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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.

oh thats sounds pretty good, thanks.... and one more lol...... what is the point of is_triggered_only ?

EDIT: ALSO.... whilst im here.... is there a way to ensure that a province flag is removed after a certain time, or is the only way to remove it using another event which clears it?
 
oh thats sounds pretty good, thanks.... and one more lol...... what is the point of is_triggered_only ?

EDIT: ALSO.... whilst im here.... is there a way to ensure that a province flag is removed after a certain time, or is the only way to remove it using another event which clears it?
is_triggered_only is for events that are triggered by something else, instead of firing randomly. For example, one event can trigger another event as an effect. If you don't want that second event ever firing on its own, you make it is_triggered_only.

No, flags are always permanently set. If you want something to be temporary, use a modifier instead. By putting hidden = yes inside the modifier you can make it invisible so it basically works the same as a flag.
 
is_triggered_only is for events that are triggered by something else, instead of firing randomly. For example, one event can trigger another event as an effect. If you don't want that second event ever firing on its own, you make it is_triggered_only.

No, flags are always permanently set. If you want something to be temporary, use a modifier instead. By putting hidden = yes inside the modifier you can make it invisible so it basically works the same as a flag.

you sir have been a great help! thankyou
 
No, flags are always permanently set. If you want something to be temporary, use a modifier instead. By putting hidden = yes inside the modifier you can make it invisible so it basically works the same as a flag.

You can also create an event to remove a flag after certain period, since the game checks the duration of flags.
 
Created a custom map but can't start the game with a ruler. Not selectable on map but does shows up in tooltip fine and in bookmark. Even shows proper counties, dukes and kingdoms but are unselectable. Can select from bookmark and see stats and what not of character but am unable to start the game. Reason? and how to fix?

Altered ''history'''s provinces and titles + ''common'' landed titles, ''map'' positions, adjacencies, definition... to get this to work by following the guide on how to create your own counties but cant get it to work :/
 
Don't know if this has already been talked about but how do you create new traits, please post detailed answer or show me were one is located, I have mod experience and am afraid to just go into the trait folder and make one
 
Don't know if this has already been talked about but how do you create new traits, please post detailed answer or show me were one is located, I have mod experience and am afraid to just go into the trait folder and make one

(1) Add a new trait to the end of /common/traits/00_traits.txt; (2) create a new icon for your trait; and (3) add a new trait entry to /interface/traits.gfx. If you don't do the last bit, your trait will have its effects but no icon. In 00_traits.txt you can add certain conditions like birth = yes if you want a child born with it.
 
(1) Add a new trait to the end of /common/traits/00_traits.txt; (2) create a new icon for your trait; and (3) add a new trait entry to /interface/traits.gfx. If you don't do the last bit, your trait will have its effects but no icon. In 00_traits.txt you can add certain conditions like birth = yes if you want a child born with it.

Thanks but how do you suggest I creat the new trait icon, is it same way that you do portraits and coas or is it separate. Btw what program do u suggest I use to create the trait icon, would gimp work or is there a better one
 
Quick question, where is the portrait aging settings located at?

For example, Young = like 20, middle = 30, old = 60... that sort of thing. Basically, I want the visible aging to be a little slower, as a matter of preference.
 
Thanks but how do you suggest I creat the new trait icon, is it same way that you do portraits and coas or is it separate. Btw what program do u suggest I use to create the trait icon, would gimp work or is there a better one

I prefer Paint.NET. It starts up faster than GIMP and I haven't had any problems.

First, look in the /gfx/traits folder. Open a few of the trait files and look at them. Like other things modding is about copying what the devs have given us with a personal twist.

Second, find a picture that would look good for a trait. Remember that it will appear rather tiny on screen. You can create your own, drawing freehand, or use any image on Wikipedia, even a photograph.

Next, open Paint.NET, and drag your chosen image from your web browser on top of the new image that appears at startup. No need to save the image but you can beforehand. When prompted, paste as a new layer. You will have to resize the image to 24 by 24.

Now, save the file as a .dds file to <your mod>/gfx/traits. It should appear at the top-right of the screen in Paint.NET as a tiny file. Open a vanilla trait image and compare the two for size and eye appeal.

If you altered the required text files, you are almost ready to go. If you have character history files in your mod already great. Just assign your new trait to a preexisting character. If not, create a /history/characters/ folder and copy and paste a character file from vanilla CK.

Now load your mod and if you did everything right that character should have your new trait.

Ah, yes, and don't forget to add a localization file for the trait's name and its description. Let's say that your new trait is 'horseman.' You have a new file called /gfx/traits/horseman.dds and have added the trait to the appropriate txt files. Now create a new localization file or add to a preexisting one a description
Code:
horseman;Horseman;. . . . . 
horseman_desc;This character is recognized by his fellows as an accomplished horseman. This valuable characteristic brings fame to his dynasty./. . .

That should do it.
 
Anyone who can help me with adding an Empire? I've added the Empire of Spain, and all the de jure provinces are working just fine (I've added several kingdoms already, so that part wasn't hard). I am however unaware on how to actually create the Empire in-game. What do I do to create the Empire? This is the opening part of the empire of spain in landed_titles, I copied the "holder scope" thing from som other mod, and assumed it is needed to somehow create the Empire.

Code:
e_spain = { #Spain
	color={ 243 209 23 }
	color2={ 200 80 10 }
	
	capital = 199 # Burgos
	religion = catholic
	culture = castillan
	allow = {
		e_spain = {
			holder_scope = {
				age = 0
			} 
		}
		OR = {
			religion_group = christian
			culture_group = iberian
			}
		}
 
can someone explain to me the frequency of events happening due to on_actions, i.e. in the 'on_yearly_pulse' section what does 5000 = 0 mean and then in 'on_bi_yearly_pulse' it'll have 2000 = 0. Im finding it hard to understand, thanks
 
can someone explain to me the frequency of events happening due to on_actions, i.e. in the 'on_yearly_pulse' section what does 5000 = 0 mean and then in 'on_bi_yearly_pulse' it'll have 2000 = 0. Im finding it hard to understand, thanks
I believe, on_yearly_pulse fires one event approximately once a year for each character. It chooses 1 event from list in on_actions.txt. Each event has a certain "weight" is assigned. Syntax is the following:
weight = event_id
0 event_id means no event at all.
When system decides which event will fire, it chooses one event based on it`s weight. Probability of each event is weight/sum_of_all_weights.
For example, if your code looks like this
Code:
on_yearly_pulse = {
	100 = 1
	200 = 2
	5000 = 0
}
probability of event 1 is 100/5300 = 1/53
probability of event 2 is 200/5300 = 2/53
probability of nothing happening is 5000/5300 = 50/53

By the way, triggered_only events can have trigger conditions and will not fire if these conditions are not met. Though I dont know if conditions are checked before or after the event is chosen from list.
 
I believe, on_yearly_pulse fires one event approximately once a year for each character. It chooses 1 event from list in on_actions.txt. Each event has a certain "weight" is assigned. Syntax is the following:
weight = event_id
0 event_id means no event at all.
When system decides which event will fire, it chooses one event based on it`s weight. Probability of each event is weight/sum_of_all_weights.
For example, if your code looks like this
Code:
on_yearly_pulse = {
	100 = 1
	200 = 2
	5000 = 0
}
probability of event 1 is 100/5300 = 1/53
probability of event 2 is 200/5300 = 2/53
probability of nothing happening is 5000/5300 = 50/53

By the way, triggered_only events can have trigger conditions and will not fire if these conditions are not met. Though I dont know if conditions are checked before or after the event is chosen from list.

thanks for that, so the higher the number upto 5000 then the more likely the event is to occur? due to the greater weight.
 
Last edited:
thanks for that, so the higher the number upto 5000 then the more likely the event is to occur?
Yes, the higher the weight, the more likely event is to fire. Again, main rule is probability = weight/sum_of_all_weights.
You can change 5000 to whatever you want. You can even remove xxx = 0 part completely - and every pulse will fire some event.
 
Anyone who can help me with adding an Empire? I've added the Empire of Spain, and all the de jure provinces are working just fine (I've added several kingdoms already, so that part wasn't hard). I am however unaware on how to actually create the Empire in-game. What do I do to create the Empire? This is the opening part of the empire of spain in landed_titles, I copied the "holder scope" thing from som other mod, and assumed it is needed to somehow create the Empire.

Code:
e_spain = { #Spain
	color={ 243 209 23 }
	color2={ 200 80 10 }
	
	capital = 199 # Burgos
        
	allow = {
		OR = {
			religion_group = christian
			culture_group = iberian
			}
	}
There you go. All fixxed up. What you copied i believe was from the rise of empires mod. The holder scope there is related to the fact that when the empire is created via decision. Its not actually given to the ruler. It creates a new character and gives it to that so it can apply certain things (Like crown laws) It is not needed.
 
Code:
e_spain = { #Spain
	color={ 243 209 23 }
	color2={ 200 80 10 }
	
	capital = 199 # Burgos
        
	allow = {
		OR = {
			religion_group = christian
			culture_group = iberian
			}
	}
There you go. All fixxed up. What you copied i believe was from the rise of empires mod. The holder scope there is related to the fact that when the empire is created via decision. Its not actually given to the ruler. It creates a new character and gives it to that so it can apply certain things (Like crown laws) It is not needed.

Many thanks. But how will I be able to create it in-game then? Does a thingy pop down at the top (like when you're able to create duchies/kingdoms)? And are the conditions (50% provinces) the same?