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@HandicapdHippo Sadly it won't let me upload all the files inside their proper folder so I will just upload all of the modified files.



EDIT: Sorry about the multi uploads, just click one of the Dorwinion_Buildings and ignore the Buildings.txt.
Ah you mismatched the brackets when copying my code in, the trigger, gold cost, gold time etc are inside the from scope rather than on the building itself. Corrected by moving them down to the outermost bracket.

Code:
ct_dorwinion_vineyard_1 = {
        desc = ct_dorwinion_vineyard_1_desc
        potential = {
            OR = {
                province_id = 559 #Crimea
                province_id = 560 #Cherson
                province_id = 561 #Theodosia
                province_id = 562 #Korchev
                province_id = 598 #Tmutarakan
            }
            FROM = {
                AND = {
                    culture = old_saxon                
                    OR = {
                        has_landed_title = d_dorwinion
                        has_landed_title = k_dorwinion
                        any_liege = {
                            OR = {
                                has_landed_title = d_dorwinion
                                has_landed_title = k_dorwinion
                            }
                        }
                    }
                }
               
        }
    }
    trigger = { TECH_CITY_CONSTRUCTION = 2 }
    gold_cost = 500
    build_time = 730
    tax_income = 6
    ai_creation_factor = 110
    add_number_to_name = no
}
 
Question...
Can anyone help me find the files necessary to edit the conditions of Seduction...Specifically I would like to be able to seduce targets outside of my realm, while leading armies in said target's territory. I thought that I would meet the "nearby" requirement, but leading troops currently means you are 'away from court' and unable to do much...ANy help would be appreciated..... Im crusading in Jeruseluam and feel I should be able to seduce the Princess you know what im sayin.

To change the conditions seduce_decision in decisions\way_of_life_decisions.txt
 
Is it possible to set succession laws on secondary duchy titles?
I have a custom elective succession law, and currently, the election is only for the duke's primary title.
Is it possible to have seperate elections for both titles?
add_law seems to have no effect...

You can, in fact you can even do it from within the game using regular game mechanics. But, the succession law you choose only shows up when that duchy is your primary title. Otherwise it's just temporarily hidden until you switch primaries. I've heard of people holding multiple duchies and with different succession laws and using them to switch succession law at a moment's notice with no cooldown or restrictions.
 
Ah you mismatched the brackets when copying my code in, the trigger, gold cost, gold time etc are inside the from scope rather than on the building itself. Corrected by moving them down to the outermost bracket.

Code:
ct_dorwinion_vineyard_1 = {
        desc = ct_dorwinion_vineyard_1_desc
        potential = {
            OR = {
                province_id = 559 #Crimea
                province_id = 560 #Cherson
                province_id = 561 #Theodosia
                province_id = 562 #Korchev
                province_id = 598 #Tmutarakan
            }
            FROM = {
                AND = {
                    culture = old_saxon             
                    OR = {
                        has_landed_title = d_dorwinion
                        has_landed_title = k_dorwinion
                        any_liege = {
                            OR = {
                                has_landed_title = d_dorwinion
                                has_landed_title = k_dorwinion
                            }
                        }
                    }
                }
            
        }
    }
    trigger = { TECH_CITY_CONSTRUCTION = 2 }
    gold_cost = 500
    build_time = 730
    tax_income = 6
    ai_creation_factor = 110
    add_number_to_name = no
}
Thank you for your help, it was actually perfect and the buildings finally showed up, but something else strange happened.... um it is there, but broken into separate parts. Here is an image to explain

Strange Bug.png


EDIT: I Just noticed that I missed a Bracket at the end of my line of Code.

EDIT: EDIT: However that still hasn't fixed the problem.
 
Last edited:
You have an extra closing bracket somewhere.

Is there any way to check if a particular other mod is being used?
Were you talking to me?
 
You have an extra closing bracket somewhere.

Is there any way to check if a particular other mod is being used?
There's no specific command to check if another mod is enabled, but you can for example set a global flag with an event in one mod, then use has_global_flag to look for it in another. A couple of my own mods do this so that other mods can interact with them.
 
To change the conditions seduce_decision in decisions\way_of_life_decisions.txt
Yes thank you, but I am having trouble understanding which line to edit... Specifically I would like to make it possible to seduce targets outside of the realm so long as I am 'nearby' such as when I am leading armies or performing statescraft… So I realize an easy fix for me would be to increase range from 150, or remove the "realm only' requirement...But at the same time I don't want to drastically affect the balance of the game's AI decision making...So I just want to add a new requisite to seducing that takes into account that while I am leading troops in Jerusalem and therefore located in Jerusalem, I should be able to perform decisions IN Jerusalem...

PS- While I am not completely foreign to modding, this is basically my first Custom .txt edit for Crusader kings, so if anyone could add more detail to how I can edit the .txt file to fit my personal desires..thnx
 
It should already be possible to seduce outside of your realm - the same realm limitation is only for the AI (ai_target_filter = realm). If they are out of diplomatic range, you'll need to look at the allow block and replace "is_within_diplo_range = FROM" with something closer to what you want.

Edit: Probably replace "is_within_diplo_range = FROM" with
Code:
OR = {
   is_within_diplo_range = FROM
   at_location = FROM
}
 
How in feudal elections to add to the selection of the candidate any member of my dynasty, not only of the son?
You're thinking of Tanistry, try editing that one rather than the Feudal Elective.
 
Were you talking to me?

The first sentence was, yes. Who else would it have been for?

There's no specific command to check if another mod is enabled, but you can for example set a global flag with an event in one mod, then use has_global_flag to look for it in another. A couple of my own mods do this so that other mods can interact with them.

If I check for a trait that is defined in another mod, will that cause the game to crash or something if that trait isn't defined, or does the game just ignore that?
 
The first sentence was, yes. Who else would it have been for?
Sorry, I wasn't sure since Hippo had been answering all of my questions. Where exactly would I have an extra closed bracket? I have been going over the mod multiple times on notepad++ but nothing seems out of place. Even clicking on each bracket shows me where it is linked.
 
This is a more abstract modding question than most here but maybe someone with experience on the matter can help answer it for me anyways.

If I want to upload a Flag mod on the steam workshop which uses the flag designs from another game (in my case Total War:Rome 2) is this in breach of copyright even if I make no financial gain out of it?
 
This is a more abstract modding question than most here but maybe someone with experience on the matter can help answer it for me anyways.

If I want to upload a Flag mod on the steam workshop which uses the flag designs from another game (in my case Total War:Rome 2) is this in breach of copyright even if I make no financial gain out of it?

I'd say that violates Rule 6: "The User Mod should not include 3rd party copyright material, without permission of the copyright holder.", unless you've obtained permission to upload the flags (whether granted to you personally or due to the copyright holder having granted everyone permission to use the flags for certain purposes that cover mods for other games).
 
I have a question: I want a event to fire at a specific date (like 26 april 977) how do I do this? I can find nothing on the wiki or elsewhere?

If the date is pre-Stamford Bridge and you've not filled in any new start dates, fire a hidden on_startup event for one character (usually the Pope) that sets a hidden province event to fire every year, which repeats until the game reaches the relevant year, at which point it fires another hidden province event on the specific date that in turn fires the real event for the character/province that should receive it (don't fire anything for a character between this stage and the initial stage, as characters can die and things thus easily can break).

If the date is post-Stamford Bridge, things get messier as you can start on any date between 1066.9.15 and 1337.1.1. The approach would be somewhat similar, but you would have to calculate how many days you need to delay the initial hidden province event (so that it fires on January 1 every year), and (if the date is before 1337.1.1) you also need to ensure that the event works properly if you start less than one year before the specific date (e.g. an event meant to fire on 1066.12.25 would have to be handled differently than one on 1400.1.1).
 
If the date is pre-Stamford Bridge and you've not filled in any new start dates, fire a hidden on_startup event for one character (usually the Pope) that sets a hidden province event to fire every year, which repeats until the game reaches the relevant year, at which point it fires another hidden province event on the specific date that in turn fires the real event for the character/province that should receive it (don't fire anything for a character between this stage and the initial stage, as characters can die and things thus easily can break).

If the date is post-Stamford Bridge, things get messier as you can start on any date between 1066.9.15 and 1337.1.1. The approach would be somewhat similar, but you would have to calculate how many days you need to delay the initial hidden province event (so that it fires on January 1 every year), and (if the date is before 1337.1.1) you also need to ensure that the event works properly if you start less than one year before the specific date (e.g. an event meant to fire on 1066.12.25 would have to be handled differently than one on 1400.1.1).

Oke I‘m pretty new to modding soo yeah I thought it would be an easy first project but, yeah thanks for your response but I will look how it goes