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Thanks, guys, that's incredibly helpful.

So, if I add my event to the 'on_new_holder' section of the on_actions file, what else do I have to do related to that section? How does the game 'know' what is related to that holding? I don't really understand that part, even if I do understand what the file is for and why my event should be present there.
 
So, if I add my event to the 'on_new_holder' section of the on_actions file,
No make your own file (any name will do as long as its unique)and add a on_new_holder section in the same format but with only your event. The game merges all files at startup. Editing the vanilla on actions directly will break compatibility with a ton of mods

what else do I have to do related to that section?
Nothing if your trigger is correct. Only people with the title you specify in the trigger will get the event when they gain a specific title.
 
I really appreciate your help, and I think I have something interesting to try soon.

One more question: what's the text scope for your own character? Something like [You.GetName] or whatever, so an event refers to the player it has popped up for.

EDIT: I think it might be [Root.GetFirstName]
 
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I really appreciate your help, and I think I have something interesting to try soon.

One more question: what's the text scope for your own character? Something like [You.GetName] or whatever, so an event refers to the player it has popped up for.

EDIT: I think it might be [Root.GetFirstName]
In a character event, that's going to be Root, yep. In different contexts Root can refer to different things.
 
In a character event, that's going to be Root, yep. In different contexts Root can refer to different things.
I think I've done something wrong because the event isn't triggering (or if it is, it's taking years) even though it seems to be scripted okay. I followed your template.

I added this to my new 01_on_actions file:

Code:
on_new_holder = {
    events = {
        TIP.1
    }
}

TIP.1 is my event ID, which has is_triggered_only = yes.

Do I have to link these two up somewhere else? I thought it would trigger shortly after my character became king.

EDIT: The event works fine when manually triggered. It's the is_triggered_only part I am concerned about.
 
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Also, how do you extend the size of event boxes so you can get more text in?
 
I have everything set up and working, thanks guys. :)

One more - unrelated - question:

For reasons unknown I cannot get a barony I added in the province of Gowrie to appear with the correct title history in 1066.1.1. It is added when the province becomes feudal, and I even tried adding the barony a few days later (1066.1.5) in a separate thing, just in case it was an issue relating to that. The barony itself appears fine, but it is always held by a randomly-generated baron.

My title history seems to work later on, and so if I load up in the 1100s it looks okay.

There doesn't seem to be any problem with the title history file (I've checked several times), and I've checked the characters within it. I can only think there's some weird problem with the province itself.

Code:
848.1.1={
    culture = scottish
}

1066.1.1 = { 
    b_scone = castle
    b_perth = city
    b_scone = ca_keep_1
    b_scone = ca_stable_1
}

1066.1.5 = { b_forfar = castle }
1250.1.1 = { b_dundee = city }

What am I overlooking here? The barony appears in 1066 but without the barons I assigned... but they appear in later bookmarks.
 
I am looking for some more help with some stuff so I am attaching a couple of pictures below along with my question.


So I am making a total conversion mod with a new map and whenever I add new provinces I get this weird border meshes around the new province I make and the normal black borders are all messed up as well I need help fixing them. I use Photoshop CC 2019 to do the mapping and if you use photoshop but don't know what CC 2019 is like it is most similar to Photoshop CS6. I assume it is occurring because of some kind of setting either used by the paintbrush, paint bucket or selection tool but I am not sure. I have been looking up tutorials but I never see anything where anyone mentions what is causing this. the first picture is how it appears ingame and the second is from the provinces.bmp file. and if you don't mind please give me the instructions you would give a retard as to where the settings etc I need to change are located.
bwl6wOu.jpg


YxZvA2h.jpg
 
look into the swiss area, ofcourse adjacencies and map files. To my opinion.
They got lakes


Sorry maybe u should check the definition

cheers
are you responding to me? cause my problem is that the borders of the map I draw have these weird open spaces around the border I drew, I don't know if that would fix that problem.
 
@BenjiRobo: I am not sure what the issue is since I don't use Photshop. However, there are instructions on the wiki for GIMP, which is a similar program I use. You have to use a specific setting when editing and also save in a certain format as described there. I don't know whether the settings are named differently in Photoshop, but I assume they exist. You might need to play around with it a bit to see what works (or wait for someone with Photshop knowledge to respond).

Ofc this is only my guess, and it might be something unrelated. I have only done little map modding yet and making a total overhaul is a ton of work. Maybe you should try to edit the vanilla map first if you are really stuck.
 
Now I have a question myself: I distinctly remember a huge "new cultures" thread having existed on the forum, but I can't seem to find it anymore. It had lots of ideas with namelists and the like.
Does it still exist? And if so could someone please point me to it?
 
Hey does anyone use a mac to mod the .dds files? I used to have a pc and was able to do it using gimp and paint.net. Paint.net isnt on mac and i cannot seem to find a dds plugin for gimp that works on mac. google keeps telling me to get photoshop but I am not really interested in purchasing anything if i dont have to. Any and all help would be greatly appreciated.
 
@BenjiRobo: I am not sure what the issue is since I don't use Photshop. However, there are instructions on the wiki for GIMP, which is a similar program I use. You have to use a specific setting when editing and also save in a certain format as described there. I don't know whether the settings are named differently in Photoshop, but I assume they exist. You might need to play around with it a bit to see what works (or wait for someone with Photshop knowledge to respond).

Ofc this is only my guess, and it might be something unrelated. I have only done little map modding yet and making a total overhaul is a ton of work. Maybe you should try to edit the vanilla map first if you are really stuck.
Thanks for you're post, so the version of photoshop I have has pretty much all of the same names for tools found in Gimp you need to use and luckily you made you're post because I didn't have the brush mode set on dissolve mode which was the issue and luckily I happened to already know where it is located on Photoshop. thanks for the post man you are a lifesaver I guess none of the idiots who made the map making tutorials I watched specified you needed dissolve on......anyways thanks.
 
I guess none of the idiots who made the map making tutorials I watched specified you needed dissolve on...
Cut them some slack; map files are extremely finicky to mod. The file encodings and colour modes are easier to break than the Byzantine Empire.
 
How would you change localisation in an event?
Hmm... I'd link to the wiki page but it does give me a "backend is unhealthy" error.
Well, the event modding page is still available, and there are hints there. You need to locate the corresponding string name, which is "desc = <the_description_identifier>" for the event description or "name = <the_option_identifier>" for the option. You need to search in the vanilla event files if you want to change a certain one from there.

Then in your mod folders, create a new file under <your_mod_name>/localisation of the type .csv, so for example "changed_event_loc.csv". Open up that file with a text editor like Notepad++, and make sure its encoding is set to ANSI. Using the modern UTF-8 will not work since the game engine does not understand it.
In there, you create a line for each string you want to change, for example the event description and an option. Make sure you separate the <identifier> and the entry for each language (which except English can be empty if you don't want to translate the mod) by a semicolon ";".
Here's a simple example from my test mod setup:
Code:
### Events

# Generic TST (test) event:
TSTDESC_loremipsum;Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum.;;;;;;;;;;;;;x    # taken from lipsum.com
TSTOPTA_lorem;Lorem.;;;;;;;;;;;;;x
TSTOPTB_ipsum;Ipsum!;;;;;;;;;;;;;x
TSTOPTC_dolor;Dolor?;;;;;;;;;;;;;x
TSTOPTD_sit;Sit...;;;;;;;;;;;;;x
Note that the amount of semicolons need to be the same for each line, even though I don't have entries for any language other than English.
Edit: Oh yeah and of course any line needs to end with an "x" I think.