• 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.
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.

Thanks for the reply :) It wasn't that, unfortunately, but I have solved it with some detective work :D

I'd made my provinces quite-high numbered to avoid any issues/conflicts if new Provinces are added, but apparently a max_provinces greater than 1650 results in a slow-down on loading, and anything more than 1700 seems to result in the infinite loading bug. I had to re-number my provinces, but now they work with about 1-2 minute delay on first load.
 
anyone here good at modding cb codes? i want to add a cb that when successful, gives you all occupied holdings (including cities/temple baronies) and copy/pasting the code from the viking invasion cb that does the same thing isn't working and still has the baronies staying as they were before the war, what am I doing wrong?

Code:
    on_success = {
        ROOT = {
            prestige = 200
            participation_scaled_prestige = 200
        }
        any_attacker = {
            limit = { NOT = { character = ROOT } }
            hidden_tooltip = { participation_scaled_prestige = 200 }
        }
        FROM = {
            prestige = -200
        }
        hidden_tooltip = {
            ROOT = {
                occupy_minors_of_occupied_settlements = FROM
                gain_all_occupied_titles = { who = FROM type = invasion }
              
                if = {
                    limit = {
                        has_nickname = no
                    }
                    random_list = {
                        10 = { give_nickname = nick_the_great }
                        10 = { give_nickname = nick_the_victorious }
                        10 = { give_nickname = nick_the_conqueror }
                        10 = { give_nickname = nick_the_brave }
                        10 = { give_nickname = nick_the_dragon }
                        10 = { give_nickname = nick_the_terrible }
                    }
                }
            }
        }
    }
  
    on_success_title = {
        custom_tooltip = {
            text = tribal_invasion_succ_tip
            hidden_tooltip = {
                ROOT = {
                    occupy_minors_of_occupied_settlements = FROM
                    gain_all_occupied_titles = { who = FROM type = invasion }
                    vassalize_or_take_under_title_destroy_duchies = {
                        title = PREV
                        enemy = FROM
                        type = invasion
                    }
                }
                if = {
                    limit = {
                        e_mexikha = {
                            holder = ROOT
                        }
                    }
                    ROOT = {
                        any_realm_province = {
                            limit = {
                                OR = {
                                    has_province_flag = aztec_explorers
                                    has_province_flag = aztec_second_wave
                                }
                            }
                            culture = nahuatl
                            religion = aztec
                            clr_province_flag = aztec_explorers
                            clr_province_flag = aztec_second_wave
                        }
                    }
                }
            }
        }
    }
 
Last edited:
I'm having problems deleting provinces. Whenever it loads it reads in the error.log
"[map.cpp:1449]: Province 2200 has no pixels in provinces.bmp"
The thing is this province doesn't exist and the colors don't exist on the map. All traces of it is deleted and "2200", the province number doesn't appear in any of the mod's files. 2200 is also not used by CK2 (goes up to 1581). The history file is deleted, so is the count title.

sfU3IPD.jpg


How does one reliably delete a province?
 
I'm having problems deleting provinces. Whenever it loads it reads in the error.log
"[map.cpp:1449]: Province 2200 has no pixels in provinces.bmp"
The thing is this province doesn't exist and the colors don't exist on the map. All traces of it is deleted and "2200", the province number doesn't appear in any of the mod's files. 2200 is also not used by CK2 (goes up to 1581). The history file is deleted, so is the count title.

sfU3IPD.jpg


How does one reliably delete a province?
Uhh, which program is this? :)
 
This question is in regards to culture modding. Does dukes_called_kings always use the "Petty King" prefix or is it depending on the ranks of the culture?
"Petty" + the localized "king" title.
 
I'm adding some provinces on a new in the ocean on the vanilla map; I've got them working in provinces.bmp, but I was wondering if there was a simple way to transfer them over to the terrain.bmp file so they're not ocean-colored.
 
I have a question regarding on_death.

the event so far fires, but how can I scope to the new ruler?

Code:
    option = {
        name = aloha_event_3000B #Der Harem wird übernommen.
        trigger = {
            current_heir = {
                trait = harem_chef
            }
        }
        current_heir = {
            character_event = { id = aloha.3001 }
        }
    }

Current _heir seems not to work here...

And, in the localization, somethings not right:

Code:
In the face of death, the harem gathers around [ROOT.GetMasterMistress] [ROOT.GetFirstNameWithNick] and pays [ROOT.GetHerHim] homage for the last time. Now it has to be decided how to deal with the numerous members of the harem.

Is ROOT wrong, when the event has to fire for the recently killed character?
 
I have a question regarding on_death.

the event so far fires, but how can I scope to the new ruler?

Code:
    option = {
        name = aloha_event_3000B #Der Harem wird übernommen.
        trigger = {
            current_heir = {
                trait = harem_chef
            }
        }
        current_heir = {
            character_event = { id = aloha.3001 }
        }
    }

Current _heir seems not to work here...

And, in the localization, somethings not right:

Code:
In the face of death, the harem gathers around [ROOT.GetMasterMistress] [ROOT.GetFirstNameWithNick] and pays [ROOT.GetHerHim] homage for the last time. Now it has to be decided how to deal with the numerous members of the harem.

Is ROOT wrong, when the event has to fire for the recently killed character?
You can do it with on_new_holder_inheritance (ROOT is the character, FROM is the title, FROMFROM is the old holder), but the heir will receive the event before you take control of him, which I work around by using an intermediate event to fire the main event 1 day later.
 
Quick question about portrait modding: how can I apply the Clothing Override mechanism from M&M to courtiers not in a society?

I was creating a new Republic Government, and I used it to remove those out of place Renaissance hats from the characters of my government, only this works fine for rulers but not for courtiers (i.e. they still look like late 13th century Italian dudes). Apparently it doesn't recognize a courtier of a republic as valid for the "portrait_government = " scope.

This is the code I had written, with an added "liege =" scope, but it still does not work for courtiers. Again, the sprites show up fine on Rulers, so it seems it is not a problem of missing files.

portraitType = {
name = "PORTRAIT_clothing_roman_republic_male"
effectFile = "gfx/FX/portrait.lua"
portrait_is_female = no
weight = {
additive_modifier = {
value = 100000
portrait_clothing = yes
OR = {
portrait_government = merchant_republic_government
liege = {
portrait_government = merchant_republic_government
}
}
}
}

layer = {
"GFX_senate_male_clothes_behind:c0"
"GFX_empty:c1"
"GFX_senate_male_clothes:c2"
"GFX_empty:c3"
"GFX_empty:c4"
"GFX_empty:c5"
}

headgear_that_hides_hair = {}

allow_property_values = {
5 = {
0 = {
always = yes
}
}
}
}
 
HI guys! I'm a proud member of a little team, which try to make a hungarian localization for CK2. This is not an easy task, because the differences of the hungarian and english language. My question is: Is it possible to change the title's or the ruler's word order? For example: the Duchy of Esztergom is Esztergomi hercegség in hungarian. So I need an "i" suffix instead an " of " preffix. And I should put somehow the title level (Duchy=Hercegség) behind the province name. The situation is similar with the ruler name's. "Béla IV" is "IV. Béla" in hungarian. Is this depth of modding possible?
 
"Petty" + the localized "king" title.
Makes me wonder if the Petty tag in v1_10.csv or the TITLE_BASE_NAME_PETTY tag in MonksAndMystics.csv could be culture suffixed.

I'm having problems deleting provinces. Whenever it loads it reads in the error.log
"[map.cpp:1449]: Province 2200 has no pixels in provinces.bmp"
The thing is this province doesn't exist and the colors don't exist on the map. All traces of it is deleted and "2200", the province number doesn't appear in any of the mod's files. 2200 is also not used by CK2 (goes up to 1581). The history file is deleted, so is the count title.

sfU3IPD.jpg


How does one reliably delete a province?
The line "2200;2;210;0;;x" is probably still in map/definition.csv. Since the game is trying to fill in all provinces below max_provinces, it's looking for the color that definition.csv says that 2200 should be. If all it does is throw an error in the log, you can ignore it.