• 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.
Indeed? :eek:
Let me make sure I understand correctly - like this:
Code:
option = {
    name = TESTOPTA
    trigger = {        # 20% chance to trigger if conditions fulfilled
        random = 20
        lifestyle_traits = 1    # example condition
    }
}
That is interesting, I never knew that. New possibilities for randomness!
Yeah, the murder plots all use this, if you want to look into how Paradox has used it. (The thing to remember is that the same randomly chosen number is used to check all random = int checks in the event)
 
Code looks a bit complicated tbh, because I couldn't find a simple check for "province borders realm".
Well, maybe try it out ingame and see if that actually works, because I didn't test it (you'll have to click on the little county flag instead of the settlement, so it also works in empty provinces).

Thanks you so much, now I will play with it around a little bit. I acutally did not know you can click on county flag!! (after so many hours I spent ingame xD). And yes that would be much much better. Also I will add some cost to this decision so it won't be spammable. For testing purposes it is now free.
 
Last edited:
Indeed? :eek:
Let me make sure I understand correctly - like this:
Code:
option = {
    name = TESTOPTA
    trigger = {        # 20% chance to trigger if conditions fulfilled
        random = 20
        lifestyle_traits = 1    # example condition
    }
}
That is interesting, I never knew that. New possibilities for randomness!
Not 20%, 80%. As for the random to be fulfilled any number greater than or equal to 20 must be selected. So you would do random = 80 to have a 20% chance. For 2.8 you can use the comparison operators instead to do random < 20 to find the 20% which is more readable.
It uses mostly are for things prior to random_lists being used in immediates as a random list to set a flag for the options is better if you want one specific option only to be chosen this is good to add a random chance for an option to appear.
 
I'm having an issue with changing graphical_culture for some characters.

I have a custom culture, that is used by one character for a custom portrait; other charatacers who use the new culture it are given an event that calls "set_graphical_culture" to convert them to an appropriate vanilla culture, but sometimes they'll show up as just empty backgrounds once they're updated to the vanilla culture; other times they'll show up perfectly as the vanilla culture.

It does not matter if they are male or female, so I am lost at what might cause it to work only sometimes... Is there any idea where I might look?
 
I know that de jure kingdoms and empires held by rulers of certain cultures(i.e: turkish, berber, levantine) have the name and coat of arms of the ruling dynasty. Same thing with patrician houses. I also know that you can do the same in titles (i.e: " dynasty_title_names = yes")

I know this is a tricky one, but is there anyway of making it so that baronies, counties, duchies and kingdoms have the *coat of arms* of the ruling dynasty, while keeping the original name? This would be historically accurate somewhat, and would save me quite a lot of work on my mod. Since somethin similar is in the game I imagine it might be possible.
It could be done, with an on_new_holder event, if set_coa would take a character as the source. :(
 
Indeed? :eek:
Let me make sure I understand correctly - like this:
Code:
option = {
    name = TESTOPTA
    trigger = {        # 20% chance to trigger if conditions fulfilled
        random = 20
        lifestyle_traits = 1    # example condition
    }
}
That is interesting, I never knew that. New possibilities for randomness!
Be aware tho: unless it has changed since the last time I read about it, multiple options with random in the trigger will get the same random number. This is why event 404 has an option with random = 50, and another option with NOT = { random = 50 }. :confused:
 
Whats the naming convention for secret religious cults to have a custom background in interface\domestic_societies.gfx ?

Code:
spriteType = { name = "GFX_society_main_background_? "
        texturefile = "gfx\\interface\\societies\\society_bg_?.dds"
    }
In "GFX_society_main_background_", it needs to be followed by the actual tag of the society. For secret societies, that is like "secret_religious_society_norse_pagan".
In "gfx\\interface\\societies\\society_bg_?.dds", it needs to be the actual name of the file. This will generally match the society tag, but you could name it whatever you feel like.

On the other hand, there is a separate entry for "GFX_society_main_background_secret_society", so specifying the society on "GFX_society_main_background_" may not work. If not, you could try "GFX_society_main_background_secret_society_secret_religious_society_norse_pagan"… :eek:
 
On the other hand, there is a separate entry for "GFX_society_main_background_secret_society", so specifying the society on "GFX_society_main_background_" may not work. If not, you could try "GFX_society_main_background_secret_society_secret_religious_society_norse_pagan"… :eek:
Thanks, I'll try "GFX_society_main_background_secret_society_secret_religious_society_inconnu" for the religion "inconnu" for when it is a secret religion with a secret religious society. The secret religious societies are now generated spontaneously, rather than being explicitly listed in the text files.
 
Hi been working on an event and I have had quite a bit of success. This event uses a on action to fire when a war ends which is what I intended. The problem is I do not want this event to fire if a war ends but the charecter is still one of the primary participants in another war. I feel like the solution to this problem is to add a simple is at war = yes somewhere but I dont know, any advice?

namespace = rb
character_event = {
id = rb.0002

is_triggered_only = yes

hide_window = yes

immediate = {
From = {
primary_title = {
add_law = pledge_off
}
}
Root = {
primary_title = {
add_law = pledge_off
}
}
}
}
 
Hi been working on an event and I have had quite a bit of success. This event uses a on action to fire when a war ends which is what I intended. The problem is I do not want this event to fire if a war ends but the charecter is still one of the primary participants in another war. I feel like the solution to this problem is to add a simple is at war = yes somewhere but I dont know, any advice?

namespace = rb
character_event = {
id = rb.0002

is_triggered_only = yes

hide_window = yes

immediate = {
From = {
primary_title = {
add_law = pledge_off
}
}
Root = {
primary_title = {
add_law = pledge_off
}
}
}
}

war = yes sadly won't work, as the event is technically fired just before the war ends (and before any titles change hands). To check for that, you'd have to have this event fire another event a few days later, which would probably require saving the FROM scope as an event target.
 
EDIT: See post above mine, I didn't know that.
Hi been working on an event and I have had quite a bit of success. This event uses a on action to fire when a war ends which is what I intended. The problem is I do not want this event to fire if a war ends but the charecter is still one of the primary participants in another war. I feel like the solution to this problem is to add a simple is at war = yes somewhere but I dont know, any advice?

namespace = rb
character_event = {
id = rb.0002

is_triggered_only = yes

hide_window = yes

immediate = {
From = {
primary_title = {
add_law = pledge_off
}
}
Root = {
primary_title = {
add_law = pledge_off
}
}
}
}
Well you already kinda answered your question, no? ^^
I guess you don't know how to check for that - you need a trigger section:
Code:
namespace = rb
character_event = {
   id = rb.0002
 
   is_triggered_only = yes
 
   hide_window = yes
 
   immediate = {
       From = {
           if = {   # if-clause: will only fire if "limit" is fulfilled
               limit = {
                   war = no   # Character isn't in any war anymore
               }
               primary_title = {
                   add_law = pledge_off
               }
           }
       }
       Root = {
           if = {   # see above. Note: Never use "if" in triggers, only in effects! (because I made that mistake a lot ^^)
               limit = {
                   war = no   # Character isn't in any war anymore
               }
               primary_title = {
                   add_law = pledge_off
               }
           }
       }
   }
}
Didn't test it, but this should work - it should apply the law change only for the person(s) that are no longer in a war.

EDIT: As @Omniscient pointed out above, you'll need to fire an event to save the event scopes first, and make it fire this event here after a short delay.
 
Hi, I asked this question yesterday but I figured I asked in the wrong place, that this thread would be a better place to ask:
https://forum.paradoxplaza.com/foru...-wrong-trying-to-join-kent-to-guines.1042794/

I've realised that the map id for the regions are different on the WTWSMS map, that they are 74 and 75 not 73 and 74. This makes me assume that the region id for Strait Of Dover is also wrong. Does anyone know how I would find out that id?
 
Code:
        effect = {
            location = {
                build_holding = {
                    type = tribal
                    holder = FROM
                }
                any_province_holding = {
                    tier = BARON
                    holder_scope = {
                    character = FROM
                    }
                    add_building = tb_from_shadows_they_pillage_1
                }
            }
        }
Hey, if you remember I wanted to create holding in enemy territory, and I managed for it to be build with one buildling as well.
Now I have question and I'm not sure if can be done. The holding I create has portrait of county's owner I guess. I would like it to have portrait of my character's/FROM culture. Do you have any idea if it can be done?

Also unrelated to this. I always wanted to have some sort of Notes in game. And chronicle made excelent candicate for this. It would not be difficult to add target_decision and even that adds character face in chronicle. What tricky part is.. I would love to WRITE and EDIT the text that is there or at least write - notes. Out of fun I tried edit chronicle in savefile. And it worked there. But do you think something like that could be done? Or this has to be "hardcoded" like customize title. In that case, I would ask for this - notes feature and maybe add separate "book" for that.
 
Last edited:
Hi, I asked this question yesterday but I figured I asked in the wrong place, that this thread would be a better place to ask:
https://forum.paradoxplaza.com/foru...-wrong-trying-to-join-kent-to-guines.1042794/

I've realised that the map id for the regions are different on the WTWSMS map, that they are 74 and 75 not 73 and 74. This makes me assume that the region id for Strait Of Dover is also wrong. Does anyone know how I would find out that id?

The best way would be to search the localisation folder for instances of "Strait of Dover" (or whatever its name is, if it's called something different ingame).
 
Hi any tips on the best way to go about giving leaders of a vassal revolt a opinion bonus with their vassals?
 
How would you best achieve the following title localisations? (It's for the Forgotten Realms mod.)

There are three adjoining kingdoms, Amn, Tethyr, and Calimshan. At the default start date they're all independent (and Tethyr is deeply partitioned.) Each has its own national culture.

However, at an earlier date all three were part of a larger empire, the Shoon Imperium. Each nation had its own distinct king-level title as a vassal of the Imperium. The Imperium has its own distinct culture.

Amn:
Independent: Meisarch (as MR); otherwise a King, I think
As a Shoon vassal: Emir

Tethyr: King (always)

Calimshan:
Independent: Syl-Pasha
As a Shoon vassal: Caleph

The Shoon Imperium itself was ruled by a Qysar.

I've managed to get all that represented in-game except Tethyr - if it's culturally Shoon, the vassal king is a Caleph, and if it's culturally Amnian, he's a king. How do I make him an Emir?

nd