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For adding Icons, The wiki says "In religion_icon_strip.dds, expand the canvas of the image to the right by 32 pixels for each new icon" without saying how to actually *do that.

How is it done?
dude you need some basic knowledge of Photoshop.

Edit: Attached is an example, if you want to use it you will need to increase "noOfFrames" in "generalstuff.gfx" by 2.
Edit2: attachment re-uploaded. I forget to pack religion_icon_strip_big.dds.
 

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I'm trying to rework trait effects into modifiers to combat tactics, but running into some problems. The first snippet works in-game, but the second does not. What am I doing wrong?
Code:
leader = {
    trait = holy_warrior
    combat = { # Back to flank
        enemy = { # Enemy flank
            leader = { # Enemy commander
                NOT = { # Religions must not match
                    religion = PREVPREVPREV
                }
            }
        }
    }
}

Code:
leader = {
    trait = holy_warrior
    combat = { # Back to flank
        enemy = { # Enemy flank
            leader = { # Enemy commander
                # PREVPREVPREV is own commander
                PREVPREVPREV = {
                    religion_group = muslim
                }
                NOT = { # Religions must not match
                    religion = PREVPREVPREV
                }
            }
        }
    }
}
 
According to some past modding work, there is a limit to how many PREVs you can stack. If you are using them as a target, you can stack up to 4 PREVs, which is why the first snippet works (the PREVs are used as a target for a religion check and you're only stacking 3). If you are using them as a scope, you can stack up to 2 PREVs, which is why the second snippet doesn't work (the PREVs are used to try to scope to the leader and you're stacking 3).

This should work though:
Code:
leader = {
   trait = holy_warrior
   religion_group = muslim
   combat = { # Back to flank
        enemy = { # Enemy flank
            leader = { # Enemy commander
                NOT = { # Religions must not match
                    religion = PREVPREVPREV
                }
            }
        }
    }
}
 
According to some past modding work, there is a limit to how many PREVs you can stack. If you are using them as a target, you can stack up to 4 PREVs, which is why the first snippet works (the PREVs are used as a target for a religion check and you're only stacking 3). If you are using them as a scope, you can stack up to 2 PREVs, which is why the second snippet doesn't work (the PREVs are used to try to scope to the leader and you're stacking 3).

This should work though:
Code:
leader = {
   trait = holy_warrior
   religion_group = muslim
   combat = { # Back to flank
        enemy = { # Enemy flank
            leader = { # Enemy commander
                NOT = { # Religions must not match
                    religion = PREVPREVPREV
                }
            }
        }
    }
}

I was wondering if there was indeed a harsher limit on scoping with PREVs. Unfortunately, I also want to check for other religions, hence the scructure I was using. Seems I'll have to write slightly less efficient/readable code, unfortunately.

Thanks!
 
How do you define a secret religious society for a modded religion so that it doesn't default to the template? Is it the same as every other society? If so, how do i make my religion use it? As of right now, when I make my character who secretly follows my modded religion the template with undefined local. is used. Do I just define these or will *every modded religion that uses the template copy what I've written? That would basically make my mod uncompatible with any other that adds custom religions.
 
How do you add decision icons? The wiki says you have to define a spriteType in interface/ called "GFX_<decision tag>" but that's clearly incorrect, since I did that and it didn't work.
 
How do you define a secret religious society for a modded religion so that it doesn't default to the template? Is it the same as every other society? If so, how do i make my religion use it? As of right now, when I make my character who secretly follows my modded religion the template with undefined local. is used. Do I just define these or will *every modded religion that uses the template copy what I've written? That would basically make my mod uncompatible with any other that adds custom religions.

You can define your own society or template in societies/ and then put either "dynamic_cult_template = <whatever>" in the religion definition to use that template instead of the regular one, or "secret_cult = <whatever>" to use that specific society as your secret society. It shouldn't affect any other religions.
 
How do you add decision icons? The wiki says you have to define a spriteType in interface/ called "GFX_<decision tag>" but that's clearly incorrect, since I did that and it didn't work.
In interface\ , create a <your_mod_decision>.gfx file with
Code:
### decisions ###
  spriteType = {
    name = "GFX_<decision_tag>"
    texturefile = "gfx\\interface\\<decision_icon>.dds"
  }
and put that .dds image under gfx\interface

Wiki is clearly right.
 
In interface\ , create a <your_mod_decision>.gfx file with
Code:
### decisions ###
  spriteType = {
    name = "GFX_<decision_tag>"
    texturefile = "gfx\\interface\\<decision_icon>.dds"
  }
and put that .dds image under gfx\interface

Wiki is clearly right.

Like this? or am i doing something incorrect as well?

(satanism_expanded_decision_icons.txt uploaded as .txt since .gfx wasnt allowed)
 

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I have just started modding and I wanted to make a simple event but I can't figure something out.

My event triggers when you have a specific trait > depressed (let's call it the depressed event). This event has 2 options. The first one gives you the possessed trait and on the second option nothing will happen.
I tried it out with a character who has the depressed trait and it works perfectly!
Now I want the same event with the same description and options (options only have different localization) but it triggers if the character has the lunatic trait (lunatic event).

So I add the second event under the "depressed event" in the same file.
The problem is that the depressed event doesn't fire anymore. If I fire it through the console it fires the lunatic event. The lunatic event works fine. It is like the game jumps over the first event and only recognizes the second one.
I also tried putting the lunatic event inside a separate file but the problem doesn't change.
If I only use one of the events (just one event of them exists in the mod) they work both fine.

My creation so far
v
Code:
# Trait Depressed
character_event = {
   id = edpos
   desc = "EVT1"
   picture = "GFX_possessed"
   border = GFX_event_normal_frame_intrigue
   
   only_playable = yes
   min_age = 18
   only_capable = yes
   prisoner = no
   
   trigger = {
       trait = depressed
       NOR = {
           trait = possessed
           trait = kind
       }
   }
   
   mean_time_to_happen = {
       months = 1
       modifier = {
           factor = 0.5
           trait = lustful
       }
   }
   
   option = {
       name = EVTANS1
       ai_chance = {
           factor = 50
       }
       add_trait = possessed
   }
   
   option = {
       name = EVTANS2
       ai_chance = {
           factor = 50
       }
   }
}

# Trait Lunatic
character_event = {
   id = edpos2
   desc = "EVT1"
   picture = "GFX_possessed"
   border = GFX_event_normal_frame_intrigue
   
   only_playable = yes
   min_age = 18
   only_capable = yes
   prisoner = no
   
   trigger = {
       trait = lunatic
       NOR = {
           trait = possessed
           trait = kind
       }
   }
   
   mean_time_to_happen = {
       months = 1
       modifier = {
           factor = 0.5
           trait = lustful
       }
   }
   
   option = {
       name = EVTANS3
       ai_chance = {
           factor = 50
       }
       add_trait = possessed
   }
   
   option = {
       name = EVTANS4
       ai_chance = {
           factor = 50
       }
   }
}