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The artifact system is part of the DLC not the free patch. But we cannot distributes stuff from the DLCs to people who don't own it, so is there a good way to make a mod about artifacts but prevent unauthorized people from using it? It's not like they cannot remove the has_dlc = "Mystics" .

Also, if using paradox's made art, simple references to vanilla files will prevent them from being stolen as they don't have the referenced stuff themselves. But is edited official arts in the mod folder ok?
You are mistakn, the artifact system is part of the free patch. It just happens that most of the new artifacts are only in the MnM dlc.
A mod can add their own artifacts in with no requirement for their users to own MnM.
 
Adding new councillors has been proven to not really work. More precisely, the AI won't understand them at all and flat out ignore them, so they would give the player a huge advantage.
Also, diplomatic range is pretty much hardcoded. I understand you want an envoy-type councillor, who visits a distant realm to allow you to talk with that guy there? If that is it, than sadly, it is not possible afaik :/
Eh not entirely true, you can set up a maintenance event and force the new councillors to do a job. Still not as good as the ai understanding it on its own but they can still be made to be use the new ones.
 
You can co check_variable = { which = var1 which = var2 } and that checks if var2 is bigger than var1, you can also add which = <scope> to check var2 of said scope against var1 of the current scope.
 
Okay good, so then my problem seems to be this: Since I can only compare variables, how do I make the treasury into a variable? Maybe I am overlooking something...
export_to_variable = { which = "var1" value = treasury } should work
 
Here's a quick one:

What controls the colour of the skull icon for deaths? Is it possible to add a new one?

Thanks,

nd
As far as I know that is hardcoded to be white for normal, red for killer and yellow for illness. I think you can change what colour they are but you cannot actually add more types of skulls just those existing three
 
Thanks for the reply; I tried, but no luck unfortunately :/
But I have found out the issue : I did not have a "killer = " in the death; apparently can_nokiller = yes does not mean what I assumed it did (that you could run it without a killer).
It does mean that but you need a DEATH_REASON_NO_KILLER loc version as well as the normal version
 
@Meneth Can you possibly answer a bit about the set_tactic command? First, if I use the flank commander scopes from an army and there is no commander can I still apply a tactic to that flank? Second, with the set_tactic, does the potential block have to be valid? In some of my tests I have been able to set the tactic to what I want, but within the next day or so it switches to another tactic. Would there be a way to set a tactic so it can only be triggered by the event in question without doing something Kooky with modifiers and flags?
It probably works, but I don't know for sure; it isn't code I've worked with.
It switching on the next day does seem plausible if you're not meeting the potential.
If you only want it triggered by event, setting the MTTH to 0 probably works. I think then it'll probably only be selected if there's literally no other valid tactic.
 
Also, has anyone ran into an issue where a targetted decisions gets run once in a blue moon by an AI character who's already dead, even if there's 'is_alive = yes' in the from_potential?

I tried adding this as the very first effect of the decision..:
Code:
if = { limit = { FROM = { is_alive = no } }  log = "ERROR: FROM IS DEAD" }
...and it gets logged occasionally. Mostly in decisions where the FROM can die (such as suicide), but they shouldn't be dead at the beginning of the decision.

I'm starting to think that it's an engine glitch, and there's nothing that I can do about it.
That is very weird, I would report that as a bug as that does seem quite wrong...
 
After a bit of playing around, I found the issue with my Ping events not working.

Apparently, using Fast event triggers on those Ping events causes them to nor work (not sure why, but that fixes it)
Your ping character probably does not fit the trigger requirements, also if you are using an event just to ping then you do not need any triggers in your event at all as it is only directly triggered from one place. You can also use hide_window so as to not need an option or description either.
 
Yes, that's probably the case - Thanks for all the help!

It brings me right to the next issue I'm having, now that I'm sure I'm scoped to the right characters, I see that my localization has a problem - I'm using this text:

Code:
You are a very wise [Root.GetManWoman], [Root.FirstName], [Root.GetSonDaughter ] of [Root.Father_even_if_dead.FirstName]

But none of the commands show up, they're all empty (the Root is the Player character, and hes not dead)
Is Root definitely the scoped character? I assume your file is correctly a csv and is delimited properly etc
 
Jep, the Root is the Player character and its delimited properly - the Text itself works, its just the commands that are being empty.
That is weird then, try running it through the validator and making sure your commands etc are definitely spelt correctly
 
No, even with GetFirstName it showed nothing. However - using just Root.Father.GetFirstName works - so probably for names it does not matter if the Scope is a dead character.
Only some scopes can be used in localisations, father_even_if_dead is not one that does you just use Father instead. The wiki lists most of the scopes that work.
 
If there are two files in the localisation directory, with different localisations for the same key, which one gets priority?

I ask because at the moment I'm working with a large autogenerated file called 000_County_Names.csv, and I'd like to have a separate handwritten file that replaces about 100 of the autogenerated adjectives with different, canon-compliant ones from the source material. I don't want to have to re-write the autogenerated file every time it's updated, so what name do I give the supplementary file to ensure its contents take priority?

I've tried both z_titles.csv and 0000_titles.csv and neither of them worked.

@Meneth, could you advise please? - Many thanks,

nd
I'm not sure what the precedence order is, sorry. Relatively sure that whatever is read later should be applied, but not sure how order is determined. Might be that @Divine knows.
 
Nobody knows? Figured.
The wiki documentation for create_title is useless. I've been trying to figure out what the options do, but with no success. Does anyone happen to know if there's any type of dynamic title that allows the owner to marry, or is that hard-coded regardless of the options?
I believe that custom_created = yes means you can modify the coat of arms and name of the title even if you do not hold it, eg: you can create a merc company and then modify the title.
What do you mean options for the titles? I believe that as long as the title type created (ie: rebel, mercenary etc) supports the character being married then any generated title of that type follows the same rules.
 
I know you can change a Title name based on culture, but can you change a Title "title" in the same way?
What I'd like is that if a Duchy/Kingdom is held by a member of "Culture X" they will become "King so-and-so", but if it's held by a member of "Culture Y" it would instead be "Alternate-King so-and-so"

The closest I can see is 'dukes_called_kings' under Cultures, but that does not seem to be suitable for what I want if it automates to "Petty King" like the wiki suggests.
You can do it culture wide but not for just a specific title based on culture. dukes_called_kings just means that independent dukes use the king tier names for localisation purposes
 
@Meneth is it possible to do an active condition for an artefact so that only one of a particular kind of artefact can be active at any one time? I mean in the Gehimisnacht duel engine, I don't want there to be multiple different armours activated at one time, as it will cause stacking issues. But I cannot exactly block it out completely without a condition for equipped artefacts, so was wondering if I could do it with active conditions.
You can make it so that the artifact is active normal unless in a duel at which point it needs a special flag to be the chosen armour to be the active one? Clunky as all hell and would need an event to toggle through all your armours using variables and whiles but it could work
 
Still having problems with the dynamic titles.
Been trying to add 'titles' for things such as hermitages, universities, etc. And independent landless dynamic titles (made with create_title) seem to work quite nicely. Because those can hold courtiers, but don't automatically fill up with generated ones. ...except for ones created with events that don't check for landless titles, such as the goldsmith and the tribal healer. Which can be easily modded.

Here's the code that I'm using:
Code:
    event_target:founder_title = { #Sets the location to where this title is located
       create_title = {
           tier = DUKE
           landless = yes
           culture = event_target:home_province
           name = "UNIVERSITY"
           ruler = "PRINCIPAL"
           holder = event_target:principal
           base_title = THIS
           copy_title_laws = event_target:founder_title
       }
       new_title = {
           set_title_flag = university
           event_target:principal = { set_defacto_liege = THIS }     #Makes the title independent
           add_law = succ_open_elective
       }
   }

The problem is that the only tiers that I can make work are DUKE and above. BARON tier instantly ceases to exist on creation, for no apparent reason... And COUNT tier doesn't quite work either: it gets created, but the holder of the title never moves to the court and instead ends up stuck abroad, in province 0 (which messes up any decision that requires distance calculation). So there's nobody in the 'court', and I can't move anyone in there because the move_character command only seems to work with characters...?

Any idea how to fix that? I guess I could just keep using the DUKE tier instead, but that's a bit too high for some of the things that I'm trying to model.
Dynamically creating count and baron tier titles does not really work as they have to be tied to a province and holding
 
Thanks for the confirmation. I guess I'll stick to using duchies for dynamic titles.

One final question about title modding, to make sure that I don't have alternatives. Non-dynamic landless titles (in landed_titles.txt) must always have a defined capitaL, right? ...and there's no way to move or set the capital province in whichever province the creator happens to be in?

So if I want things like hermitage titles that get established in whichever random provinces that happens to first meet the tech and religion criteria, I'll need to use dynamic titles?
Yeah I think they do need a capital and no you cannot change where it is, so yeah dynamic titles would be your best bet.