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Nevermind, I managed to fix it! Adding a new custom .lua file instead of modding the vanilla one, as per ck2wiki instructions did the trick.

I have a new problem though, and this one got me stumped. For my mod I have increased the amount of patrician families in venice to 12. Everything is working correctly, including sucession in the new families, and the count remains 12 even if one patrician family dies out(that is why I modded the defines).

Here comes the problem: When the head of one of the new families I created is/becomes doge, it dies out on sucession("no dynastic heir"). I attached a screenshot as an example(the patrician in question has 5 able heirs and yet this message appears). Strangely, this only happens with the new patrician families I modded in. When the vanilla patricians becomes elected(i.e: a member of the dandolo or faliero house), inheritance works ok. Can't figure out how to fix it!

https://ibb.co/mn5Wwv

mn5Wwv


mn5Wwv
I'm unsure if that screenshot is merely an attempt to illustrate a problem you've actually investigated much more thoroughly or if the only problem you're having is that this message appears. As far as your screenshot goes, that all appears to be working just fine. The heir depicted is the heir to Venice itself, who is from a different Patrician house (and thus not the same dynasty as the current Doge). Despite the warning, it will not be game over because the Patrician house will still be inherited by a member of the dynasty. Can you please clarify if you have confirmed that this does not happen?
 
I'm unsure if that screenshot is merely an attempt to illustrate a problem you've actually investigated much more thoroughly or if the only problem you're having is that this message appears. As far as your screenshot goes, that all appears to be working just fine. The heir depicted is the heir to Venice itself, who is from a different Patrician house (and thus not the same dynasty as the current Doge). Despite the warning, it will not be game over because the Patrician house will still be inherited by a member of the dynasty. Can you please clarify if you have confirmed that this does not happen?

Yeah, the house was destroyed on sucession.

I did manage to fix it though. It was a silly mistake on my part, I was adding "landless = yes" on the patrician titles and that was breaking things. Removing it fixed everything.
 
Anyone know why the visuals for an adjacency (portage, major river or sea) would not be working? Using the vanilla texture, and mechanically speaking the adjacency is working perfectly fine. Only the visual (dotted blue line) is not apparent on the map.

Example snippet from the file. I'm not manually defining the co-ordinates, if that makes a difference.

Code:
506;498;major_river;1481;-1;-1;-1;-1;Dornish Pass, Burnt Woods to Blackpool

Any advice/help/input is appreciated! Thanks!
 
How do dynamic character flags work? Could I also set it for a dynasty or title? And could it refer to a dynasty or title, or only to a character?

Thanks in advance.
They are boolean: You set them, then check for them if you want, or clear them later when no longer needed.
As always, take a look at the wiki section: http://www.ckiiwiki.com/Scripting#Flags
And yes, there are flags not only for characters but also for provinces, titles, dynasties and even artifacts. You simply have to inject the appropriate type of scope into the commands.
Oh and you would not call them "character"-flags anymore then ;)
 
They are boolean: You set them, then check for them if you want, or clear them later when no longer needed.
As always, take a look at the wiki section: http://www.ckiiwiki.com/Scripting#Flags
And yes, there are flags not only for characters but also for provinces, titles, dynasties and even artifacts. You simply have to inject the appropriate type of scope into the commands.
Oh and you would not call them "character"-flags anymore then ;)
Yes, I'm familiar with those -- sorry if I wasn't clear. What I'm asking about is flags with things like @from at the end.
 
Yes, I'm familiar with those -- sorry if I wasn't clear. What I'm asking about is flags with things like @from at the end.
I haven't seen any documentation on those types of character flags, but from what I've managed to learn, those tags work by adding the character's id at the end of the tag (replacing the @root or @FROM)

When assigning or checking the flag, @<scope> is the scope of the character who you are assigning the flag to / checking if they have the flag. ROOT and FROM scopes work for sure. PREV might work, but I've never seen it. Event targets probably won't work, but feel free to try.

I've only ever seen them used as character flags, not title or dynasty flags. Probably because ROOT and FROM is pretty much always a character or province. (Province flags might work if used in province events, but I've never seen it done before)
 
Code:
add_secret_religion_trait_trigger_is_religion_or_old_religion_flag_clear_flag_after_effect_is_run_this_name_is_a_tribute_to_m_effect

Did they simplify this? Am I laboring in the code mines for no reason?

The amount of lines I have to add to mmm_secret_religious_societies_decisions, mmm_society_decisions, mmm_secret_religisous_societies_events, 00_scripted_effects and 00_scripted_triggers seems really excessive.

DId I miss an easier way to do this?

I live in fear of the next update changing these files.
 
Hi, So I´m trying to do an event that pops up when you conquer a duchy, but it doesn´t pop. I´ve managed to do it with the cheat mode, spawning the event directly but not by itself
Any help aprecciated
Code:
namespace = Domuit
character_event={
    id = DoM
    title = EVTNAMEDoM
    desc = EVTDESCDoM
    
    ai = no
    
    trigger = {
            has_landed_title = d_vasconia
            has_landed_title = k_visigothica   
            
        NOT = { has_global_flag    = Domuit }       
    }
      
    mean_time_to_happen = {
        days = 1
    }
    option = {
        name = EVTOPTADoM.1
        set_global_flag = Domuit
        prestige = 200
    }
}
 
I haven't seen any documentation on those types of character flags, but from what I've managed to learn, those tags work by adding the character's id at the end of the tag (replacing the @root or @FROM)

When assigning or checking the flag, @<scope> is the scope of the character who you are assigning the flag to / checking if they have the flag. ROOT and FROM scopes work for sure. PREV might work, but I've never seen it. Event targets probably won't work, but feel free to try.

I've only ever seen them used as character flags, not title or dynasty flags. Probably because ROOT and FROM is pretty much always a character or province. (Province flags might work if used in province events, but I've never seen it done before)
Thanks! I'll have to do some experimentation.
 
Hi, So I´m trying to do an event that pops up when you conquer a duchy, but it doesn´t pop. I´ve managed to do it with the cheat mode, spawning the event directly but not by itself
Any help aprecciated
Code:
namespace = Domuit
character_event={
    id = DoM
    title = EVTNAMEDoM
    desc = EVTDESCDoM
   
    ai = no
   
    trigger = {
            has_landed_title = d_vasconia
            has_landed_title = k_visigothica  
           
        NOT = { has_global_flag    = Domuit }      
    }
     
    mean_time_to_happen = {
        days = 1
    }
    option = {
        name = EVTOPTADoM.1
        set_global_flag = Domuit
        prestige = 200
    }
}
Your event ID should have the namespace that you set at the top of the file, i.e. something like Domuit.1 . Also, if you only want it to pop for the player, or for a new holder of the duchy, you could put "ai = no" in the trigger conditions, or use character flags or on_actions instead of a global flag and mtth. As it is, this will just pop for the holder of those titles towards the beginning of the game, and never pop again.
 
Do mercenary company armies get modifiers from any provinces, including tech modifiers? @Meneth
 
Where are the base stats of units defined?
 
In the defines file. (special units like horse archers and elephants are stored in the special troops folder)
That's... quite unexpected. I did found the special troops folder so I expect the base units to be defined in a similar manner. Thanks.
 
Hey, I'm one of the developers of the Seven Kingdoms mod and had a couple of questions regarding the war history.

How would I make it to where a series of Dukes are fighting their liege for independence in the war history file?
 
So for my mod, what I'm trying to do is make it so that people with a specific inheritable trait has bonus acceptance modifier to marriage proposals with other people with that trait, and negative modifier if they don't. Just in generally making it that they tend to marry and breed together and not with non trait bearers. Is that hardcoded in the Marriage decision or is there any way to make it easily standalone? I don't want to have to overwrite vanilla files and cause conflicts seeing as I run HIP. Couldn't find anything on google so any help would be appreciated.
 
So for my mod, what I'm trying to do is make it so that people with a specific inheritable trait has bonus acceptance modifier to marriage proposals with other people with that trait, and negative modifier if they don't. Just in generally making it that they tend to marry and breed together and not with non trait bearers. Is that hardcoded in the Marriage decision or is there any way to make it easily standalone? I don't want to have to overwrite vanilla files and cause conflicts seeing as I run HIP. Couldn't find anything on google so any help would be appreciated.

That would be part of the hardcoded marriage logic (well, aside from the fact that any opinion bonus between those with the same trait could have a slight impact on how appealing the marriage is; how large, if any, the impact of that would be is hard to tell due to the hardcoded nature of the marriage logic).