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I've been having troubles making the government frames. I've got them saved as dds dtx 3 charframe_##_gov, ## 50-150. Is there a file in the interface, I've searched through them but I haven't found any. The govs got the frame_suffix="_gov".
 
Sorry to bother again, but I hit a dead end. When I use the console, everything works, the event window shows and the necessary conditions return true and the units spawn. But it never fires on its own, not after a year. What is going on?

Code:
# Help North Africa survive the onslaught of Christians
character_event = {
    id = 855438 #just some random numbers
    desc = "The Tribes come to defend against the infidels!"
    picture = "GFX_evt_battle"
    border = "GFX_event_normal_frame_war"
    
    is_triggered_only = yes
    
    trigger = {
        war = yes
        religion_group = muslim
        is_primary_war_defender = yes
        
        OR = {
            culture_group = arabic
            #culture_group = iranian
            culture_group = east_african
            culture_group = west_african
        }
        OR = {
            any_war = { using_cb = crusade } #the console says those cb are NOT used, but they return true anyways. commenting the entire condition out also doesn't do anything
            any_war = { using_cb = religious }
        }
        capital_scope = {
            AND = {
                religion_group = muslim
                #region = world_africa_north
                OR = {
                    culture_group = arabic
                    #culture_group = iranian
                    culture_group = east_african
                    culture_group = west_african
                }
            }
        #The capital must be within the arab empire or Mali and also be of the correct culture and religion. Or probably not.
        }
        #i took them out in case they caused the trouble. nope
        #NOT = { realm_size = 100 }
        #realm_character_percent = {
        #    target = 0.5
        #    religion_group = muslim
        #}
        NOR = {
            has_earmarked_regiments = tribaldefenders1
            has_earmarked_regiments = tribaldefenders2
            has_earmarked_regiments = tribaldefenders3
        }
    }
    #commenting the entire section out also doesn't do anything
    weight_multiplier = {
        days = 10
        modifier = {
            factor = 2
            NOT = { prestige = 100 }
        }
        modifier = {
            factor = 2
            NOT = { piety = 100 }
        }
        modifier = {
            factor = 1.2
            realm_size = 25
        }
        modifier = {
            factor = 1.2
            realm_size = 50
        }
        modifier = {
            factor = 1.2
            realm_size = 75
        }
    }
    
    option = {
        name = "EXCELLENT"
        
        
        capital_scope = {
            #tooltip = {
                ROOT = {
                    spawn_unit = {
                        province = PREV
                        owner = ROOT
                        earmark = tribaldefenders1
                        troops = {
                            light_cavalry = { 1000 1000 }
                            horse_archers = { 500 500 }
                        }
                        #match_character = ROOT
                        #match_mult = 0.05
                        disband_on_peace
                        attrition = 1.0
                    }
                    spawn_unit = {
                        province = PREV
                        owner = ROOT
                        earmark = tribaldefenders2
                        match_character = ROOT
                        match_mult = 0.05
                        disband_on_peace
                        attrition = 1.0
                    }
                    spawn_unit = {
                        province = PREV
                        owner = ROOT
                        earmark = tribaldefenders3
                        match_character = ROOT
                        match_mult = 0.05
                        disband_on_peace
                        attrition = 1.0
                    }
                }
            #}
        }
    }
}
 
Do I need one? Never did for Victoria 2. The trigger should suffice, shouldn't it?
All triggered events need to be called, either by on action or by another event. Or, you can convert it to a mean time to happen event. (Those are more performance intensive, so avoid it of you can. If you can't, use any appropriate pre-trigger)
 
All triggered events need to be called, either by on action or by another event.
Oh my, that's a real issue then.
In the meantime I put this into the vanilla file's on action events (both versions don't work):
Code:
on_war_started = {
   events = {
       CM.10012
       JD.30020 # Western protectorate receives reinforcements from China
       JD.30030 # Western protectorate receives reinforcements from China
       JD.30015 # Clean up trade contracts
       855438 #NUSSOR PERSONAL TRIBAL DEFENDERS
   }
}
Code:
on_war_started = {
   events = {
       CM.10012
       JD.30020 # Western protectorate receives reinforcements from China
       JD.30030 # Western protectorate receives reinforcements from China
       JD.30015 # Clean up trade contracts
       }
       random_events = {
              100 = 855438 #NUSSOR PERSONAL TRIBAL DEFENDERS, also tried 1, to no avail
       }
   
}

The console now thinks there is no such event. I'm sorry to bother people so much with this one thing.
 
Incredible, that actually was the whole problem! Thank you! I guess I've fallen in so many traps that I finally know enough to make events.

Yes, the console claiming that the event doesn't exist usually indicates a syntax error inside (or sometimes in the same file before) the actual event itself.
 
Is it possible to allow building forts in friendly or neutral territory for particular government types or character flags like trade posts?

Haven't checked it out yet, but I believe we were supposed to get settlement construction settings in 2.8, so maybe something can be tweaked there.
 
I'd like to change the Hermetic society clothing for chinese characters, does anyone know what file I should look at for that?

Does anyone have an answer to this? Is it possible to the change society based clothes that a character wears? I'd like to try and change the clothing worn by chinese hermetics from painted faces to robes or hats. So anyone knows what files to look can you please help me out?
 
Anyone?
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?
 
Does anyone have an answer to this? Is it possible to the change society based clothes that a character wears? I'd like to try and change the clothing worn by chinese hermetics from painted faces to robes or hats. So anyone knows what files to look can you please help me out?
It is.
I am not sure about the specifics of modifying it, but the file you are looking for is \dlc\dlc070.zip\interface\portraits\society_clothes.gfx

Please help - made a mod with custom religion and culture, all seems fine but when I try to *present debutante* game freezes for few seconds and then crashes...
Hmm, well that would indicate that you might have forgotten something in your religion/culture definitions.
Does it also crash when you invite a priest/steward? Have you checked the corresponding wiki sections?
I'm afraid I don't have much experience in that field, but if no one else can be of help, maybe upload your mod here so I can take a look at the files and see if I spot anything.
 
Can new holding types be added?
No, that's hard coded

For example, could I make a desicion that simply removes a holding?
You can make an event or decision that does that. It would use the destroy_settlement command. Typically it is title scope = { destroy_settlement = THIS }, where title scope is the baron level holding you want to destroy.
 
No, that's hard coded


You can make an event onor decision that does that. It would use the destroy_settlement command. Typically it is title scope = { destroy_settlement = THIS }, where title scope is the baron level holding you want to destroy.

How exactly do secondary holdings work? Could a government type be added that only holds forts and no propper primary holding?
 
How exactly do secondary holdings work? Could a government type be added that only holds forts and no proper primary holding?
Forts, hospitals, and trade posts are extra holdings, so no. (Well, unless you want to make them nomad analogs, somehow. You'd need horse lords for that, probably)
 
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