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Is there a mod that lets you destroy your primary title? Want to simulate an empire collapsing
You can do it like this:
Code:
# Use the following within the title holder's scope
primary_title = {
    destroy_landed_title = THIS
}
 
Hello, does anyone know if it's possible to create a dynamic mercenary title and gaining the effect of strength_growth_per_century? I've tried using it in create_title but I don't believe it's working...
 
What happens when two dynasties have the same ID in the files? I realized that I've had multiple dynasties with the same code. Also, if I change the codes now, will it change the dynasties of the characters in my save game?


Additionally, is there any limit to how long a dynasty ID can be?
 
Another question lol, what determines where a city is within a province? Like if I want a city to sit right on the coastline, how would I achieve this
 
The AI won't take my decisions even though all requirements have been fulfilled. What are the usual reasons?

I kept the game running for about five years (making sure that the requirements were never unfulfilled) but nothing happened.

I don't have an ai_check_interval line but according to the wiki it defaults to once a month. Is an ai_will_do scope necessary? There are a few decisions without it that don't assert the ai = no potential.
 
Why this doesn't work in a succession score values file?

Code:
additive_modifier = {
        value = 30
        localisation_key = tooltip_legitimate_prince_score
        NOT = { character = FROM }
        FROM = { NOT = { trait = bastard } }
        FROMFROM = { holder_scope = { FROM = { is_child_of = PREV } } }
    }
 
I'm trying to mod away the behavior where a temple holder is replaced if his/her liege demands conversion but the new religion is not the same as the top liege. I tried looking through the events called by on_character_convert_religion and on_vassal_accepts_religious_conversion in the on_action events but have had no luck. I also can't seem to find a targeted decision for demanding conversion in the decisions folder either.
 
Anyone has a list of a mod that improves/add variety to overworld building models? I knew of one that changed the muslim generic building for Iranian cultures, and recolored the generic grey European ones for Mediterranean ones...but I cannot remember it's name anymore.
 
I'm trying to add some pre-built buildings in some provinces, but for some reason it isn't working, and neither the Validator nor any of the .log files are reporting anything useful.

The code I'm using (in the relevant province history files):
Code:
769.1.1 = {
   <tribal barony> = tb_hillfort_1
   <tribal barony> = tb_hillfort_2
   <tribal barony> = tb_hillfort_3
   <tribal barony> = tb_hillfort_4
}

In some of the provinces, the first one shows up. In others, none of them show up. None of them get more than the first one. All of the provinces in question start out with Castle Infrastructure 1, so I've ruled out it being an issue with the tech level.

Any idea what I might be doing wrong?
 
Anyone has a list of a mod that improves/add variety to overworld building models? I knew of one that changed the muslim generic building for Iranian cultures, and recolored the generic grey European ones for Mediterranean ones...but I cannot remember it's name anymore.
Cultural Cities Remix ?
 
Guys Im trying out some portrait modding (im currently having some glitches for the cheeks), this time for the afghanmalegfx BUT somehow they have no eye color and hair types defined for the males. So I have to alter the gfx file in the portraits folder. How is the eye color exactly rendered? Does the game take the image from the eyes2-file and multiplies the rgb color in the gfx-file? Or uses the image from the eyes2-file just as mask? I'm confused?

prev_1.jpg
 
Is there any way to convert the holder of a theocracy (in this case, a Catholic bishop) to a new religion by event without them losing their title?

It's a bit ugly and might not work well if there's a war going on that involves the relevant titles, but you could break it down into three parts:

- Grant all titles to a randomly spawned character.
- Convert the now ex-bishop.
- Give back all the titles (and make the new ex-bishop disappear).