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Quick test shows that no. (If prerequisites are not met, building keeps standing. If potentials are not met (the owner's culture thing), building disappears).

I can confirm this after all of the tinkering iv done with my buildings mod.
 
are there any flags that can be set which always apply to the human player?, because if you set_character_flag, that will no longer be applicable to the player if there character dies, as they will have a new character without any flags... would set_global_flag always be applicable to the human or is there another way of constantly flagging the human player?
 
I think what he wants is what I would like to see: some kind of permanent flag that persists even after your character dies. So for example, if William I of England gets the flag generous_ruler is there a way that his successor Robert I can inherit the flag.

In EU3 we had country flags and country modifiers but in CK2 we don't have flags and modifiers that stick down through the generations. The ability to put flags on particular titles would work in a similar way.

I have not had any luck with setting global flags for some reason. What I have done is experimented with triggered modifiers (with mixed success) and setting province modifiers on your capital or other important province that will remain part of your realm. The other option is creating laws. I get crashes for changing crown_laws but I think that you can add demesne_laws without any problem.
 
I think what he wants is what I would like to see: some kind of permanent flag that persists even after your character dies. So for example, if William I of England gets the flag generous_ruler is there a way that his successor Robert I can inherit the flag.

In EU3 we had country flags and country modifiers but in CK2 we don't have flags and modifiers that stick down through the generations. The ability to put flags on particular titles would work in a similar way.

I have not had any luck with setting global flags for some reason. What I have done is experimented with triggered modifiers (with mixed success) and setting province modifiers on your capital or other important province that will remain part of your realm. The other option is creating laws. I get crashes for changing crown_laws but I think that you can add demesne_laws without any problem.
Well. I do not believe character flags clear on death. you could make an event to inherit it and just check if the mother/father had the flag
 
noob modder question: would it be possible to mod republics playable at all like adding all their stuff as in events, modifiers, form of government etc. Its not hard coded that they're unplayable right?
 
noob modder question: would it be possible to mod republics playable at all like adding all their stuff as in events, modifiers, form of government etc. Its not hard coded that they're unplayable right?
It is hard coded. Check governments.txt you will notice it is all commented out. Nothing in that file is used >_>
 
I think what he wants is what I would like to see: some kind of permanent flag that persists even after your character dies. So for example, if William I of England gets the flag generous_ruler is there a way that his successor Robert I can inherit the flag.

In EU3 we had country flags and country modifiers but in CK2 we don't have flags and modifiers that stick down through the generations. The ability to put flags on particular titles would work in a similar way.

I have not had any luck with setting global flags for some reason. What I have done is experimented with triggered modifiers (with mixed success) and setting province modifiers on your capital or other important province that will remain part of your realm. The other option is creating laws. I get crashes for changing crown_laws but I think that you can add demesne_laws without any problem.

yes thats exactly what i meant! n.m then if youve had no luck with it then im sure its not possible lol,


On a seperate note: with character_events what is the simplest way to switch the scope to provinces?
 
Is there a way for an event to allow the player to choose which non-player character will be the "other half" of an interaction event? Instead of random, I mean.
 
Well, yes and no. If these characters are properly defined (spouse, liege, heir etc) then yes, otherwise no.
\

Well crap.

If my ruler is going to take a lover because his spouse is barren, I'd like to be able to, you know... choose.
 
\

Well crap.

If my ruler is going to take a lover because his spouse is barren, I'd like to be able to, you know... choose.

I think that those events deserve a revamp. In the meantime, create a minor title called say 'concubine', give it to an opposite (or same if you like) gender courtier and insert this line in the lover events' trigger:
Code:
has_minor_title = title_concubine
I also disagree with being able to legitimize bastards willy-nilly, but that's a different story.
 
I think that those events deserve a revamp. In the meantime, create a minor title called say 'concubine', give it to an opposite (or same if you like) gender courtier and insert this line in the lover events' trigger:
Code:
has_minor_title = title_concubine
I also disagree with being able to legitimize bastards willy-nilly, but that's a different story.


That was just an example of one I found particularly silly -- that your ruler can set out to take on a lover, but can't pick one; that your ruler can't notice a particularly appealing courtier and take the initiative.

Not that it's the only time that random grab-bag steps in where you think there'd be a choice to make.
 
A few questions:

1) I've seen 'create_random_steward' used, and I'm wondering if there's a function for creating a regular-old-courtier?

2) If so, I'm a little interested about locations. Is it possible to create locations that don't exist on the map? Just to temporarily store the above character so he doesn't get involved in events, or fall under the whim of the lord, while I'm using him.

3) I've noticed quite a few files with specific purposes in common and interface (event_modifiers, eventwindow, portrait_properties) need to be used by almost every ambitious mod. Is this an unaskable pitfall of the system? Will all mods tend to step on each others toes?

Cheers in advance,
Doctor.
 
Hey, Doc.

To answer your questions,

(1) these decisions just create someone who is better at stewardship. There is a function in events for just creating a random character. Look for "create_character".

(2) you can create titular titles that don't have land attached to them and send courtiers there. Holy Orders for example.

(3) very good point. Ultimately, you can have a master mod with a copy of these files with all the modifiers and other things that all the mods you're using rely on. It's not really clear (at least to me) if files replace each other whole cloth or if they can override specific things. It's probably safer to have a base mod like I described. Files like landed_titles.txt are pretty sensitive and will be pretty noticeable if you are missing any of the support files. So for example if you use CK2Plus and run it with my mod Project Rodrigo, you will run into problems because they are both overhauls of a sort.