at which they were triggered
{
trophy=1078.5.27
}
created # date of creation
obtained # date at which it was obtained by current holder
equipped # is equipped by character or not
active # is active or not
history=
{
860636=1322.3.28 # character ID and date of obtention
}
}
offmap_powers=
{
0= # ID of offmap power
{
type # type of offmap power
holder # character ID of current holder
prev_holder # character ID of previous holder
prev_policy # previous policy
cur_policy # current policy
policy_change # date of change of policy
prev_status # previous status
cur_status # current status
status_change # date of change of status
flags= # list of flags and date at which they were triggered
{
china_had_plague=1386.6.4
}
names= #
{
china_china shu_china yuan_china
}
likes # what does the current power likes currently
dislikes # what does the current power dilikes currently
temple_list #
temple_name #
temple_indices=
{
}
history= #history of offmap power
{
769.1.1= # date of event
{
# EITHER:
holder # character ID of holder during event
# OR:
holder=
{
who # character ID of holder during event
type # type of event (election, etc.)
}
}
}
}
}
wonder_upgrade=
{
0= # ID of wonder’s upgrade
{
type # type of wonder’s upgrade
completed # is wonder’s upgrade built or not
active=yes # is wonder’s upgrade active or not
progress # [completion?]
wonder # ID of wonder related to that upgrade
construction_paused=no # is construction posed
name # name of wonder’s upgrade
desc # description of wonder’s upgrade
flags= # list of flags and date at which they were triggered
{
}
}
}
wonder=
{
16777216= # ID of wonder
{
type # type of wonder
province # ID of province where wonder is located
name # name of wonder
desc # description of wonder
wonder_upgrade=
{
# List of IDs of wonder upgrade
}
construction_history= # List of EVENTS relating to the wonder
{
{
type # type of construction
wonder_historical_event_character # ID of character that started the events
wonder_historical_event_date #
province # province where the event happened
new_name # name after event – in case of change of name
old_name # name before event – in case of change of name
custom_history #
wonder_stage # stage of wonder at the time
wonder_upgrade # type of upgrade – in case of construction of an update
}
}
upgrade_slots #
stage=1 # current stage
progress # progress until next stage
construction_paused=no # is construction paused
is_damaged=no # is wonder damaged
is_being_looted=no # is wonder being looted
is_being_restored=no # is wonder being restored
restoration_paused=no # is restoration paused
historical=no # is the wonder historical
active=yes # is it currently active
is_constructing # is it construction
looting_progress # progress of looting
restore_progress # progress of restoration
custom_name=yes # yes: name was changed by player
custom_desc=no # yes: description was changed by player
background # background image (depends on province)
background_frame_number # type of background frame
model # model on image
update_model=no #
flags= # list of flags and date at which they were triggered
{
}
}
}
quests=
{
quest=
{
id # type of quests
holder # character ID of holder of quest
society # type of society
target=
{
char_target # character ID of target of quest
}
}
}
generated_societies=yes # are societies activated
generated_artifacts=yes # are artefacts activated
trade_route=
{
silk_road=
{
multiplier #
wealth_change #
}
}
vc_data #
| 历史 | 角色 • 家族 • 省份 • 头衔 • 剧本 |
| 脚本 | 指令 • 条件 • 作用域 • 修正 • 事件 • 决议 |
| 常规 | 定义 • 游戏规则 • 另类开局 • 宗教 • 文化 • 政体 • 特质 • 血脉 • 科技 • 法律 • 建筑 • 宣战理由 • 朝贡国 • 单位 • 目标 • 疾病 • 死亡 • 荣誉头衔 • 社团 • 宝物 • 地图外政权 • 内阁成员 • 贸易路线 • 继承 • 奇观 • 称号 |
| 图像/音效/本地化 | 地图 • 图形 • 盾徽 • 肖像 • 界面 • 小地图 • 音乐 • 本地化 |
| 其他 | 故障排除 • 验证器 • 控制台指令 • 编辑游戏存档 • Steam创意工坊 • EU4转档器模组制作 |
Character moddingCoats of arms moddingConsole commandsCultureDynasty moddingEU4转档器模组制作GovernmentIronmanOpinionPatchesProvince moddingReligionSteam创意工坊Title moddingTraits事件模组制作作用域修正内阁成员模组制作决议模组制作剧本模组制作单位模组制作历史模组制作另类开局模组制作图形模组制作地图外政权模组制作地图模组制作头衔模组制作奇观模组制作宗教模组制作定义宝物模组制作宣战理由模组制作家族模组制作小地图模组制作建筑模组制作指令控制台指令政体模组制作故障排除文化模组制作朝贡国类型模组制作本地化条件模组制作死亡模组制作法律模组制作游戏规则模组制作特质模组制作界面模组制作疾病模组制作目标模组制作盾徽模组制作省份模组制作社团模组制作科技模组制作称号模组制作继承模组制作肖像模组制作脚本