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I have not downloaded any mod yet, so I created it myself.

Perhaps a stupid question but is there any reason that all those files to be modified are "schreibgeschützt"/readonly? I find it cumbersome to always remove and add it again, as it´s now the 3rd time that I added an event here from the forums.

Do I need to activate the readonly attribute of files after editing something for CK to run without problems?

The reason they probably use read-only is that you don't untentionally delete something from the file when you are just reading the events.

You don't have to reactive read-only, after you have done editing.

You can also turn of read-only for all the files in one folder, by clicking on the folder-properties and then de-select read-only for the entire content of the folder.
 
I have not downloaded any mod yet, so I created it myself.

Perhaps a stupid question but is there any reason that all those files to be modified are "schreibgeschützt"/readonly? I find it cumbersome to always remove and add it again, as it´s now the 3rd time that I added an event here from the forums.

Do I need to activate the readonly attribute of files after editing something for CK to run without problems?

No ...I always remove any read-only settings on files that are not system specific. As far as I know you should be able to run perfectly fine without reactivating it.
 
I have done all 3 steps - and now my game won´t start at all.
When I click on the icon on the desktop "Crusaders" becomes an active task shown in the Taskmanager, but the game won´t start.

Probably I missed something somewhere.

When I remove all 3 modifications the game works normally again.

Edit: It must be the modtext.csv file. When I do only the first two steps, editing the events.txt and creating the new file ai_demobilize.txt the game normally starts. As soon as I create a modtext.csv file in the config folder the game won´t start.

Another quesions: What is the reason to have a separate file for one new event? Could it not just be simply put in one of the e.g. lordship events folders?
 
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Edit: It must be the modtext.csv file. When I do only the first two steps, editing the events.txt and creating the new file ai_demobilize.txt the game normally starts. As soon as I create a modtext.csv file in the config folder the game won´t start.

You need to put these two lines at the end of your csv-file (sorry I forgot to mention that). It tells the game that their your file ends.

Code:
#EOF;;;;;;;;;;;X
#EOF;;;;;;;;;X

Another quesions: What is the reason to have a separate file for one new event? Could it not just be simply put in one of the e.g. lordship events folders?

Suppose a new patch is released, if you then install that new patch, that patch will overwrite your modified 'lordship_events'-file, which means you have to put the event back in again.
 
You need to put these two lines at the end of your csv-file (sorry I forgot to mention that). It tells the game that their your file ends.

Code:
#EOF;;;;;;;;;;;X
#EOF;;;;;;;;;X

Yes, that made it work again. Thankyou :)

Suppose a new patch is released, if you then install that new patch, that patch will overwrite your modified 'lordship_events'-file, which means you have to put the event back in again.

Then the suggestion of the modder in this thread:
http://forum.paradoxplaza.com/forum/showpost.php?p=8866975&postcount=43
to place the event in an existing event file and using the extra_text.csv instead of modtext.csv could mean the same trouble on the next patch?
 
Yes, the patch will then overwrite your modded files and you will have to mod them again

Following your advice not to mix added events with files that could be overwritten in the next patch I tried to put the 3 events (currently that were the aidemobilizing event, the revoke excommunication for friends event and the raise fertility event) that I wanted to add in one file - and now I can start the game but when I select a country to start a new game or try to load a saved game and click "Start" I get a "Database mismatch error".

I made these changes:
1) Renamed St. Gallen --> St Gallen in province_names.csv

2) added this line to events.txt
event = "db\events\added_events.txt"
directly under the line for fosterling_events
to use a more general name instead of ai_demobilize.txt

3) added a file "modtext.csv" in the config folder with this:
Code:
EVT_9500_NAME;We are not at war. Our armies return home.;;;;;;;;;;X
ACTIONNAME9500A;So be it.;;;;;;;;;;X
EVT_23226_NAME;Your friend has been excommunicated, perhaps you should convince the Pope to revoke this?;;;;;;;;;;X
ACTIONNAME23226A;Of course I will help my friend!;;;;;;;;;;X
ACTIONNAME23226B;No, I don't really like him anyway.;;;;;;;;;;X
EVT_23227_NAME;Your friend convinced the Pope to revoke your excommunication.;;;;;;;;;;X
ACTIONNAME23227A;Wonderful!;;;;;;;;;;X
EVT_20080312_NAME;You have become more fertile;;;;;;;;;;X
ACTIONNAME20080312A;Good news!;;;;;;;;;;X
#EOF;;;;;;;;;;;X
#EOF;;;;;;;;;X

4) added a file "added_events.txt" in the events folder with this:
Code:
# Makes AI demobilize during peace times

character_event = {
	id = 9500

	picture = "event_agriculture"
	
	trigger = {
		condition = { type = ai }
		condition = { type = ruler }
		condition = { type = not value = { type = atwar } }
		condition = { type = not value = { type = culture value = mongol } }
		condition = { type = not value = { type = any_demesne_province condition = { type = is_besieged } } }
		condition = { type = or
			condition = { type = any_demesne_province
				condition = { type = regiment_mobilized }
			}	
			condition = { type = any_vassal
				condition = { type = any_demesne_province
					condition = { type = regiment_mobilized }
				}
			}
		}
	}

	mean_time_to_happen = {
		days = 30
	}
	
	immidiate = {
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }
		effect = { type = remove_regiment }		
	}
}

character_event = { # Your friend has been excommunicated, perhaps you should convince the Pope to revoke this?
	id = 23226

	picture = "event_chaplain"

	trigger = {
		condition = { type = ruler }
		condition = { type = papacy }
		condition = { type = num_friends value = 1 }
		condition = { type = any_friend
			condition = { type = trait value = excommunicated }
			condition = { type = religion value = catholic }
			condition = { type = not value = { type = trait value = heretic } }
			condition = { type = save_target }
		}
		condition = { type = has_target }
	}

	mean_time_to_happen = {
		months = 6
	}

	action_a = { # Of course I will help my friend!
		ai_chance = 80
			modifier = { condition = { type = trait value = amiable }
			factor = 2 }
			modifier = { condition = { type = trait value = merciful }
			factor = 2 }
			modifier = { condition = { type = trait value = forgiving }
			factor = 2 }
			modifier = { condition = { type = trait value = sceptical } #Doesn't care for church rules anyway
			factor = 10 }
		effect = { type = trigger for = load_target value = 23227 }
	}
	action_b = { # No, I don't really like him anyway.
		ai_chance = 20
			modifier = { condition = { type = trait value = hostile }
			factor = 5 }
			modifier = { condition = { type = trait value = cruel }
			factor = 5 }
			modifier = { condition = { type = trait value = vengeful }
			factor = 5 }
			modifier = { condition = { type = trait value = zealous } #Pope's word is law
			factor = 10 }
		effect = { type = lose_friend value = load_target }
		effect = { type = trigger for = load_target value = 8099 }

	}
}
character_event = { # Your friend has revoked your excommunication!
	id = 23227
	picture = "event_religion"
	action_a = { # Wonderful!
		effect = { type = remove_trait value = excommunicated }
	}
}

character_event = {
id = 20080312

picture = "event_romance"

trigger = {
condition = { type = age value = 16 }
condition = { type = not value = { type = age value = 35 } }
condition = { type = fertility value = 0 }
condition = { type = not value = { type = fertility value = 4 } }
condition = { type = not value = { type = trait value = celibate } }
condition = { type = not value = { type = trait value = inbred } }
condition = { type = not value = { type = trait value = leper } }
condition = { type = not value = { type = trait value = plagueinfested } }
condition = { type = not value = { type = trait value = pneumonia } }
#condition = { type = not value = { type = trait value = user_defined_b } } #homophile / mod
}

mean_time_to_happen = {
years = 3
}

action_a = {
effect = { type = random_list
50 = { type = fertility value = 5 }
35 = { type = fertility value = 4 }
15 = { type = fertility value = 3 }
}
}
}

character_event = {
id = 20080312

picture = "event_romance"

trigger = {
condition = { type = age value = 16 }
condition = { type = not value = { type = age value = 35 } }
condition = { type = fertility value = 0 }
condition = { type = not value = { type = fertility value = 4 } }
condition = { type = not value = { type = trait value = celibate } }
condition = { type = not value = { type = trait value = inbred } }
condition = { type = not value = { type = trait value = leper } }
condition = { type = not value = { type = trait value = plagueinfested } }
condition = { type = not value = { type = trait value = pneumonia } }
#condition = { type = not value = { type = trait value = user_defined_b } } #homophile / mod
}

mean_time_to_happen = {
years = 3
}

action_a = {
effect = { type = random_list
50 = { type = fertility value = 5 }
35 = { type = fertility value = 4 }
15 = { type = fertility value = 3 }
}
}
}
 
A database mismatch error most of the times means that the same ID-number is used more then once.

In this case it is most likely one of the events you have added. It probably also consists in an existing event file
 
A database mismatch error most of the times means that the same ID-number is used more then once.

In this case it is most likely one of the events you have added. It probably also consists in an existing event file

I used a harddisksearchutility to search all folders of CK for files with the content of the 3 event numbers and found them only in my added files.

And then [banging head on desk] I saw that I copied&pasted the 3rd event *twice* in the added_events.txt that I added myself... :rolleyes:

Now the game starts normally and those 3 events will hopefully my life more interesting in the game :D