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Is there any way to change the ratio of base tax to number of house models appear in a county?

9b98a993eebb1cc7e20c6654a16da649.png


Going out of the normal base tax ranges seem to make huge metropolises.
 
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So, i finished making the first part of my mod.
I have fixed many issues, but the game continues to crash right when i start playing...and i dont know what its causing this...

It is a direct CTD error, the game just closes at start

Please help me with this.
 

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Is there any way to change the ratio of base tax to number of house models appear in a county?

9b98a993eebb1cc7e20c6654a16da649.png


Going out of the normal base tax ranges seem to make huge metropolises.
You should be able to tweak the ratio of houses appearing in defines.lua the line is CITY_SPRAWL_AMOUNT I believe.
 
There's this bug with Ragnarr's bloodline if your character isn't Norse: https://forum.paradoxplaza.com/foru...irate-traits-upon-reloading-the-game.1163753/

I made a mod that I thought worked but later discovered it's bugged. The good news is that the top two tiers appear to stay with reload, the bad news is that somehow the "sieged holdings count" (my wording) appears to restart, so in my game the trait pirate was going to overwrite ravager. (EDIT: I'm assuming the count is restarted but I don't have any proof besides the overwrite). Here are my changes:
Code:
ravager = {
    potential = {
        OR = {
            religion = norse_pagan
            religion = norse_pagan_reformed
            has_character_flag = acquired_pirate_trait_by_bloodline
            any_owned_bloodline = {
                has_bloodline_flag = bloodline_viking
            }
            AND = {
                has_religion_feature = religion_adventuring
                has_religion_feature = religion_seafaring
            }
        }
    }
    opposites =  {
        pirate
        viking
        seaking
        sea_queen
    }
    martial = 2
    combat_rating = 20 #old value: 2
    monthly_character_prestige = 0.4
    norse_pagan_opinion = 20
    norse_pagan_reformed_opinion = 20
 
    same_opinion = 5
    #religious = yes
 
    male_insult = COMPL_PIRATE
    female_insult = COMPL_PIRATE
    male_compliment = COMPL_VIKING
    male_compliment_adj = COMPL_VIKING_adj
    female_compliment = COMPL_VALKYRIE
    female_compliment_adj = COMPL_VIKING_adj
}

seaking = {
    potential = {
        OR = {
            religion = norse_pagan
            religion = norse_pagan_reformed
            has_character_flag = acquired_pirate_trait_by_bloodline
            any_owned_bloodline = {
                has_bloodline_flag = bloodline_viking
            }
            AND = {
                has_religion_feature = religion_adventuring
                has_religion_feature = religion_seafaring
            }
        }
    }
    opposites =  {
        pirate
        viking
        ravager
        sea_queen
    }
    martial = 3
    combat_rating = 20 #old value: 2
    monthly_character_prestige = 0.5
    norse_pagan_opinion = 25
    norse_pagan_reformed_opinion = 25
 
    #religious = yes
 
    male_insult = COMPL_PIRATE
    female_insult = COMPL_PIRATE
    male_compliment = COMPL_VIKING
    male_compliment_adj = COMPL_VIKING_adj
    female_compliment = COMPL_VALKYRIE
    female_compliment_adj = COMPL_VIKING_adj
}
sea_queen = {
    potential = {
        OR = {
            religion = norse_pagan
            religion = norse_pagan_reformed
            has_character_flag = acquired_pirate_trait_by_bloodline
            any_owned_bloodline = {
                has_bloodline_flag = bloodline_viking
            }
            AND = {
                has_religion_feature = religion_adventuring
                has_religion_feature = religion_seafaring
            }
        }
    }
    opposites =  {
        pirate
        viking
        ravager
        seaking
    }
    martial = 3
    combat_rating = 20 #old value: 2
    monthly_character_prestige = 0.5
    norse_pagan_opinion = 25
    norse_pagan_reformed_opinion = 25
 
    #religious = yes
    customizer = no
 
    male_insult = COMPL_PIRATE
    female_insult = COMPL_PIRATE
    male_compliment = COMPL_VIKING
    male_compliment_adj = COMPL_VIKING_adj
    female_compliment = COMPL_VALKYRIE
    female_compliment_adj = COMPL_VIKING_adj
}

I should also point out that for this particular game I have the ravager trait from reformation having seabound + daring, and I'm using a mod allowing for 6 doctrines.
edit: ok I went back to a save where I have Ragnarr's blood but not Norse. Only ran this mod. the character has sea king. I think you need to siege 50 holdings to get pirate. I sieged like 52 and he's still sea king. Going to go back to the other save and only load mods that don't affect reformation.
 
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I noticed that when you reform a pagan religion the religion tooltip changes to include the new features. I've made a couple more religion features, how do I allow them to affect the religion tooltip if they're chosen? Some of the things that you can set right in the religion feature scope generate tooltips all by themselves (like setting the number of wives) but what about something like haruspicy or bloodthirsty gods, which are entirely event- and decision-based?
 
Unless TWRome guys actually care and enforce their right, no one cares. See all those copyrighted music mods around that Paradox let's there be..

Thanks. I know a major mod for a paradox game on steam and these forums that uses at least three of these TWRome flags, one of which in multiple versions, but the CA guys and permissions are never mentioned. Just wanted to check with the community what the lay of the land is like in these matters.
 
So, i finished making the first part of my mod.
I have fixed many issues, but the game continues to crash right when i start playing...and i dont know what its causing this...

It is a direct CTD error, the game just closes at start

Please help me with this.
You are still loading 99% of the vanilla files despite the whole map and dejure structure being different, read up about replace_path in the .mod file here on the wiki, for example at a minimum use it for the events folder and common\on_actions so events referencing non existent titles and land don't start falling over when you start the game.
 
You are still loading 99% of the vanilla files despite the whole map and dejure structure being different, read up about replace_path in the .mod file here on the wiki, for example at a minimum use it for the events folder and common\on_actions so events referencing non existent titles and land don't start falling over when you start the game.
Thanks!!

Edit: It worked, i had to see what files i needed to excluded in the .mod file and... that was all... you have my eternal gratitude.
 
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Hey guys, have run into an issue with the total conversion mod I've been working on, the game CTDs when attempting to host a multiplayer game. Anyone have any ideas as to why this might be? The mod is functioning fine in single-player, loads in fine and plays without is. I've attached my mod files if that helps. Cheers.
 

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So I'm trying to make a mod that gives reformed African all benefits from animistic doctrine. I first made a text file named reformed african:
Code:
west_african_pagan_reformed = {
        graphical_culture = africangfx
        interface_skin = { zun_interface zoroastrian_interface muslim_interface }
        alternate_start = { always = no }
     
        secondary_event_pictures = west_african_pagan

        icon = 35
        heresy_icon = 36
     
        ai_convert_other_group = 2 # always try to convert
     
        color = { 1.0 0.45 0.0 }
        crusade_name = GREAT_HOLY_WAR
        scripture_name = THE_LEGENDS
        priest_title = SHAMAN
     
        high_god_name = GOD_THE_CREATOR
     
        god_names = {
            GOD_THE_SPIRITS GOD_THE_ANCESTORS
        }
        evil_god_names = {
            THE_DARK_SPIRITS
        }
     
        can_call_crusade = yes
        join_crusade_if_bordering_hostile = yes
     
        unit_modifier = {    
            garrison_size = 0.4
         
            key = "DEF_RELIGION"
        }
        unit_home_modifier = {
            land_morale = 0.8
            light_infantry_defensive = 0.8
            heavy_infantry_defensive = 0.8
            pikemen_defensive = 0.8
            light_cavalry_defensive = 0.8
            knights_defensive = 0.8
            archers_defensive = 0.8
            horse_archers_defensive = 0.8
            camel_cavalry_defensive = 0.8
            war_elephants_defensive = 0.8
         
            garrison_size = 0.4
         
            key = "DEF_RELIGION_HOME_TERRITORY"
        }
     
        priests_can_marry = yes
        female_temple_holders = yes
        allow_looting = yes
     
        max_consorts = 3
        women_can_take_consorts = yes
     
        aggression = 0.5 # AI aggression factor
     
        religious_clothing_head = 17
        religious_clothing_priest = 16
     
        allow_in_ruler_designer = no
    }

For whatever reason this didn't work, so I had to make a copy of "00_religions.txt", make the above changes and then it worked. I don't understand why the first txt file didn't work. Is there a way to do this without copying the entire file?
edit: Ok it looks like I was mistaken re:animistic doctrine. According to the wiki it only gives +5% morale. Is there a way to verify that bonus is in reformed african?

edit: also I'm trying to make a mod so one can join multiple societies at once, specifically hermetics and lodge, but I don't see the "is_in_society = yes" trigger in the 00_socieities.txt
 
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edit: also I'm trying to make a mod so one can join multiple societies at once, specifically hermetics and lodge, but I don't see the "is_in_society = yes" trigger in the 00_socieities.txt
"is_in_society" is not a scripted trigger, it's a hard-code trigger, so you can't edit the trigger itself. It's *used* all over the place, in events and decision that are relevant./

For instance, in hf_warrior_lodge_decisions.txt, there's a recruit_child_decision that checks "is_in_society = no" so that the child is no in a society to allow recruitment. You'd have to edit that to "OR = { is_in_society = no society_member_of = hermetics }" (assuming it's even possible for a child to be in hermetics…). You'd have to make similar changes in *every* event/decision that checks is a person is in a society before they are added to one.

Similarly, in 00_minor_titles.txt, to hold the title_hermetics_apprentice, you have to be in hermetics are not in any society. You'd need to add lodge to that to allow a lodge member to become a hermetic apprentice.

In short, you'd need to look at every instance of is_in_society (201 right now) to see if it is relevant to your change, and change all the ones that are. No small task, but doable. (You'll also need to re-check whenever those files get changed in a patch…)
 
In short, you'd need to look at every instance of is_in_society (201 right now) to see if it is relevant to your change, and change all the ones that are. No small task, but doable.
This would be a pointless task, as i stated above you can't be in multiple societies, that can't be changed via mods, trying to join another by modding the conditions would either would result in leaving the current society to join the new one or do nothing.
 
Accidentally instead of copying file to my mod folder (trying to re-introduce myself to modding world) I cut-pasted it. Afterwards copied some things out of it, and deleted it.
Actually couple of files, I think I did that to 'titles', 'characters', 'provinces' among others.

How do I get those lost files back? I have Steam account.
 
To get those lost files back, right click the game in your Steam Library, then go to Properties > Local Files > Verify Integrity of Game Files
Thanks, I did that.
It did not work with first time, but after couple of times and re-opening steam I got the files back and now steam kind of has verified the integrity. But now, when I go for a new game and try to launch it I get achievements disabled. And reason shows - because I had modded something? But I don't use any mod?
 
That sounds like some files are wrong... which you would normally fix by verifying the integrity of the game files. Since you had issues running ti before, try running it again. Make sure the game's not running while you do this and that you don't have any of the files open in another program. That that doesn't work, try uninstalling and reinstalling.