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Does my old tutorial for non-pagan reformation still work or was that changed? I ask because I followed it and my mod crashes. Any idea on how to reform Jewish to the Grand Sanhedrin and Karaite to Temple Judaism?

It's been a few years since I did any modding to the game. Thank ya for the help.

The Wiki says :
If a religion has a reformed version within its code, it will inherit the on-action for reformation.
and whilst I've only done a quick test (see my other post), it seems merely having a
Code:
reformed = [some religion]

is enough to add reformation. :
tumblr_p3rzwrxrpW1wbmjojo1_1280.png

^^ A very quickly done test with Jewish. It still seems to need the 'defined before' rule for the Reformed religion. The tooltip is obviously slightly wrong, as is the Reformation message, but the gist seems to work.

Re : your tutorial.
I only glanced at it quickly, but it looks reasonable relative to what I was doing myself in a similar vein, so I'd assume some version of that method still works.
 
The Wiki says :

and whilst I've only done a quick test (see my other post), it seems merely having a
Code:
reformed = [some religion]

is enough to add reformation. :
tumblr_p3rzwrxrpW1wbmjojo1_1280.png

^^ A very quickly done test with Jewish. It still seems to need the 'defined before' rule for the Reformed religion. The tooltip is obviously slightly wrong, as is the Reformation message, but the gist seems to work.

Re : your tutorial.
I only glanced at it quickly, but it looks reasonable relative to what I was doing myself in a similar vein, so I'd assume some version of that method still works.

Thank you for double checking that it still worked. I think I found the culprit in the on_actions file. I had really old, like 3 year old, code from when I first started working on my mod. It's the on_action commands for reformation that only works for pagan religions. LOL I'm a maroon.

Another quick question. On create_character is it possible to have the dynasty chosen at random from three possible dynasties? It's important as said dynasties hand out special traits.
 
Thank you for double checking that it still worked. I think I found the culprit in the on_actions file. I had really old, like 3 year old, code from when I first started working on my mod. It's the on_action commands for reformation that only works for pagan religions. LOL I'm a maroon.

Another quick question. On create_character is it possible to have the dynasty chosen at random from three possible dynasties? It's important as said dynasties hand out special traits.
I don't think so, but you can use the new_character scope with random_list :

Code:
new_character = {
 random_list = {
    10 = {
      dynasty = A
     }
    5 = {
     dynasty = b
    }
    2 = {
      dynasty = c
   }
 }
}
 
I don't think so, but you can use the new_character scope with random_list :

Code:
new_character = {
 random_list = {
    10 = {
      dynasty = A
     }
    5 = {
     dynasty = b
    }
    2 = {
      dynasty = c
   }
 }
}

Thank ya. I'm still having problems with the religion tab crashing. Could I ask you to take a look at the code to see if I missed anything? Everything is well commented on.
 

Attachments

  • Aliyah_Beta_1.rar
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I need Help, i created a religion and it didnt worked, then i just downloadeda mod with one, modified it, and then the game crashed.

I have been looking for a good guide to mod my own religion, i just want a reformed pagan simple one.

My question is: what are the exact files that i need to use to create my own reformed pagan religion (with its own holy order)??

I already modded the empire title, the culture, the flag....

The other thing i want to mod its the family tree, i want to make a 10 generation one, how i can do that? (what files i need to modify)

Any link to a good guide its welcomed..
 
I need Help, i created a religion and it didnt worked, then i just downloadeda mod with one, modified it, and then the game crashed.

I have been looking for a good guide to mod my own religion, i just want a reformed pagan simple one.

My question is: what are the exact files that i need to use to create my own reformed pagan religion (with its own holy order)??

I already modded the empire title, the culture, the flag....

The other thing i want to mod its the family tree, i want to make a 10 generation one, how i can do that? (what files i need to modify)

Any link to a good guide its welcomed..

Did you try reading the Religion modding section?

The thing about pagan religions is that they always start unreformed and they need to be reformed. This is why your game is crashing. For the religion itself you need to create a modname_religion.txt and a landed_titles.txt. For holy orders it's mercenaries.txt and landed_titles.txt. For the reformation you need to have an on_actions.txt file that calls for the religion to be reformed through the religion tab. Pagans are the only ones that can do that while other religions have to do a work around.
 
How is set_artifact_original_owner supposed to be used? I have

Code:
add_artifact = chinese_arm_protector
new_artifact = {
   set_artifact_original_owner = FROM
}

in an event with a FROM, but nothing happens, and error.log complains about it being an "unknown effect type".
 
Why isn't this event modifier effecting the retinue cap? It shows up in game when applied though an event as a character modifier but does not get factored into the retinue size calculations...

Code:
standing_army_emperor {
    icon = 13
    retinuesize = 2000
    }
 
Has anyone been successful in using a variable for the random chance value?

For example:
random = {
chance = myvariable
# some effect happens
}

I've been unsuccessful, and I'm now wondering if I was being overly optimistic on just how dynamic I could make things with variables.
 
Did you try reading the Religion modding section?

The thing about pagan religions is that they always start unreformed and they need to be reformed. This is why your game is crashing. For the religion itself you need to create a modname_religion.txt and a landed_titles.txt. For holy orders it's mercenaries.txt and landed_titles.txt. For the reformation you need to have an on_actions.txt file that calls for the religion to be reformed through the religion tab. Pagans are the only ones that can do that while other religions have to do a work around.

I will try today, i hope it works!
 
Thank ya. I'm still having problems with the religion tab crashing. Could I ask you to take a look at the code to see if I missed anything? Everything is well commented on.
Unfortunately, I don't think I can help with that :/

I took a look, and at first couldn't get it to even display the main menu correctly :S But then I saw it has a CK2Plus dependency, which I don't have; removing that, it worked, and I had no crashing in the religion tab, I'm afraid :S Maybe it's a conflict with something in CK2Plus? (Or I'm misunderstanding your issue :S )

---
My Question : Is there a way to bring up the naming screen for a create_character? I want to add the option for female Player characters to begin the game pregnant, but I'd rather avoid all the "pregnant out of wedlock/illegitimate child" stuff if possible.
 
Unfortunately, I don't think I can help with that :/

I took a look, and at first couldn't get it to even display the main menu correctly :S But then I saw it has a CK2Plus dependency, which I don't have; removing that, it worked, and I had no crashing in the religion tab, I'm afraid :S Maybe it's a conflict with something in CK2Plus? (Or I'm misunderstanding your issue :S )

---
My Question : Is there a way to bring up the naming screen for a create_character? I want to add the option for female Player characters to begin the game pregnant, but I'd rather avoid all the "pregnant out of wedlock/illegitimate child" stuff if possible.

That's odd because I fixed that error. I looked in the rar file and corrected the issue. Seems that it didn't overwrite the backup version completely and didn't remove the generalstuff.gfx. That's what caused that particular error. A word of warning, it calls for CK2+ as a dependency in the .mod file.

Here's a fixed version that will display properly.

Thank you for your time and patience. :)
 

Attachments

  • Aliyah_Beta_1.rar
    2,5 MB · Views: 0
Has anyone been successful in using a variable for the random chance value?

For example:
random = {
chance = myvariable
# some effect happens
}

I've been unsuccessful, and I'm now wondering if I was being overly optimistic on just how dynamic I could make things with variables.

I don't think you can. Same goes for factors in modifier blocks and values in additive_modifier blocks, which is a real shame.
 
I don't think you can. Same goes for factors in modifier blocks and values in additive_modifier blocks, which is a real shame.
I've done a work around using modifier blocks.
I set the chance to 1, and then I did a few modifier blocks to set the factor accordingly.

It's not ideal, but it does what I need it to do in the mean time.

for example:

Code:
                modifier = {
                    factor = 10
                    check_variable = { which = var_chance value = 10}
                    NOT = { check_variable = { which = var_chance value = 15} }
                }
 
I want to make a mod that has features similar to the Spy On diplo action. Where can I find the game files for this feature to dissect it and build my own think. Or is there a wiki page for the diplomacy action?