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Okay, does anybody else here use "any_dynasty_member_even_if_dead"? I'm on 2.8.1. Cuz no matter what I do, the effects I want to happen are shown in the tooltip but not actually exceuted.

Code:
targeted_form_cadet_dynasty = {
   
        is_high_prio = yes
       
        third_party = ROOT
        third_party_filter = dynasty
        show_third_party_potential = yes
       
        from_potential = {
            ai = no
        }
       
        potential = {
            ai = yes
        }
       
        third_party_potential = {
            FROMFROM = {
                show_scope_change = no
                is_descendant_of = ROOT
                is_female = no
                mother_even_if_dead = {
                    NOT = {
                        is_descendant_of = ROOT
                    }
                }
            }
        }
       
        third_party_allow = {
            FROMFROM = {
                is_descendant_of = ROOT
                is_female = no
            }
        }
       
        allow = {
            always = yes
        }
       
        effect = {
           
            ROOT = {
                dynasty = father_bastard
            }
           
            FROMFROM = {
                dynasty = ROOT
                any_dynasty_member_even_if_dead = {
                    limit = {
                        is_descendant_of = ROOT
                        is_female = no
                        mother_even_if_dead = {
                            NOT = {
                                is_descendant_of = ROOT
                            }
                        }
                    }
                    dynasty = ROOT
                }
            }
           
        }
       
    }

Even if I don't use the third party, as I said in https://forum.paradoxplaza.com/forum/index.php?threads/modding-quick-questions.589686/page-1631, "any_dynasty_member_even_if_dead" doesn't work. Not sure if bug or what.

Also, I tried using variables and count or whatever to keep track of a generation, but it doesn't work? Probably doing it wrong. Like I've brought a character from the dead to make targetable but it still doesn't work.

How exactly do you use "is_descendant_of" and "is_ancestor_of"? Is there a generation condition or limit? It's not on the official CK2 wiki. I want to limit the scope to a character's great grandfather or something like that instead of the 16 (generation) max that the developers said is the limit.

I just want to (properly; with dynasty tree view working; no unlinked characters)prune a dynasty after it has dispersed. And I want to distinguish between (bastard) maternal and paternal descendants.

This patch made me think that what I want is now possible. It's just the commands are not working or conditions are missing.

Like if I use "any_child_even_if_dead", it works right. But I have to keep repeating it over and over again. That's why I was so stoked for "is_descendant_of" and "is_ancestor_of".

"effect_even_if_dead" also doesn't work in my context?

Again, "any_dynasty_member_even_if_dead" shows what I want in the tooltip but it doesn't actually execute it.
If I've correctly grasped what you want then the issue is you are changing the dynasty of FROMFROM to be ROOT's then looking for their dynasty members to make ROOT's dynasty as well. Because you are doing FROMFROM first you then look through all the members of their new dynasty and make the into the same dynasty they already are. Move the dynasty change of FROMFROM themselves to be after you search for their dynasty members.

effect_even_if_dead is only for history entries not decisions etc.
 
I want a trigger to check, if there is NO province in someones lieges provinces with a specific province modifier:

Code:
    trigger = {
        has_minor_title = title_forest_ranger
        liege = {
            any_demesne_province = {
                NOT = { has_province_modifier = better_defences_3 }
            }
        }
    }

Is this the right one?
 
I want a trigger to check, if there is NO province in someones lieges provinces with a specific province modifier:

Code:
    trigger = {
        has_minor_title = title_forest_ranger
        liege = {
            any_demesne_province = {
                NOT = { has_province_modifier = better_defences_3 }
            }
        }
    }

Is this the right one?
That checks if there are any provinces without the modifier. You want the not around the any demense province
 
Sometimes a missing "=" can break the events too. I've had it happen before.

No missing =, but moving the events into a different files in a different namespace fixed it. Simply copying the text into a new file alone didn't no anything (not file corruption), so I'm going to assume the original namespace is cursed.
 
What files (if any; I'm not sure if it's moddable) or modifiers control whether a character will use his court chaplain to proselytize to unreformed pagans? I'm using HIP Hydra2, but for some reason it seems like no AI character is willing to proselytize to pagans any longer. I made some changes to the files but I'm not sure what controls AI chances (I can still manually proselytize so I know it's not entirely broken) so I don't know what I could've done which makes them unwilling to try to convert.
 
I'm trying just to add max_consorts to another religion but after trying i'm not able to take any concubines. I also just changed max_wives for Sunni to 2 and tried that and they are still able to take 4. Why does the game not recognize the changes i've made?
 
Hey guys, I'm having some trouble uploading my mods to the Steam Workshop (I was so glad when the finally removed that file size limit in the last update). So my issue is with the thumbnail, I can't seem to get the thumbnail to show up for the mod. Sometimes the mod just won't upload at all. Any thoughts?
 
So my issue is with the thumbnail, I can't seem to get the thumbnail to show up for the mod.

What worked for me.
- In the .mod file a line like: picture="NoWiki.jpg"
- The picture itself inside the mod folder, not the 'mod' folder.
- jpg format and small size (=/< 50kb). I use the "Save for Web" option in Irfanview for that.
- Additonaly on your mods page in "Owner Controls" on the right you can use the "Add/edit Images &Videos" option.

Sometimes the mod just won't upload at all. Any thoughts?

- Sometimes ? Did you do anything different then when it works or not. Elaborate.
- How do you know it hasn't uploaded ? Do you check "Your Workshop Files"/Workshop Items ?
If you just look at the Workshoip itself then the mod might be hidden. Go to "Change Visibility".
 
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Can provinces be turned into wastelands?
Not dynamically if you mean that, no.
An older CK2+ version had a Iceland with "no character" as holder until it would have been colonized, but the system was bugged. And AGOT seems to circumvent the problem by having fake characters such as "Ruin" to hold the supposedly empty provinces.
So no, there is no known way to properly make provinces into wasteland or vice versa dynamically, only crafty workarounds.
I'm trying just to add max_consorts to another religion but after trying i'm not able to take any concubines. I also just changed max_wives for Sunni to 2 and tried that and they are still able to take 4. Why does the game not recognize the changes i've made?
Did you make your own mod (as opposed to editing vanilla files), and activate it?
Forgive me if this sounds obvious, but I tend to begin with asking the easy things first ^^
 
I want to write an event (a simulated competition) where the character is granted different amounts of gold based on the presence of different traits. I created a simple event, and made an single event "choice" which calculates and adds the rewards as a single payout. The event has been tested and works properly. Here is the relevant section.

Code:
        if = { limit = { trait = A }
            wealth = +1
        }
        if = { limit = { trait = B }
            wealth = +2
        }
        if = { limit = { trait = C }  
            wealth = +3                  
        }

Now, let's say I wanted to put restrictions on which characters can apply certain traits. For example, gender. What is the most efficient way to do this? I know the "is_female = yes/no" variable exists, but I'm uncertain how to format the code.

Could I use some form of sublist to avoid writing "is_female = yes/no" inside every option? Like:

Code:
        if = {
            limit = {
                is_female = yes
                    if = { trait = A }
                        wealth = +1
                    }
                    if = { trait = B}
                        wealth = +2
                    }
                    if = { trait = C }
                        wealth = +3
                    }
                }
            }
        if = {
            limit = {
                is_female = no
                    if = { trait = D }
                        wealth = +1
                    }
                    if = { trait = E }
                        wealth = +2
                    }
                    if = { trait = F }
                        wealth = +3
                    }
                }
            }
        }
 
I want to write an event (a simulated competition) where the character is granted different amounts of gold based on the presence of different traits. I created a simple event, and made an single event "choice" which calculates and adds the rewards as a single payout. The event has been tested and works properly. Here is the relevant section.

Code:
        if = { limit = { trait = A }
            wealth = +1
        }
        if = { limit = { trait = B }
            wealth = +2
        }
        if = { limit = { trait = C }
            wealth = +3                
        }

Now, let's say I wanted to put restrictions on which characters can apply certain traits. For example, gender. What is the most efficient way to do this? I know the "is_female = yes/no" variable exists, but I'm uncertain how to format the code.

Could I use some form of sublist to avoid writing "is_female = yes/no" inside every option? Like:

Code:
        if = {
            limit = {
                is_female = yes
                    if = { trait = A }
                        wealth = +1
                    }
                    if = { trait = B}
                        wealth = +2
                    }
                    if = { trait = C }
                        wealth = +3
                    }
                }
            }
        if = {
            limit = {
                is_female = no
                    if = { trait = D }
                        wealth = +1
                    }
                    if = { trait = E }
                        wealth = +2
                    }
                    if = { trait = F }
                        wealth = +3
                    }
                }
            }
        }
Yes you can stack if-clauses inside each other. However, your formatting is wrong - you must NOT put the 2nd-level clauses inside the first "limit" brackets, but rather after that.
Because inside a "limit" clause you can only ever check things, never actually do stuff. This distinction is super-important in coding, and not abiding to this rule will cause all sorts of problems. So how it should properly read is this:
Code:
if = {
    limit = {
        is_female = yes
    }
    if = {
        limit = {
            trait = A
        }
        wealth = 1
    }
    if = {
        limit = {
            trait = B
        }
        wealth = 2
    }
    if = {
        limit = {
            trait = C
        }
        wealth = 3
    }
}
if = {
    limit = {
        is_female = no
    }
    if = {
        limit = {
            trait = D
        }
        wealth = 1
    }
    if = {
        limit = {
            trait = E
        }
        wealth = 2
    }
    if = {
        limit = {
            trait = F
        }
        wealth = 3
    }
}
Also note that afaik you must not specifically mark positive numbers, as I don't think the game understands "+3". Instead, just write "3", and the game will automatically assume that this is a positive number (but you must, of course, designate negative numbers).
 
What worked for me.
- In the .mod file a line like: picture="NoWiki.jpg"
- The picture itself inside the mod folder.
- jpg format and small size (=/< 50kb). I use the "Save for Web" option in Irfanview for that.
- Additonaly on your mods page in "Owner Controls" on the right you can use the "Add/edit Images &Videos" option.



- Sometimes ? Did you do anything different then when it works or not. Elaborate.
- How do you know it hasn't uploaded ? Do you check "Your Workshop Files"/Workshop Items ?
If you just look at the Workshoip itself then the mod might be hidden. Go to "Change Visibility".

Alright so the solution was pretty simple - In the case of the mod thumbnails not showing up you need to put the image file inside the directory folder for your mod's files (I was just putting them directly into my CK2/mods folder). As for the mods not showing up on the Workshop, just be patient, it's just CK2 / Steam Workshop being difficult. You can't actually modify the thumbnail for the mod using "Add/edit images..." you need to update the mod with the new thumbnail through the content tab in-game.
 
This might be a bug, but using saved event targets in localization doesn't seem to work as it used to. Is anyone else having the same problem?
Dunno, but there has been some (undocumented?) change to certain localization issues in 2.8.
I experienced it when I tried my custom localization on a province modifier on the new patch, and found that using "Root.Custom_Province_Localization_Thingy" (just an example) wouldn't work anymore, as the "Root" scope that was essential was not necessary anymore, and I would just have to use the localization command directly, without first having to scope to Root - which is actually much more plausible, so maybe to old thing was simply some sort of bug.
Long story short, maybe something else is affecting you? I could imagine scoping in localization could have changed in other places as well.
 
Dunno, but there has been some (undocumented?) change to certain localization issues in 2.8.
I experienced it when I tried my custom localization on a province modifier on the new patch, and found that using "Root.Custom_Province_Localization_Thingy" (just an example) wouldn't work anymore, as the "Root" scope that was essential was not necessary anymore, and I would just have to use the localization command directly, without first having to scope to Root - which is actually much more plausible, so maybe to old thing was simply some sort of bug.
Long story short, maybe something else is affecting you? I could imagine scoping in localization could have changed in other places as well.
Maybe, but I noticed the same problem in the vanilla Jade Dragon grace events. When I get the letter event from the emperor after earning or spending grace, my character's name is left blank.

EDIT: Looking at the localization, they're not using event targets in that instance.
[From.Offmap.Ruler.GetLongChineseEmperorName] isn't working
 
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