• 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.

Stahl-Opa

Marshall & Grossadmiral of Helvetia
72 Badges
Jun 16, 2011
749
169
www.vmods.org
  • Victoria 2: A House Divided
  • Europa Universalis IV: Call to arms event
  • Gettysburg
  • Heir to the Throne
  • King Arthur II
  • Leviathan: Warships
  • Magicka
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Crusader Kings II: Charlemagne
  • Victoria 2: Heart of Darkness
  • Warlock 2: Wrath of the Nagas
  • Pillars of Eternity
  • Europa Universalis IV: Mare Nostrum
  • Stellaris: Galaxy Edition
  • Crusader Kings II: Reapers Due
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Third Rome
  • BATTLETECH
  • Stellaris: Nemesis
  • Age of Wonders III
  • Age of Wonders: Shadow Magic
  • Crusader Kings II: Jade Dragon
  • Stellaris - Path to Destruction bundle
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • BATTLETECH - Digital Deluxe Edition
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Golden Century
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
Hi mates.

I want to add some new portraits. To not touch the vanilla files (and keep compataibility as good as possible), I have all new portraits in a new species_class. lets call it "test_class".

Now, in game, the new portrait would be of the species "test_class" which a) looks ugly, and b) let them count as alien phenotype to all other species, even if they are humanoid/fungoid (etc) themselfe - which feels wrong, at least from an RP perspective.

My idea was to let them spawn with "test_class", and add the correct species class by event after game start.

I have the event ready, which works. But there is I issue I just can't solve myself.

If the empire of the "test_class" species is xenophobe, and the event changes the "test_class" to e.g. humanoid, all pops become enslaved. Even if "change_dominant_species" is sucessfully executed. This is because the species ID is not the same as before, and due the citizenship rules, the new/changed species can't be full citizen.

If I now add "set_species_identity" to the event, it works, but the new species (e.g. Humanoid) is shown as a subspecies of the "test_class" species. And after all, this is exactly what I don't want - it feels wrong at least from an RP Perspective.

Here is my event so far.

Code:
country_event = {
    id = vspecies.26
    hide_window = yes
    is_triggered_only = yes

    trigger = { is_country_type = default }
    
     immediate = {
        
        random_owned_planet = {
            limit = { is_capital = yes }
            if = {
                limit = {
                    owner_species = { species_portrait = "seth" }
                    #any_pop = { species = { is_same_value = owner_species } }
                }
                                
                random_owned_pop = {
                    limit = { species = { is_same_value = prev.owner_species } }
                    create_species = {
                        name = this
                        namelist = this
                        plural = this
                        class = MOL
                        portrait = this
                        traits = this   
                        homeworld = prev #this points to the planet
                        effect = {
                            set_species_identity = prev.owner_species
                            save_event_target_as = vmods_seth }
                    }
                }
                
                every_owned_pop = {
                    limit = {
                            species = { species_portrait = "seth" }
                            #species = { is_same_value = owner_species }
                    }
                    
                    change_species = event_target:vmods_seth                       
                }
                
                prev = {
                    every_owned_leader = { change_species = event_target:vmods_seth }
                    every_pool_leader = { change_species = event_target:vmods_seth }
                    change_dominant_species = { species = event_target:vmods_seth change_all = yes }
                }
            }
        }
        
    }
    
}

Anyone of you guys have an idea how to achieve my idea? To get custom portrait with vanilla species class; without overwrite vanilla game files?