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How do I make a decision which enables you to create the (titular and modded) kingdom of Aleppo? I think I know how to get most of the other modifiers but I don't know how to give yourself a title through events.

edit: and how do I check whether or not someone has a certain title?

title_name= {
gain_title = ROOT
}
I dont know how to check for it first though, i assume theres an exists = yes or something similar but i havent tried.
 
"title = x" (b_whatever, etc) is the correct syntax. Just search for title in the events and you'll find some events that check if you own Jerusalem.
 
Is there a command to change capital province? Or to set primary title?

I'm tired of seeing the capital of the Byzantine empire everywhere except Constantinople, so I want to edit all the claim title CBs so that if the title in question is the Byzantine Emperor, the attacker will get Constantinople and make it his/her capital. Basically, this, but with a valid command for setting the capital:
Code:
	on_success_title = {
		usurp_title_plus_barony_if_unlanded = ROOT
		if = { 
			limit = { title = e_byzantium }
			c_byzantion = {
				grant_title = ROOT
				# make_capital = ROOT ???  make_primary_title = ROOT ???
			}
		}
	}
 
Otto Bismarck:

There is two random commands:

Code:
random = {
	chance = 50
	#effect A
}

Code:
random_list = {
	60 = {
		# effect B
	}
	40 = {
		# effect C
	}
}

These means that effect A has 50% chance of happening and either B or C is picked with 60% and 40% chances.
 
What is the difference between any_courtier and random_courtier?

Well, in effect = {}, any_courtier happens to all courtiers that fit the requirements. If you don't put any limits to it, happens to all your courtiers. random_courtier happens only to one random courtier withing the limitations.
 
When adding a new religion, do you have to do anything other than add it to the religion file and give it some localisation?
Only its been crashing on clicking play and i vaguely sure its the new religion thats doing it from looking at the log.

Also, what do you put into a decision/event creating a new character to make them lowborn?
 
Is there any guides to modifying NPCs and savegames? I know there's that one video but it seems outdated and doesn't cover everything. What are attributes vs. traits, how does DNA work, what are properties, and which one of these determines a character's appearance?
 
Is there any guides to modifying NPCs and savegames? I know there's that one video but it seems outdated and doesn't cover everything. What are attributes vs. traits, how does DNA work, what are properties, and which one of these determines a character's appearance?

Attributes are stuff like base martial value, stewardship etc.
Traits are... traits you see ingame, but only stored with their ID numbers. (Check setup.log in log folder, which is in same folder as savegame folder).
AFAIK, DNA only determines the appearance.
Not sure what you mean with properties.
 
Attributes are stuff like base martial value, stewardship etc.
Traits are... traits you see ingame, but only stored with their ID numbers. (Check setup.log in log folder, which is in same folder as savegame folder).
AFAIK, DNA only determines the appearance.
Not sure what you mean with properties.

He might mean how do you add props that show up on the character's portrait, like podcat demonstrates in DD#7: http://forum.paradoxplaza.com/forum...I-Dev-Diary-7-Character-Portraits-and-Modding. It's something I'm trying to figure out actually, say add some symbol to represent the minor titles that a character has or to show that a woman is pregnant.
 
portrait_properties.txt in interface folder.

(I sometimes wonder if people even search before asking...)
Thank you. Had no idea there was a portrait properties file... problem is, what does it all mean, how does DNA apply, and how does this all apply to characters? I do understand (not specifically) how you can create new clothes and looks from portraits file but I don't see how to apply it to a character.
 
Thank you. Had no idea there was a portrait properties file... problem is, what does it all mean, how does DNA apply, and how does this all apply to characters? I do understand (not specifically) how you can create new clothes and looks from portraits file but I don't see how to apply it to a character.

There's a thread describing everything quite well, with pictures, but I can't find it at the moment (can't search for "dna" because it's too short...). However, you edit dna in the text files in history\characters\. It looks something like this:

Code:
name="Victoria"
	dynasty=8000101
	dna="dmage0ecd0" 
	properties="0e00c"

There are a bunch of picture files in gfx/characters, one for the eyes, one for noses and so on; each file has a row of different body parts.
Each letter or digit of "dmage0ecd0" and "0e00c" in the text file is a "slot" in a file - I can't remember which order they go in now, but let's say the first letter of the dna string is the base face, the second are the eyes, the third is the nose... So to pick the first base face, the second pair of eyes and the third nose, the dna string should be "dna=abc(something)".
 
Does anyone know where the mercenary events are located? Specifically the invasion events?
 
can someone describe to me what hidden_tooltip is used for, thanks
If you don't want the effects to appear in the tooltip.

For example, let's say you have an event option that gives 100 gold, but has a 25% chance of making a character greedy, but you don't want the player to know exactly what the chance of getting the trait is. You can hide the chance of gaining the trait inside a hidden_tooltip.