• 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.
How do you disable china for a mod?
You need to remove the files in its sub folder in the common folder and then replace its path in the mod file
 
Prior to the latest release, my personal mod was working fine, but it started acting up. I did go through all my mod files that overwrite existing game files and updated them, so I'm pretty sure it has nothing to do with that. The main problem right now is that an on_birth character_event isn't triggering anymore (code below). The only thing I have recently changed a little was the contents of the hidden_tooltip (the modifiers), but as I said before, it was working fine a couple days ago.

None of my children are being born the the Caesar trait, when prior to the update, every child did.

Code:
# 02 Ceasar on_birth
character_event = {
    id = rh.02
    # desc = EVTDESC_rh_02
    # picture = GFX_evt_reincarnation
    # border = GFX_event_normal_frame_religion

    is_triggered_only = yes
    hide_window = yes

    religion_group = pagan_group

    trigger = {
        dynasty = 8221401
        top_liege = {
            OR = {
                has_landed_title = d_latium
                has_landed_title = e_roman_empire
            }
        }
        OR = {
            religion = hellenic_pagan
            religion = hellenic_reformed
        }
        OR = {
            culture = roman
            culture = italian
        }
        NOT = { trait = caesar }
        OR = {
            father = {
                trait = caesar
                OR = {
                    tier = EMPEROR
                    tier = KING
                    tier = DUKE
                }
            }
            mother = {
                trait = caesar
                OR = {
                    tier = EMPEROR
                    tier = KING
                    tier = DUKE
                }
            }
        }
    }

    option = {
        # name = EVTOPTA_rh_02
        add_trait = caesar
        set_character_flag = caesar_born
        hidden_tooltip = {
            if = {
                limit = {
                    OR = {
                        father = { has_landed_title = d_latium }
                        mother = { has_landed_title = d_latium }
                    }
                }
                random = {
                    chance = 20
                    modifier = {
                        factor = 0
                        trait = fair
                    }
                    modifier = {
                        factor = 1.5
                        is_female = yes
                    }
                    add_trait = fair
                }
                random = {
                    chance = 15
                    modifier = {
                        factor = 0
                        trait = strong
                    }
                    modifier = {
                        factor = 0.5
                        is_female = yes
                    }
                    add_trait = strong
                }
                random = {
                    chance = 10
                    modifier = {
                        factor = 0
                        OR = {
                            trait = quick
                            trait = genius
                        }
                    }
                    modifier = {
                        factor = 1.5
                        OR = {
                            father = { has_children = no }
                            mother = { has_children = no }
                        }
                    }
                    modifier = {
                        factor = 1.5
                        father = { age_diff = { who = PREV years = 55 } }
                    }
                    add_trait = genius
                }
                random = {
                    chance = 15
                    modifier = {
                        factor = 0
                        OR = {
                            trait = genius
                            trait = quick
                        }
                    }
                    add_trait = quick
                }
            }
        }
    }
}

Thanks to anyone who can take the time to help.

So I've play around with the event, triggering it with the console and editing it in multiple ways. It seems the problem is that the dynasty I have created for my character isn't being recognized.The dynasty exists in-game, and all related files have the appropriate dynasty number, but the game seems to think it doesn't exist when triggering the event (or any event I've used the dynasty in). Again, this worked a couple days ago, so does anyone know if the latest patch/DLC has changed modding dynasties in anyway?
 
How would I go about writing an event that, every year, randomly assigns a honorary title to two of my vassals?
 
Does anyone have any ideas/theories on what might cause infinite loading after selecting a character?

I have two Mods :
A - Adds 77 new Provinces. If I try to load it with a normal Bookmark, it loads perfectly and plays fine.
B - Adds earlier start dates. If I try to use an earlier start date it works perfectly and the game plays fine.

If I run both together, however, regardless of which character I pick, trying to start on any non-official start date results in the "Loading Game" bar filling up completely, and the game just sitting there indefinitely, eventually crashing. Starting from an official bookmark works fine.

Edit : Also can you stop AI characters using a culture? I have it set to used_for_random = no, but people are still spawning as that Culture if the head of the Court happens to be.
 
Last edited:
would anyone know how i would fix this it doesnt change the potrait of the person and im wondering if theres a different code to change it
Code:
    make_gfxgerman = {
        filter = all
        ai_target_filter = sub_realm

        from_potential = {                    #Conditions on the decision taker for the decision to appear
            ai = no
        }
        potential = {                        #Conditions on the vassal or dynasty member for the decision to appear
            is_within_diplo_range = FROM
        }
        allow = {                            #Conditions for the decision to be enabled
        }
        effect = {
            gfx_culture = german
        }
        ai_will_do = {                        #Factors for an AI character to take the decision (1 = 100% chance)
            factor = 0
        }
    }
 
You need to add a spriteType name GFX_icon_<government_name> in a .gfx file in the interface folder. You'll also need to add the image to gfx/interface if you aren't reusing one of the existing images.
 
Is it possible to deactivate/ destroy a off map title/ power?
I am not sure, but you could probably just "hide" it, so to say, by deleting every connection to them on the map (e.g. tributaries, the governor), and once these ties are severed, hide the interaction button away, by including the check for a flag in this thing:
Code:
display_trigger = { has_dlc = "Jade Dragon" }
Like, to not display it when the global flag has been set. Then you set the flag, and the button disappears - you clear it, it shows up again. I don't know how this would affect the AI, though, so better to also disable all interactions directly when the flag has been set.


Can anyone help me in this regard? Is it even possible?

And second, is there away to mod the AIREASON_SKILLS modifier? I'm asking because it's being applied in sitautions it shouldn't, like when the AI stands to gain an NPC, through marriage, it's refuse the marriage because their NPC's skills are too valuable, even though that NPC won't be taken from them if they accept the marriage offer.
It certainly is possible, but I am not 100% sure how. In CK2+, some cultures have different settlements though, and the file that seems to affect it is "province.gfx". In there, there is a section that has lines like these:
Code:
    ### Muslim Temples
   
    spriteType = {
        name = "GFX_settlement_temple_westerngfx_muslimgfx_looted"
        texturefile = "gfx\\interface\\placeholder_temple_western_muslim_looted.tga"
        noOfFrames = 1
        norefcount = yes
    }
I think (but I am not sure), that these reference a certain graphics file for a certain (graphical?) culture, e.g. "muslimgfx". You might want to try to write something similar to this for your culture.

About the second thing: No idea, how AI can be influenced by such parameters is a mystery to me.


Does anybody know where I could find the GFX file for chinese and tibetan portraits? I'm trying to fix up Seiji's anime portraits mod by using the mongol base portraits.
They are in the corresponding DLC directory, in this case, in \dlc\dlc073.zip\interface


How would I go about writing an event that, every year, randomly assigns a honorary title to two of my vassals?
Well, I don't have the time to spell it out for you sadly, but I can point you to what to do:
Fire an event through the yearly on_action, then in that event scope to a random vassal of yours, and then use a command to give him a minor title.
In your case, the on_action would be "on_yearly_pulse", the scope would be "random_vassal" (twice, actually - once for every vassal), and the command would be "give_minor_title".
I suggest you read a bit more in the wiki, and if you have further problems, ask again.


Does anyone have any ideas/theories on what might cause infinite loading after selecting a character?

I have two Mods :
A - Adds 77 new Provinces. If I try to load it with a normal Bookmark, it loads perfectly and plays fine.
B - Adds earlier start dates. If I try to use an earlier start date it works perfectly and the game plays fine.

If I run both together, however, regardless of which character I pick, trying to start on any non-official start date results in the "Loading Game" bar filling up completely, and the game just sitting there indefinitely, eventually crashing. Starting from an official bookmark works fine.

Edit : Also can you stop AI characters using a culture? I have it set to used_for_random = no, but people are still spawning as that Culture if the head of the Court happens to be.
I don't really know, but a wild guess would be: Is the "earlier bookmark" mod aware of the changes done to provinces by the other mod? Because otherwise, it would try to load a history for a map that is 77 provinces bigger than it expects, which could cause all sorts of weirdness.

No idea about the cultures thing.


Is it possible to set a minimum value for ruler attributes?
Eh - just what do you mean by that? Have all characters in the world have at least 5 diplomacy, for example? Or something else?
If it is the former, I suggest you could edit the /common/static_modifiers.txt file, and add the value to the default culture modifier, which by default, is shared by all cultures:
Code:
##########################################################################
# Culture Static Modifiers
##########################################################################
# The name of these must be specified in the culture itself, except for the holding modifiers

default_culture_modifier = {
    diplomacy = 5
}
Note that this would not work if you are using a mod such as "cultural bonuses", as that one edits cultures so they don't use this modifier, but each their own (you could of course add it to every culture individually then).
 
How can I change a culture's culture group? I'd like to take all the cultures from two different culture groups and add them to one new culture group. But when I do this with a mod file, the cultures still show up in their vanilla culture groups in-game.
 
How can I change a culture's culture group? I'd like to take all the cultures from two different culture groups and add them to one new culture group. But when I do this with a mod file, the cultures still show up in their vanilla culture groups in-game.
Modify the base game file. Seperate them within that file. You could try changing the load order for those cultures (load your file after the main file or vice versa). If that doesn't work, then I would just go with editing the main file.
 
It certainly is possible, but I am not 100% sure how. In CK2+, some cultures have different settlements though, and the file that seems to affect it is "province.gfx". In there, there is a section that has lines like these:
Code:
### Muslim Temples

spriteType = {
name = "GFX_settlement_temple_westerngfx_muslimgfx_looted"
texturefile = "gfx\\interface\\placeholder_temple_western_muslim_looted.tga"
noOfFrames = 1
norefcount = yes
}
I think (but I am not sure), that these reference a certain graphics file for a certain (graphical?) culture, e.g. "muslimgfx". You might want to try to write something similar to this for your culture.

About the second thing: No idea, how AI can be influenced by such parameters is a mystery to me.

Thanks for the help, I created my own version of the province.gtx and that it worked great. Thanks again for the help.
 
I'm trying to update a mod to Jade Dragon, and I can't build silk road trade posts or do any China interactions; the requirements portion of the tooltip ends with a red X next to "one of these must be true:" with nothing after that. Any idea what might cause that?
 
Okay after updating to 2.8 with Jade Dragon, the religion screen for Cathar autocephaly now looks like this. Does anyone know where I'd go to fix it? I presume the interface folder but there are a lot of files there

ck2_1.png
 
I have an issue with the "on_new_holder" on_action when the player character is the dying character.

It appears to fire before you take control of your successor, so the AI gets to choose the options instead of the player, and adding intermediate events doesn't help. Currently I'm using an intermediate event to delay the main event by one day as a band-aid solution to ensure that the player receives the event. Is it possible to achieve the same effect without delay?