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I guess they also need to be added as a title in landed_titles file.

Indeed. They need a flag too and an entry in localisation.
 
Indeed. They need a flag too and an entry in localisation.

Aye I added an entry in localisation as well...but on flag - I guess they get assigned one randomly if I don't add one? I've booted the game up and my mercs got a flag.
 
Aye I added an entry in localisation as well...but on flag - I guess they get assigned one randomly if I don't add one? I've booted the game up and my mercs got a flag.

And other flags aren't all wrong now? If it has nothing assigned it usually steals the one meant for the next entry in Landed_titles which results in some weird flags around.
 
Ok you are correct! I've looked at the map, I can definitely see the issue, thank you. :sad:
 
Is it possible to separate Ethnicity from Culture (In relation to Character's Portraits) like we can in the Ruler's DLC?

Also, is it possible to modify how a new-born gets his culture? So instead of getting the culture of the realm or of his father, he always would get the culture of his mother?
 
Is it possible to separate Ethnicity from Culture (In relation to Character's Portraits) like we can in the Ruler's DLC?

Also, is it possible to modify how a new-born gets his culture? So instead of getting the culture of the realm or of his father, he always would get the culture of his mother?

How do you mean with separating ethnicity and culture? Give an example of what you would like to do. For your mod, do you mean Redguards with Imperial culture and clothing? ;) I run into those a lot in Skyrim and Oblivion.

You can have an event fire that changes culture. Look at guardian_events for an event that changes the ward's culture to that of his guardian. If the event is for the child, the effect would be:

Code:
mother = {
reverse_culture = ROOT
}

You could have an event where the child decides which culture he likes more or just have it fire automatically. I think on_birth is a valid on_action trigger (I know that on_death is).
 
I mean something like the Dunmer Count of Cheydinhal, he is a Dunmer (Ethnicity) but acts as a Imperial (Culture)

I need to find a way so that the kid will ALWAYS get the Mother's Race (Ethnicity).

So, a Breton Father + Altmer Mother would always have Altmer Children (With Altmer Portraits)

If it's not possible (And I have to stick with Vanilla Mechanisms) then at least disable the possibility of the children having the culture of the realm instead of his parent's culture.
 
I mean something like the Dunmer Count of Cheydinhal, he is a Dunmer (Ethnicity) but acts as a Imperial (Culture)
Now do you mean that he dresses like an imperial (are you going to have culture-specific clothing?) or something else? It might depend too how you set up the culture.txt file. If you have an 'Imperial' culture group, then you could set up an Imperial Dunmer culture (or Hlaalu?) that uses imperial clothing but Dunmeri physical features.

I need to find a way so that the kid will ALWAYS get the Mother's Race (Ethnicity).
that's why I thought that a birth event would work. I don't think that you can change the child's culture another way. So that when a child is born, an event automatically fires when the parents are of different cultures, giving the child the culture of the mother. It should not be that hard to set up.

I would add some contribution from the father's side in terms of traits or some modifier. So that the son of an Altmer father and Imperial mother would maybe have some special affinity with magic that other Imperials don't.

Also keep in mind that physical features are now unlinked from culture. So if you have a Dunmer father and Nord mother, the children will mostly look like the father but with a chance of resembling the mother. You can test this in vanilla CK2 by letting a game run for a century then look at the children and grandchildren of Europeans who marry Ethiopians. Most of the children will take after the paternal side (and also by default his culture), but every now and then you get a darker-skinned child, and I've seen it jump a generation, so that the child of an Irish father and Arab mother looks like his father but among his four children one daughter resembles her maternal grandmother, while the children and grandchildren are all culturally Irish, whatever that means. Now that you won't be able to alter, the physical side.

I assume you'll want dark, red-eyed Dunmer, mostly blond and blue eyed Nords, and golden-skinned Altmer. Then you have the offspring of Khajit and Argonians to worry about. :) -- Though point of fact, Khajit should be able to have children with Elves and Men. According to lore, Khajit are elves under all that fur! But not Argonians, who lay eggs.
 
Now do you mean that he dresses like an imperial (are you going to have culture-specific clothing?) or something else? It might depend too how you set up the culture.txt file. If you have an 'Imperial' culture group, then you could set up an Imperial Dunmer culture (or Hlaalu?) that uses imperial clothing but Dunmeri physical features.


that's why I thought that a birth event would work. I don't think that you can change the child's culture another way. So that when a child is born, an event automatically fires when the parents are of different cultures, giving the child the culture of the mother. It should not be that hard to set up.

I would add some contribution from the father's side in terms of traits or some modifier. So that the son of an Altmer father and Imperial mother would maybe have some special affinity with magic that other Imperials don't.

Also keep in mind that physical features are now unlinked from culture. So if you have a Dunmer father and Nord mother, the children will mostly look like the father but with a chance of resembling the mother. You can test this in vanilla CK2 by letting a game run for a century then look at the children and grandchildren of Europeans who marry Ethiopians. Most of the children will take after the paternal side (and also by default his culture), but every now and then you get a darker-skinned child, and I've seen it jump a generation, so that the child of an Irish father and Arab mother looks like his father but among his four children one daughter resembles her maternal grandmother, while the children and grandchildren are all culturally Irish, whatever that means. Now that you won't be able to alter, the physical side.

I assume you'll want dark, red-eyed Dunmer, mostly blond and blue eyed Nords, and golden-skinned Altmer. Then you have the offspring of Khajit and Argonians to worry about. :) -- Though point of fact, Khajit should be able to have children with Elves and Men. According to lore, Khajit are elves under all that fur! But not Argonians, who lay eggs.
The event won't change ethnicity, which is a buried feature unrelated to culture. I'm not sure to what extent ethnicity is moddable, and, while you can create events where characters are born, you have no influence over the natural pollination system beyond the fertility stat. e.g. you can remove the pregnant trait and a child will still be born.
 
The event won't change ethnicity, which is a buried feature unrelated to culture. I'm not sure to what extent ethnicity is moddable, and, while you can create events where characters are born, you have no influence over the natural pollination system beyond the fertility stat. e.g. you can remove the pregnant trait and a child will still be born.
Is ethnicity determined at birth? So a child born to an arab mother and an english father, if he gained the arab culture at birth he'd have arabic portrait features even if, before he reaches 16, his culture changes (due to tutor) to say, french, he'd *still* have arab features when he turns 16? or is the portrait art determined when you hit 16?
 
Is ethnicity determined at birth? So a child born to an arab mother and an english father, if he gained the arab culture at birth he'd have arabic portrait features even if, before he reaches 16, his culture changes (due to tutor) to say, french, he'd *still* have arab features when he turns 16? or is the portrait art determined when you hit 16?
Yep. That's why you can have an Irish man and Turkish woman pop out a turkishgfx daughter with Irish culture. And all of this is wonderfully, blindingly hardcoded.
 
I might be wrong but I remember having read that the culture of a child depends also on the culture of the province were he/she is born. Is it true/false/potato ?
 
I might be wrong but I remember having read that the culture of a child depends also on the culture of the province were he/she is born. Is it true/false/potato ?

It's true. something like 10% chance.
 
Is it possible to add baronies to a county on the fly?
What I mean is, *must* I include the barony in the county's landed_title entry, or is it possible to have baronies outside of the landed_titles entry (kind of like a titular title), and then assign a barony from that list to a "random" county?

I ask because of Orc Strongholds, I'd like to have an event fire that can cause an independent Orc Stronghold to be built in your county, but I don't want to have it so a player builds it themselves when adding a new holding to a county through gameplay.

While I'm on the subject of baronies, is it possible to "destroy" them? as in completey remove them from play as the result of a particularly destructive siege or natural catastrophe (such as a great flood), and thus requiring them to be rebuilt?
 
Is it possible to add baronies to a county on the fly?
What I mean is, *must* I include the barony in the county's landed_title entry, or is it possible to have baronies outside of the landed_titles entry (kind of like a titular title), and then assign a barony from that list to a "random" county?

I ask because of Orc Strongholds, I'd like to have an event fire that can cause an independent Orc Stronghold to be built in your county, but I don't want to have it so a player builds it themselves when adding a new holding to a county through gameplay.

While I'm on the subject of baronies, is it possible to "destroy" them? as in completey remove them from play as the result of a particularly destructive siege or natural catastrophe (such as a great flood), and thus requiring them to be rebuilt?
Nope. There's no way to specify what baronies are built for what purpose, and no way to prohibit the AI from choosing to build one beyond making them all prohibitively expensive and controlling it all by event (I'd assume activating a barony would work like activating any other title, but I haven't tried it out). As far as I know, you can specify what buildings to destroy, but you can't destroy the base.

You could always have Orc Strongholds be a building that activates a building chain. You can even manage ownership through minor titles, events, and decisions. There's just no way to make them not a courtier.
 
How do I add a Culturegfx and integrate it to the game?

I'm doing some tests in genetics and this would be a priceless information.

You'll have to explain a bit better than that, at least for me to understand. Do you mean a different portrait set (like western_male, western_female, etc.), say altmer_male, altmer, female, nord_male, dremora_male, daedric_seducer_female, xivilai_male. ;) Check out one of the portrait mods. Shaytana's BLC mod has a lot of original content for each major vanilla culture.
 
You'll have to explain a bit better than that, at least for me to understand. Do you mean a different portrait set (like western_male, western_female, etc.), say altmer_male, altmer, female, nord_male, dremora_male, daedric_seducer_female, xivilai_male. ;) Check out one of the portrait mods. Shaytana's BLC mod has a lot of original content for each major vanilla culture.

I mean exactly that. ;D

I tried checking the BLC mod, I changed the same files that the mod changed, but still no success. =/