• 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.
Yes, we are working on getting them to the wiki.
It looks like effects were added to the wiki (I don't know if those were by you or someone else) but there don't seem to be script commands to create or remove wonders. Do those not exist or are they just not on the wiki yet? I was kind of banking on those to move a feature over from being a building to being a wonder.
 
Well yes that's what this part of my post was about.
Alright, however I have one last question (before I test this again), since my custom republic is going to have a Family Palace, how do I make sure the descriptions that I created don't overlap and interfere with the base game descriptions?

EDIT: Never mind, apparently renamed many of the buildings to something new, so while they may still be under FP, mine are Estate rather than Mansion.
 
Last edited:
Not really quick question but, not sure where else to post this. I've been working on a complete overhaul mod and have hit a wall. The game crashes when you unpause after the passing of the first day. Strangely, this does not happen if you start a game with shattered/alternate world, only when attempting to play using the history I've put in place. I thought that might be an indication of the problem - perhaps I'd done something incorrectly history-wise, however I've been unable to find anything. After multiple edits and scouring through CK2 Validator and Logs I just cannot seem to find the problem.

I've attached my mod files if anyone has a chance to look over them and lend me their insight that would be amazing. (The mod is obviously in very early stages and as such a lot of stuff is place-holder and localisation is not at all complete).
 

Attachments

  • Mod Files.rar
    1,2 MB · Views: 1
I've attached my mod files if anyone has a chance to look over them and lend me their insight that would be amazing. (The mod is obviously in very early stages and as such a lot of stuff is place-holder and localisation is not at all complete).
I put replace_path="events" in the .mod and no crash, so its something in the vanilla events that is incompatible with your new setup.

Strangely, this does not happen if you start a game with shattered/alternate world, only when attempting to play using the history I've put in place.
That'll probably help narrow down the exact/events causing the crash, plenty of historical events are disabled in those scenarios I believe i.e. the kind the that may reference titles you have removed. My guess is It's probably something firing off an onaction at the start of a game or something set to trigger extremely quickly after a certain year i.e the crusade events as your startdate will mean all of those events are valid to fire.
 
Last edited:
Alright so I tested it again, and for a split second it looked like it would work, but then it died saying I had become a Republic. I must have put in the code for create_family_palace wrong.

Would you be willing to take a look and see?

@HandicapdHippo


Code:
d_dorwinion = {
    color={ 152 32 44 }
    color2={ 189 57 70 }
    
    capital = 560 # Cherson
    
    creation_requires_capital = yes
    
    title = "VINE-REGENT"
    title_female = "VINE-REGENT"
    foa = "VINE-REGENT"
    
    culture = old_saxon
    
    # Creation Effect
        gain_effect = { set_government_type = vintner_republic_government }
        
        hidden_tooltip = {
                create_family_palace = yes
        }
    # Cannot be held as a secondary title
    primary = yes
 
    dynasty_title_names = no     # Will not be named "Seljuk", etc.
    allow = {
        OR = {
            religion = orthodox
            culture = old_saxon
        NOT = {
            culture_group = central_germanic
            culture_group = north_germanic
            culture = english
        }
        custom_tooltip = {
            hidden_tooltip = {
                560 = { # Cherson
                    owner = {
                        OR = {
                            is_liege_or_above = ROOT
                            character = ROOT
                        }
                    }
                }
            }
        }
    }
}
}
 
Alright so I tested it again, and for a split second it looked like it would work, but then it died saying I had become a Republic. I must have put in the code for create_family_palace wrong.

Would you be willing to take a look and see?
Try switching this
Code:
# Creation Effect
        gain_effect = { set_government_type = vintner_republic_government }
        
        hidden_tooltip = {
                create_family_palace = yes
        }
to this, you dont need the hidden_tooltip bit.
Code:
# Creation Effect
        gain_effect = {  
                  create_family_palace = yes
                  set_government_type = vintner_republic_government 
        }
 
Try switching this
Code:
# Creation Effect
        gain_effect = { set_government_type = vintner_republic_government }
      
        hidden_tooltip = {
                create_family_palace = yes
        }
to this, you dont need the hidden_tooltip bit.
Code:
# Creation Effect
        gain_effect = {
                  create_family_palace = yes
                  set_government_type = vintner_republic_government
        }
Okay, well great news, my Vintner Republic is officially working, bad news, none of the buildings that I specifically created for the the Vintner Republic are showing up, this includes the custom buildings for the city of Neapol in Cherson, including the other cities where you were supposed to be able to build vineyards, as well as the specific buildings that were designed for the Vintner version of the Republic mechanics. For now, as it is the least important, I am ignoring the missing that I custom made for my Vintner Republic.

Overall I would call it a big win, and a step in the right direction.
 
Does anyone know, if it's possible to mod upgrades into Great Works features? In the code of the game there are things like the platings of the "Ruler Statue" Great Work, which are restricted to have only one, as well there are features that are dependent on other features to build, but i can't find if there are something like upgrading the game buildings
(" upgrades_from = "), in which the new building replaces the old one. (E.G, Keep 1 --> Keep 2)
 
I put replace_path="events" in the .mod and no crash, so its something in the vanilla events that is incompatible with your new setup.


That'll probably help narrow down the exact/events causing the crash, plenty of historical events are disabled in those scenarios I believe i.e. the kind the that may reference titles you have removed. My guess is It's probably something firing off an onaction at the start of a game or something set to trigger extremely quickly after a certain year i.e the crusade events as your startdate will mean all of those events are valid to fire.

Ok, yeah that makes sense. Thanks for that mate, will give me a good starting point to investigate further
 
Can someone please explain what is wrong with this code here? I went over it multiple times yet I can't seem to locate where the problem is, as none of the buildings, on any level, are appearing.

Code:
city = {
    #Dorwinion Vineyard
    ct_dorwinion_vineyard_1 = {
        desc = ct_dorwinion_vineyard_1_desc
        potential = {
            OR = {
                province_id = 559 #Crimea
                province_id = 560 #Cherson
                province_id = 561 #Theodosia
                province_id = 562 #Korchev
                province_id = 598 #Tmutarakan
            }
            FROM {
                AND = {
                    culture = old_saxon
                    has_landed_title = d_dorwinion
                    OR = {
                        liege = { has_landed_title = d_dorwinion }
                        liege = { liege = { has_landed_title = d_dorwinion } }
                        liege = { liege = { liege = { has_landed_title = d_dorwinion } } }
                        top_liege = { has_landed_title = d_dorwinion }
                    }
                }
            }
            FROM {
                AND = {
                    culture = old_saxon
                    has_landed_title = k_dorwinion
                    OR = {
                        liege = { has_landed_title = k_dorwinion }
                        liege = { liege = { has_landed_title = k_dorwinion } }
                        liege = { liege = { liege = { has_landed_title = k_dorwinion } } }
                        top_liege = { has_landed_title = k_dorwinion }
                    }
                }
            }
        }
        trigger = { TECH_CITY_CONSTRUCTION = 2 }
        gold_cost = 500
        build_time = 730
        tax_income = 6
        ai_creation_factor = 110
        add_number_to_name = no
    }

Now I am not sure if this is an issue, but I have it put inside a different text document call 00_dorwinion_buildings.txt. Would that have an impact on the game being able to find an read the code?

Also, if someone could please explain why the custom graphics for my government that I created aren't showing up, that would be great.
 
Can someone please explain what is wrong with this code here? I went over it multiple times yet I can't seem to locate where the problem is, as none of the buildings, on any level, are appearing.

Your code is impossible because its saying you must hold the d_dorwinion and k_dorwinion title and one of your lieges must also hold the same title's. Also you are missing ='s on the FROM, your logic can be cut down quite a bit using the any_liege scope.

Code:
potential = {
   OR = {
        province_id = 559 #Crimea
        province_id = 560 #Cherson
        province_id = 561 #Theodosia
        province_id = 562 #Korchev
        province_id = 598 #Tmutarakan
    }
    FROM = {
        AND = {
            culture = old_saxon                  
            OR = {
                has_landed_title = d_dorwinion
                has_landed_title = k_dorwinion
                any_liege = {
                    OR = {
                        has_landed_title = d_dorwinion
                        has_landed_title = k_dorwinion
                    }
                }
            }
       }
   }
}
 
Is it possible to set succession laws on secondary duchy titles?
I have a custom elective succession law, and currently, the election is only for the duke's primary title.
Is it possible to have seperate elections for both titles?
add_law seems to have no effect...
 
Your code is impossible because its saying you must hold the d_dorwinion and k_dorwinion title and one of your lieges must also hold the same title's. Also you are missing ='s on the FROM, your logic can be cut down quite a bit using the any_liege scope.
This was incredibly helpful, and it will help reduce building creation for my Massive Overhaul mod, unfortunately the buildings still aren't showing up. I can post literally the entire line of code if you want, but nothing I do seems to be working. I even tried starting a brand new game just to see if I could find the buildings in the defined provinces, still nothing. *Bangs Head on Table* I can't understand why this isn't working. I even followed the directions on the building creation page of the Paradox Wiki....
 
This was incredibly helpful, and it will help reduce building creation for my Massive Overhaul mod, unfortunately the buildings still aren't showing up. I can post literally the entire line of code if you want, but nothing I do seems to be working. I even tried starting a brand new game just to see if I could find the buildings in the defined provinces, still nothing. *Bangs Head on Table* I can't understand why this isn't working. I even followed the directions on the building creation page of the Paradox Wiki....
Are you holding the cities yourself? Or is a mayor? The mayor will need to be old_saxon for it to appear.
 
Are you holding the cities yourself? Or is a mayor? The mayor will need to be old_saxon for it to appear.
No, the way the Vintner Republic is supposed to work is that the player is supposed to be able to hold both the City and the Castle. I personally was holding both yet still nothing appeared.
 
@HandicapdHippo Sadly it won't let me upload all the files inside their proper folder so I will just upload all of the modified files.



EDIT: Sorry about the multi uploads, just click one of the Dorwinion_Buildings and ignore the Buildings.txt.
 

Attachments

  • 00_buildings.txt
    50,7 KB · Views: 1
  • 00_dorwinion_buildings.txt
    16,4 KB · Views: 3
  • 00_dorwinion_buildings.txt
    16,4 KB · Views: 2
  • republic_governments.txt
    6,9 KB · Views: 1
  • dorwinion_landed_titles.txt
    1,6 KB · Views: 2
Last edited:
Question...
Can anyone help me find the files necessary to edit the conditions of Seduction...Specifically I would like to be able to seduce targets outside of my realm, while leading armies in said target's territory. I thought that I would meet the "nearby" requirement, but leading troops currently means you are 'away from court' and unable to do much...ANy help would be appreciated..... Im crusading in Jeruseluam and feel I should be able to seduce the Princess you know what im sayin.