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Whats the best way to reduce uncompressed file size? Killing courtiers?
 
Thanks. Is it possible to make it so that a character can be targeted by a plot, but immune to them?

Just going on a hunch, look into the objectives and follow the trail to whatever events they lead to. those events will probably have multiple possible outcomes, likely in a tooltip, add a modifier with a factor of 0 that's triggered if they have a certain trait.
 
Is there a way to make names exclusive to a title or rank, but not make it forced like it is with the papacy?
 
Is there a way to make names exclusive to a title or rank, but not make it forced like it is with the papacy?

When you say name do you mean actual name (ie: "Louis") or title (ie: "King of")? I am unsure as to how the papal names work off the top of my head.

The papal names aren't "exclusive" to the papacy per se, my guess is there is just a list somewhere of names a new pope can take, and one is chosen at random. The only reason these names are not seen other than with popes is because no culture has them in it's namelists, or perhaps they do but they are simply not seen much. I imagine if you went through the greek and roman namelists you'd find names that were the same as the certain papal names.
 
When you say name do you mean actual name (ie: "Louis") or title (ie: "King of")? I am unsure as to how the papal names work off the top of my head.

The papal names aren't "exclusive" to the papacy per se, my guess is there is just a list somewhere of names a new pope can take, and one is chosen at random. The only reason these names are not seen other than with popes is because no culture has them in it's namelists, or perhaps they do but they are simply not seen much. I imagine if you went through the greek and roman namelists you'd find names that were the same as the certain papal names.

I meant like actual names. The way that papal names work, is that there is a set of names in landed titles for the papacy title, so If you get that title, your name will automatically become one of the names. I wanted it so that only people with that rank could name their children that name or something. I dont know now it kinda sounds dumb when I actually think about it
 
Also, does anyone know how to edit the terrain of the map? Like the actual appearance, not like the terrain type and modifiers
 
I meant like actual names. The way that papal names work, is that there is a set of names in landed titles for the papacy title, so If you get that title, your name will automatically become one of the names. I wanted it so that only people with that rank could name their children that name or something. I dont know now it kinda sounds dumb when I actually think about it

Yeah there's no way to do that that I know of, as names are determined by culture. AI won't name their kid something thats not either in their cultural namelist or an ancestor, and you will always be able to name your kid whatever you want.
 
I meant like actual names. The way that papal names work, is that there is a set of names in landed titles for the papacy title, so If you get that title, your name will automatically become one of the names. I wanted it so that only people with that rank could name their children that name or something. I dont know now it kinda sounds dumb when I actually think about it

I think you're talking about regnal names for the papacy.

I don't believe there's a mechanic for optional regnal names. Its either enabled or it is not.
I've been hoping for years for a vanilla regnal name on succession option.
 
I think you're talking about regnal names for the papacy.

I don't believe there's a mechanic for optional regnal names. Its either enabled or it is not.
I've been hoping for years for a vanilla regnal name on succession option.

Thats too bad :(
 
I presume that you have proper ids and namespace in the actual event, instead of just 'my_id' etc?

add_province_modifier needs name flag, not modifier. Other possible cause is that you're trying to run it from console for an ID that doesn't exist (or is actually a character, not a province).

I recommend making a testing decision instead of using console. To make sure that things get run in the proper scope. Such as:
Code:
targeted_decisions = {
   testing_decision = {
       filter = all
       ai_target_filter = all
 
       from_potential = { ai = no }
       potential = { always = yes }
       allow = { always = yes }
       effect = {
           location = { province_event = { id = <event_id> } } #Run event in the province where the targeted character is located.
       }
       ai_will_do = { factor = 0 }
   }
}
(Also makes them far easier to run, since you don't need to look up the IDs.)
Yup, the ids and namespaces are named correctly in the actual code.
I have tried with both the name flag and the modifier flag, I used name first, since that was what I found in the vanilla code, but then I saw something on the wiki that made me think modifier maybe was correct.
I changed back to name and made the decision (copied your code and changed <event_id> to the actual event id), but it still crashes just like it did before. I tried changing my event modifier to one from vanilla and then it worked just fine so maybe something is wrong with my province modifier?
 
I've just had a better idea for my Cadet Branch Mod, but I need help.
How It Works:

1) You right click on a character, just like for married or buying a favour.
2) Select "Create A New Dynasty" on someone from your dynasty.
3) Then you should get a window, similar to naming your child, but it's only for naming a new dynasty.

I hope the community understands what I'm trying to ask.
Code:
targetted_decisions = {

    cadet_branch_decisions = {
    potential = {
    ai = no
    any_dynasty_member = {
    limit = { NOT = { character = ROOT } }
    }
    }
    allow = {
    is_female = no
    }
  
    effect = {
  
    create_character = {
    dynasty = random
    religion = ROOT
    }
    }
  
    ai_will_do =  {
    factor = 0
  }
}

}
 
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How would I go about modding in a decision to form a new kingdom once a ruler holds specified duchies/kingdoms? Similar to forming HRE or restoring Rome...

The old kingdom titles should be destroyed, the new kingdom keeping laws from the previous primary title, the new kingdom will have a predefined name, color, coat of arms and held previously de jure lands of old kingdoms would instantly de jure drift into the newly formed one.
 
Is there any mods that add more decisions? Im looking for stuff like more summer fair or tournaments. I wanted decisions because I'm afraid of unwanted consequences of events
 
I've just had a better idea for my Cadet Branch Mod, but I need help.
How It Works:

1) You right click on a character, just like for married or buying a favour.
2) Select "Create A New Dynasty" on someone from your dynasty.
3) Then you should get a window, similar to naming your child, but it's only for naming a new dynasty.

I hope the community understands what I'm trying to ask.
Code:
targetted_decisions = {

    cadet_branch_decisions = {
    potential = {
    ai = no
    any_dynasty_member = {
    limit = { NOT = { character = ROOT } }
    }
    }
    allow = {
    is_female = no
    }
 
    effect = {
 
    create_character = {
    dynasty = random
    religion = ROOT
    }
    }
 
    ai_will_do =  {
    factor = 0
  }
}

}

Targeted decisions need a from block and filters to work properly. Also note that in Targeted decisions, ROOT is the target of the decision, and FROM is the decision taker. http://www.ckiiwiki.com/Decision_modding#Targetted_decisions
 
How would I go about modding in a decision to form a new kingdom once a ruler holds specified duchies/kingdoms? Similar to forming HRE or restoring Rome...

The old kingdom titles should be destroyed, the new kingdom keeping laws from the previous primary title, the new kingdom will have a predefined name, color, coat of arms and held previously de jure lands of old kingdoms would instantly de jure drift into the newly formed one.

I'd suggest looking at the form_hre, form_hre_early, and restore_roman_empire decisions and events to figure out how they work.
 
Does anyone here know if its possible to mod in a new, longer, event type? Neither narrative_event nor character_event_long have enough room for the text I need.

Would it be possible to create some sort of narrative_event_long event type?

It's not possible to create new event windows: the association between the scripting command (narrative_event = { ...} ) and gui windowType (EventWindowNarrative) is done in the code.
But wouldn't it be possible to make an existing one bigger ?
You'd have to experiment with the sizes, maxHeight and positions in \interface\eventwindow.gui and resize the associated backgrounds and borders.