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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.
Your event ids are not valid. They should be <namespace>.<number>. So mymod.1 and mymod.152332 works, but mymod, mymod1 or mymod.1B don't or behave in unexpected ways.
Your event ids are not valid. They should be <namespace>.<number>. So mymod.1 and mymod.152332 works, but mymod, mymod1 or mymod.1B don't or behave in unexpected ways.
Hello everybody!
I've got a question about granting titles to characters with huge fertility penalties, but immortals. Actually, in my Middle-Earth in Earth mod, i can't do it.
What i want is, for exemple, as Morgoth or Sauron, have the ability to give lands to Balrogs, Maiar, immortal characters i don't want to have children "naturally".
Do you have any idea of how i can make it? By religion? Government? Succession Law?
Thanks for your help
I am trying to edit all of the portraits in game to a crudely drawn 2d figure. As of now i have successfully changed the muslim_male and muslim_female portraits. All others are changed around by Holy Fury, as there is frankish, italian, and more different gfx cultures added. I tried to edit frankish_male and put it into the mod's gfx/characters/ folder but that had no effect.
The only solution i can see is editing 00_cultures.txt, and having them all point to the western portraits and muslim portraits. The problem with this being that the game loses iron man compatability.
they use their own neck, beard, hair, nose, etc files so i think they are unique. It doesnt matter whether or not they are, because either way replacing all of those files for frankish and moving it to the corresponding mod folder does nothing to the portraits.
I have a custom made society with a custom .dds for 6 ranks but the game instead uses the default. Most of everything else was copied over from the satanists and renamed for ease of use. Is there something wrong with my code?
I have a custom made society with a custom .dds for 6 ranks but the game instead uses the default. Most of everything else was copied over from the satanists and renamed for ease of use. Is there something wrong with my code?
Hello everybody!
I've got a question about granting titles to characters with huge fertility penalties, but immortals. Actually, in my Middle-Earth in Earth mod, i can't do it.
What i want is, for exemple, as Morgoth or Sauron, have the ability to give lands to Balrogs, Maiar, immortal characters i don't want to have children "naturally".
Do you have any idea of how i can make it? By religion? Government? Succession Law?
Thanks for your help
I've found one way around that is to make them infertile without the game realizing they are infertile. You can do this by removing the fertility penalty, then adding an on_pregnancy event which checks if either parent has a trait that should make them infertile then use cancel_pregnancy. You might also need to add similar checks to not run the event that notifies you of pregnancy since that runs from the same event target.
So I have been building a submod for the Elder Kings, and it involves adding artifacts into the game. However, when the file is in my submod, the game does not recognise them as valid artifacts (Says "invalid artifact" when using the "add_artifact" console command). However, if I paste the file into EK's Artifact Directory, it works perfectly fine. Does anyone have any idea as to how this can be fixed?
So I have been building a submod for the Elder Kings, and it involves adding artifacts into the game. However, when the file is in my submod, the game does not recognise them as valid artifacts (Says "invalid artifact" when using the "add_artifact" console command). However, if I paste the file into EK's Artifact Directory, it works perfectly fine. Does anyone have any idea as to how this can be fixed?
When altering another mod, you should add a line to your .mod file designating it as a submod. Add this:
dependencies = { "Elder Kings" } (where "Elder Kings" is whatever their .mod file has as the name value)
The ERE starts with all vassal as viceroys on most start dates. I want to change this, is there a more elegant way than just overwriting/removing every instance of "is_vice_royalty = yes" in the history files?
When altering another mod, you should add a line to your .mod file designating it as a submod. Add this:
dependencies = { "Elder Kings" } (where "Elder Kings" is whatever their .mod file has as the name value)
Add some CoA's to the regular CoA designer so that we can create quartered/split CoA for bastard houses/houses claiming a seat via matrilineal descent.
For example: If Laenor Velaryon is elected King in the Great Council his sigil would be a quartered Velaryon and Targaryen CoA (with Targs in the upper left and lower right to display their seniority). In-game at the moment you would not be able to do this as the Targ and Velaryon sigils are custom and not tied to the customiser. So you'd need to design it in photoshop, add it as a mod, and then play.
I don't how difficult it is to add all houses to it but hopefully we can get the Great Houses+notable minor ones like Velaryon, Blackfyre, Blackwood, Royce, Hightower, etc.
So basically in the AGOT mod house CoA's are custom and cannot be accessed in the house customiser window. I want to add them to the list of CoA's that are in there so that they can be used to create new CoA's using the old ones. I'm not too concerned about changing colour (although that would be a bonus), I mostly want the ability to create halved and quartered CoA by combining two or more AGOT houses' CoA's together. Is it possible and how do I go about it?
I'm looking to tinker with reforming pagan faiths to my liking (try make cosmopolitan a doctrine, or alter succession laws etc) and was wondering if someone could point me to a useful source? I've been to the 'religion modding' page on the wiki but that's for regular faiths not the 'pick and mix' reformation ones