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What are the requirements for event IDs? Can I name my event like duinnin.100.000.000? Or duinnin.100000000??
I don't think you can have more than one period. I don't see why you'd need it though, when you're using a namespace ;)
 
I want to mod the kingdom of Algarve into the game, so I put this code under titular kingdoms:



But in game instead of Kingdom of Algarve it says create Kingdom of k_algarve. How do I fix this? Thank you.
Have you added the localisations for k_algarve? You'll need both a k_algarve entry and a k_algarve_adj entry.
 
Copied "localisation" folder into mod folder.
Edited .mod to allow access to that folder.
Made new Excel file of the same type as the files already there.

Underneath, I typed this:

#CODE;ENGLISH
magical;Magical
magical_desc;This character was born with innate magical ability.
wizard;Wizard


etc.,etc.

In game, the traits I modified did not change correctly.

They still gave me:

magical
magical_desc
You need to do it like this:
#CODE;ENGLISH;FRENCH;GERMAN;;SPANISH;;;;;;;;;x
magical_desc;This character was born with innate magical ability.;;;;;;;;;;;;;x
wizard;Wizard;;;;;;;;;;;;;x
You have to include all the semicolons (14 total per line)
 
This is my .mod file. I don't see where I could have messed up.

name = "Outremer"
path = "mod/Outremer"
archive = "mod/Outremer.zip"
replace_path = "mod/Outremer/map"
user_dir = "Outremer"
dependencies =

EDIT - I tried making the replace path "map" without the rest of the line and it still didn't work.
The problem is probably that dependencies line, and the archive line. Only use archive if you're actually using one; it and path is to my knowledge mutually exclusive.
Only include a dependencies line if you're actually depending on something. That replace_path doesn't make any sense either.
 
How do you change what provinces are in what duchies?


Also is it possible to add de jure empires to the game map like the HRE and ERE are now without them holding any land so they can be formable by a nation like many kingdoms are now?
Both can be changed in landed_titles.txt. You can move counties (c_name) to another duchy (d_name) just by cutting and pasting.
You can do the same with the kingdoms within an empire, just move them outside the empire-title.
 
-for 2 provinces duchies you can add these conditions of creation (before last closing "}" for said duchy) to make them only creatable only if the 2 de jure duchies are under control.
Code:
    allow = {
            AND = { 
                has_landed_title = c_tagofcounty1
                has_landed_title = c_tagofcounty2
                }                
            }

-on main forum there are two dev diaries "sword of Islam" (empires commes with the free patch stuff)
That does make them unformable if either county is owned by a vassal though.
 
On what scope are modifers from buildings applied?

Things like troop numbers or tax are obviously applied to the specific holding, while others like tech speed are usually province scope.

But what about modifiers like "land_morale", "archers_offensive" or "siege_speed"?
 
On what scope are modifers from buildings applied?

Things like troop numbers or tax are obviously applied to the specific holding, while others like tech speed are usually province scope.

But what about modifiers like "land_morale", "archers_offensive" or "siege_speed"?
Pretty sure everything related to units are from holding-scope, as armies are split by holdings.
 
Does the game keep track of a character's personal achievements on the battlefield? Like, is there a counter somewhere that marks how many victories and defeats Count Anonymus has participated in? Alternatively, is there any way for a character event to trigger only after he has won x victories or some such?
 
Is there any way to check if a building has been built in a province?
I tried "has_building = <buildingname>", but that seems only to work on "start" scope.
13,5k lines of code for NOTHING! :(
 
has_building works in title scope. So you'd want something like any_province_title = { has_building = <buildingname> }, except I don't remember what any_province_title should be. I'll tell you in a few hours if you don't happen to know it.
That works, but it will also allow construction in any demesne province once the requirement is build somewhere...
What I need is a "potential = { }" trigger that checks only the current holding for a building.

Desired scenario:
If holding A has building X, do not show building Y as a building option.
 
Hmm I see, that sounds hard. Longshot, maybe you can try not_if_x_exists? It works in Sengoku, so who knows.
Good Sir, I have just applied the "opinion_grateful" modifier to our account relationship.

Because I tested it: AND IT WORKS!
All the unavailable buildings will clutter the bottom of the building list, but IT WORKS!

I will make sure you will be mentioned in the next BGA patchlog. :D
 
I am making a decision (which leads into a triggered event) that allows one kingdom title to become another. I have the hand-off working just fine, but does anyone have an idea how I would pass the de Jure land to the new title (as in the de Jure claims, not transferring vassals or anything like that)? (We are going from king tier to king tier)
Code:
k_oldtitle = {
    any_de_jure_vassal_title = {
        de_jure_liege = k_newtitle
    }
    destroy_landed_title = yes
}
Do note that the any_de_jure_vassal_title scope is a bit bugged, so it won't apply to uncreated duchies.
 
How would I check if a title exists in this context:

Code:
k_tuscany = {    
    color = { 237  28  36 }
    capital = 328 # Firenze
    culture = italian    
    allow = {
        is_independant = yes
        NOT = {
                        [B][U]k_italy = exists[/U][/B] #like this?
        }
        culture = italian
        religion_group = christian
        }
    }
}
is_title_active = k_italy
Do note that you can only check a title after it has been defined. So k_tuscany has to be below k_italy; if not, the check won't work.
 
How do I change the decisions for hiring a courtier, holy man and debutante to have them generated from any culture within my realm? Currently they are always the same culture as my ruler, but say I'm Castille controlling all of Iberia, I want the chance those new courtiers can be Basque, Andalusian, Catalan, etc as well as Castillian. Often rulers had advisers from other cultures.
You could try something like this.
Code:
employ_priest = {
    potential = {
    }
    allow = {
        piety = 5
    }
    effect = {
        piety = -5
        random_realm_province = {
            ROOT = {
                create_random_priest = {
                    random_traits = yes
                    dynasty = random
                    female = no
                    culture = PREVPREV
                }
            }
        }
    }
    revoke_allowed = {
        always = no
    }
    ai_will_do = {
        factor = 0
    }
}
 
Is this part creating the courtier in a random court too? Or will the person be in my court? And what is PREVPREV?? Never seen before!
As we scope back to ROOT, that's your court.
PREVPREV means you go two tiers up (to random_realm_province) to check that variable. Thus you get the culture of a random province, making it more likely to get foreign culture the more foreign provinces you have.