Interaction · Hostile actions
Fabricate Hook
Attempt to fabricate a Hook on the recipient
What you need
You
To send it
can_start_scheme = { target_character = scope:recipient type = fabricate_hook }None of these
- You: Has a Hook on the target
One of these
- Your Spiritual Fulfillment is at -65 or below
or
Your Spiritual Fulfillment is at -95 or belowor
Can use the Fabricate Hook Schemeor
Has the Truth is Relative Perkor
or
Any character struggle:involvement = involvedhas_struggle_phase_parameter = unlocks_fabricate_hooks_for_allAll of these
- The character you target › Any character struggle: Is the struggle temp
or
All of these
- Your Government is Clan
All of these
exists = houseexists = scope:recipient.houseOne of these
- Your Government is Clan
or
The character you target: Government is Clan
- Is of the same house as the target
top_liege = scope:recipient.top_liege
- Your house:
has_house_unity_parameter = unity_unlock_fabricate_hooks
Also needed: available (an adult, not imprisoned, not incapable)
To see it in the menu
- If played by the AI:
One of these
- Has the Truth is Relative Perk
or
has_fulfillment_parameter = sp_fabricate_hook_court_chaplainor
has_fulfillment_parameter = sp_fabricate_hook_horor
Your Personal Tenets unlock tenet sacred shadows fabricate hookor
or
Any character struggle:involvement = involvedhas_struggle_phase_parameter = unlocks_fabricate_hooks_for_allAll of these
- The character you target › Any character struggle: Is the struggle temp
or
All of these
- Your Government is Clan
All of these
exists = houseexists = scope:recipient.houseOne of these
- Your Government is Clan
or
The character you target: Government is Clan
- Is of the same house as the target
top_liege = scope:recipient.top_liege
- Your house:
has_house_unity_parameter = unity_unlock_fabricate_hooks
- The target is not you
Fabricate Hook is a hostile character interaction in Crusader Kings III. You need: Is available (an adult, not imprisoned, not incapable). Accepted automatically. Patch 1.20.1.2, from game/common/character_interactions/00_perk_interactions.txt.
Quick answers (2)
- What are the requirements for Fabricate Hook in CK3?
- You: Is available (an adult, not imprisoned, not incapable). (patch 1.20.1.2)
- Will the AI accept Fabricate Hook?
- Yes: it is accepted automatically.
Will they accept?
The other character has no choice: the game accepts it automatically.
What happens
Effects
If
None of these
One of these
has_fulfillment_parameter = sp_hostile_schemes_minus_murder_no_sp_or_stress_lossor
has_fulfillment_parameter = sp_hostile_schemes_minus_murder_no_stress_loss
Then
- Stress and fulfillment impact: by trait: Just +40, Honest +40, Compassionate +20
If
- The option “agent focus success” is chosen
Then
- Start the Fabricate Hook scheme against the target
- The new scheme:
add_agent_slot = agent_outcastadd_agent_slot = agent_diplomatadd_agent_slot = agent_thiefadd_agent_slot = agent_infiltratoradd_agent_slot = agent_lookoutIf
- The scheme launcher: Is played by the AI
Then
auto_assign_scheme_agents = yes
If
a check the game hides
Then
expose_scheme_to = scope:scheme_launcher.puppeteer
Else if
- The option “agent focus speed” is chosen
Then
- Start the Fabricate Hook scheme against the target
- The new scheme:
add_agent_slot = agent_infiltratoradd_agent_slot = agent_footpadadd_agent_slot = agent_socialiteadd_agent_slot = agent_outcastadd_agent_slot = agent_lookoutIf
- The scheme launcher: Is played by the AI
Then
auto_assign_scheme_agents = yes
If
a check the game hides
Then
expose_scheme_to = scope:scheme_launcher.puppeteer
Else if
- The option “agent focus secrecy” is chosen
Then
- Start the Fabricate Hook scheme against the target
- The new scheme:
add_agent_slot = agent_lookoutadd_agent_slot = agent_decoyadd_agent_slot = agent_justiciaradd_agent_slot = agent_outcastadd_agent_slot = agent_footpadIf
- The scheme launcher: Is played by the AI
Then
auto_assign_scheme_agents = yes
If
a check the game hides
Then
expose_scheme_to = scope:scheme_launcher.puppeteer
Otherwise
- Start the Fabricate Hook scheme against the target
- The new scheme:
add_agent_slot = agent_outcastadd_agent_slot = agent_thiefadd_agent_slot = agent_infiltratoradd_agent_slot = agent_footpadadd_agent_slot = agent_lookoutIf
- The scheme launcher: Is played by the AI
Then
auto_assign_scheme_agents = yes
If
a check the game hides
Then
expose_scheme_to = scope:scheme_launcher.puppeteer
• the game's own tooltip text · ◦ our reading of the script line · code the script where neither exists
Who can use it and sees it (is_available, is_shown) (49 lines of game script)
is_available = trigger_if = {
limit = {
is_ai = yes
}
intrigue >= medium_skill_rating
ai_greed >= low_positive_ai_value
is_adult = yes
NOR = {
has_trait = content
any_scheme = {
OR = {
scheme_type = murder
scheme_type = abduct
scheme_type = claim_throne
scheme_type = fabricate_hook
scheme_type = steal_back_artifact
}
}
}
}
is_shown = scope:puppet_or_actor ?= {
OR = {
has_perk = truth_is_relative_perk
has_fulfillment_parameter = sp_fabricate_hook_court_chaplain
has_fulfillment_parameter = sp_fabricate_hook_hor
has_personal_tenet_flag = tenet_sacred_shadows_fabricate_hook
AND = {
has_trait = vengeful
has_relation_rival = scope:recipient
}
any_character_struggle = {
involvement = involved
has_struggle_phase_parameter = unlocks_fabricate_hooks_for_all
is_secondary_character_involvement_either_trigger = {
CHAR = scope:recipient
}
}
AND = {
government_has_flag = government_is_clan
is_in_same_clan_as_trigger = {
CHARACTER = scope:recipient
}
house ?= {
has_house_unity_parameter = unity_unlock_fabricate_hooks
}
}
}
}
scope:recipient != scope:puppet_or_actorAs written in game/common/character_interactions/00_perk_interactions.txt.
Can be sent when (is_valid…) (49 lines of game script)
scope:puppet_or_actor = {
is_physically_able_adult = yes
can_start_scheme = {
target_character = scope:recipient
type = fabricate_hook
}
}
NOT = {
scope:puppet_or_actor = {
has_hook = scope:recipient
}
}
scope:puppet_or_actor = {
OR = {
custom_tooltip = {
text = sp_fabricate_hook_court_chaplain_tt
has_fulfillment_parameter = sp_fabricate_hook_court_chaplain
}
custom_tooltip = {
text = sp_fabricate_hook_hor_tt
has_fulfillment_parameter = sp_fabricate_hook_hor
}
custom_tooltip = {
text = doctrine_parameter_tenet_sacred_shadows_fabricate_hook
has_personal_tenet_flag = tenet_sacred_shadows_fabricate_hook
}
has_perk = truth_is_relative_perk
AND = {
has_trait = vengeful
has_relation_rival = scope:recipient
}
any_character_struggle = {
involvement = involved
has_struggle_phase_parameter = unlocks_fabricate_hooks_for_all
is_secondary_character_involvement_either_trigger = {
CHAR = scope:recipient
}
}
AND = {
government_has_flag = government_is_clan
is_in_same_clan_as_trigger = {
CHARACTER = scope:recipient
}
house ?= {
has_house_unity_parameter = unity_unlock_fabricate_hooks
}
}
}
}As written in game/common/character_interactions/00_perk_interactions.txt.
Effects (on_send, on_accept, on_decline) (102 lines of game script)
on_send = scope:puppet_or_actor = {
if = {
limit = {
OR = {
has_character_modifier = pam_granted_indulgences_modifier
has_character_modifier = pam_granted_indulgences_modifier_small
}
}
change_spiritual_fulfillment = medium_spiritual_fulfillment_loss
}
}
on_accept = scope:puppet_or_actor = {
if = {
limit = {
NOT = {
sp_hostile_schemes_except_murder_no_stress_or_fulfillment_trigger = yes
}
}
stress_and_fulfillment_impact = {
just = medium_stress_impact_gain
honest = medium_stress_impact_gain
compassionate = minor_stress_impact_gain
}
}
send_interface_toast = {
type = event_toast_effect_good
title = fabricate_hook_interaction_toast
left_icon = scope:puppet_or_actor
right_icon = scope:recipient
if = {
limit = {
scope:agent_focus_success ?= yes
}
begin_scheme_with_agents_effect = {
SCHEME_TYPE = fabricate_hook
TARGET_TYPE = target_character
TARGET_SCOPE = scope:recipient
AGENT_1 = agent_outcast
AGENT_2 = agent_diplomat
AGENT_3 = agent_thief
AGENT_4 = agent_infiltrator
AGENT_5 = agent_lookout
}
}
else_if = {
limit = {
scope:agent_focus_speed ?= yes
}
begin_scheme_with_agents_effect = {
SCHEME_TYPE = fabricate_hook
TARGET_TYPE = target_character
TARGET_SCOPE = scope:recipient
AGENT_1 = agent_infiltrator
AGENT_2 = agent_footpad
AGENT_3 = agent_socialite
AGENT_4 = agent_outcast
AGENT_5 = agent_lookout
}
}
else_if = {
limit = {
scope:agent_focus_secrecy ?= yes
}
begin_scheme_with_agents_effect = {
SCHEME_TYPE = fabricate_hook
TARGET_TYPE = target_character
TARGET_SCOPE = scope:recipient
AGENT_1 = agent_lookout
AGENT_2 = agent_decoy
AGENT_3 = agent_justiciar
AGENT_4 = agent_outcast
AGENT_5 = agent_footpad
}
}
else = {
begin_scheme_with_agents_effect = {
SCHEME_TYPE = fabricate_hook
TARGET_TYPE = target_character
TARGET_SCOPE = scope:recipient
AGENT_1 = agent_outcast
AGENT_2 = agent_thief
AGENT_3 = agent_infiltrator
AGENT_4 = agent_footpad
AGENT_5 = agent_lookout
}
}
}
}
if = {
limit = {
scope:is_puppet_action ?= yes
scope:actor != scope:recipient
}
scope:actor = {
send_interface_toast = {
type = event_toast_effect_good
title = fabricate_hook_interaction_toast_puppeteer
left_icon = scope:puppet_or_actor
right_icon = scope:recipient
}
}
}As written in game/common/character_interactions/00_perk_interactions.txt.
- Category
- Hostile actions
- Starts the scheme
- Fabricate Hook
- In the menu
- under More…
- ID
fabricate_hook_interaction
Source: game/common/character_interactions/00_perk_interactions.txt and the English localisation, Crusader Kings III 1.20.1.2. “You” is the character who sends it (scope:actor, or a puppet acting for you); “the character you target” is the recipient.