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Well... Big mod, here we go... Thanks.
 
I downloaded a mod and I'm trying to edit one file in it. I unzipped, saved (with ANSI encoding in Notepad++), then zipped the folder. I've tried compressing in Windows, PeaZip and 7zip. The game ignores the mod which means I'm not zipping correctly. How do I make a working zip file?

edit - I just unzipped and zipped the working mod back up to confirm the zip format is the problem and not my edit.
 
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I downloaded a mod and I'm trying to edit one file in it. I unzipped, saved (with ANSI encoding in Notepad++), then zipped the folder. I've tried compressing in Windows, PeaZip and 7zip. The game ignores the mod which means I'm not zipping correctly. How do I make a working zip file?

edit - I just unzipped and zipped the working mod back up to confirm the zip format is the problem and not my edit.

Unless you downloaded it from Steam Workshop, you probably should extract it to use it. In any case, there's no need to zip it back up.
 
I'm creating a custom religion which has female only religious heads. However, no matter what I do it always spawns in on game start a man for the title (who has landless government type). After his death it will fix itself and go to women only with Theocratic governments. I've tried an event which kills the title holder if male on startup and I've tried making a "historical" character to hold the title instead of him but neither have worked. Can anyone help me with this?
 
Well, it's not strictly true that two mods that modify the same file will be incompatible. If you mark Mod A as a dependency of Mod B, the file in Mod B will simply override the file in Mod A. It's up to you to make sure that happens in a reasonable way, though. You can identify if a game contains Mod A by having Mod A fire an on_startup event that sets a global flag which you can then check for in Mod B to decide whether to make the changes you wanted in Mod A.
I would say it *is* strictly true, since one will override the other, thus removing the other's edits. Merging bits of one into the other means they definitely *aren't* compatible, which is why such work is called com-patching.

And many changes *can't* be done while the game is running.
 
I'm creating a custom religion which has female only religious heads. However, no matter what I do it always spawns in on game start a man for the title (who has landless government type). After his death it will fix itself and go to women only with Theocratic governments. I've tried an event which kills the title holder if male on startup and I've tried making a "historical" character to hold the title instead of him but neither have worked. Can anyone help me with this?
Have you tried setting enatic succession law in the title's history file, at some date long before game start?
 
I would say it *is* strictly true, since one will override the other, thus removing the other's edits. Merging bits of one into the other means they definitely *aren't* compatible, which is why such work is called com-patching.

And many changes *can't* be done while the game is running.

I mean, I've seen people say they're making a compatibility patch for two mods by overriding the shared files to have the changes from both. It'd be just as easy to do that patching in one of the mods themselves, if you're the creator of both mods, and then they will be compatible without an external patch.
 
What I did to fix that problem is create a new female character in the on_startup event and have the existing character abdicate to her and then die. It works like a charm.
 
"Could someone please tell me what I'm missing with province editing. So I edit the number of settlements that Dublin & Kildare can have to 7. That's fine. But when I use the Ancient Religions mod Dublin reverts to it's usual 4. Kildare still has 7 though. The modder replied to me on steam and told me that there must be a different province history .txt file but there actually isn't one for Dublin in the mod so there is no conflic that I can see. Now the mod DOES make a barony in Dublin a holy site so that must be what's causing the issue but, unfortunately, I can't see how/why

Thanks for any help"

No idea. Can you post your file and the one that adds the holy site from the ancient religions mod?Maybe someone can spot the problem in the files.

Sure. These are the files. The holy site and general "landed_titles" one from the mod (I don't see anything different with the landed c_dublin entry but just in case) along with the 2 modded provinces from vanilla. Kildare works fine with 7 baronies but Dublin still only has it's usual 5 (I had said 4 in the first post but I meant 5; 1 primary and 4 'buildable spaces')

Thanks
Hmm, I looked at the files and I can't spot anything. Sure Dublin is made a Holy Site; but that's just the county and should not affect the number of baronies. And I can't spot any difference between the script in the provinces. If Kildare works, Dublin should work as well.
So I'm afraid I can't help you. Maybe someone else here can?

Otherwise, I'd suggest you just do some trial&error experiments: What if you set the Holy Site to Kildare instead of Dublin? If that really is the cause of the issue, it should switch the problem to Kildare, with Dublin being fine. If it does not, then the problem must lie elsewhere.
 
Is there any way to build a Wonder/Great Work via an Event? Nothing I've tried so far has worked, and I'd rather avoid editing the province history file if possible.

There is 'add_wonder', so it can be done. It would seem the Wiki page for commands isn't quite complete.
 
How does ai_will_do in decisions actually work?
My problem is that the wiki says at factor = 1 it will always do it but there are modifiers which increase the chance, even when the base value is 1.

You could lower the base factor and/or lower it with modifiers, based on various triggers. If you include a modifier with a factor of 0, that would make AI never take it, which might make sense if they hold certain traits, or they're at war, or are low on money.

Thanks. I'd seen build_wonder, but not add_wonder; that did it :D

Glad to hear it works.
 
Which CB is used by claimant factions? I found various faction CB but that one eludes me.

Edit: Nevermind, going through the intrigue decision and the accompanying events I found out it can use two different CB.
 
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is 'set_holy_site_with_heresies' broken? As far as I can see from the Wiki, I'm using it correctly, but I'm not seeing any effect in-game.

Code:
c_roma = {
            set_holy_site_with_heresies = CKO_Pagan_Religion_001
}

As I understand it, that should make c_roma a Holy Site for my new religion, but nothing happens, and my religion still registers as having no holy sites.
 
How can I check what triggers a specific event? I'm interested in event 293, but searching for the event id brings no result (well, I get the RIP events numbered 29 300s).