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Whats wrong with this code?

Code:
job_chancellor = {
	is_chancellor = yes
	attribute = diplomacy
	dignity = 0.33
	opinion_effect = 15
	
	monthly_salary = 0.1
	monthly_prestige = 0.01
	
	allow = {
#		NOT = { liege = { spouse = { character = FROM } } }	
		OR = {
			is_female = no
			AND = {
				liege = { has_law = true_cognatic_succession }
					OR = {
						liege = { dynasty = FROM }	
						liege = { mother = { character = FROM } }
						liege = { spouse = { character = FROM } }
					}
			}
		}
		age = 16
		prisoner = no
		NOT = { trait = incapable }
	}
	gain_effect = {
		if = {
			limit = {
				has_opinion_modifier = {
					who = FROM
					modifier = opinion_fired_from_council
				}
			}
			remove_opinion = { who = FROM modifier = opinion_fired_from_council }
			opinion = { who = FROM modifier = opinion_job_security_concerns }
		}	
	}
	lose_effect = {
		opinion = { who = FROM modifier = opinion_fired_from_council }
	}
	
	action = action_improve_relations
	action = action_fabricate_claims
	action = action_sow_dissent

	lift_fow = yes
}

As you can see, I want to allow my wife to be able to do the job (#), any male, and any female that is of my dynasty, and my characters mother.

This worked fine when I loaded it up and played my guy starting a new dynasty, but now that my grandson inherited the realm (60 years later), I can't seem to appoint any females (of my dynasty, nieces, aunts) to my council, and I groomed those girls for breeding and office. Truely my girls are the envy of the world with stats roughly around 20+ on every aspect xD

P.S.

I got CK2 through steam, I am afraid of starting up ck2 or steam, in fear that it might auto-patch my game to 1.05 and ruin the ability for me to play my own customized ck2+ mod and game that I have been playing the past 3 days.

How to avoid this disaster?

Unplug internet and then what?
 
Last edited:
liege = { has_law = true_cognatic_succession }
Do you have this law? If not, that's the problem.

As to avoiding patching: Boot the game directly from its folder. If you want to be extra safe, copy it to a folder outside Steam first.
 
liege = { has_law = true_cognatic_succession }
Do you have this law? If not, that's the problem.

As to avoiding patching: Boot the game directly from its folder. If you want to be extra safe, copy it to a folder outside Steam first.

Yeah I have that law :/

and sadly the game was patched the moment I booted my pc xD

I'm screwed for the first few days :/
 
Sorry if someone asked this question before but:
Where are the traits id?

In "00_traits.txt", trait are indentified by a word but in the save game file, they seem to be identified by a number.
Is it a place where I can find what is the id number for the traits?

Thank you
 
Sorry if someone asked this question before but:
Where are the traits id?

In "00_traits.txt", trait are indentified by a word but in the save game file, they seem to be identified by a number.
Is it a place where I can find what is the id number for the traits?

Thank you

Code:
1	Amateurish Plotter
2	Flamboyant Schemer
3	Intricate Webweaver
4	Elusive Shadow
5	Naïve Appeaser
6	Underhanded Rogue
7	Chasismatic Negotiator
8	Grey Eminence
9	Indulgent Wastrel
10	Thrifty Clerk
11	Fortune Builder
12	Midas Touched
13	Misguided Warrior
14	Tough Soldier
15	Skilled Tactician
16	Brilliant Strategist
17	Detached Priest
18	Dutiful Cleric
19	Scholarly Theologian
20	Mastermind Theologian

21	Stressed
22	Depressed
23	Lunatic
24	Possessed
25	ill
26	Pneumonia
27	Syphilitic
28	Leper
29	Wounded
30	Maimed
31	Infirm
32	Incapable
33	Drunkard
34	Tuberculosis
35	Typhoid Fever
36	Typhus
37	Bubonic Plague
38	Measels
39	Small Pox

40	Crusader
41	Bastard
42	Twin
43	Legitimized Bastard
44	Pregnant
45	Excommunicated
46	Kinslayer
47	Homosexual
48	Clubfooted
49	Harelip
50	Hunchback
51	Lisp
52	Stutter
53	Attractive
54	Ugly
55	Dwarf
56	Genius
57	Quick
58	Slow
59	Imbicile
60	Inbred
61	Strong
62	Weak

63	Celibate
64	Hedonist
65	Scholar
66	Gardener
67	Mystic
68	Impaler
69	Duelist
70	Hunter
71	Poet
72	Falconer

73	Lustful
74	Chaste
75	Gluttonous
76	Temperate
77	Greedy
78	Charitable
79	Slothful
80	Diligent
81	Envious
82	Kind
83	Wroth
84	Patient
85	Proud
86	Humble
87	Deceitful
88	Honest
89	Craven
90	Brave
91	Shy
92	Gregarious
93	Ambitious
94	Content
95	Arbitrary
96	Just
97	Cynical
98	Zealous
99	Paranoid
100	Trusting
101	Cruel
 
I bought the ruler creator DLC but I cannot create the coat of arms I want to.
Since I have this crest already designed outside the game, could someone explain how to add it into the game and assign it for a dynasty?
I have looked over the CK2plus heraldry mod and it looks like it can be done, I just need help one what files to edit and what needs to be put in.

many thanks if anyone can help me.
 
Sorry if someone asked this question before but:
Where are the traits id?

In "00_traits.txt", trait are indentified by a word but in the save game file, they seem to be identified by a number.
Is it a place where I can find what is the id number for the traits?

Thank you

In case of modded game, you can check log files (in documents and settings).
 
On a somewhat related note to Tiki989's question, does anyone know if it is possible to completely remove a title via event/script from a character (e.g dissolve it) and replace it with a titular title? And if titular titles can be 'de-jure' part of an empire?

For example, Byzantine conquers the 'sultanate of mesopotamia', sultanate title is de-jure part of the Persian Empire say. That title gets replaced with 'Despotate of Mesopotamia' titular title that is de-jure byzantine and starts assimilating the provinces into the empire?

I would assume not, but then I know diddly squat about modding anyway so thought it worth asking to be sure.
 
Siward: only duchies can be assimilated, so the duchy/emirate/archbishopric of Baghdad could become part of the Byzantine Empire after the pre-set time has passed or by event, but not a kingdom, though the Emperor could recreate the title Kingdom of Mesopotamia if his royal whim went that way.
 
I suppose I should have explained better. I understand it is the duchies that are assimilated into kingdoms, not kingdoms into empire (in fact that's the real issue) I just said to the empire as if the kingdom is de-jure part of an empire the assimilated duchies change the de-jure borders of the empire also.

What I'm essentially getting at is, is it possible for a titular kingdom to be de-jure part of an empire.

As I understand it, yes the duchies would assimilate into the empire (technically) if say the guy holding it all was Despot of Syria (as an example) as they would stop being de-jure mesopotamia and start being de-jure syrian. But it's more likely he'd just click 'create - kingdom of Mesopotamia', stopping assimilation due to holding the de-jure kingdom title anyway, so mesopotamia will always be de-jure persian, not de-jure byzantine even if the game went on for 1000 years.

So if we assume for the sake of argument that it is possible, with the above example, byzantine vassal conquers de-jure mesopotamia, which is de-jure part of Persia. Instead of creating the kingdom of mesopotamia title that is de-jure Persian and blocked via special creation conditions (e.g must be zoroastrian), he gets a titular king title that is de-jure byzantine, thus enabling the imperial borders to fluctuate through the game without just blocking out the other kingdoms and ending up with huge de-jure kingdoms that have assimilated 3/4 others.

I would assume however that titular kingdoms cannot be included in the de-jure make up of an empire given that they are...well... titular.
 
I don't know. I think that we're facing huge kingdoms as of this patch. Such that France can assimilate parts of surrounding kingdoms, but the HRE can never grow like it could in EU3 for example, though that might get changed later or could happen by event perhaps? It's still unclear what some of these changes will mean, both in terms of what can be modded and what the outcome of the game will be. The only way we'll see the latter is if people will play 1066-1453 games and post the results.
 
I suppose I should have explained better. I understand it is the duchies that are assimilated into kingdoms, not kingdoms into empire (in fact that's the real issue) I just said to the empire as if the kingdom is de-jure part of an empire the assimilated duchies change the de-jure borders of the empire also.

What I'm essentially getting at is, is it possible for a titular kingdom to be de-jure part of an empire.

As I understand it, yes the duchies would assimilate into the empire (technically) if say the guy holding it all was Despot of Syria (as an example) as they would stop being de-jure mesopotamia and start being de-jure syrian. But it's more likely he'd just click 'create - kingdom of Mesopotamia', stopping assimilation due to holding the de-jure kingdom title anyway, so mesopotamia will always be de-jure persian, not de-jure byzantine even if the game went on for 1000 years.

So if we assume for the sake of argument that it is possible, with the above example, byzantine vassal conquers de-jure mesopotamia, which is de-jure part of Persia. Instead of creating the kingdom of mesopotamia title that is de-jure Persian and blocked via special creation conditions (e.g must be zoroastrian), he gets a titular king title that is de-jure byzantine, thus enabling the imperial borders to fluctuate through the game without just blocking out the other kingdoms and ending up with huge de-jure kingdoms that have assimilated 3/4 others.

I would assume however that titular kingdoms cannot be included in the de-jure make up of an empire given that they are...well... titular.
I can't see any real reason why titular kingdoms couldn't be part of an empire, so I'd recommend you try it and see if it works. Just put it as part of e_byzantium from the beginning and have an event fire to give the holder some land outside Byz.
 
What do you do when you can't place the source of a CTD?

Btw the CTD occurs when actually starting the game after choosing your character.

Disable parts of mod at time and check when the game keeps ticking.

Other than that... constant testing so that you know when new modifications will break the game.
 
Other than that... constant testing so that you know when new modifications will break the game.
Doesn't help much when a patch breaks the mod, though.
Beyond that, checking the logs is often useful. Usually you can at least find out at what point the game crashes, if not the exact problem.
 
Well I found the CTDs but just kept making another as I restored a file, I've decided to start the titles from scratch which is alright because now I'm being organised. For example I now have gotten round to giving Britain it's two governors and making it elective as well as making an ancient celtic culture :D