• 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.
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 think if you copy the pre-existing mod, and then alter that copy (rename it, then add whatever events you're trying to add) it should work just as well as altering the mod, and you would be able to choose which one to do. Just be sure to not have them both active at once.

Having a blank event could either be a problem with the event or a problem with localization. How familiar are you with event modding and localisation? If you're not particularly familiar, check out the wiki pages I just linked and see if they help.
 
Sorry if this has been asked. But does anyone know how to allow a custom society to be joinable? It just says "One of the Following Must be True" and has no conditions underneath it. I think I coded the society correctly in the society folder and just recently figured out that ranking up in a society is through decisions. Is it another file I missed?
 
Indeed they do. But note that you need to use just the event target by itself when used in localization (example: [new_liege.GetBestName] instead of [event_target:new_liege.GetBestName]).
 
I made a childhood event that should reveal a hidden congenital trait, but I'm having issues testing it. I give the kid the trait, then activate the event to see if the event removes the hidden effect. This isn't working and I'm wondering if giving the child the trait is what's messing it up and the event will work fine if he/she properly inherits it?
 
I'd like assistance in reading ai decision modifiers. I don't understand how factors work, and the Wiki is useless in this regard. Let's say I have a decision using this code:

Code:
ai_will_do = {
           factor = 1 # Factors for an AI character to take the decision (1 = 100% chance every month).
           modifier = {
               factor = 0.1
               trait = charitable
           }
           modifier = {
               factor = 0.05
               trait = zealous
           }
           modifier = {
               factor = 0
               trait = greedy
           }
       }

I believe if the ai is Greedy, that means the decision will never fire, but let's say the ai is Charitable, Zealous, AND Greedy; will the decision still never fire? Are we multiplying by 0 here, or what? Work me through the math of factors.

Furthermore, can I get away with using command blocks like AND = {} in this code? I've noticed Paradox prefers creating multiple separate modifier blocks for several traits, even if their traits share the same factor number. That seems redundant to me, and I'd rather condense it. For example, can I do this?:

Code:
modifier = {
               factor = 0
               AND = {
                   trait = cynical
                   trait = genius
                   trait = quick
               }
           }
 
I believe if the ai is Greedy, that means the decision will never fire, but let's say the ai is Charitable, Zealous, AND Greedy; will the decision still never fire? Are we multiplying by 0 here, or what? Work me through the math of factors.
You are correct, it will never be chosen if the character is greedy, and is less likely to be chosen if they are zealous or charitable. Unless you are using additive_modifier, the factors are always multiplicative. (And I've only seen additive_modifier used in laws and artifact spawns)

Code:
modifier = {
               factor = 0
               AND = {
                   trait = cynical
                   trait = genius
                   trait = quick
               }
           }
That code won't work. The and block would only evaluate to true if the character is cynical AND genius AND quick, which will never be true because a character cannot be both quick AND genius, as they are opposite traits. You would want to use OR instead, as then only one of the conditions needs to be true for the or block to evaluate to true.
 
Has anyone found how epidemics work so as to fix the never ending epidemics bugs? As it stands, I would like to keep deadly epidemics spreading around (so I'm not too keen on reducing the max amount of provinces), I just want them to not spread again to provinces that already got infected, or something like that.
 
I'm looking for a way to subtract a dynamic amount of money from a character's liege in an event. The syntax below isn't valid, but is there a way to do it in a valid way?

liege = {
wealth = {
ROOT * -1
}
}
 
Hi guys! I'm working on reviving a pretty old project. The mod works on 2.3.6 (just before Horse Lords), but will not load at all on the current patch. There's no crash during loading; rather, loading doesn't start at all. My question is this: what has changed since Horse Lords that would cause the mod to not load at all?
 
Hi guys! I'm working on reviving a pretty old project. The mod works on 2.3.6 (just before Horse Lords), but will not load at all on the current patch. There's no crash during loading; rather, loading doesn't start at all. My question is this: what has changed since Horse Lords that would cause the mod to not load at all?

Try using The Validator program in the pinned thread named "List of Mods/Utilities". That should find invalid syntax that has changed since Horse Lords and give you a jumping off point. After that, make sure to look in your %userprofile%\Documents\Paradox Interactive\Crusader Kings II\logs folder and look at the logfiles there for error messages.

Use liege = { scaled_wealth = -x }, where x is the percent of yearly income you want to subtract.
Thanks for the reply. Scaled wealth doesn't work in the case I'm looking at, unfortunately. This event is triggered on_death, and my objective is to add the dead character's gold to his mother. Since the game gives it to his liege, though, I want to subtract the same amount from the liege, so the liege doesn't have a net gain. Here's what I mean:
if = {
limit = {
mother = { is_alive = yes }
}
mother = {
wealth = ROOT
}
liege = {
wealth -= ROOT #not valid
}
break = yes
}

EDIT: I'm trying to use the CODE block formatting, but the forum is giving me a message stating I have "inappropriate elements".
 
Last edited:
This is clearly a FAQ but I still didn't found an answer yes. How can I identify an event, which jsut fired, in a non-ironman game. I want to make a similar event and need to now the event id so I can copy the existing one.
 
If you make a non-compressed save while the event is open, you can open the save and search for "player_event" or something like that, and then look for "id" in the clause. Otherwise, you can search for the text in the localisation.
 
So when factors stack, what is the result? Does that mean two factors of 0.5 equals 1.0? Or is this some kind of funky math where it's like 0.75?
They are factors so you multiply them.
If you have a base chance of 1, and two factors of 0.5 that the conditions are met for your end product is 1 * 0.5 * 0.5 = 0.25