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If there is a decision/event I want to remove without overriding the file, would creating a decision/event with same name/id and with "always=no" in the potential/trigger work?

That should work for events, but not decisions. Just make sure your version of the event loads AFTER the original.
You can test that it worked using the testevent console command. If it shows your requirements for running the event, you did it right.
 
Is there any way to have a trait increase one culture's opinion of you they way they can with religions?
I'm working on a work-around, but if there's some built in way (setting a modifier definition for a culture?), I'd rather do that.
IIRC Game of thrones mod should have a +5 dornish opinion for lustful trait
 
Hi, first time poster and modder here so sorry if my question is a bit dumb or i am posting it in the wrong place.

I am trying to make a province event which will pick a random holding in the province and build/upgrade the shipyard there.

Code:
province_event = {
    id = POP.11701
    desc = RIP.11712.d
    picture = "GFX_evt_prospering_province"
    border = GFX_event_normal_frame_economy   
    mean_time_to_happen = {
        years = 100
        modifier = {
            factor = 2
            has_province_modifier = prosperity_modifier_1
        }
        modifier = {
            factor = 5
            has_province_modifier = prosperity_modifier_2
        }
        modifier = {
            factor = 10
            has_province_modifier = prosperity_modifier_3
        }
    }
    
    option = {
        name = ok
        random_province_holding = {
            trigger_switch = {
                on_trigger = holding_type
                castle = {THIS =
                    {add_building = ca_shipyard_1}
                }
                city = {THIS =
                    {add_building = ct_shipyard_1}
                }
                temple = {THIS =
                    {add_building = tp_shipyard_1}
                }
            }
        }
    }
}

I haven't implemented the idea of upgrading the shipyards yet, but i am already having a problem. When the event fires, the holdings try and build the wrong buildings! The castle tries to build both a city and castle shipyard, the temple tries to build a city shipyard, and the city builds a city shipyard fine.

Am i using switch statements or "THIS" wrong? Is there something simpler i am missing or could be doing? Please help!
 
Sorry to bump this, but I'm seriously confused as to why this isn't working

Have you also changed the "Start of the Viking Age" event and commented out the effect for 793.1.1 in the history file for k_denmark?
 
Have you also changed the "Start of the Viking Age" event and commented out the effect for 793.1.1 in the history file for k_denmark?
I'm not looking to turn prepared invasions off entirely, I want to specifically take them away for reformed norse pagans

EDIT: Please ignore the above, I have now looked at the event and that actually looks like it will help. Thank you and my apologies for doubting your advice
 
I have a quick question for translation:

http://www.ckiiwiki.com/Localisation

GetHerHim etc. can be used for german wording. But where is this located? Didn't found it.

And, where is "der die das"? The english language has only "the", eg. for nicknames. But if you are a female butcher, you cant say "Helga, der Schlächter", it's "Helga, die Schlächterin".

Don't now the technicals, but..
There is the German Nicknames mod (here in the german subforum and on Workshop), but i'm not sure if it's still working:
https://forum.paradoxplaza.com/foru...-nicknames-für-die-holde-weiblichkeit.596801/
 
And, where is "der die das"? The english language has only "the", eg. for nicknames. But if you are a female butcher, you cant say "Helga, der Schlächter", it's "Helga, die Schlächterin".

There is no such thing for "der die das" or "le la" etc The whole localisation is solely designed for English language. German/French/SPanish nicknames must be done by some tricks.
 
You can create custom localisation to achieve the same effect and have full control over what you are doing with it.

Ah yes. That was what I wanted to say too. Custom localization was a great promise!
 
1. The trait modding wiki page mentions a "priest" flag, which supposedly "implies a theological education" and affects the "is_priest" condition; but the condition's description only refers to theocracies and court chaplains, with no mention of educations or traits, and the flag is not used in vanilla.
Does this flag still exist? If yes, what does it actually affect?
2. If trait A has "opposites = { B }", but trait B lacks the opposites flag, how will the game behavior change compared to both being opposites of each other?
 
You can create custom localisation to achieve the same effect and have full control over what you are doing with it.
Thank you. Is there a guide how to do this?

Code:
defined_text = {
    name = Getderdiedas

    text = {
        trigger = { is_female = no }
        localisation_key = String_der
    }
    text = {
        trigger = { is_female = yes }
        localisation_key = String_die
    }
    text = {
        trigger = { is_adult = no }
        localisation_key = String_das
    }  
 
}

Should that work?
 
Thank you. Is there a guide how to do this?

Code:
defined_text = {
    name = Getderdiedas

    text = {
        trigger = { is_female = no }
        localisation_key = String_der
    }
    text = {
        trigger = { is_female = yes }
        localisation_key = String_die
    }
    text = {
        trigger = { is_adult = no }
        localisation_key = String_das
    } 
 
}

Should that work?
http://www.ckiiwiki.com/Localisation#Custom_commands
This is the syntax of how to do it, you have the right syntax in your example but you would want is_adult = yes in the first two as they are evaluated in the order they are defined.
Then just go through the language of your choice and replace the occurrences of things that are context sensitive in your language but not english with the custom loc key instead.
Works for German and any other language you can already do translations for.
 
Hi, what is the lowest number not used for characters in vanilla game? So i know what numbers i can give my own-made characters.
All the low numbers are taken. You'll need to use high numbers (up to 10 digits. Be sure to search the folder to make absolutely sure the number you choose isn't in any of the files.