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Are you loading multiple mods/modules? If there is another running that also uses the landed_titles.txt file and it gets loaded after the one with prussia in it, Prussia will no longer exist as a title.
 
No wasn't running any modifications what so ever. Tried your mod, very nice. Pretty much added what I was looking for any way so that solved it for me. Still odd that it didn't work.
 
Is there a way of dynamically changing the size of a holy order in game? So if the Templars own a castle, 10 heavy cavalry would be added to their army?

I'm not entirely sure on the answer but I think no. Why bother anyway, they can just raise the levy from the castle which will give them (usually) more than 10 anyway ;)
 
I'm not entirely sure on the answer but I think no. Why bother anyway, they can just raise the levy from the castle which will give them (usually) more than 10 anyway ;)
Well, it would be most useful for representing provinces that don't belong to holy orders but still had volunteers going to join the order - Templar volunteers came from European provinces they did not own, not their territories in the Holy Land. So the Templars could get additional troops in their Holy Order from provinces with a certain flag/modifier that would represent how they relied on the Catholic realms for knights and the money to support those knights.

Also, increasing the Holy Order size instead of providing levies increases the size of the army that the Christian monarchs can hire, not just what the Holy Orders can use themselves.

But yeah, I am aware that this probably can't be done, I just posted in the vague hope that I may have missed something because it would be very nice if it were possible.

Also, what does the "levy_size" stat for all the mercs and holy orders in static_modifiers.txt mean? Does it just multiply by the troop values to get the final numbers or is there something I missed?
 
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No wasn't running any modifications what so ever. Tried your mod, very nice. Pretty much added what I was looking for any way so that solved it for me. Still odd that it didn't work.

Maybe you were missing a bracket somewhere, or the mod you were making wasn't loading properly? Well as long as it worked out for you I guess that's fine too.
 
This is definitely possible -- my recent Iceland mod makes pretty heavy use of the ð/Ð character, among others. (I would've added þ/Þ, too, but I thought that might be a bit much for all the non-Scandinavian players. :laugh:)

In any case, the Wikipedia articles for each of the special characters you want to use should list the key-bindings for -- and, if applicable, options needed to enable -- their use, depending on your operating system and localization. (I had to enable the "Extended" U.S. keyboard option on my Mac to get access to the eth.) Once you've followed those steps, though, you should be able to use those key bindings just fine -- not only in your mod files, but even in-game!

Update: I was able to get 6-7 of those phonetic latin letters ingame, including œ. ǫ however shows up as a questionmark ingame. I guess I won't be able to get that in then.
 
Is there a way to add an imprisonment to a character's history? I'd like one character to start off in a scenario as the prisoner of a particular king.
 
Simple question. If only English is proved for in localisation, all other languages will use it correct?
Code:
berber;Imazighen;;;;;;;;;;;;;x
Presumably, yes. You can definitely only provide English localization (many mods don't bother to translate every line to French, German and Spanish) if you wish, so I'm assuming it would display in English if you played the game in those languages. You can test this yourself of course.
 
Is there a way to add an imprisonment to a character's history? I'd like one character to start off in a scenario as the prisoner of a particular king.

I've had a look at the CK2+ files and the normal game files and I can't see any of the characters who I checked (who were historically imprisoned) setup to start like that at certain dates.
 
Presumably, yes. You can definitely only provide English localization (many mods don't bother to translate every line to French, German and Spanish) if you wish, so I'm assuming it would display in English if you played the game in those languages. You can test this yourself of course.

not sure about it. IIRC it displays the tag instead.
 
Refrain from your blasphemy and I will help you. ;)

any_friend is like all 'any_X' functions for triggers and such; random_friend is what you want for options and effects.
They're not like other any_X or random_X functions, because the game doesn't track friends and rivals. At all. These are not features of Crusader Kings 2. We tested add_friend, add_rival, any_friend, any_rival, random_friend, random_rival, num_of_friends, and num_of_rivals until our hands were sore and our eyes bloody. They do nothing.

Take a look at the "Show your friends and rivals" decision in Game of Thrones. We have to do 20 passes of random_playable_ruler = { any_realm_character } just to show who your friends are. And it can still fail in extreme cases.
 
Oh, well, I had high hopes for friends and rivals. Actually I was searching using the opinion modifiers, which I as yet not so good at either. I'll have to do some testing of my own, but have you informed the devs?
 
can anyone explain to me how i can add religious heads to heresies?
or direct me to a mod that does this

Look at the caliphs, Orthodox patriarch, and Pope in landed_titles.txt.

E.g., for the Pope:

Code:
# Controls a religion
	controls_religion = catholic

So you would have to have a landed title with for example, d_cathar, with
Code:
controls_religion = cathar

there might be a way to assign that by event, but I don't know how.