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Instead of creating a new thread I thought I'd ask here, is it possible to create a great work via an event?

I think scoping to the relevant province in the event and putting "build_wonder = WONDER" and "set_wonder_stage = 1" in the province scope will work, but I've not tested it.
 
I think scoping to the relevant province in the event and putting "build_wonder = WONDER" and "set_wonder_stage = 1" in the province scope will work, but I've not tested it.

Thanks for the reply, I tried what you said like this:

22 = {
build_wonder = wonder_university
set_wonder_stage = 1
}

the rest of the event fires fine, but the great work doesn't get created
 
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I am making a submod to HIP and I need to modify a HIP event. I know about how to submod with "dependencies" in the .mod file. So, to avoid messing up other events on the same HIP file, my question is:

To overwrite that single event should I...:
A) ...make txt with the name of original event's txt and put inside just my modified event?
B) ...copy the full original txt into my mod and change the event?
 
What do 'bloodline_dynastic_meddling' and 'bloodline_effect_ambition' do?
bloodline_dynastic_meddling is like bloodline_effect_shiite_leader, purely for localization. The matching bloodline_ambition bloodline flag enables events related to Child of Destiny, and increases the chance to get the ambitious trait.

bloodline_dynastic_meddling enables the events related to dynastic meddling.

I can't tell you much about either of those event sets.

Honestly, the easiest way to find out what any tag means/does is to search for that tag in all the files. That's all I did to get the info above.
 
Just finished setting up this account trying to find out how to work a few things with portraits and traits. Figured ill ask here. This is technically several small questions so ill split them up.

1 - How would I add custom portraits that are not necessarily editable. I want to expand upon the selection of Dragon portraits within the game and possibly add other types of fantastical races later on. All tutorials have related specifically to the genetics and randomization system that CKII uses to generate the portraits and not for a static image.

2 - is it possible to tie a trait to a portrait type. I wish to make it that any individual with the dragon trait has a draconic portrait from that array.

3 - is it possible to make a trait drastically lower fertility when attempting to reproduce with individuals who do not have the same trait. That way I could ensure the dragons are only compatible with other dragons (The trait has a 100% rate of inheritance if both parents are dragons).

Thank you for your time and any help you can provide!
 
How does "scaled_wealth" work? I want to use it to a) check if the character has a year's worth of income on them, and b) deduct that amount. I've seen it used to deduct money in other parts of the code, but I have no idea what the numbers used with it mean.
 
Hi, so I'm attempting to make my own map, however it keeps crashing at "Loading Graphics" Some of the errors I'm finding in the logs are:
[provincetemplate.cpp:244]: Province 0 has invalid origin
[pdxmapgeneration.cpp:568]: Circular river found at 2015, 1329
[pdxmapgeneration.cpp:568]: Circular river found at 1995, 1161
[eu3graphicalmap.cpp:2445]: Invalid port location for province 1, center at 73,93, port location at 75.000000, 59.000000
[eu3graphicalmap.cpp:2445]: Invalid port location for province 12, center at 258,782, port location at 265.000000, 791.000000
[eu3graphicalmap.cpp:2381]: Province 1347 has illegal capital location, x: 2389.000000, y: 1425.000000(Bounds x: 2434-3469, y: 701-857)

The last couple of line in the general error log are:
[virtualfilesystem.cpp:711]: Could not open file: gfx/flags/flagfilescolor.txt, error: The filename, directory name, or volume label syntax is incorrect.
[minidump_windows.cpp:142]: CreateFileA failed with error value: 123

positions.txt is empty, and my map only has 3 provinces (1 land 2 sea) so I don't know why its telling me about provinces between 12-2015.
 
How does "scaled_wealth" work? I want to use it to a) check if the character has a year's worth of income on them, and b) deduct that amount. I've seen it used to deduct money in other parts of the code, but I have no idea what the numbers used with it mean.
scaled_wealth = { value = -0.5 min = 30 } , scope deducts 50% annual incomes, if half(0.5) of annual income are lower than 30 then he deducts 30 gold(using minimum value).
Hi, so I'm attempting to make my own map, however it keeps crashing at "Loading Graphics" Some of the errors I'm finding in the logs are:
...
positions.txt is empty, and my map only has 3 provinces (1 land 2 sea) so I don't know why its telling me about provinces between 12-2015.
What have you done in your mod, post some file structures?
I suggest you take vanilla map files as base, and modify it. better than making it out of nothing.
 
scaled_wealth = { value = -0.5 min = 30 } , scope deducts 50% annual incomes, if half(0.5) of annual income are lower than 30 then he deducts 30 gold(using minimum value).

How do I test that the character has that money on them? Also, does the scripting language support arithmetic operators, can I multiply a number by something and store it in a variable?
 
I'm remalking an event about secondary wives trying to kill the main wife into a event where a male consort is trying to kill a husband of a ruler to become a husband himself.

Is it possible to use a scope "consort" to a female liege of male-consort?

random_list = {
50 = {
consort = {
random_spouse = {
limit = {
holder_scope = title_consort_ruler}
save_event_target_as = kinslayer_target #check for kinslayer
ROOT = { add_kinslayer_trait_effect = yes }
ROOT_murder_red_god_resurrect_effect = yes #check for rhllor resurrection
death = {
death_reason = death_murder_poison
killer = ROOT
}
 
How does the game generate surnames (I guess dynasty names), for randomly spawned courtiers etc? I have a list of surnames i want to add for Soninke characters but the culture.txt is only used for first names. I looked in dynasty.txt but these seems for landed characters. Is there another place I can drop my list of surnames so generated courtiers of this culture will use them?

Thanks
 
How does the game generate surnames (I guess dynasty names), for randomly spawned courtiers etc?
Either the dynasty files or a random holding in the location they are in.

I looked in dynasty.txt but these seems for landed characters.
Nope, those are used for all characters with a dynasty. The game picks out random names from dynasties with the right culture when making a new dynasty.
 
Either the dynasty files or a random holding in the location they are in.


Nope, those are used for all characters with a dynasty. The game picks out random names from dynasties with the right culture when making a new dynasty.

Oh okay great thank you, so if I have a list of names I want the the AI to use they need to be added as individual dynasties? What a chore :p Oh well, no pain no gain!
 
What have you done in your mod, post some file structures?
I suggest you take vanilla map files as base, and modify it. better than making it out of nothing.

From /Crusader Kings II/mod/projectmod:
>common
>landed_titles
>01_landed_titles
>gfx
>flags
>Mapfiller generated flags (x 5)
>history
>characters
>testcharacters
>provinces
>1 - Testcounty
>technology
>e_testempire (mapfiller generated)
>titles
>unused (mapfiller generated)
>c_testcounty (mapfiller generated)
>d_testduchy (mapfiller generated)
>e_testempire (mapfiller generated)
>k_testkingdom (mapfiller generated)
>localisation
>000_Barony_names (mapfiller generated)
>000_County_names (mapfiller generated)
>000_Duchy_names (mapfiller generated)
>000_Empire_names (mapfiller generated)
>000_Kingdom_names (mapfiller generated)
>000_Province_names (mapfiller generated)
>map
>statics
>00_static
>terrain
>colormap
>colormap water
>adjacencies
>climate
>continent
>definition
>geographical region
>island region
>positions
>provinces.bmp
>region
>river.bmp
>seasons
>terrain.bmp
>terrain
>topology.bmp
>trees.bmp
>world_normal_height

By modifying using the vanilla maps as a base, do you mean keeping the same history and character files, but just moving the provinces in provinces.bmp around, and then shaping the other maps around that? I thought learning to map from scratch would be faster in the long run, but all these crash reports seem to indicate otherwise. Ill try that if this dead-end persists
 
By modifying using the vanilla maps as a base, do you mean keeping the same history and character files, but just moving the provinces in provinces.bmp around, and then shaping the other maps around that?
Yes, only re-draw your provinces.bmp with colors that have been defined, so you can leave other .bmp files aside. The fewer independent variables make debug easier.

Or another way, have your provinces.bmp
(and rivers.bmp, terrain.bmp, topology.bmp, trees.bmp, world_normal_height.bmp, terrain\\colormap.dds and terrain\\colormap_water.dds)
left-upper part cropped (around Iceland area, 360x240) and resize it to original 3072x2048.
Then you'll have a nice and neat 4-landed-and-4-sea map as a base material for a start, not a crash.

You need map loaded successfully first, and then kicking off other works (map\\definition.csv, common\\landed_titles, \\history, etc.) step by step.
 
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