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Wondering if there is there a way to modify the cost and/or upkeep of a specific mercenary company during gameplay, such as through an event? Haven't seen anything outside of globally changing the costs via defines, so I'm curious if there is a way or if it's something we can't mess with.
 
Wondering if there is there a way to modify the cost and/or upkeep of a specific mercenary company during gameplay, such as through an event? Haven't seen anything outside of globally changing the costs via defines, so I'm curious if there is a way or if it's something we can't mess with.
Not sure. I am leaning towards a no.
I know you can have set_mercenary_maintenance_modifier = defined_static_modifier but I am pretty sure all that does is increase the cost for hosting a dynamic merc company. So no I don't think you can change anything, best you could do is have an event which gives the person using the merc company money back but even then I don't think there are any scopes or conditions for that anyway
 
Can anyone help demystify the issue I'm struggling with? I had used a mod a while back that added a few new traits, but now I decided to make events for obtaining said traits as I felt getting them without context was a bit silly. I altered the mod (for my own personal use btw) by adding a few events, doing my research to make everything mesh well. However, the game does not recognize the events. So I decided that maybe altering a pre-existing mod was the problem, so I took all the data from the altered mod and put it in a new mod, activated the new one and disabled the old one (through the launcher). Except now the game doesn't even recognize the traits themselves, whereas before I could at least spawn the traits.

TLDR: What could cause both self-created events in a pre-existing trait mod AND the new traits themselves copied into a new mod to not show up in-game?

Apologies if I'm not being concise enough, I'm new to modding.
 
Can anyone help demystify the issue I'm struggling with? I had used a mod a while back that added a few new traits, but now I decided to make events for obtaining said traits as I felt getting them without context was a bit silly. I altered the mod (for my own personal use btw) by adding a few events, doing my research to make everything mesh well. However, the game does not recognize the events. So I decided that maybe altering a pre-existing mod was the problem, so I took all the data from the altered mod and put it in a new mod, activated the new one and disabled the old one (through the launcher). Except now the game doesn't even recognize the traits themselves, whereas before I could at least spawn the traits.

TLDR: What could cause both self-created events in a pre-existing trait mod AND the new traits themselves copied into a new mod to not show up in-game?

Apologies if I'm not being concise enough, I'm new to modding.
This seems like not enough detail. How did you set up the folder structure for the different text files, for example?
 
Has anyone done anything with transferring artifacts between characters? How does it work? What commands can you use? For instance, if the iron crown of lombardy already exists, if I have the command add_artifact = iron_crown_of_lombardy, will it make a second version of the crown or transfer the old one?
 
Has anyone done anything with transferring artifacts between characters? How does it work? What commands can you use? For instance, if the iron crown of lombardy already exists, if I have the command add_artifact = iron_crown_of_lombardy, will it make a second version of the crown or transfer the old one?
That would make a second version. There is a transfer_artifact command, formatted like this within an artifact scope:
Code:
transfer_artifact = {
    from = ROOT
    to = THIS
}
with ROOT and THIS replaced with the appropriate scopes.
 
This seems like not enough detail. How did you set up the folder structure for the different text files, for example?

Well I have a new development. After a lot of tweaking and fiddling with the various files, the solution hit me: just empty the new mod of all its content, copy all the files from the original mod into it and see if the problem is with the altered files or in how I've set up my new mod. It turns out replacing the guts of my new mod with the files from the old mod did NOT work. I was secretly hoping I wouldn't have to dissect my files, but now I'm confused what could cause the game to recognize the new mod in the launcher, but not in-game, even with all the working parts inside it....
 
How do you edit the history of characters that already exist (say I want to give William the Conquerer a few extra traits, or have him be born a couple of days earlier)?

What I've been doing is putting a duplicate version of them in my mod ("history/characters/new_characters.txt" or whatever), and then making the changes there, which seems to work, but I'm getting crashes if I do certain things, and I'm wondering if this is my problem? I tried the wiki, which just says to avoid duplicate character IDs, but I can't really see how else to do it.
 
Alright I've managed to make some improvement. I decided to switch back to altering the pre-existing mod to see if it'd work and it does. In fact, it works so well that the game can actually read one of the events I wrote. It's just showing up as a blank event, but that's an improvement right?
 
I have an event that fires for a vassal, one option fires a event for the liege and then again one option should again fire a event for the same vassal as before. What Scopes(?) do I need for the last option to fire the event for the vassal before?
 
Greetings!

Is there any way to manipulate the size of graphics as displayed on the map itself? I'm in particular on the lookout for ways to make the tradepost graphics (and flag) appear smaller on the map and therefore be more visually inline with the rest of the man-made items populating it (cities, castles, ports, et cetera).

I've already figured out the "scale"-setting to make the units (or avatars) display themselves smaller which makes for a nice visually balanced improvement also.

Thank you in advance!

[EDIT] Nevermind! The good Nendur came to my rescue in my original thread.
 
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How do you edit the history of characters that already exist (say I want to give William the Conquerer a few extra traits, or have him be born a couple of days earlier)?

What I've been doing is putting a duplicate version of them in my mod ("history/characters/new_characters.txt" or whatever), and then making the changes there, which seems to work, but I'm getting crashes if I do certain things, and I'm wondering if this is my problem? I tried the wiki, which just says to avoid duplicate character IDs, but I can't really see how else to do it.

Try creating a copy of the (culture).txt under the history/characters/ folder into your mod and modifying that.
The launcher would skip the default file and load yours instead.

The downside of this is if Pdox adds more history characters or changes you'd have to redo your changes based on the new file, but there would be no duplicate character entries this way.


Alright I've managed to make some improvement. I decided to switch back to altering the pre-existing mod to see if it'd work and it does. In fact, it works so well that the game can actually read one of the events I wrote. It's just showing up as a blank event, but that's an improvement right?

Don't want to be rude but, as another has already stated there's not enough information, please share your Mod folder/file structure if you are asking here for input. Giving back to back posts journals of your progress without context is the equivalent of thinking out loud to yourself, which doesn't help us help you.
 
I have an event that fires for a vassal, one option fires a event for the liege and then again one option should again fire a event for the same vassal as before. What Scopes(?) do I need for the last option to fire the event for the vassal before?

If I understand you correctly it likely depends on the scope your event starts from and playing around with ROOT, THIS, and PREV as needed.
Look at the examples for Scope Chain on the wiki to determine your needs
 
Use event targets instead - http://www.ckiiwiki.com/Scripting#Event_targets

No need for pings or anything like that, those are old leftovers that are best avoided now that we have better alternatives.
Like this
Code:
        event_target:target_suggested_regent = {
            give_minor_title = title_appointed_regent
                character_event = {
                id = 61183
                days = 3
                random = 3
                }
            }
This gives the vassal a honory title but the event doesn't fire
 
Like this
Code:
        event_target:target_suggested_regent = {
            give_minor_title = title_appointed_regent
                character_event = {
                id = 61183
                days = 3
                random = 3
                }
            }
This gives the vassal a honory title but the event doesn't fire
Like that, yes. You need to save the event target first, save_event_target_as = target_suggested_regent in the first event of the chain (or wherever it is convenient).