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No that doesn't work... The characters became the same dyntasie like the character I play. So... now I have Salian jews :eek:

Hm... Also if I don't define a dynastie...


Code:
            create_random_priest = {
                random_traits = yes
                religion = judisch
                culture = aschkenasen
                female = no
            }

It's dynasty = random
 
That wouldn't make him lowborn though, no?

I'm doubtful that you can even create a lowborn character through events, so I think that having a random dynasty is as close as he would like to get to that. But I could totally be wrong.
 
I'm doubtful that you can even create a lowborn character through events, so I think that having a random dynasty is as close as he would like to get to that. But I could totally be wrong.

But thats not what I want... I will creat a "Bring Jew to the Court" desicision. And I don't want that people creat a jew, give them land, and play as them. Not so easy. And Jews dynasties weren't so often I think. But I think also it's not possible... :/
 
But thats not what I want... I will creat a "Bring Jew to the Court" desicision. And I don't want that people creat a jew, give them land, and play as them. Not so easy. And Jews dynasties weren't so often I think. But I think also it's not possible... :/

I have lots of jewish creating events in my mod, would you like to take a look?
 
Wow. You've got things going everywhere. I think that you need to add a line in your *.mod file with an override directory, so that the only vanilla stuff that will be loaded will not be in that directory. Look here for Johan's explanations:

http://forum.paradoxplaza.com/forum/showthread.php?572577-Crusader-Kings-Dev-Diary-21-Usermodding
I faced this problem with Kings. replace_dir doesn't work on events, you need to either blanktext existing files or remove them individually.
 
Actually this is probably good enough for what I was trying to do. Will test it out later tonight...

Thanks for putting this out there.

Now if only I can find a way to trigger a custom Dynasty name (must continue dreaming...)

Put your custom dynasties into dynasties.txt then instead of dynasty = random, put dynasty = #ID. If you want to select from a pool of custom dynasties at "random", you could try
Code:
OR = {
    dynasty = 1
    dynasty = 2
    dynasty = 3
    dynasty = 4
    dynasty = 5
}
Might work *shrug*.
 
I want to mod the kingdom of Algarve into the game, so I put this code under titular kingdoms:

k_algarve = {
color = { 54 167 156 }
capital = 162 # Silves
culture = portuguese
}

But in game instead of Kingdom of Algarve it says create Kingdom of k_algarve. How do I fix this? Thank you.
 
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.
 
Put your custom dynasties into dynasties.txt then instead of dynasty = random, put dynasty = #ID. If you want to select from a pool of custom dynasties at "random", you could try
Code:
OR = {
    dynasty = 1
    dynasty = 2
    dynasty = 3
    dynasty = 4
    dynasty = 5
}
Might work *shrug*.

I've not seen OR's used to create effects. Instead to create one of a list of effects you would use a random_list.