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).