Thanks for the fast reply
.
I forgot this one, what tier are unlanded patricians? I assume Duke.
I forgot this one, what tier are unlanded patricians? I assume Duke.
They load alphabetically as with all other files. You can addAlso how does mod load order work in this game?
dependencies = { "some other mod" }
Thanks for the fast reply.
I forgot this one, what tier are unlanded patricians? I assume Duke.
Ah, ok, so when I have a mod that starts with "A" and another, that starts with "V", the A-Mod will load and the V-Mod will not load those parts, that are already loaded by A?They load alphabetically as with all other files. You can add
in your .mod to ensure that the other mod will be loaded before this mod and files in this mod will override those in the other mod.Code:dependencies = { "some other mod" }
I think the A mod would load, then the V mod would load and overwrite any files that it shares with A with it's own version. However, I have not tested this extensively, and it doesn't seem to be well documented. It would, however, be consistent with how mods interact with vanilla files.Ah, ok, so when I have a mod that starts with "A" and another, that starts with "V", the A-Mod will load and the V-Mod will not load those parts, that are already loaded by A?
The other way around: the ones loaded later will overwrite those loaded earlier.Ah, ok, so when I have a mod that starts with "A" and another, that starts with "V", the A-Mod will load and the V-Mod will not load those parts, that are already loaded by A?
There are localization tags like:Is it possible to localise bishop titles based on culture? If so, how would I do so?
temple_baron_christian;Bishop;Évêque;Abt;;Obispo;;;;;;;;;x
temple_baron_female_christian;Bishop;Évêque;Bischof;;Obispo;;;;;;;;;x
temple_barony_of_christian;Bishopric of;Évêché de;Abtei von;;Obispado de;;;;;;;;;x
Also, mod name order only applies to 2 versions of the same file. If you have 2 *different* files in the same folder in different mods (plus vanilla files), for example landed_titles_A.txt in one mod and landed_titles_B.txt in another mod, the order of the *file* names is what matters.The other way around: the ones loaded later will overwrite those loaded earlier.
destroy_building = ca_keep_3
Yes, has to be in a title scopeI'll rephrase my question: Is it possible to have an event which destroys a specific building? Something likeTo destroy Castle Keep 3?Code:destroy_building = ca_keep_3
b_rome = { remove_building = ca_keep_3 }
someguy = {
reverse_culture = otherguy
}
someguy = {
otherguy = {
culture = PREV
}
}
Is
equivalent toCode:someguy = { reverse_culture = otherguy }
, replace "someguy" and "otherguy" with proper scopes? I'm trying to make a bandaid fix to replace all reverse_culture, but I never used reverse_culture before so I want to be sure.Code:someguy = { otherguy = { culture = PREV } }
character_event = {
id = MAINTFLAV.57
hide_window = yes
offmap = only
is_triggered_only = yes
trigger = {
has_dlc = "Jade Dragon"
any_child = {
OR = {
is_female = no
has_game_rule = {
name = gender
value = all
}
has_game_rule = {
name = gender
value = plus # Submod for CK2Plus
}
}
NOT = { trait = bastard }
ai = yes
}
}
immediate = {
offmap_china = {
governor = { save_event_target_as = western_protectorate }
}
random_child = {
limit = {
OR = {
is_female = no
has_game_rule = {
name = gender
value = all
}
has_game_rule = {
name = gender
value = plus
}
}
NOT = { trait = bastard }
ai = yes
NOT = {
any_sibling = {
OR = {
is_female = no
has_game_rule = {
name = gender
value = all
}
has_game_rule = {
name = gender
value = plus
}
}
NOT = { trait = bastard }
ai = yes
is_older_than = PREV
}
}
}
if = {
limit = { is_landed = yes }
abdicate_to = event_target:western_protectorate
}
offmap_china = { set_offmap_holder = PREV }
}
}
}
Also, mod name order only applies to 2 versions of the same file. If you have 2 *different* files in the same folder in different mods (plus vanilla files), for example landed_titles_A.txt in one mod and landed_titles_B.txt in another mod, the order of the *file* names is what matters.
2 questions,
1.can you tie the offmap empire mechanic to a onmap title and ruler
2.can you have the offmap empire mechanic be triggered by certain things such as an empire reaching a certain threshold or Rome restoring its boarders/the aztec invasion. ext
1. Based on dev replies in one of the dev diaries, onmap rulers cannot hold offmap titles.
2. I believe you could tie the display condition to a global flag, so it would probably work.
trigger = {
in_battle = yes
in_command = yes
}
immediate = {
battle = { #siege
enemy = {
morale = 0.1
troops = -0.025
}
}
}
you have "is_triggered_only = yes" what are you triggering this on?Hi. I'm trying to create an event so that if the Emperor of China has an existing son, the empire will go to him, instead of creating a new character. However, when the event fires, the game crashes. I suspect that I can't scope to the emperor's children in the way that I did, but I'm not sure how else I should do it.
Code:character_event = { id = MAINTFLAV.57 hide_window = yes offmap = only is_triggered_only = yes trigger = { has_dlc = "Jade Dragon" any_child = { OR = { is_female = no has_game_rule = { name = gender value = all } has_game_rule = { name = gender value = plus # Submod for CK2Plus } } NOT = { trait = bastard } ai = yes } } immediate = { offmap_china = { governor = { save_event_target_as = western_protectorate } } random_child = { limit = { OR = { is_female = no has_game_rule = { name = gender value = all } has_game_rule = { name = gender value = plus } } NOT = { trait = bastard } ai = yes NOT = { any_sibling = { OR = { is_female = no has_game_rule = { name = gender value = all } has_game_rule = { name = gender value = plus } } NOT = { trait = bastard } ai = yes is_older_than = PREV } } } if = { limit = { is_landed = yes } abdicate_to = event_target:western_protectorate } offmap_china = { set_offmap_holder = PREV } } } }
How do I fix this?
https://imgur.com/a/IKNxO
The game accepts characters like "Üü, Ää, and Öö" (as you can see in the county of Jülich) but if I type them in the files they spit something like that out
I am looking for a way to mod events based on the war-focus war game occuring during battles with the player as commander, yet there is one point i'm currently struggling with.
- How can I target the current army of the player? I was looking into the siege_events for this. but they seem to be quite hardcoded for sieges only. Is there a baltte-scope simular to the siege scope?
like:
Code:trigger = { in_battle = yes in_command = yes } immediate = { battle = { #siege enemy = { morale = 0.1 troops = -0.025 } } }
or is this not possible?
trigger = {
in_battle = yes
in_command = yes
}
immediate = {
morale = 0.10
}
any_current_enemy = {
any_realm_character = {
limit = {
at_location = ROOT
in_command = yes
prisoner = no
}
morale = -0.10
}
}