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Thank you for your help Bane, I think I have it now:

Code:
# Become Elven
# On-action: on_yearly_pulse
character_event = {
	id = 106000
	desc = "EVTDESC106000"
	picture = "GFX_evt_child_play"
	
	is_triggered_only = yes

	trigger = {
		  culture = elvish
                  NOT = { trait = elven }		
     }
                option = {
		add_trait = elven
	}
}

I don't mind too much about humans becoming elven if they change their culture to elvish, but I might make a way to prevent them from even getting the elvish culture to begin with. Also I will need to change the child gfx, but that won't be too hard.
 
That is why you have the type the save name like this: "text1.csv" , so between " ", then it will save it as a .csv file.

That's it working now :) thanks.


Now one last question. Is it possible to replace Basileus as a title at the front of the name with Augustus at the end instead.

That possible? If so,how? If it isnt too much effort...
 
That's it working now :) thanks.


Now one last question. Is it possible to replace Basileus as a title at the front of the name with Augustus at the end instead.

That possible? If so,how? If it isnt too much effort...

That should be possible, but not as a title, but as a nickname (so you can have 'emperor Constantine IX Augustus) though I am not an expert in scripting that.
 
Okay,I'll experiment with that.

Last thing, how do I change it from Basileus to Emperor?

In the same file, where you changed the name of the ERE, you can find this entry

Code:
emperor_greek;Basileus;Basileus;Basileus;;Basileus;;;;;;;;;x

either remove this line or make it like this

Code:
emperor_greek;Emperor;Basileus;Basileus;;Basileus;;;;;;;;;x
 
It was kinda swamped a couple pages back, so... can someone tell me where the details of a marriage are recorded? All I can find is the "spouse=" line on each character -- search for their character ID number doesn't hit anything in the save file that looks like what I'm after.

(Long story, but I need to change a marriage type to matrilineal to try something out... )
 
Hi,

i try to change the TITLED_NAME.

this->
TITLED_NAME;$TITLE$ $NAME$ of $HOLDING$;$TITLE$ $NAME$ de $HOLDING$;$TITLE$ $NAME$ von $HOLDING$;;$TITLE$ $NAME$ de $HOLDING$;;;;;;;;;x

looks like: King Phillipe II. of France

I try to change it to this ->
King Phillipe II. Capet

...i found some Variables in the loc. files, like [GetOnlyDynastyName], but it dont work :)

Any Ideas? (i'm afraid that this is hardcoded)

Bump :unsure:
 
Question with regard to creating a new map: What is the max image size which can be used? I would like to create a huge map, which is like 4x bigger than the current EU map. So, 8192x8192 is possible to make or what is the max limit?
 
Question with regard to creating a new map: What is the max image size which can be used? I would like to create a huge map, which is like 4x bigger than the current EU map. So, 8192x8192 is possible to make or what is the max limit?

I don't think that anyone has tested this, but it should be pretty easy to test.
 
Is it possible to mod a Casus Belli so that, using the Invasion as a basis, you can have it so that if the Defender wins the war he can fully annex the attacker, whether or not he has any claims on him? Likewise, is it as at all possible to modify as CB so that you can also punish participants, say by leaving them in place, but forcing all allies involved on the loosing side to swear fealty to the winning side?

Say King A is attacked by King 2, and King A calls in Allies B C and D, and King 2 calls in Allies 3 4 and 5. If King A, as the attacker in the war, wins, he not only annexes in full King 2 (as in the current Invasion CB), but also forces Allies 3 4 and 5 to swear fealty to him, whether or not they are in the de jure or de facto areas claimed by King A. Likewise, should King A loose, can King 2 annex King A and do likewise to Allies B C and D as part of their victory?

Thus, in the final total, should King A win, he has gained the following: King 2's titles, and Allies 3 4 and 5 are now King A's vassals. Should King 2 claim press his victory, he is now King of A and also has as vassals Allies B, C and D.
 
Is it possible to mod a Casus Belli so that, using the Invasion as a basis, you can have it so that if the Defender wins the war he can fully annex the attacker, whether or not he has any claims on him? Likewise, is it as at all possible to modify as CB so that you can also punish participants, say by leaving them in place, but forcing all allies involved on the loosing side to swear fealty to the winning side?

Say King A is attacked by King 2, and King A calls in Allies B C and D, and King 2 calls in Allies 3 4 and 5. If King A, as the attacker in the war, wins, he not only annexes in full King 2 (as in the current Invasion CB), but also forces Allies 3 4 and 5 to swear fealty to him, whether or not they are in the de jure or de facto areas claimed by King A. Likewise, should King A loose, can King 2 annex King A and do likewise to Allies B C and D as part of their victory?

Thus, in the final total, should King A win, he has gained the following: King 2's titles, and Allies 3 4 and 5 are now King A's vassals. Should King 2 claim press his victory, he is now King of A and also has as vassals Allies B, C and D.

Yes. copy the stuff from the victory outcome to the defeat outcome and reverse ROOT and FROM. For multiple defenders/attackers whatever you may need to use any_attacker and any_defender
 
Hello guys

I'm working on guelphs and ghibellines for my mod, and I wrote a casus belli on the investiture contest, but I can't get it to work.. The casus belli is supposed to work only if you are a guelph against a ghibelline, and vice-versa, and it should make the winner (attacker) get the primary title of the loser. Here is what I wrote:

Code:
investiture_conflict_guelphs = {
	name = CB_NAME_INVESTITURE_CONFLICT
	war_name = WAR_NAME_INVESTITURE_CONFLICT
	sprite = 9
	truce_days = 3650
	is_permanent = yes


	can_use_title = {
		FROM = {
			trait = ghibelline 
	}
		ROOT = {
			trait = guelph 
		}
	}
	
	on_success_title = {
		ROOT = {
                                prestige = 100
                                piety = 25
			gain_settlements_under_title = {
				title = PREV
				enemy = FROM
			}
		FROM = {
			transfer_scaled_wealth = {
				to = ROOT
				value = 2.0
			}
		}
		}
	}


	on_fail = {
		ROOT = {
			prestige = -150
			piety = -100
			transfer_scaled_wealth = {
				to = FROM
				value = 3.5
			}
		}
		FROM = {
			piety = 100
                        prestige = 50
		}
		
	}


	on_reverse_demand = {
		ROOT = {
			prestige = -300
			piety = -150
			transfer_scaled_wealth = {
				to = FROM
				value = 5.0
			}
		}
		FROM = {
			piety = 100
			prestige = 150
		}
	}


	attacker_ai_victory_worth = {
		factor = -1
	}
	
	attacker_ai_defeat_worth = {
		factor = 100
	}


	defender_ai_victory_worth = {
		factor = -1 # always accept
	}
	
	defender_ai_defeat_worth = {
		factor = 100
	}
}

Can anyone spot the mistake I'm making if there's any or do I need to change something?

Thanks in advance! :)
 
Hi guys,

I am wondering, is it possible to add a modifier to a holding? I mean something like add_province_modifier, but on the level of a holding. I would like to add holding-level modifiers similar to occupied, occupied_different_culture, etc. - these are not scripted, however.

In the savegame, modifiers such as "occupied" appear just as normal province modifiers on the holding level. However, add_province_modifier does not seem to work, and I could not find any other code for doing this.

Thanks in advance!
 
YOu gotta edit at least 3 files from what I recall.

YOu have to add the title itself in landedtitles. Then you need to add in the title modifier attached to that title in Static_MOdifiers - it is in this file that you decide on the holy order's composition. Then, you need to add a history file that matches the name in landedtitles so that the game can call the right person/even randomly generate a person. Oh, and lastly, you need to write a line for the localisation files too. It's relatively simple, but a bit time-consuming - not nearly as easy as things used to be.