• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
You'll need to elaborate, what do you mean specific title to a specific crown?

As for characters
Code:
allow = {
                    ROOT = {
                            character = IDNUMOFCHARACTER
                        }
}
Might work, but I make no guarantees.

would work with dynasty ID too ?

might be a way to affect dynamic coa up to ruling dynasty.


thanks for papacy things info but I think it should screw up a lot of things modifying feudal elective as, if I understand correctly
-if I remove the feudal limitation for use
-if I open it to landless titles
Code:
	succ_feudal_elective = {
		oldest_child_opinion = -30
		child_opinion = -10
		dynasty_opinion = -5
		vassal_opinion = 20
		potential = {
			OR = {
				is_landless_type_title = no
				title = e_golden_horde
				title = e_il-khanate
				title = e_timurids
			}
			is_primary_type_title = no
			NOT = { tier = baron }
		}
		allow = {
			OR = {
				AND = {
					tier = baron
					is_feudal = yes
				}
				holder_scope = { is_feudal = yes }
			}
		}
		effect = {
			succession = feudal_elective
		}
		revoke_allowed = {
			always = no
		}			
	}

what is the law used basicly by papacy ? open elective or bishopric elective or another not listed ?
 
Don't remove the is_feudal if you're worried;
Code:
allow = {
 OR = {
 AND = {
 tier = baron
 is_feudal = yes
 }
OR = {
holder_scope = { is_feudal = yes }
holder_scope = { is_landless = yes }
holder_scope = { is---etc etc...
}
}
}
I haven't tested any of this btw, I'm just guessing.

And for dynasties you could try;
Code:
                    ROOT = {
                        any_dynasty_member = {
                            character = IDNUMOFCHARACTER
                        }
}
Although you'd need to either create a character of the dynasty and then place their ID into there or us an existing one. I don't know if there is a dynasty =.
 
Is it possible to define a title's name to be different depending on its ruler's culture? I want to give titles the names used by their own people, but an Italian duchy may be ruled by Germans, so it should rightly change to a German duchy name. Is this something I can set in localisation files? d_italia is Italian name, and d_italia_german would be the German one???
 
Is it possible to define a title's name to be different depending on its ruler's culture? I want to give titles the names used by their own people, but an Italian duchy may be ruled by Germans, so it should rightly change to a German duchy name. Is this something I can set in localisation files? d_italia is Italian name, and d_italia_german would be the German one???

problem with this, is that the de jure counties can belong only to one of them.
 
I mean, we can define by localisation how each culture calls its "king", so was wondering if we can do the same for kingdom names too. I'm not talking about landed_titles.txt.
 
I mean, we can define by localisation how each culture calls its "king", so was wondering if we can do the same for kingdom names too. I'm not talking about landed_titles.txt.

I did some tests with "k_england_english" (for example) and couldn't get it to work... But I might be doing something wrong.
 
i was playing around with observe mode earlier and noticed that the capital of the byzantine empire moved around alot. i find this irritating , is it possible to make it so that an empire/knigdom HAS to have its capital in a set province - so long as said province is available - i think this should at least be true for the AI.

the byzantine empire not having its capital in constantinople is silly when there is no good reason for it not to be.
 
Is there a way to script an event so that it will rename a specific province/county and/or its capital? I have been fiddling with the event files for a few hours now, trying to come up with a solution. This feature was available in both eu3 and vic2, so why would it not be in ck2? :sad:
 
i was playing around with observe mode earlier and noticed that the capital of the byzantine empire moved around alot. i find this irritating , is it possible to make it so that an empire/knigdom HAS to have its capital in a set province - so long as said province is available - i think this should at least be true for the AI.

the byzantine empire not having its capital in constantinople is silly when there is no good reason for it not to be.

The capital = X line in landed_titles means that the AI should switch it that province when possible.

I remember helping someone on this or the other modding question thread about this. So a bit of deja vu. . . . anyway, make an event or decision for getting the province if someone else who is your vassal holds it. Like:

Code:
trigger = {
      has_landed_title = e_byzantium 
      ai = yes
      NOT = { has_landed_title = c_byzantion }
      any_vassal = {
             has_landed_title = c_byzantion
             ai = yes
      }
}

option = {
       name = "Mine, mine, mine!"
       c_byzantion = {
             grant_title = ROOT
       }
}

}

Of course, you could be polite and ask for it (or have the AI ask for it of their vassal). But that would involve another event (but might be kind of rude to the human-controlled vassal). At the very least, I would make a notification event, but this is the basic one for AI liege, AI vassal.
 
I have one character holding a single emperor-tier title. Due to the nature of the setting, the default emperor-tier title is (quite) unsuitable in this case: I wish for him to instead wear one of the king-tier crowns, or permanently associate one of those crowns with the title he holds. Whichever is more feasible.

Put a character flag on him and have the headgear give that specific crown to someone with that flag.

I did some tests with "k_england_english" (for example) and couldn't get it to work... But I might be doing something wrong.
CK2Plus does something like this, but I haven't looked at the files to see how Wiz did it. Like, if a Muslim character forms the Kingdom of Portugal, it becomes the Sultanate of al-Garb.
 
Hey, I'm a little lost and could use a wee bit of help...


I'm trying to add an event chain (to hopefully be thrown into the GOT mod :) ), but I'm a little confused on a few bits and want to make sure I get it all proper. I know where the events are in their own event folder, I know where the localization stuff is that appears to be the place it stores all the flavor text... but beyond that, I start to get fuzzy. I see how to map the event out, but the localization folder seems a bit jumbly (and opens with Excel, which is more frustrating to look at than anything). I'd love to learn how to do this correctly so maybe I can do some more to help that team out with insuring the mod reaches its full potential awesomeness.
 
Having set a province variable, how would I display it in the province interface? I've looked through the gui files and I can't find where it distinguishes whether the UI is displaying a variable or just plain text.
 
Having set a province variable, how would I display it in the province interface? I've looked through the gui files and I can't find where it distinguishes whether the UI is displaying a variable or just plain text.

Do you mean a province modifier? That is determined from the files in the /common/event_modifiers folder. You can create your own file and put custom modifiers in it. Look at the vanilla file to see how it's done. The vanilla modifiers use icons in /gfx/interface/modifier_icons.dds. You can add more icons, but that is a bit more of an advanced procedure.
 
Put a character flag on him and have the headgear give that specific crown to someone with that flag.


CK2Plus does something like this, but I haven't looked at the files to see how Wiz did it. Like, if a Muslim character forms the Kingdom of Portugal, it becomes the Sultanate of al-Garb.

Using a similar method to how Redrooster did this;

RedRooster81 said:
trigger = {
has_landed_title = e_byzantium
ai = yes
NOT = { has_landed_title = c_byzantion }
any_vassal = {
has_landed_title = c_byzantion
ai = yes
}
}

option = {
name = "Mine, mine, mine!"
c_byzantion = {
grant_title = ROOT
}
}

}

Only switching out the Kingdom for the Sultunate title (both of which have their own entries in landed_titles).
 
I don't know if this has been asked before but I cannot seem to find it so i will ask here.

How can you add traits and nicknames, every attempt i have made so far has failed and I would like to know how it is done.
 
I don't know if this has been asked before but I cannot seem to find it so i will ask here.

How can you add traits and nicknames, every attempt i have made so far has failed and I would like to know how it is done.

To history or in the game with events?

In the history, go to the character entry in the right file and <add_trait = x> or <give_nickname = x>. For example, this is the Duke of Barcelona in 1066, from /history/characters/catalan.txt:

Code:
name="Ramon Berenguer" 
    # AKA: Ramon Berenguer 'el Vell'
    dynasty=100204
    martial=7
    diplomacy=8
    intrigue=4
    stewardship=5
    religion="catholic"
    culture="catalan"
    [COLOR=#800000]add_trait="deceitful"[/COLOR]
[COLOR=#800000]    add_trait="brave"[/COLOR]
[COLOR=#800000]    add_trait="tough_soldier"[/COLOR]
    father=110530
    mother=107661
    1023.1.1={
        birth="1023.1.1"
    }
    1039.11.14={
        add_spouse=110631
    }
    1053.6.29={
        add_spouse=325
    }
    [COLOR=#800000]1054.1.1={[/COLOR]
[COLOR=#800000]        give_nickname = nick_the_old[/COLOR]
[COLOR=#800000]    }[/COLOR]
    1076.5.26={
        death="1076.5.26"
    }
}

To add in the game, use the event effect <add_trait = x>. I have not done nicknames, but <give_nickname = nick_the_effeminate> is an example from the vanilla event files.

N.B.: IF you don't use vanilla traits and nicknames, both traits and nicknames of course have to be added into the correct /common files. Nicknames have their own file, while traits has been moved to /common/traits/00_traits.txt. You can add your own traits by putting them into a new file in that folder. Adding traits is a bit more complicated because you need to do some image editing and add a line to the correct interface file. Both need localisation entries to display correctly on-screen.

But you were vague in your query, so I thought I'd give you the full story. Not to sound condescending, but that's not a good practice--provide as much information as possible next time. We do try to be newbie-friendly on the CK2 modding forum, though. Have a nice day and good luck.